LotI Unit Advancements
This is an auto-generated wiki page listing all the advancements that are unit specific currently avalible in the campaign "Legend of the Invincibles". See https://wiki.wesnoth.org/LotI_Standard_Advancements for general advancements such as legacies and books. This was generated at Tue May 16 12:01:20 2017 using version git-4220d82 of LotI and version 0.3.5 of the generation script. As this is auto-generated, DO NOT EDIT THIS PAGE. Instead, create a new issue at https://github.com/matsjoyce/LotIWikiGen/issues/new and the script will be adjusted.
Other LotI-related wiki pages:
- https://wiki.wesnoth.org/LotI_Items – items, such as weapons and books
- https://wiki.wesnoth.org/LotI_Standard_Advancements – general advancements such as legacies and books
- https://wiki.wesnoth.org/LotI_Unit_Advancements – unit specific advancements
- https://wiki.wesnoth.org/LotI_Abilities – abilities and weapon specials
- https://wiki.wesnoth.org/LotI_Scenarios – scenario information
- https://wiki.wesnoth.org/DeadlyUnitsFromLotI
Contents
- 1 Abomination
- 1.1 Biting Better – bite1
- 1.2 Biting Faster – bite2
- 1.3 Feasting on Enemies when Biting – bite2-leech
- 1.4 Biting Better – bite3
- 1.5 Healing More from Kills – murderlust
- 1.6 Able to Regurgitate Culinary Feasts as Walking Corpses – regurgitate1
- 1.7 Able to Regurgitate Culinary Feasts as Ghouls – regurgitate2
- 1.8 Causing Nearby Enemies to Deal Even Less Damage – despair
- 1.9 Causing Nearby Enemies to Deal Even Less Damage – despair2
- 1.10 Causing Nearby Enemies to Deal Even Less Damage – despair3
- 1.11 Faster – movement
- 2 Ancient Demon (Lilith)
- 3 Ancient Demoness (Lilith Ally)
- 3.1 Better at Axe Combat – axe
- 3.2 Faster at Axe Combat – axe-speed
- 3.3 Better at Axe Combat – axe-damage
- 3.4 Striking More Precisely with Axe – axe-marksman
- 3.5 Stronger with Hatchet – hatchet
- 3.6 Faster with Hatchet – hatchet2
- 3.7 Stronger with Hatchet – hatchet3
- 3.8 Able to Hurl Hatchets in a Long Stream – hatchet-anger
- 3.9 Better with Fireball – fireball
- 3.10 Better with Fireball – fireball2
- 3.11 Better with Fireball – fireball3
- 3.12 Hitting More Enemies with Fireball – fireball-cone
- 3.13 Better at Dodging (Lowering the Chance to be Hit by 2%) – dodge
- 3.14 Faster – movement
- 4 Ancient Lich
- 4.1 Better at Melee Combat – melee
- 4.2 Creating Zombies from Enemies Killed at Melee – melee2
- 4.3 Better at Melee – melee3
- 4.4 A Better Caster – magic
- 4.5 A Better Caster of Chill Tempests – magic-chill
- 4.6 Slowing with Chill Tempest – magic-chill3
- 4.7 A Better Caster of Shadow Waves – magic-shadow
- 4.8 A Better Caster of Chill Tempests – magic-chill2
- 4.9 Slowing Multiple Enemies with Chill Tempest – magic-chill-slow-extra
- 4.10 A Better Caster of Shadow Waves – magic-shadow2
- 4.11 Leeching Enemies with Shadow Wave – magic-shadow-leech
- 4.12 More Undead-Like Resistance (Improved Resistances, Slightly Worsened Weaknesses) – armour
- 4.13 Faster – movement
- 5 Arch Necromancer
- 5.1 Faster at Melee Combat – melee
- 5.2 Better at Melee Combat – melee2
- 5.3 Transforming Enemies into Soulless Also with the Infection – melee3
- 5.4 A Better Caster of Chill Waves – magic-chill
- 5.5 A Faster Caster of Chill Waves – magic-chill2
- 5.6 Slowing with Chill Wave – magic-chill3
- 5.7 A Faster Caster of Shadow Waves – magic-shadow
- 5.8 A Better Caster of Shadow Waves – magic-shadow2
- 5.9 Creating Ghosts from Victims of Shadow Wave – magic-shadow3
- 5.10 A Better Caster, Generally – magic
- 5.11 Faster – movement
- 6 Blackguard
- 6.1 Striking Better with Scourge – scourge
- 6.2 Striking Faster with Scourge – scourge2
- 6.3 Striking Better with Scourge – scourge3
- 6.4 Better Protected from Physical Blows (2% Better Resistances; +4% Resist Impact) – armour
- 6.5 Faster – movement
- 6.6 Able to Darken Even the Night – darken
- 6.7 Radiating Unearthly Darkness – darken2
- 7 Celestial Messenger
- 7.1 Better with Magic – lightbeam
- 7.2 Better with Magic – lightbeam2
- 7.3 Better with Magic – lightbeam3
- 7.4 Better with Mace – mace
- 7.5 Better with Mace – mace2
- 7.6 Able to Heal Allies Better – heal
- 7.7 Able to Heal Allies Better – heal2
- 7.8 Able to Heal Allies Better – heal3
- 7.9 Able to Make Enemies Feel Their Guilt (-15% to Non-Physical Resistances) – conviction
- 7.10 Making Enemies Feel Their Guilt Stronger (-25% to Non-Physical Resistances) – conviction2
- 7.11 Making Enemies Feel Their Guilt Stronger (-33% to Non-Physical Resistances) – conviction3
- 7.12 Making Enemies' Sins Burn Them from Inside (-16 Enemy Heal) – guilt
- 7.13 Able to Illuminate Even the Day – aura_illuminate
- 7.14 Illuminating Everything Around Better – aura_illuminate2
- 7.15 Faster – movement
- 8 Champion
- 8.1 Faster at Melee Combat – sword
- 8.2 Better with Sword – sword2
- 8.3 Faster with Sword – sword3
- 8.4 Better with Sword – sword4
- 8.5 Faster with Crossbow – crossbow
- 8.6 Better at Defending – block
- 8.7 Better Protected from Physical Blows (3% Better Resistances) – armour
- 8.8 10% Better Resistances when Defending – careful
- 8.9 20% Better Resistances when Defending – careful2
- 8.10 25% Better Resistances when Defending – careful3
- 8.11 Better with Crossbow – crossbow2
- 8.12 Faster – movement
- 9 Champion Bowman
- 9.1 Striking Better with Bow – bow
- 9.2 Striking Better with Bow – bow2
- 9.3 Striking Better with Bow – bow3
- 9.4 Striking More Precisely with Bow – bow-precision
- 9.5 Able to Shoot a Storm on Arrows Without Giving the Enemy a Chance to Counterattack – arrowstorm
- 9.6 Shooting Arrow Storms Better – arrowstorm2
- 9.7 Striking Better with Sword – sword
- 9.8 Striking Better with Sword – sword2
- 9.9 Striking Better with Sword – sword3
- 9.10 Better Protected from Physical Blows (2% Better Resistances) – armour
- 9.11 Faster – movement
- 10 Chaos Rider
- 10.1 Striking Better with Sword – sword
- 10.2 Striking Faster with Sword – sword2
- 10.3 Incinerating Enemies with Sword – sword-incinerate
- 10.4 Striking Better with Sword – sword3
- 10.5 Stomping Enemies Better – stomp
- 10.6 Better with Fireball – fireball
- 10.7 Better with Fireball – fireball2
- 10.8 Better with Fireball – fireball3
- 10.9 Creating Spirits of Fire with Fireball – fireball_plague
- 10.10 Faster – movement
- 11 Dark Shade
- 11.1 Clawing Better – claws
- 11.2 Clawing Better – claws2
- 11.3 Clawing Better – claws3
- 11.4 Clawing Better – claws4
- 11.5 Draining Enemies Better – sip
- 11.6 Draining Enemies Better – sip2
- 11.7 Draining More from Living, Able to Drain a Bit from the Non-Living as Well – sip3
- 11.8 Draining Enemies Better – sip4
- 11.9 Faster – movement
- 12 Deathlord
- 12.1 Better at Melee Combat – axe
- 12.2 Better at Melee Combat – axe2
- 12.3 Better at Melee Combat – axe3
- 12.4 Better at Melee Combat – axe4
- 12.5 Able to Attack in a Terrible Way that Lowers Enemy Resistance – doom
- 12.6 Crippling Enemies Better – doom2
- 12.7 Better at Blocking Attacks – block
- 12.8 Better with Crossbow – xbow
- 12.9 Better with Crossbow – xbow2
- 12.10 Shooting Poisonous Arrows – xbow-poison
- 12.11 Better with Crossbow – xbow3
- 12.12 Better Resistance (2% Blade, 2% Pierce, 3% Cold, But -1% Arcane) – armour
- 12.13 Faster – movement
- 13 Demigod (Efraim God)
- 13.1 Better with Sword – sword1
- 13.2 Faster with Sword (Affects Also Whirlwind) – sword1_speed
- 13.3 Better with Sword – sword2
- 13.4 More Precise with Sword – sword2_marksman
- 13.5 Better with Sword – sword3
- 13.6 Better with Sword – sword4
- 13.7 Incinerating Enemies with Sword – sword4_flames
- 13.8 Better with Sword – sword5
- 13.9 Faster with Sword (Affects Also Whirlwind) – sword5_speed
- 13.10 Better with Sword – sword6
- 13.11 Able to Attack Twice in a Row – berserk1
- 13.12 Able to Attack Thrice in a Row – berserk2
- 13.13 Able to Attack Five Times in a Row – berserk3
- 13.14 Doing More Damage with the Furious Attack – berserk1_damage
- 13.15 Whirling Better – whirlwind
- 13.16 Whirling Better – whirlwind2
- 13.17 Whirling Better – whirlwind3
- 13.18 Better with Knives – knives1
- 13.19 Backstabbing with Knives – knives1_backstab
- 13.20 Better with Knives – knives2
- 13.21 More Precise with Knives – knives2_precision
- 13.22 Better with Knives – knives3
- 13.23 Faster with Knives – knives3_speed
- 13.24 Better with Knives – knives4
- 13.25 Backstabbing with Knives Better – knives4-backstab
- 13.26 Better with Knives – knives5
- 13.27 Faster with Knives – knives5_speed
- 13.28 Casting Fireballs Better – fireball
- 13.29 Incinerating the Primary Target of the Fireballs – fireball1_incineration
- 13.30 Casting Fireballs Better – fireball2
- 13.31 Casting Fireballs Faster – fireball3
- 13.32 Decreasing Enemy Fire Resistance by 10% – fireball3_penetrate
- 13.33 Casting Fireballs Faster – fireball4
- 13.34 Shooting Fireballs with Better Precision – fireball4_precision
- 13.35 Casting Fireballs Faster – fireball5
- 13.36 Shooting Fireballs with Better Precision – fireball5_precision
- 13.37 Casting Fireballs with Greater Damage – fireball6
- 13.38 Able to Use Cast Iceball – iceball
- 13.39 Dealing More Damage with Iceball – iceball2
- 13.40 Dealing Damage to Multiple Enemies with Iceball – iceball3
- 13.41 Slowing Groups of Enemies with Iceball – iceball4
- 13.42 Dealing More Damage with Iceball – iceball5
- 13.43 Faster – movement
- 13.44 Faster – movement2
- 13.45 Able to Muster Enough Mental Powers to Levitate Through Hard Terrains – movement3
- 13.46 Harder to be Hit – dodge
- 13.47 Better Protected from Physical Blows (2% Better Resistances) – armour
- 13.48 Better Protected from Magical Attacks (2% Better Resistances) – shield
- 14 Demigod (Lethalia God)
- 14.1 Better with Staff – staff1
- 14.2 More Precise with Staff – staff1_marksman
- 14.3 Better with Staff – staff2
- 14.4 More Precise with Staff – staff2_focused
- 14.5 Poisoning Enemies with Staff – staff2_plague
- 14.6 Better with Staff – staff3
- 14.7 Faster with Staff – staff3_attacks
- 14.8 Better with Staff – staff4
- 14.9 Better with Staff – staff5
- 14.10 Incinerating Enemies with Staff (Instead of Poison) – staff5_plague
- 14.11 Dealing Fire Damage with Staff – staff5_fire
- 14.12 Better with Staff – staff6
- 14.13 Faster with Staff – staff6_attacks
- 14.14 Better with Staff – staff7
- 14.15 Better with Axe – axe1
- 14.16 Better with Axe – axe2
- 14.17 Faster with Axe (Affects Also Whirlwind) – axe1_speed
- 14.18 Poisoning Enemies with Axe (Affects Also Whirlwind) – axe2_poison
- 14.19 Better with Axe – axe3
- 14.20 Faster with Axe (Affects Also Whirlwind) – axe3_speed
- 14.21 Better with Axe – axe4
- 14.22 Able to Hit Multiple Enemies with Axe – axe4_cleave
- 14.23 Better with Axe – axe5
- 14.24 Faster with Axe (Affects Also Whirlwind) – axe5_speed
- 14.25 Better with Axe – axe6
- 14.26 Faster with Axe (Affects Also Whirlwind) – axe6_speed
- 14.27 Better at Whirling – whirlwind
- 14.28 Causing More Havoc with Faerie Fire – faerie1
- 14.29 Able to Deal Damage to Multiple Units with Faerie Fire – faerie1_boom
- 14.30 Causing More Havoc with Faerie Fire – faerie2
- 14.31 Decreasing Enemies' Arcane Resistance by 8% – faerie2_penetrate
- 14.32 Causing More Havoc with Faerie Fire – faerie3
- 14.33 Faster with Faerie Fire – faerie3_speed
- 14.34 Causing More Havoc with Faerie Fire – faerie4
- 14.35 Decreasing Enemies' Arcane Resistance by 7% – faerie4_penetrate
- 14.36 Causing More Havoc with Faerie Fire – faerie5
- 14.37 Faster with Faerie Fire – faerie5_speed
- 14.38 Causing More Havoc with Faerie Fire – faerie6
- 14.39 Faster with Faerie Fire – faerie6_speed
- 14.40 Causing More Havoc with Faerie Fire – faerie7
- 14.41 Faster with Faerie Fire – faerie7_speed
- 14.42 Causing More Havoc with Faerie Fire – faerie8
- 14.43 Poisoning Enemies with Spiderwebs – gossamer1
- 14.44 Dealing More Damage with Spiderwebs – gossamer1_damage
- 14.45 Draining Enemies with Spiderwebs – gossamer2
- 14.46 Dealing More Damage with Spiderwebs – gossamer2_damage
- 14.47 Shooting Spiderwebs More Precisely – gossamer3
- 14.48 Dealing More Damage with Spiderwebs – gossamer3_damage
- 14.49 Shooting Spiderwebs Even More Precisely – gossamer4
- 14.50 Dealing More Damage with Spiderwebs – gossamer4_damage
- 14.51 Shooting Spiderwebs Faster – gossamer4_speed
- 14.52 Shooting Spiderwebs with Incredibly Fast Reactions – gossamer5
- 14.53 Dealing More Damage with Spiderwebs – gossamer5_damage
- 14.54 More Nimble (+1 Movement, 1% Better Defences on All Terrains) – wings1
- 14.55 More Nimble (+1 Movement, 1% Better Defences on All Terrains) – wings2
- 14.56 More Nimble (2% Better Defences on All Terrains) – wings3
- 14.57 More Attuned to the Woods – woods
- 14.58 Better Protected from Physical Blows (2% Better Resistances) – armour
- 14.59 Better Protected from Magical Attacks (3% Better Resistances) – shield
- 15 Demon Infiltrator (Romero)
- 16 Demon Lord
- 17 Demon Queen (Uria)
- 18 Demon Queen's Avatar (Uria Avatar)
- 19 Destroyer
- 19.1 Striking More Furiously with Scourge – scourge
- 19.2 Striking More Furiously with Scourge – scourge2
- 19.3 Striking More Furiously with Scourge – scourge3
- 19.4 Able to Enter a Battle Frenzy Like Dwarves, But Only when Attacking – berserk
- 19.5 Striking Better when in Battle Frenzy – berserk2
- 19.6 Better Protected from Physical Blows (2% Better Resistances; +4% Resist Impact) – armour
- 19.7 Faster – movement
- 20 Divine Emissary (Stormrider)
- 20.1 Swinging Better with the Sword – sword
- 20.2 Swinging More Precisely with the Sword – sword1_precision
- 20.3 Swinging Better with the Sword – sword2
- 20.4 Swinging Better with the Sword – sword3
- 20.5 Swinging Faster with the Sword – sword3_speed
- 20.6 Swinging Better with the Sword – sword4
- 20.7 Striking Better with Lance and Charging More Powerfully (2.5 Times More Damage) – lance
- 20.8 Striking Better with the Lance – lance2
- 20.9 Striking Faster with the Lance – lance2_speed
- 20.10 Striking Better with the Lance – lance3
- 20.11 Charging More Powerfully with the Lance (3 Times More Damage) – lance3_damage
- 20.12 Charging Even More Powerfully with the Lance (3.5 Times More Damage) – lance4_damage
- 20.13 Striking Better with the Lance – lance4
- 20.14 Striking Even Better with the Lance – lance5
- 20.15 Throwing Stronger Lightnings – storm
- 20.16 Throwing More Lightnings – storm_speed
- 20.17 Throwing Stronger Lightnings – storm2
- 20.18 Charging with Lightnings – storm2_charge
- 20.19 Throwing Stronger Lightnings – storm3
- 20.20 Throwing More Lightnings – storm3_speed
- 20.21 Casting Better Lightnings – storm4
- 20.22 Able to Summon a Powerful Thunder that Can Kill with a Single Hit – thunder
- 20.23 Better with Thunders – thunder2
- 20.24 Surrounded by an Aura that Hurts Nearby Enemies (-8 HP) – aura
- 20.25 Better with the Enemy Hurting Aura (-16 HP) – aura2
- 20.26 Better with the Enemy Hurting Aura (-24 HP) – aura3
- 20.27 Able to Illuminate Everything Around – aura_illuminate
- 20.28 Able to Illuminate Even the Day – aura_illuminate2
- 20.29 Illuminating Everything Around Better – aura_illuminate3
- 20.30 Healing Nearby Allies Better – healing
- 20.31 Healing Nearby Allies Better – healing2
- 20.32 Healing Nearby Allies Better – healing3
- 20.33 More Resistant to Damage (4% Better Resistances) – armor
- 20.34 Able to Move Faster – movement1
- 21 Doppelgänger (Efraim Doppelganger)
- 21.1 Better at Melee Combat – melee
- 21.2 Better at Melee Combat – melee2
- 21.3 Better at Melee Combat – melee3
- 21.4 Better in Ranged Combat – ranged
- 21.5 Better in Ranged Combat – ranged2
- 21.6 Better in Ranged Combat – ranged3
- 21.7 Better at Dodging (Lowering the Chance to be Hit by 2%) – dodge
- 21.8 Better Protected from Physical Blows (2% Better Resistances) – armour
- 21.9 Faster – movement
- 22 Doppelgänger (Lethalia Doppelganger)
- 22.1 Better at Axe Combat – melee
- 22.2 Better with Sword – melee2
- 22.3 Better with Sword – melee3
- 22.4 Better in Ranged Combat – ranged
- 22.5 Better in Ranged Combat – ranged2
- 22.6 Better in Ranged Combat – ranged3
- 22.7 Better at Dodging (Lowering the Chance to be Hit by 2%) – dodge
- 22.8 Better Protected from Physical Blows (2% Better Resistances) – armour
- 22.9 Faster – movement
- 23 Dragon Rider
- 23.1 Commanding the Dragon to Bite Better – bite
- 23.2 Able to Order the Dragon to Eat Bits of Freshly Torn Meat During Battle – bite-drain
- 23.3 Striking Better with Lance – lance
- 23.4 Striking Better with Lance – lance2
- 23.5 Charging More Powerfully with Lance (2.5 Times More Damage) – lance3
- 23.6 Charging Even More Powerfully with the Lance (3 Times More Damage) – lance4
- 23.7 Striking Even Better with the Lance – lance5
- 23.8 Commanding the Dragon to Breathe Fire Better – fire
- 23.9 Commanding the Dragon to Breathe Fire Faster – fire2
- 23.10 Commanding the Dragon to Breathe Fire Better – fire3
- 23.11 Incinerating Enemies with Dragon Breath – fire-incinerate
- 23.12 Able to Lead Allies into Battle (Like a Level 2 Unit) – leadership
- 23.13 Able to Lead Allies into Battle (Like a Level 3 Unit) – leadership2
- 23.14 A Greater Leader in Battle (Like a Level 4 Unit) – leadership3
- 23.15 A Greater Leader in Battle (Like a Proper Level 5 Unit) – leadership4
- 23.16 Riding a Tougher Dragon (2% Better Resistances; +3% Resist Pierce) – armour
- 23.17 Faster – movement
- 24 Duelist Wizard
- 24.1 Better with Magic – magic
- 24.2 Better with Magic Missile – missile
- 24.3 Better with Magic Missile – missile2
- 24.4 Better with Magic Missile – missile3
- 24.5 Better with Fireball – fireball
- 24.6 Better with Chill Tempest – chill
- 24.7 Better with Staff – melee
- 24.8 Able to Return 2 Pierce Damage to Every Attacker – retribution
- 24.9 Able to Return a Part of Damage to the Attacker – retribution2
- 24.10 Able to Heal from Enemies' Attacks – absorb1
- 24.11 Able to Heal from Enemies' Attacks Better – absorb2
- 24.12 Able to Heal from Enemies' Attacks Better – absorb3
- 24.13 -15% to Magical Resistances of All Adjacent Enemies – conviction
- 24.14 Faster – movement
- 25 Duke
- 25.1 Faster at Melee – melee
- 25.2 Better at Melee – melee2
- 25.3 Better with Crossbow – xbow
- 25.4 Better with Crossbow – xbow2
- 25.5 Better with Crossbow – xbow3
- 25.6 Better Protected from Physical Blows (3% Better Resistances) – armour
- 25.7 Possessing the Leadership of a Level 6 Unit – leadership
- 25.8 Able to Make All Adjacent Allies Capable to Attack First Even when Defending – leadership2
- 25.9 Able to Let All Adjacent Allies Gain 1 Movement Point After Attacking – leadership3
- 25.10 Able to Heal Allies – heal1
- 25.11 Able to Heal Allies Better – heal2
- 25.12 Faster – movement
- 26 Dwarvish Battlerager
- 27 Dwarvish Hero
- 27.1 Striking Stronger with Axe – axe
- 27.2 Faster with Axe – axe2
- 27.3 Faster with Axe – axe3
- 27.4 Better with Axe – axe4
- 27.5 Stronger with Hammer – hammer
- 27.6 Stronger with Hammer – hammer2
- 27.7 Faster with Hammer – hammer_speed
- 27.8 Stronger with Hammer – hammer3
- 27.9 Stronger with Hatchet – hatchet
- 27.10 Faster with Hatchet – hatchet2
- 27.11 Stronger with Hatchet – hatchet3
- 27.12 Blocking Better – block
- 27.13 Capable to Use Lightning – lightning
- 27.14 Casting Stronger Lightnings – lightning2
- 27.15 Casting Lightnings Faster – lightning3
- 27.16 Faster – movement
- 28 Dwarvish Protector
- 28.1 Striking Better with Spear – spear
- 28.2 Striking Faster with Spear – spear2
- 28.3 Striking Better with Spear – spear3
- 28.4 Throwing Javelins Faster – javelin
- 28.5 Throwing Javelins Better – javelin2
- 28.6 Able to Charge into Battle – charge
- 28.7 Better Resistances when Defending – adamant
- 28.8 Blocking Better – block
- 28.9 Better Protected from Physical Blows (3% Better Resistances) – armour
- 28.10 Faster – movement
- 29 Dwarvish Technocrat
- 29.1 Better at Shooting – gun
- 29.2 Better at Shooting – gun2
- 29.3 Better at Shooting – gun3
- 29.4 Better at Shooting – gun4
- 29.5 Better at Shooting – gun5
- 29.6 Better with Dagger – dagger
- 29.7 Able to Backstab with the Dagger – dagger2
- 29.8 More Technically Skilled, Using a Gun that Can Fire Very Quickly – storm
- 29.9 Shooting Bullet Storms Better – storm2
- 29.10 More Technically Skilled, Using a Very Precise Gun – blunderbuss
- 29.11 Doing More Damage when Shooting Precisely – blunderbuss2
- 29.12 Shooting Bullets that Penetrate Armour Better – bullets
- 29.13 Shooting Bullets that Penetrate Armour Better – bullets2
- 29.14 Faster – movement
- 30 Elder Mage
- 30.1 Better with Fireball – fireball
- 30.2 Breaking Through Enemy Fire Resistances Better (8%) – fire-penetrate
- 30.3 Breaking Through Enemy Fire Resistances Better (7%) – fire-penetrate2
- 30.4 Breaking Through Enemy Fire Resistances Better (5%) – fire-penetrate3
- 30.5 Faster with Fireball – fireball2
- 30.6 Better with Fireball – fireball3
- 30.7 Better with Fireball – fireball3-explosion
- 30.8 Better with Lightning – lightning
- 30.9 Better with Lightning – lightning2
- 30.10 Breaking Through Enemy Arcane Resistances Better (8%) – arcane-penetrate
- 30.11 Breaking Through Enemy Arcane Resistances Better (7%) – arcane-penetrate2
- 30.12 Breaking Through Enemy Arcane Resistances Better (5%) – arcane-penetrate3
- 30.13 Ignoring Enemy Resistances (and Vulnerabilities) with Lightning – lightning3-lightning
- 30.14 Better with Lightning – lightning3
- 30.15 Capable to Cast Fire Blast – fireblast1
- 30.16 Casting Fire Blasts Better – fireblast2
- 30.17 Casting Fire Blasts Faster – fireblast2_speed
- 30.18 Casting Fire Blasts Better – fireblast3
- 30.19 Able to Curse Enemies to Cut Their Resistances – curse
- 30.20 Better with Staff – melee
- 30.21 Faster – movement
- 31 Elvish Assassin
- 31.1 Faster at Melee – melee
- 31.2 Better at Melee – melee2
- 31.3 Faster with the Bow – bow
- 31.4 Better with Bow – bow2
- 31.5 Shooting Insanely Precisely – bow-precise
- 31.6 Faster with the Bow – bow3
- 31.7 Better with the Bow – bow4
- 31.8 Able to Shoot a Storm of Arrows Without Giving the Enemy a Chance to Counterattack – arrowstorm
- 31.9 Shooting Arrow Storms Better – arrowstorm2
- 31.10 – execution
- 31.11 Executing Enemy Bosses Better – execution
- 31.12 Better at Dodging (Lowering the Chance to be Hit by 2%) – dodge
- 31.13 Faster – movement
- 32 Elvish Gryphon Rider
- 32.1 Better at Commanding the Gryphon to Attack Fast – melee
- 32.2 Better at Commanding the Gryphon to Attack Fast – melee2
- 32.3 Better at Commanding the Gryphon – melee3
- 32.4 Faster with the Bow – bow
- 32.5 Better with Bow – bow2
- 32.6 Shooting Very Precisely – bow-precise
- 32.7 Faster with the Bow – bow3
- 32.8 Better with the Bow – bow4
- 32.9 Able to Move One Hex After Attacking an Enemy – penetrate
- 32.10 Able to Move More Hexes After Attacking an Enemy (Only After Bow Attack) – penetrate2
- 32.11 More Nimble (Lowering the Chance to be Hit by 4%) – dodge
- 32.12 Faster – movement
- 33 Elvish Juggernaut
- 33.1 Striking Better with Sword – sword
- 33.2 Striking Faster with Sword – sword2
- 33.3 Striking Better with Sword – sword3
- 33.4 Better with the Bow – bow
- 33.5 Better with Bow – bow2
- 33.6 Shooting Insanely Precisely – bow-precise
- 33.7 Better with the Bow – bow3
- 33.8 Better with the Bow – bow4
- 33.9 Able to Attack in a Terribly Scary Way – horrid
- 33.10 Scaring Enemies with the Sword Attack Better – horrid2
- 33.11 Able to Maim Enemies, Lowering Their Damage Until They Advance – mayhem
- 33.12 Striking Better when Maiming Enemies – mayhem2
- 33.13 Regenerating 6 Hitpoints per Turn – regeneration1
- 33.14 Regenerating 12 Hitpoints per Turn – regeneration2
- 33.15 Regenerating 18 Hitpoints per Turn – regeneration3
- 33.16 Better at Blocking (Lowering the Chance to be Hit by 2%) – dodge
- 33.17 Better Protected from Physical Blows (2% Better Resistances) – armour
- 33.18 Faster – movement
- 34 Elvish Nightprowler
- 34.1 Better with the Bow – bow
- 34.2 Faster with Bow – bow2
- 34.3 Shooting Very Precisely – bow-precise
- 34.4 Faster with the Bow – bow3
- 34.5 Better with the Bow – bow4
- 34.6 Faster at Melee Combat – sword
- 34.7 Better at Melee Combat – sword2
- 34.8 Faster at Melee Combat – sword3
- 34.9 Better at Melee Combat – sword4
- 34.10 Able to Stab Backs – sword-backstab
- 34.11 Able to Enter a Shooting Frenzy Like Dwarves with Axes, But Only when Attacking – berserk
- 34.12 Shooting Faster when in Shooting Frenzy – berserk2
- 34.13 Shooting Better when in Shooting Frenzy – berserk2_damage
- 34.14 Better at Blocking (Lowering the Chance to be Hit by 2%) – dodge
- 34.15 Faster – movement
- 35 Elvish Overlord
- 35.1 Faster at Melee Combat – sword
- 35.2 Faster at Melee Combat – sword2
- 35.3 Better at Melee Combat – sword3
- 35.4 A Faster Caster – faerie
- 35.5 A Better Caster – faerie2
- 35.6 A Faster Caster – faerie3
- 35.7 A Better Caster – faerie4
- 35.8 Able to Cover His Sword in Sticky Spiderwebs to Slow Enemies – gossamer
- 35.9 Dealing More Damage with the Spiderweb Sword – gossamer2
- 35.10 Better Protected from Physical Blows (2% Better Resistances) – armour
- 35.11 Able to Hide in Deciduous Forests – ambush
- 35.12 Able to Hide in All Forests – ambush2
- 35.13 Able to Lead Allies into Battle (Like a Level 3 Unit) – leadership
- 35.14 A Greater Leader in Battle (Like a Proper Level 4 Unit) – leadership2
- 35.15 Better at Blocking (Lowering the Chance to be Hit by 3%) – dodge
- 35.16 Better Protected from Magical Attacks (7/3/3% Better Resistances to Arcane/Fire/Cold) – magic_resilience
- 35.17 Faster – movement
- 36 Elvish Seer
- 36.1 Better at Melee Combat – melee
- 36.2 Better at Melee Combat – melee2
- 36.3 Able to Create a Sword from Pure Magic – sabre
- 36.4 Doing More Damage with Faerie Sabre – sabre2
- 36.5 Better with Spiderwebs – web
- 36.6 Better with Spiderwebs – web2
- 36.7 Better with Faerie Fire – magic
- 36.8 Better with Faerie Fire – magic2
- 36.9 Decreasing Arcane Resistance to All Adjacent Enemies by 10% – arcane_penetrate
- 36.10 Decreasing Arcane Resistance to All Adjacent Enemies by 5% More – arcane_penetrate2
- 36.11 Able to Heal Allies Better – heal
- 36.12 Able to Heal Allies Better – heal2
- 36.13 Better at Defending – block
- 36.14 Faster – movement
- 37 Elvish Sprite
- 38 Elvish Warlord
- 38.1 Striking Better with Sword – sword
- 38.2 Striking Faster with Sword – sword2
- 38.3 Striking Better with Sword – sword3
- 38.4 Faster with the Bow – bow
- 38.5 Better with Bow – bow2
- 38.6 Shooting Very Precisely – bow-precise
- 38.7 Faster with the Bow – bow3
- 38.8 Better with the Bow – bow4
- 38.9 A Better Leader (Like a Level 5 Unit) – leadership
- 38.10 Able to Improve Nearby Allies' Reactions – leadership2
- 38.11 Able to Attack in a Terribly Scary Way – horrid
- 38.12 Scaring Enemies with the Sword Attack Better – horrid2
- 38.13 Better at Blocking (Lowering the Chance to be Hit by 2%) – dodge
- 38.14 Better Protected from Physical Blows (2% Better Resistances) – armour
- 38.15 Faster – movement
- 39 Exterminator
- 39.1 Faster with Dagger – dagger
- 39.2 Better at Backstabbing – dagger2
- 39.3 Better with Dagger – dagger2
- 39.4 Better with Scythe – scythe
- 39.5 Better with Scythe – scythe2
- 39.6 Better with Scythe – scythe3
- 39.7 Faster with Knives – knife
- 39.8 Very Precise with Knives – knife2
- 39.9 Better with Knives – knife3
- 39.10 Able to Charge at Enemies when Backstabbing if Selected – murderous_frenzy
- 39.11 Charging at Enemy Backs Better – murderous_frenzy2
- 39.12 Able to Perform a Whirlwind Attack – whirlwind
- 39.13 Whirling Better – whirlwind2
- 39.14 Able to Move at Night Without Being Seen on Useful Terrains – nightstalk
- 39.15 Able to Move at Night Without Being Seen on All Accessible Terrains – nightstalk2
- 39.16 Better at Defending – block
- 39.17 Better at Defending – block2
- 39.18 Better at Defending – block3
- 39.19 Faster – movement
- 40 Faerie Incarnation
- 40.1 Commanding Vines Better – melee
- 40.2 Commanding Vines Better – melee2
- 40.3 Ensnaring Better – ensnare
- 40.4 Ensnaring Better – ensnare2
- 40.5 Piercing with Thorns Better – thorns
- 40.6 Piercing with Thorns Faster – thorns2
- 40.7 Piercing with Thorns Better – thorns3
- 40.8 Slowly Draining Adjacent Enemies – leeches
- 40.9 Able to Heal Allies Better – heal
- 40.10 Able to Heal Allies Better – heal2
- 40.11 Able to Heal Allies Better – heal3
- 40.12 Decreasing Non-Physical Resistances of Adjacent Enemies (-20%) – conviction
- 40.13 Decreasing Non-Physical Resistances of Adjacent Enemies (-30%) – conviction2
- 40.14 Decreasing Non-Physical Resistances of Adjacent Enemies (-40%) – conviction3
- 40.15 Able to Poison All Adjacent Enemy Units – vine_toxic
- 40.16 Faster – movement
- 41 Fencer
- 41.1 Better with Sword – sword
- 41.2 Better with Magic – magic
- 41.3 Better at Defending – block
- 41.4 Better with Sword – sword
- 41.5 Better with Crossbow – crossbow
- 41.6 Better with Magic – magic
- 41.7 Better at Defending – block
- 41.8 Better with Sword – sword2
- 41.9 Better with Magic – magic2
- 41.10 Better at Defending – block2
- 41.11 Better with Sword – sword
- 41.12 Better with Crossbow – crossbow
- 41.13 Better with Magic – magic
- 41.14 Better at Defending – block
- 41.15 Better with Sword – sword2
- 41.16 Better with Magic – magic2
- 41.17 Better at Defending – block2
- 41.18 Better with Sword – sword3
- 41.19 Better with Crossbow – crossbow2
- 41.20 Better with Magic – magic3
- 42 Forester
- 42.1 Striking Better with Bow – bow
- 42.2 Striking Better with Bow – bow2
- 42.3 Striking Better with Bow – bow3
- 42.4 Shooting Insanely Precisely – bow-precise
- 42.5 Striking Better with Sword – sword
- 42.6 Striking Better with Sword – sword2
- 42.7 Striking Better with Sword – sword3
- 42.8 Able to Attack Parrying Enemy Blows – parry
- 42.9 Parrying Better – parry2
- 42.10 Better Protected from Physical Blows (2% Better Resistances; +1% Resist Impact) – armour
- 42.11 Better at Defending – block
- 42.12 Faster – movement
- 43 Goblin Ravager
- 43.1 Biting Better – fangs1
- 43.2 Biting Faster – fangs2
- 43.3 Feasting on Enemies when Biting – fangs2-leech
- 43.4 Biting Better – fangs3
- 43.5 Torching Better – torch
- 43.6 Torching Faster – torch2
- 43.7 Incinerating with Torch – torch3
- 43.8 Throwing Nets Better – net
- 43.9 Throwing Nets Faster – net2
- 43.10 More Nimble (Lowering the Chance to be Hit by 4%) – dodge
- 43.11 Faster – movement
- 44 Goblin Warbanner (Goblin Warbaner)
- 44.1 Striking Better with Spear – spear
- 44.2 Striking Faster with Spear – spear2
- 44.3 Striking Better with Spear – spear3
- 44.4 Throwing Spears Faster – javelin
- 44.5 Throwing Spears Better – javelin2
- 44.6 Throwing Spears More Precisely – javelin3
- 44.7 Able to Drum in a Way that Makes Allies March Faster – wardrums
- 44.8 A Better Leader – leadership
- 44.9 Better at Dodging Enemy Attacks (Lowering the Chance to be Hit by 2%) – dodge
- 44.10 Faster – movement
- 45 Grim Knight
- 45.1 Striking Better with Lance – lance
- 45.2 Striking Better with Lance – lance2
- 45.3 Charging More Powerfully with Lance (2.5 Times More Damage) – lance3
- 45.4 Charging Even More Powerfully with the Lance (3 Times More Damage) – lance4
- 45.5 Striking Even Better with the Lance – lance5
- 45.6 Able to Knock Enemies Back – knockback
- 45.7 Better at Axe Combat – axe
- 45.8 Better at Axe Combat – axe2
- 45.9 Better at Axe Combat – axe3
- 45.10 Better at Axe Combat – axe4
- 45.11 More Undead-Like Resistance (Improved Resistances, Slightly Worsened Weaknesses) – armour
- 45.12 Faster – movement
- 46 Half-Robotic Freak (Akula Steel Finale)
- 47 Half-Robotic Freak (Akula Steel)
- 48 Lesser Demigod (Krux Later)
- 48.1 Better with Sword – sword1
- 48.2 Faster with Sword – sword1_speed
- 48.3 Better with Sword – sword2
- 48.4 More Precise with Sword – sword2_marksman
- 48.5 Better with Sword – sword3
- 48.6 Better with Sword – sword4
- 48.7 Slowing Enemies with Sword – sword4_plague
- 48.8 Better with Sword – sword5
- 48.9 Faster with Sword – sword5_speed
- 48.10 Better with Sword – sword6
- 48.11 Faster with Spectral Blades – spectral_blades_speed
- 48.12 Better with Spectral Blades – spectral_blades
- 48.13 Better with Spectral Blades – spectral_blades_2
- 48.14 More Precise with Spectral Blades – spectral_blades_marksman
- 48.15 Causing More Havoc with Faerie Fire – faerie1
- 48.16 Causing More Havoc with Faerie Fire – faerie2
- 48.17 Decreasing Enemies' Arcane Resistance by 8% – faerie2_penetrate
- 48.18 Causing More Havoc with Faerie Fire – faerie3
- 48.19 Faster with Faerie Fire – faerie3_speed
- 48.20 Causing More Havoc with Faerie Fire – faerie4
- 48.21 Decreasing Enemies' Arcane Resistance by 7% – faerie4_penetrate
- 48.22 Causing More Havoc with Faerie Fire – faerie5
- 48.23 Faster with Faerie Fire – faerie5_speed
- 48.24 Causing More Havoc with Faerie Fire – faerie6
- 48.25 Faster with Faerie Fire – faerie6_speed
- 48.26 Causing More Havoc with Faerie Fire – faerie7
- 48.27 Faster with Faerie Fire – faerie7_speed
- 48.28 Causing More Havoc with Faerie Fire – faerie8
- 48.29 Casting Fireballs Better – fireball
- 48.30 Casting Fireballs Better – fireball2
- 48.31 Casting Fireballs with Better Precision – fireball2_precision
- 48.32 Casting Fireballs Better – fireball3
- 48.33 Better with Magic – magic
- 48.34 Dealing More Damage with Burning Aura – burning_aura
- 48.35 Dealing More Damage with Burning Aura – burning_aura2
- 48.36 Dealing More Damage with Burning Aura – burning_aura3
- 48.37 Possessing the Leadership of a Level 3 Unit – leadership1
- 48.38 Possessing the Leadership of a Level 4 Unit – leadership2
- 48.39 Possessing the Leadership of a Level 5 Unit – leadership3
- 48.40 Able to Heal Allies Better – heal
- 48.41 Able to Heal Allies Better – heal2
- 48.42 Able to Heal Allies Better – heal3
- 48.43 Causing an Even Worse Frailty Complex in Enemies' Minds (-20% Physical Resistances) – conviction
- 48.44 Causing a Really Terrible Frailty Complex in Enemies' Minds (-25% Physical Resistances) – conviction2
- 48.45 Better at Defending – block
- 48.46 Faster – movement
- 49 Lesser Demigod (Krux)
- 49.1 Better with Sword – sword1
- 49.2 Faster with Sword – sword1_speed
- 49.3 Better with Sword – sword2
- 49.4 More Precise with Sword – sword2_marksman
- 49.5 Better with Sword – sword3
- 49.6 Better with Sword – sword4
- 49.7 Slowing Enemies with Sword – sword4_plague
- 49.8 Better with Sword – sword5
- 49.9 Faster with Sword – sword5_speed
- 49.10 Better with Sword – sword6
- 49.11 Faster with Spectral Blades – spectral_blades_speed
- 49.12 Better with Spectral Blades – spectral_blades
- 49.13 Better with Spectral Blades – spectral_blades_2
- 49.14 More Precise with Spectral Blades – spectral_blades_marksman
- 49.15 Causing More Havoc with Faerie Fire – faerie1
- 49.16 Causing More Havoc with Faerie Fire – faerie2
- 49.17 Decreasing Enemies' Arcane Resistance by 8% – faerie2_penetrate
- 49.18 Causing More Havoc with Faerie Fire – faerie3
- 49.19 Faster with Faerie Fire – faerie3_speed
- 49.20 Causing More Havoc with Faerie Fire – faerie4
- 49.21 Decreasing Enemies' Arcane Resistance by 7% – faerie4_penetrate
- 49.22 Causing More Havoc with Faerie Fire – faerie5
- 49.23 Faster with Faerie Fire – faerie5_speed
- 49.24 Causing More Havoc with Faerie Fire – faerie6
- 49.25 Faster with Faerie Fire – faerie6_speed
- 49.26 Causing More Havoc with Faerie Fire – faerie7
- 49.27 Faster with Faerie Fire – faerie7_speed
- 49.28 Causing More Havoc with Faerie Fire – faerie8
- 49.29 Casting Fireballs Better – fireball
- 49.30 Casting Fireballs Better – fireball2
- 49.31 Casting Fireballs with Better Precision – fireball2_precision
- 49.32 Casting Fireballs Better – fireball3
- 49.33 Better with Magic – magic
- 49.34 Dealing More Damage with Burning Aura – burning_aura
- 49.35 Dealing More Damage with Burning Aura – burning_aura2
- 49.36 Dealing More Damage with Burning Aura – burning_aura3
- 49.37 Possessing the Leadership of a Level 3 Unit – leadership1
- 49.38 Possessing the Leadership of a Level 4 Unit – leadership2
- 49.39 Possessing the Leadership of a Level 5 Unit – leadership3
- 49.40 Able to Heal Allies Better – heal
- 49.41 Able to Heal Allies Better – heal2
- 49.42 Able to Heal Allies Better – heal3
- 49.43 Better at Defending – block
- 49.44 Faster – movement
- 50 Lich King
- 50.1 Better at Melee Combat – axe
- 50.2 Better at Melee Combat – axe2
- 50.3 Faster at Melee Combat – axe3
- 50.4 Better at Melee Combat – axe4
- 50.5 Able to Attack in a Terrible Way that Lowers Enemy Resistance – doom
- 50.6 Crippling Enemies Better – doom2
- 50.7 A Better Caster – magic
- 50.8 Casting Chill Tempests Faster – magic-chill
- 50.9 Casting Shadow Waves Faster – magic-shadow
- 50.10 A Better Caster of Chill Tempests – magic-chill2
- 50.11 A Better Caster of Shadow Waves – magic-shadow2
- 50.12 A Greater Leader in Battle (Like a Level 5 Unit) – leadership
- 50.13 Faster – movement
- 51 Lord of the Flies (Beelzebub)
- 52 Lunatic Knight
- 52.1 Striking Better with Lance – lance
- 52.2 Striking Better with Lance – lance2
- 52.3 Charging More Powerfully with Lance (2.5 Times More Damage) – lance3
- 52.4 Charging Even More Powerfully with the Lance (3 Times More Damage) – lance4
- 52.5 Striking Even Better with the Lance – lance5
- 52.6 Able to Move One Hex After Attacking an Enemy – penetrate
- 52.7 Able to Move More Hexes After Attacking an Enemy – penetrate2
- 52.8 Better Protected from Physical Blows (2% Better Resistances; +3% Resist Pierce) – armour
- 52.9 Faster – movement
- 53 Monstrosity
- 53.1 Hitting Harder – melee
- 53.2 Hitting Faster – melee-speed
- 53.3 Transforming Enemies into Soulless Also with the Plague – soulless
- 53.4 Leeching Some Life from Targets – leeching
- 53.5 Spreading a Stronger Feeling of Dread – haunt
- 53.6 Spreading a Stronger Feeling of Dread – haunt2
- 53.7 Spreading a Stronger Feeling of Dread – haunt3
- 53.8 Better at Dodging Enemy Attacks (Lowering the Chance to be Hit by 2%) – dodge
- 53.9 Faster – movement
- 54 Orcish Nightblade
- 54.1 Clawing Better – claws
- 54.2 Clawing Faster – claws2
- 54.3 Clawing with Backstab – claws3
- 54.4 Faster with Knives – knife
- 54.5 Using Fire-Enchanted Knives – knife2
- 54.6 Using Cold-Enchanted Knives – knife2
- 54.7 Using Arcane-Enchanted Knives – knife2
- 54.8 Better with Knives – knife3
- 54.9 Using Magically Returning Knives (New Berserk Ranged Attack) – knife-berserk
- 54.10 Able to Move at Night Without Being Seen on Useful Terrains – nightstalk
- 54.11 Able to Move at Night Without Being Seen on All Accessible Terrains – nightstalk2
- 54.12 Better at Defending – block
- 54.13 Better at Defending – block2
- 54.14 Better at Defending – block3
- 54.15 Faster – movement
- 55 Orcish Strafer
- 55.1 Better with Crossbow – xbow
- 55.2 Faster with Crossbow – xbow2
- 55.3 Shooting Poisonous Arrows – xbow-poison
- 55.4 Faster with Crossbow – xbow3
- 55.5 Shooting More Precisely – xbow-marksman
- 55.6 Incinerating Enemies with Fiery Shots – xbow-incinerate
- 55.7 Better with Crossbow – xbow4
- 55.8 Shooting so Hard that Enemies Behind Targets Will be Hit as Well – xbow-pierce
- 55.9 Striking Better with Sword – sword
- 55.10 Striking Faster with Sword – sword2
- 55.11 Better Protected from Physical Blows (2% Better Resistances) – armour
- 55.12 Faster – movement
- 56 Orcish Warmonger
- 56.1 Striking Better with Sword – sword
- 56.2 Striking Faster with Sword – sword2
- 56.3 Attacking in a Scary Way – sword2-horror
- 56.4 Striking Better with Sword – sword3
- 56.5 Able to Attack in a Terrible Way that Lowers Enemy Resistance – doom
- 56.6 Crippling Enemies Better – doom2
- 56.7 Better with Bow – bow
- 56.8 Better with Bow – bow2
- 56.9 Shooting Poisonous Arrows – bow-poison
- 56.10 Better with Bow – bow3
- 56.11 Able to Lead Allies into Battle (Like a Level 2 Unit) – leadership
- 56.12 A Better Leader (Like a Level 3 Unit) – leadership2
- 56.13 A Better Leader (Like a Level 4 Unit) – leadership3
- 56.14 Able to Cause Nearby Allies to Attack Like Bloodthirsty Fanatics – leadership2_bloodthirst
- 56.15 Better at Gruesome Things that Arouse Nearby Allies – evisceration
- 56.16 Better at Gruesome Things that Arouse Nearby Allies – evisceration2
- 56.17 Better at Gruesome Things that Arouse Nearby Allies – evisceration3
- 56.18 Better Protected from Physical Blows (3% Better Resistances) – armour
- 56.19 Faster – movement
- 57 Phantom
- 57.1 Better at Axe Combat – axe
- 57.2 Better at Axe Combat – axe2
- 57.3 Better at Axe Combat – axe3
- 57.4 Better at Axe Combat – axe4
- 57.5 Able to Perform a Whirlwind Attack – whirlwind
- 57.6 Whirling Better – whirlwind2
- 57.7 More Nimble (Lowering the Chance to be Hit by 4%) – dodge
- 57.8 Faster – movement
- 58 Pilum Master
- 58.1 Striking Better with Pilum – spear
- 58.2 Striking Faster with Pilum – spear2
- 58.3 Striking Better with Pilum – spear3
- 58.4 Throwing Pilums Faster – javelin
- 58.5 Throwing Pilums Better – javelin2
- 58.6 Throwing Pilums More Precisely – javelin3
- 58.7 Able to Attack in a Tricky Way that Lowers Enemy Defence – trickery
- 58.8 Tricking Enemies Better – trickery2
- 58.9 Blocking Better – block
- 58.10 Faster – movement
- 59 Predator
- 59.1 Striking Better with Bow – bow
- 59.2 Shooting Insanely Precisely – bow-precise
- 59.3 Striking Better with Bow – bow2
- 59.4 Striking Better with Bow – bow3
- 59.5 Shooting Unbelievably Precisely – bow-precise2
- 59.6 Able to Deal Heavy Damage with a Single Shot – execution
- 59.7 Executing Enemy Bosses Better – execution2
- 59.8 Very Good at Slaying Humans – bow-hunting-humans
- 59.9 Very Good at Slaying Orcs – bow-hunting-orcs
- 59.10 Very Good at Slaying Elves – bow-hunting-elves
- 59.11 Very Good at Slaying Dragons – bow-hunting-drakes
- 59.12 Striking Better with Dagger – dagger
- 59.13 Striking Better with Dagger – dagger2
- 59.14 Striking Better with Dagger – dagger3
- 59.15 Better at Defending – block
- 59.16 Faster – movement
- 60 Preserved Lich (Argan Lich)
- 60.1 Better with Sword – sword1
- 60.2 Faster with Sword – sword1_speed
- 60.3 Better with Sword – sword2
- 60.4 More Precise with Sword – sword2_marksman
- 60.5 Better with Sword – sword3
- 60.6 Better with Sword – sword4
- 60.7 Raising Undead with Sword – sword4_plague
- 60.8 Better with Sword – sword5
- 60.9 Faster with Sword – sword5_speed
- 60.10 Better with Sword – sword6
- 60.11 Better with Crossbow – xbow
- 60.12 Striking More Precisely with the Crossbow – xbow_marksman
- 60.13 Better with Crossbow – xbow2
- 60.14 Faster with Crossbow – xbow2_speed
- 60.15 Better with Crossbow – xbow3
- 60.16 Striking More Precisely with the Crossbow – xbow-marksman
- 60.17 Better with Crossbow – xbow4
- 60.18 Faster with Crossbow – xbow2_speed
- 60.19 Blocking Attacks Better (2 % Better Defence) – block
- 60.20 Faster – movement
- 60.21 Better Protected from Physical Blows (3% Better Resistances) – armour
- 60.22 Better Protected from Magical Attacks (4% Better Resistances) – armour
- 61 Preserved Lich (Delly Lich)
- 61.1 Faster at Melee Combat – sword
- 61.2 Able to Chop Through More Enemies with Sword – sword2
- 61.3 Better with Sword – sword3
- 61.4 Leeching with Sword – sword3-leech
- 61.5 Better with Sword – sword4
- 61.6 Dealing More Damage with Knives – knife1
- 61.7 Faster with Knives – knife2
- 61.8 More Precise with Knives – knife3
- 61.9 Better with Knives – knife4
- 61.10 Able to Move at Night Without Being Seen on Useful Terrains – nightstalk
- 61.11 Able to Move at Night Without Being Seen on All Accessible Terrains – nightstalk2
- 61.12 Better at Defending – block
- 61.13 Better at Defending – block2
- 61.14 Better at Defending – block3
- 61.15 Able to Attack Parrying Enemy Blows – parry
- 61.16 Parrying Better – parry2
- 61.17 Faster – movement
- 62 Preserved Lich (Efraim Lich)
- 62.1 Better with Sword – sword1
- 62.2 Faster with Sword (Affects Also Whirlwind) – sword1_speed
- 62.3 Better with Sword – sword2
- 62.4 More Precise with Sword – sword2_marksman
- 62.5 Better with Sword – sword3
- 62.6 Better with Sword – sword4
- 62.7 Raising Undead with Sword – sword4_plague
- 62.8 Better with Sword – sword5
- 62.9 Faster with Sword (Affects Also Whirlwind) – sword5_speed
- 62.10 Better with Sword – sword6
- 62.11 Able to Attack Twice in a Row – berserk1
- 62.12 Able to Attack Thrice in a Row – berserk2
- 62.13 Able to Attack Five Times in a Row – berserk3
- 62.14 Doing More Damage with the Furious Attack – berserk1_damage
- 62.15 Whirling Better – whirlwind
- 62.16 Whirling Better – whirlwind2
- 62.17 Whirling Better – whirlwind3
- 62.18 Better with Knives – knives1
- 62.19 Backstabbing with Knives – knives1_backstab
- 62.20 Better with Knives – knives2
- 62.21 More Precise with Knives – knives2_precision
- 62.22 Better with Knives – knives3
- 62.23 Faster with Knives – knives3_speed
- 62.24 Better with Knives – knives4
- 62.25 Backstabbing with Knives Better – knives4-backstab
- 62.26 Better with Knives – knives5
- 62.27 Faster with Knives – knives5_speed
- 62.28 Causing a Spine-Chilling Fear – fear1_spine_chill
- 62.29 Causing Stronger Fear – fear1
- 62.30 Causing Stronger Fear – fear2
- 62.31 Causing Fear Faster – fear2_speed
- 62.32 Causing Stronger Fear – fear3
- 62.33 Having Fun when Scaring Enemies – fear3_leech
- 62.34 Causing Stronger Fear – fear4
- 62.35 Causing Fear Faster – fear4_speed
- 62.36 Causing Stronger Fear – fear5
- 62.37 Causing Fear to Groups of Enemies – fear5_mass_scare
- 62.38 Causing Stronger Fear – fear6
- 62.39 Causing Fear Faster – fear6-speed
- 62.40 Causing Stronger Fear – fear7
- 62.41 Causing Stronger Fear – fear8
- 62.42 Causing Insane Fear to Groups of Enemies – fear8_explosive
- 62.43 Faster – movement
- 62.44 Faster – movement2
- 62.45 Able to Muster Enough Mental Powers to Levitate Through Hard Terrains – movement3
- 62.46 Faster – movement4
- 62.47 Harder to be Hit – dodge
- 62.48 Better Protected from Physical Blows (2% Better Resistances) – armour
- 62.49 Better Protected from Magical Attacks (3% Better Resistances) – armour
- 63 Preserved Lich (Lethalia Lich)
- 63.1 Better with Staff – staff1
- 63.2 More Precise with Staff – staff1_marksman
- 63.3 Better with Staff – staff2
- 63.4 More Precise with Staff – staff2_focused
- 63.5 Creating Undead with Staff – staff2_plague
- 63.6 Better with Staff – staff3
- 63.7 Faster with Staff – staff3_attacks
- 63.8 Better with Staff – staff4
- 63.9 Faster with Staff – staff4_attacks
- 63.10 Better with Staff – staff5
- 63.11 Creating Better Undead with Staff – staff5_plague
- 63.12 Dealing Fire Damage with Staff – staff5_fire
- 63.13 Better with Staff – staff6
- 63.14 Faster with Staff – staff6_attacks
- 63.15 Better with Staff – staff7
- 63.16 Better with Axe – axe1
- 63.17 Better with Axe – axe2
- 63.18 Faster with Axe (Affects Also Whirlwind) – axe1_speed
- 63.19 Poisoning Enemies with Axe (Affects Also Whirlwind) – axe2_poison
- 63.20 Better with Axe – axe3
- 63.21 Faster with Axe (Affects Also Whirlwind) – axe3_speed
- 63.22 Better with Axe – axe4
- 63.23 Able to Hit Multiple Enemies with Axe – axe4_cleave
- 63.24 Better with Axe – axe5
- 63.25 Faster with Axe (Affects Also Whirlwind) – axe5_speed
- 63.26 Better with Axe – axe6
- 63.27 Able to Use Whirlwind Attack with Axe – whirlwind
- 63.28 Better at Whirling – whirlwind2
- 63.29 Causing More Havoc with Faerie Fire – faerie1
- 63.30 Causing More Havoc with Faerie Fire – faerie2
- 63.31 Able to Deal Damage to Multiple Units with Faerie Fire – faerie2_boom
- 63.32 Causing More Havoc with Faerie Fire – faerie3
- 63.33 Without Dependence on Health with Faerie Fire (CAUTION: Significantly Fewer Attacks!) – faerie3_noswarm
- 63.34 Faster with Faerie Fire – faerie3_speed
- 63.35 Causing More Havoc with Faerie Fire – faerie4
- 63.36 Able to Deal Damage to Much More Units with Faerie Fire – faerie4_boom
- 63.37 Causing More Havoc with Faerie Fire – faerie5
- 63.38 Faster with Faerie Fire – faerie5_speed
- 63.39 Causing More Havoc with Faerie Fire – faerie6
- 63.40 Faster with Faerie Fire – faerie6_speed
- 63.41 Causing More Havoc with Faerie Fire – faerie7
- 63.42 Faster with Faerie Fire – faerie7_speed
- 63.43 Causing More Havoc with Faerie Fire – faerie8
- 63.44 Poisoning Enemies with Spiderwebs – gossamer1
- 63.45 Dealing More Damage with Spiderwebs – gossamer1_damage
- 63.46 Draining Enemies with Spiderwebs – gossamer2
- 63.47 Dealing More Damage with Spiderwebs – gossamer2_damage
- 63.48 Shooting Spiderwebs More Precisely – gossamer3
- 63.49 Dealing More Damage with Spiderwebs – gossamer3_damage
- 63.50 Shooting Spiderwebs Even More Precisely – gossamer4
- 63.51 Dealing More Damage with Spiderwebs – gossamer4_damage
- 63.52 Shooting Spiderwebs Faster – gossamer4_speed
- 63.53 Shooting Spiderwebs with Incredibly Fast Reactions – gossamer5
- 63.54 Dealing More Damage with Spiderwebs – gossamer5_damage
- 63.55 More Nimble (+1 Movement, 1% Better Defences on All Terrains) – wings1
- 63.56 More Nimble (+1 Movement, 1% Better Defences on All Terrains) – wings2
- 63.57 More Nimble (2% Better Defences on All Terrains) – wings3
- 63.58 More Attuned to the Woods – woods
- 63.59 Better Protected from Physical Blows (2% Better Resistances) – armour
- 63.60 Better Protected from Magical Attacks (4% Better Resistances) – armour
- 64 Princess of Shadows (Delly Start)
- 64.1 Faster at Melee Combat – sword
- 64.2 Able to Chop Through More Enemies with Sword – sword2
- 64.3 Better with Sword – sword3
- 64.4 Better with Sword – sword4
- 64.5 Able to Poison Enemies with Knives – knife-poison
- 64.6 Faster with Knives – knife
- 64.7 Better with Knives – knife2
- 64.8 Better with Knives – knife3
- 64.9 Able to Move at Night Without Being Seen on Useful Terrains – nightstalk
- 64.10 Able to Move at Night Without Being Seen on All Accessible Terrains – nightstalk2
- 64.11 Better at Defending – block
- 64.12 Better at Defending – block2
- 64.13 Better at Defending – block3
- 64.14 Able to Attack Parrying Enemy Blows – parry
- 64.15 Parrying Better – parry2
- 64.16 Faster – movement
- 65 Prophet
- 65.1 Striking Better with Lance – lance
- 65.2 Striking Better with Lance – lance2
- 65.3 Charging More Powerfully with Lance (2.5 Times More Damage) – lance3
- 65.4 Charging Even More Powerfully with the Lance (3 Times More Damage) – lance4
- 65.5 Striking Even Better with the Lance – lance5
- 65.6 Better with Sword – sword
- 65.7 Better with Sword – sword2
- 65.8 Better with Sword – sword3
- 65.9 Better with Sword – sword4
- 65.10 Better with Magic – lightbeam
- 65.11 Better with Magic – lightbeam2
- 65.12 Better with Magic – lightbeam3
- 65.13 Able to Heal Allies Better – heal
- 65.14 Able to Heal Allies Better – heal2
- 65.15 Able to Make Allies Resist Damage Better (10% to Resistances) – shield
- 65.16 Able to Make Allies Resist Damage Better (15% to Resistances) – shield2
- 65.17 Able to Make Allies Resist Damage Better (20% to Resistances) – shield3
- 65.18 Causing a Severe Frailty Complex in Enemies' Minds (-15% Physical Resistances) – frail_tide
- 65.19 Causing an Even Worse Frailty Complex in Enemies' Minds (-20% Physical Resistances) – frail_tide2
- 65.20 Causing a Really Terrible Frailty Complex in Enemies' Minds (-25% Physical Resistances) – frail_tide3
- 65.21 Faster – movement
- 66 Reaper
- 66.1 Better at Combat with a Scythe – scythe
- 66.2 Better at Combat with a Scythe – scythe2
- 66.3 Better at Combat with a Scythe – scythe3
- 66.4 Better at Combat with a Scythe – scythe4
- 66.5 Wailing Louder – wail
- 66.6 Wailing Louder – wail2
- 66.7 Wailing so Badly that the Enemies Will be Slowed by it – wail-slow
- 66.8 Able to Attack with Claws, that Has a Chance to Slay the Enemy Regardless of His HP – claws
- 66.9 Clawing Faster – claws2
- 66.10 Clawing Better – claws2-damage
- 66.11 Better at Dodging (Lowering the Chance to be Hit by 5%) – dodge
- 66.12 Better at Dodging (Lowering the Chance to be Hit by 3%) – dodge2
- 66.13 More Resistant to Magic (4% Better Resistances) – magic_resist
- 66.14 Faster – movement
- 67 Scythemaster
- 67.1 Impaling Better with Scythe – scythe
- 67.2 Impaling Faster with Scythe – scythe2
- 67.3 Impaling Better with Scythe – scythe3
- 67.4 Whirling Better with Scythe – scythe-whirlwind
- 67.5 Whirling Faster with Scythe – scythe-whirlwind2
- 67.6 Whirling Better with Scythe – scythe-whirlwind3
- 67.7 Able to Attack with a Confusing Attack – trickery
- 67.8 Able to Attack Slightly Faster with the Confusing Attack – trickery2
- 67.9 Better Protected from Physical Blows (2% Better Resistances) – armour
- 67.10 Faster – movement
- 68 Shadow Prince
- 68.1 Striking Better with Quarterstaff – quarterstaff
- 68.2 Striking Faster with Quarterstaff – quarterstaff2
- 68.3 Striking Better with Quarterstaff – quarterstaff3
- 68.4 Staff – quarterstaff4
- 68.5 Better with Magic – magic
- 68.6 Faster with Magic – magic2
- 68.7 Better with Magic – magic3
- 68.8 Able to Hide in Forests at Night – ambush
- 68.9 Better at Defending – block
- 68.10 Breaking Through Enemy Impact Resistances Better (8%) – penetrate
- 68.11 Breaking Through Enemy Impact Resistances Better (7%) – penetrate2
- 68.12 Breaking Through Enemy Impact Resistances Better (5%) – penetrate3
- 68.13 Faster – movement
- 69 Shadowalker
- 69.1 Faster at Melee Combat – sword
- 69.2 Better with Crossbow – crossbow
- 69.3 Better with Magic – magic
- 69.4 Better at Defending – block
- 69.5 Better with Sword – sword2
- 69.6 Better with Sword – sword3
- 69.7 Better with Magic – magic2
- 69.8 Better at Defending – block2
- 69.9 Better at Defending – block3
- 69.10 Better with Sword – sword4
- 69.11 Better with Crossbow – crossbow2
- 69.12 Better with Magic – magic3
- 69.13 Able to Perform a Whirlwind Attack – whirlwind
- 69.14 Whirling Better – whirlwind2
- 69.15 Able to Attack Parrying Enemy Blows – parry
- 69.16 Parrying Better – parry2
- 69.17 Faster – movement
- 70 Siege Troll
- 70.1 Stronger with Hammer – hammer
- 70.2 Stronger with Hammer – hammer2
- 70.3 Faster with Hammer – hammer_speed
- 70.4 Stronger with Hammer – hammer3
- 70.5 Able to Attack in a Terribly Scary Way – horrid
- 70.6 Scaring Enemies with the Scary Attack Better – horrid2
- 70.7 Able to Attack and Defend with a Single, Devastating Blow – devastation
- 70.8 Attacking Better with the Single Blow – devastation2
- 70.9 Better Protected from Physical Blows (2% Better Resistances) – armour
- 70.10 Regenerating 4 Additional Hitpoints per Turn – regeneration1
- 70.11 Regenerating 3 Additional Hitpoints per Turn – regeneration2
- 70.12 Regenerating 3 Additional Hitpoints per Turn – regeneration3
- 70.13 Regenerating 2 Additional Hitpoints per Turn – regeneration4
- 70.14 Regenerating 2 Additional Hitpoints per Turn – regeneration5
- 70.15 Regenerating 2 Additional Hitpoints per Turn – regeneration6
- 70.16 Faster – movement
- 71 Skeletal Dragon
- 71.1 Biting Better – jaws1
- 71.2 Biting Faster – jaws2
- 71.3 Biting Better – jaws3
- 71.4 Clawing Better – claws1
- 71.5 Clawing Faster – claws2
- 71.6 Able to Breathe Dark Energy – breath
- 71.7 Breathing Dark Energy Faster – breath_speed
- 71.8 Breathing Darker Energy Better – breath_damage
- 71.9 Faster – movement
- 72 Sky Goblin
- 72.1 Much Better at Commanding the Bird – melee
- 72.2 Better at Commanding the Bird – melee2
- 72.3 Better with the Bow – bow
- 72.4 Better with Bow – bow2
- 72.5 Shooting Insanely Precisely – bow-precise
- 72.6 Better with the Bow – bow3
- 72.7 Better with the Bow – bow4
- 72.8 A Skirmisher – skirmisher
- 72.9 More Nimble (Lowering the Chance to be Hit by 4%) – dodge
- 72.10 Faster – movement
- 73 Snow Hunter
- 73.1 A Better Fighter – melee
- 73.2 A Better Fighter – melee2
- 73.3 A Better Fighter – melee3
- 73.4 A Better Fighter – melee4
- 73.5 Better with Bolas – bolas
- 73.6 Better with Bolas – bolas2
- 73.7 Better with Bolas – bolas3
- 73.8 Better with Bolas – bolas4
- 73.9 More Used to Frozen Lands (+5% Defence on Frozen Terrains, +5% Cold Resistance) – coldlife
- 73.10 Frost-Hardier (Defence + Cold Resistance on Frozen Terrains +5%) – coldlife2
- 73.11 More Used to Frozen Lands – coldlife3
- 73.12 More Used to Frozen Lands (Hiding on Snow) – coldlife4
- 73.13 Proficient with Cold Magic – magic
- 73.14 More Proficient with Cold Magic – magic2
- 73.15 More Proficient with Cold Magic – magic3
- 73.16 More Proficient with Cold Magic – magic4
- 73.17 More Proficient with Cold Magic – magic5
- 73.18 More Proficient with Cold Magic – magic6
- 73.19 Able to Summon a Blizzard – blizzard
- 73.20 Summoning Better Blizzards – blizzard2
- 73.21 Faster – movement
- 74 Soul Shooter
- 74.1 Better with Bow – bow
- 74.2 Better with Bow – bow2
- 74.3 Better with Bow – bow3
- 74.4 More Precise with Bow – bow-marksman
- 74.5 Leeching Enemies with Bow – bow-leech
- 74.6 Turning Enemies into Undead with Poison from Bow – bow-infect
- 74.7 Able to Shoot Cursed Arcane Arrows – arcane
- 74.8 Shooting Cursed Arrows Better – arcane2
- 74.9 Better with Dagger – dagger
- 74.10 Better with Dagger – dagger2
- 74.11 Better with Dagger – dagger3
- 74.12 Able to Backstab with Dagger – dagger-backstab
- 74.13 More Undead-Like Resistance (Improved Resistances, Slightly Worsened Weaknesses) – armour
- 74.14 Faster – movement
- 75 Swordmaster
- 75.1 Striking Better with Sword – sword
- 75.2 Striking Faster with Sword – sword2
- 75.3 Striking Better with Sword – sword3
- 75.4 Able to Attack Parrying Enemy Blows – parry
- 75.5 Parrying Better – parry2
- 75.6 Able to Attack in a Terrible Way that Lowers Enemy Resistance – doom
- 75.7 Crippling Enemies Better – doom2
- 75.8 Better at Defending – block
- 75.9 Better Protected from Physical Blows (2% Better Resistances) – armour
- 75.10 Faster – movement
- 76 Troll Boulderlobber
- 76.1 Throwing Boulders Better – sling
- 76.2 Throwing Boulders Better – sling2
- 76.3 Throwing Boulders Better – sling3
- 76.4 Throwing Boulders that Stun Enemies – sling-slow
- 76.5 Punching Enemies Better – fist
- 76.6 Punching Enemies Faster – fist2
- 76.7 Punching Enemies Better – fist3
- 76.8 Better Protected from Physical Blows (2% Better Resistances) – armour
- 76.9 Regenerating 4 Additional Hitpoints per Turn – regeneration1
- 76.10 Regenerating 3 Additional Hitpoints per Turn – regeneration2
- 76.11 Regenerating 3 Additional Hitpoints per Turn – regeneration3
- 76.12 Regenerating 2 Additional Hitpoints per Turn – regeneration4
- 76.13 Regenerating 2 Additional Hitpoints per Turn – regeneration5
- 76.14 Regenerating 2 Additional Hitpoints per Turn – regeneration6
- 76.15 Faster – movement
- 77 Unholy Breed (Lethalia Evil Good)
- 77.1 Better with Sword – sword
- 77.2 Better with Sword – sword2
- 77.3 Better with Sword – sword3
- 77.4 Causing More Havoc with Magic – magic1
- 77.5 Causing More Havoc with Magic – magic2
- 77.6 Decreasing Enemies' Arcane and Cold Resistances by 8% – magic2_penetrate
- 77.7 Causing More Havoc with Magic – magic3
- 77.8 Causing More Havoc with Magic – magic4
- 77.9 Decreasing Enemies' Arcane and Cold Resistances by 7% – magic4_penetrate
- 77.10 Able to Attack with Magically Increased Speed – speed
- 77.11 Attacking Better Under the Effect of Quickening Spell – speed2
- 77.12 Able to Attack with Magically Flaming Sword – fire
- 77.13 Attacking Better with the Flaming Sword – fire2
- 77.14 Better at Dodging (Lowering the Chance to be Hit by 2%) – dodge
- 77.15 Faster – movement
- 78 Unholy Breed (Vritra Later)
- 78.1 Better with Sword – sword1
- 78.2 Faster with Sword – sword1_speed
- 78.3 Better with Sword – sword2
- 78.4 Better with Sword – sword3
- 78.5 Better with Sword – sword4
- 78.6 Slowing Enemies with Sword – sword4_plague
- 78.7 Better with Sword – sword5
- 78.8 Faster with Sword – sword5_speed
- 78.9 Better with Sword – sword6
- 78.10 Able to Attack Thrice in a Row – berserk2
- 78.11 Able to Attack Five Times in a Row – berserk3
- 78.12 Doing More Damage with the Furious Attack – berserk1_damage
- 78.13 Attacking Horrendously with Berserk Attacks – berserk2_damage
- 78.14 Doing More Damage with the Furious Attack – berserk3_damage
- 78.15 Causing More Havoc with Magic – faerie1
- 78.16 Able to Drain with Faerie Fire – faerie1_drain
- 78.17 Causing More Havoc with Magic – faerie2
- 78.18 Decreasing Enemies' Arcane Resistance by 8% and Fire and Cold Resistances by 12% – faerie2_penetrate
- 78.19 Causing More Havoc with Magic – faerie3
- 78.20 Faster with Faerie Fire and Ophidian Energy – faerie3_speed
- 78.21 Causing More Havoc with Magic – faerie4
- 78.22 Decreasing Enemies' Arcane Resistance by 7% and Fire and Cold Resistances by 10% – faerie4_penetrate
- 78.23 Causing More Havoc with Magic – faerie5
- 78.24 Faster with Faerie Fire – faerie5_speed
- 78.25 Causing More Havoc with Magic – faerie6
- 78.26 Faster with Faerie Fire – faerie6_speed
- 78.27 Causing More Havoc with Magic – faerie7
- 78.28 Faster with Faerie Fire – faerie7_speed
- 78.29 Faster with Unleashing Ophidian Energy – ophidian_speed
- 78.30 Causing More Havoc with Magic – faerie8
- 78.31 Better at Defending – block
- 78.32 Faster – movement
- 79 Unholy Breed (Vritra)
- 80 Unknown (Akula)
- 81 Unknown (Efraim Lich-Weakened)
- 81.1 Better with Sword – sword1
- 81.2 Faster with Sword (Affects Also Whirlwind) – sword1_speed
- 81.3 Better with Sword – sword2
- 81.4 More Precise with Sword – sword2_marksman
- 81.5 Better with Sword – sword3
- 81.6 Whirling Better – whirlwind
- 81.7 Better with Knives – knives1
- 81.8 Backstabbing with Knives – knives1_backstab
- 81.9 Better with Knives – knives2
- 81.10 More Precise with Knives – knives2_precision
- 81.11 Causing a Spine-Chilling Fear – fear1_spine_chill
- 81.12 Causing Stronger Fear – fear1
- 81.13 Causing Stronger Fear – fear2
- 81.14 Causing Fear Faster – fear2_speed
- 81.15 Causing Stronger Fear – fear3
- 81.16 Having Fun when Scaring Enemies – fear3_leech
- 81.17 Faster – movement
- 81.18 Faster – movement2
- 81.19 Better Protected from Physical Blows (2% Better Resistances) – armour
- 81.20 Better Protected from Magical Attacks (3% Better Resistances) – armour
- 82 Unknown (Lethalia Lich-Weakened)
- 82.1 Better with Axe – axe1
- 82.2 Better with Axe – axe2
- 82.3 Better with Axe – axe3
- 82.4 Better with Axe – axe4
- 82.5 Causing More Havoc with Faerie Fire – faerie1
- 82.6 Causing More Havoc with Faerie Fire – faerie2
- 82.7 Able to Deal Damage to Multiple Units with Faerie Fire – faerie2_boom
- 82.8 Causing More Havoc with Faerie Fire – faerie3
- 82.9 Poisoning Enemies with Spiderwebs – gossamer1
- 82.10 Dealing More Damage with Spiderwebs – gossamer1_damage
- 82.11 Draining Enemies with Spiderwebs – gossamer2
- 82.12 More Nimble (+1 Movement, 1% Better Defences on All Terrains) – wings1
- 82.13 More Nimble (+1 Movement, 1% Better Defences on All Terrains) – wings2
- 82.14 Better Protected from Physical Blows (2% Better Resistances) – armour
- 82.15 Better Protected from Magical Attacks (4% Better Resistances) – armour
- 83 Vritra
- 83.1 Better with Sword – sword1
- 83.2 Faster with Sword – sword1_speed
- 83.3 Better with Sword – sword2
- 83.4 More Precise with Sword – sword2_marksman
- 83.5 Better with Sword – sword3
- 83.6 Better with Sword – sword4
- 83.7 Slowing Enemies with Sword – sword4_plague
- 83.8 Better with Sword – sword5
- 83.9 Faster with Sword – sword5_speed
- 83.10 Better with Sword – sword6
- 83.11 Able to Attack Twice in a Row – berserk1
- 83.12 Able to Attack Thrice in a Row – berserk2
- 83.13 Able to Attack Five Times in a Row – berserk3
- 83.14 Doing More Damage with the Furious Attack – berserk1_damage
- 83.15 Causing More Havoc with Magic – faerie1
- 83.16 Able to Drain with Faerie Fire – faerie1_drain
- 83.17 Causing More Havoc with Magic – faerie2
- 83.18 Decreasing Enemies' Arcane Resistance by 8% and Fire and Cold Resistances by 12% – faerie2_penetrate
- 83.19 Causing More Havoc with Magic – faerie3
- 83.20 Faster with Faerie Fire and Ophidian Energy – faerie3_speed
- 83.21 Causing More Havoc with Magic – faerie4
- 83.22 Decreasing Enemies' Arcane Resistance by 7% and Fire and Cold Resistances by 10% – faerie4_penetrate
- 83.23 Causing More Havoc with Magic – faerie5
- 83.24 Faster with Faerie Fire – faerie5_speed
- 83.25 Causing More Havoc with Magic – faerie6
- 83.26 Faster with Faerie Fire – faerie6_speed
- 83.27 Causing More Havoc with Magic – faerie7
- 83.28 Faster with Faerie Fire – faerie7_speed
- 83.29 Faster with Unleashing Ophidian Energy – ophidian_speed
- 83.30 Causing More Havoc with Magic – faerie8
- 83.31 Better at Defending – block
- 83.32 Faster – movement
- 84 Warlock
- 84.1 Better with Sword – sword
- 84.2 Better with Sword – sword2
- 84.3 Better with Sword – sword3
- 84.4 Better with Fireball – fireball
- 84.5 Better with Fireball – fireball2
- 84.6 Better with Fireball – fireball3
- 84.7 Able to Attack with Magically Increased Speed – speed
- 84.8 Attacking Better Under the Effect of Quickening Spell – speed2
- 84.9 Able to Attack with Magically Flaming Sword – fire
- 84.10 Attacking Better with the Flaming Sword – fire2
- 84.11 Much More Resilient (Much More Antisocial, Though) – social_skill
- 84.12 Not so Antisocial (Less Damage, Though) – social_skill
- 84.13 Better at Dodging (Lowering the Chance to be Hit by 2%) – dodge
- 84.14 Faster – movement
- 85 Werewolf Rider
- 85.1 Better at Clawing – claws
- 85.2 Better at Clawing – claws2
- 85.3 Better at Clawing – claws3
- 85.4 Better at Clawing – claws4
- 85.5 Able to Claw in a Violent Fury – berserk
- 85.6 Clawing in an Even More Vicious Berserk – berserk2
- 85.7 Biting Better – fangs1
- 85.8 Biting Faster – fangs2
- 85.9 Feasting on Enemies when Biting – fangs2-leech
- 85.10 Biting Better – fangs3
- 85.11 More Nimble (Lowering the Chance to be Hit by 4%) – dodge
- 85.12 Faster – movement
Abomination
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.
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.
This unit also has generic AMLA advancements
Biting Better – bite1
This advancement can be taken once
Damage increased by 3 for the bite attack
Biting Faster – bite2
This advancement can be taken once
This advancement requires the advancement bite1 to be achieved first
1 more attacks for the bite attack
Feasting on Enemies when Biting – bite2-leech
This advancement can be taken once
This advancement requires the advancement bite1 to be achieved first
New weapon special for the bite attack: leech
Biting Better – bite3
This advancement can be taken 10 times
This advancement requires the advancement bite2 to be achieved first
Damage increased by 2 for the bite attack
Healing More from Kills – murderlust
This advancement can be taken once
Remove ability: killhunger
New ability: murderlust
Able to Regurgitate Culinary Feasts as Walking Corpses – regurgitate1
This advancement can be taken once
New weapon special for the bite attack: plague
Able to Regurgitate Culinary Feasts as Ghouls – regurgitate2
This advancement can be taken once
This advancement requires the advancement regurgitate1 to be achieved first
New weapon special for the bite attack: plague (Ghoul)
Remove weapon special for the bite attack: plague
Causing Nearby Enemies to Deal Even Less Damage – despair
This advancement can be taken once
Remove ability: despair (10)
New ability: despair (15)
Causing Nearby Enemies to Deal Even Less Damage – despair2
This advancement can be taken once
This advancement requires the advancement despair to be achieved first
Remove ability: despair (15)
New ability: despair (20)
Causing Nearby Enemies to Deal Even Less Damage – despair3
This advancement can be taken once
This advancement requires the advancement despair2 to be achieved first
Remove ability: despair (20)
New ability: despair (25)
Faster – movement
This advancement can be taken 3 times
1 more movement points
Ancient Demon (Lilith)
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.
Special Notes: This unit has magical attacks, which always have a high chance of hitting an opponent.
– amla_demon_lord
This advancement can be taken 100 times
100 more hitpoints per level
Damage increased by 8 (in EASY difficulty), 9 (in MEDIUM difficulty), 10 (in HARD difficulty)
Ancient Demoness (Lilith Ally)
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.
This unit also has generic AMLA advancements
Better at Axe Combat – axe
This advancement can be taken once
1 more attacks (melee attacks only)
Faster at Axe Combat – axe-speed
This advancement can be taken 2 times
This advancement requires the advancement axe to be achieved first
Damage decreased by 1 (melee attacks only)
1 more attacks (melee attacks only)
Better at Axe Combat – axe-damage
This advancement can be taken 10 times
This advancement requires the advancement axe to be achieved first
Damage increased by 1 (melee attacks only)
Striking More Precisely with Axe – axe-marksman
This advancement can be taken once
This advancement requires the advancement axe-damage to be achieved first
New weapon special for the axe attack: marksman
Stronger with Hatchet – hatchet
This advancement can be taken once
Damage increased by 2 for the hatchet attack
Faster with Hatchet – hatchet2
This advancement can be taken once
This advancement requires the advancement hatchet to be achieved first
Damage decreased by 1 for the hatchet attack
1 more attacks for the hatchet attack
Stronger with Hatchet – hatchet3
This advancement can be taken 10 times
This advancement requires the advancement hatchet2 to be achieved first
Damage increased by 1 for the hatchet attack
Able to Hurl Hatchets in a Long Stream – hatchet-anger
This advancement can be taken once
This advancement requires the advancement hatchet3 to be achieved first
New weapon special for the hatchet attack: anger
Better with Fireball – fireball
This advancement can be taken once
Damage increased by 1 for the fireball attack
Better with Fireball – fireball2
This advancement can be taken once
This advancement requires the advancement fireball to be achieved first
Damage decreased by 1 for the fireball attack
1 more attacks for the fireball attack
Better with Fireball – fireball3
This advancement can be taken 10 times
This advancement requires the advancement fireball2 to be achieved first
Damage increased by 1 for the fireball attack
Hitting More Enemies with Fireball – fireball-cone
This advancement can be taken once
This advancement requires the advancement fireball3 to be achieved first
New weapon special for the fireball attack: cone
Better at Dodging (Lowering the Chance to be Hit by 2%) – dodge
This advancement can be taken 5 times
Chance to get hit in forests reduced by 2%
Chance to get hit on frozen places reduced by 2%
Chance to get hit on flat terrains reduced by 2%
Chance to get hit in caves reduced by 2%
Chance to get hit in mushroom groves reduced by 2%
Chance to get hit in villages reduced by 2%
Chance to get hit in castles reduced by 2%
Chance to get hit in shallow waters reduced by 2%
Chance to get hit in deep water reduced by 2%
Chance to get hit in swamps reduced by 2%
Chance to get hit on hills reduced by 2%
Chance to get hit on mountains reduced by 2%
Chance to get hit on sands reduced by 2%
Chance to get hit above unwalkable places reduced by 2%
Faster – movement
This advancement can be taken 4 times
1 more movement points
Ancient Lich
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.
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.
This unit also has generic AMLA advancements
Better at Melee Combat – melee
This advancement can be taken once
1 more attacks (melee attacks only)
Creating Zombies from Enemies Killed at Melee – melee2
This advancement can be taken once
This advancement requires the advancement melee to be achieved first
New weapon special (melee attacks only): plague
Better at Melee – melee3
This advancement can be taken 5 times
This advancement requires the advancements melee and melee2 to be achieved first
Damage increased by 1 (melee attacks only)
A Better Caster – magic
This advancement can be taken once
Damage increased by 1 (ranged attacks only)
A Better Caster of Chill Tempests – magic-chill
This advancement can be taken once
1 more attacks for the chill tempest attack
Slowing with Chill Tempest – magic-chill3
This advancement can be taken once
This advancement requires the advancement magic-chill to be achieved first
New weapon special for the chill tempest attack: slow
A Better Caster of Shadow Waves – magic-shadow
This advancement can be taken once
1 more attacks for the shadow wave attack
A Better Caster of Chill Tempests – magic-chill2
This advancement can be taken 10 times
This advancement requires the advancements magic-chill and magic to be achieved first
Damage increased by 1 for the chill tempest attack
Slowing Multiple Enemies with Chill Tempest – magic-chill-slow-extra
This advancement can be taken once
This advancement requires the advancements magic-chill3 and magic-chill2 to be achieved first
New weapon special for the chill tempest attack: explosive slow
A Better Caster of Shadow Waves – magic-shadow2
This advancement can be taken 10 times
This advancement requires the advancements magic-shadow and magic to be achieved first
Damage increased by 1 for the shadow wave attack
Leeching Enemies with Shadow Wave – magic-shadow-leech
This advancement can be taken once
This advancement requires the advancement magic-shadow2 to be achieved first
New weapon special for the shadow wave attack: leech
More Undead-Like Resistance (Improved Resistances, Slightly Worsened Weaknesses) – armour
This advancement can be taken 5 times
Resistance to blade increased by 2%
Resistance to impact increased by -1%
Resistance to pierce increased by 3%
Resistance to fire increased by -1%
Resistance to cold increased by 3%
Resistance to arcane increased by -2%
Faster – movement
This advancement can be taken 2 times
1 more movement points
Arch Necromancer
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.
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.
This unit also has generic AMLA advancements
Faster at Melee Combat – melee
This advancement can be taken 2 times
Damage decreased by 2 (melee attacks only)
1 more attacks (melee attacks only)
Better at Melee Combat – melee2
This advancement can be taken 5 times
This advancement requires the advancement melee to be achieved first
Damage increased by 1 (melee attacks only)
Transforming Enemies into Soulless Also with the Infection – melee3
This advancement can be taken once
This advancement requires the advancement melee to be achieved first
New weapon special (melee attacks only): greater infect
Remove weapon special (melee attacks only): infect
A Better Caster of Chill Waves – magic-chill
This advancement can be taken 3 times
Damage increased by 2 for the chill wave attack
A Faster Caster of Chill Waves – magic-chill2
This advancement can be taken 2 times
This advancement requires the advancement magic-chill to be achieved first
Damage decreased by 5 for the chill wave attack
1 more attacks for the chill wave attack
Slowing with Chill Wave – magic-chill3
This advancement can be taken once
This advancement requires the advancement magic-chill2 to be achieved first
New weapon special for the chill wave attack: slow
A Faster Caster of Shadow Waves – magic-shadow
This advancement can be taken 2 times
Damage decreased by 3 for the shadow wave attack
1 more attacks for the shadow wave attack
A Better Caster of Shadow Waves – magic-shadow2
This advancement can be taken 3 times
This advancement requires the advancement magic-shadow to be achieved first
Damage increased by 1 for the shadow wave attack
Creating Ghosts from Victims of Shadow Wave – magic-shadow3
This advancement can be taken once
This advancement requires the advancement magic-shadow2 to be achieved first
New weapon special for the shadow wave attack: plague (Ghost)
A Better Caster, Generally – magic
This advancement can be taken 10 times
Damage increased by 1 (ranged attacks only)
Faster – movement
This advancement can be taken 2 times
1 more movement points
Blackguard
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.
This unit also has generic AMLA advancements
Striking Better with Scourge – scourge
This advancement can be taken once
Damage increased by 1 for the scourge attack
Striking Faster with Scourge – scourge2
This advancement can be taken once
This advancement requires the advancement scourge to be achieved first
Damage decreased by 1 for the scourge attack
1 more attacks for the scourge attack
Striking Better with Scourge – scourge3
This advancement can be taken 10 times
This advancement requires the advancements scourge2 and scourge to be achieved first
Damage increased by 1 for the scourge attack
Better Protected from Physical Blows (2% Better Resistances; +4% Resist Impact) – armour
This advancement can be taken 5 times
Resistance to blade increased by 2%
Resistance to impact increased by 4%
Resistance to pierce increased by 2%
Faster – movement
This advancement can be taken 3 times
1 more movement points
Able to Darken Even the Night – darken
This advancement can be taken once
Remove ability: darkens
New ability: darkens badly
Radiating Unearthly Darkness – darken2
This advancement can be taken once
This advancement requires the advancement darken to be achieved first
Remove ability: darkens badly
New ability: darkens severely
Celestial Messenger
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.
Thanks to the feathered wings on their backs, they can travel much faster through difficult terrains than others.
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.
This unit also has generic AMLA advancements
Better with Magic – lightbeam
This advancement can be taken once
Damage increased by 1 for the lightbeam attack
Better with Magic – lightbeam2
This advancement can be taken once
This advancement requires the advancement lightbeam to be achieved first
Damage decreased by 1 for the lightbeam attack
1 more attacks for the lightbeam attack
Better with Magic – lightbeam3
This advancement can be taken 10 times
This advancement requires the advancement lightbeam2 to be achieved first
Damage increased by 1 for the lightbeam attack
Better with Mace – mace
This advancement can be taken once
Damage decreased by 1 for the mace attack
1 more attacks for the mace attack
Better with Mace – mace2
This advancement can be taken 10 times
This advancement requires the advancement mace to be achieved first
Damage increased by 1 for the mace attack
Able to Heal Allies Better – heal
This advancement can be taken once
Remove ability: cures
New ability: heals (11)
Able to Heal Allies Better – heal2
This advancement can be taken once
This advancement requires the advancement heal to be achieved first
Remove ability: heals (11)
New ability: heals (14)
Able to Heal Allies Better – heal3
This advancement can be taken once
This advancement requires the advancements heal and heal2 to be achieved first
Remove ability: heals (14)
New ability: heals (16)
Able to Make Enemies Feel Their Guilt (-15% to Non-Physical Resistances) – conviction
This advancement can be taken once
New ability: conviction (15)
Making Enemies Feel Their Guilt Stronger (-25% to Non-Physical Resistances) – conviction2
This advancement can be taken once
This advancement requires the advancement conviction to be achieved first
Remove ability: conviction (15)
New ability: conviction (25)
Making Enemies Feel Their Guilt Stronger (-33% to Non-Physical Resistances) – conviction3
This advancement can be taken once
This advancement requires the advancement conviction2 to be achieved first
Remove ability: conviction (25)
New ability: conviction (33)
Making Enemies' Sins Burn Them from Inside (-16 Enemy Heal) – guilt
This advancement can be taken once
This advancement requires the advancement conviction2 to be achieved first
New ability: burns foes (16)
Able to Illuminate Even the Day – aura_illuminate
This advancement can be taken once
This advancement requires the advancements heal and conviction to be achieved first
Remove ability: illuminates
New ability: improved illumination
Illuminating Everything Around Better – aura_illuminate2
This advancement can be taken once
This advancement requires the advancements aura_illuminate, heal2 and conviction2 to be achieved first
Remove ability: improved illumination
New ability: great illumination
Faster – movement
This advancement can be taken 4 times
1 more movement points
Champion
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.
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.
Gameplay notes:
This unit is highly defensive and focused on counterattacks, not on damage.
Advancements are defense-oriented, this unit's potential in avoiding hits is the greatest of all units.
Special Notes: This unit’s skill at skirmishing allows it to ignore enemies’ zones of control and thus move unhindered around them.
This unit also has generic AMLA advancements
Faster at Melee Combat – sword
This advancement can be taken once
1 more attacks (melee attacks only)
Better with Sword – sword2
This advancement can be taken once
This advancement requires the advancement sword to be achieved first
Damage increased by 1 (melee attacks only)
Faster with Sword – sword3
This advancement can be taken once
This advancement requires the advancements sword and sword2 to be achieved first
1 more attacks (melee attacks only)
Better with Sword – sword4
This advancement can be taken 10 times
This advancement requires the advancements sword, sword2 and sword3 to be achieved first
Damage increased by 1 for the saber attack
Faster with Crossbow – crossbow
This advancement can be taken once
Damage decreased by 9 for the crossbow attack
1 more attacks for the crossbow attack
Better at Defending – block
This advancement can be taken 5 times
Chance to get hit in forests reduced by 3%
Chance to get hit on frozen places reduced by 3%
Chance to get hit on flat terrains reduced by 3%
Chance to get hit in caves reduced by 3%
Chance to get hit in mushroom groves reduced by 3%
Chance to get hit in villages reduced by 3%
Chance to get hit in castles reduced by 3%
Chance to get hit in shallow waters reduced by 3%
Chance to get hit on coastal reefs reduced by 3%
Chance to get hit in swamps reduced by 3%
Chance to get hit on hills reduced by 3%
Chance to get hit on mountains reduced by 3%
Chance to get hit on sands reduced by 3%
Better Protected from Physical Blows (3% Better Resistances) – armour
This advancement can be taken 5 times
Resistance to blade increased by 3%
Resistance to impact increased by 3%
Resistance to pierce increased by 3%
10% Better Resistances when Defending – careful
This advancement can be taken once
New ability: careful (10)
20% Better Resistances when Defending – careful2
This advancement can be taken once
This advancement requires the advancement careful to be achieved first
Remove ability: careful (10)
New ability: careful (20)
25% Better Resistances when Defending – careful3
This advancement can be taken once
This advancement requires the advancement careful2 to be achieved first
Remove ability: careful (20)
New ability: careful (25)
Better with Crossbow – crossbow2
This advancement can be taken 5 times
This advancement requires the advancement crossbow to be achieved first
Damage increased by 2 (pierce attacks only)
Faster – movement
This advancement can be taken 4 times
1 more movement points
Champion Bowman
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.
This unit also has generic AMLA advancements
Striking Better with Bow – bow
This advancement can be taken once
Damage increased by 1 for the bow attack
Striking Better with Bow – bow2
This advancement can be taken once
This advancement requires the advancement bow to be achieved first
Damage decreased by 1 for the bow attack
1 more attacks for the bow attack
Striking Better with Bow – bow3
This advancement can be taken 10 times
This advancement requires the advancement bow2 to be achieved first
Damage increased by 1 for the bow attack
Striking More Precisely with Bow – bow-precision
This advancement can be taken once
This advancement requires the advancement bow to be achieved first
New weapon special for the bow attack: focused
Remove weapon special for the bow attack: marksman
Able to Shoot a Storm on Arrows Without Giving the Enemy a Chance to Counterattack – arrowstorm
This advancement can be taken once
New bonus attack: arrow storm (-20% - -40% ranged )
New weapon special for the arrow storm attack: distant attack
Shooting Arrow Storms Better – arrowstorm2
This advancement can be taken 3 times
This advancement requires the advancement arrowstorm to be achieved first
Damage increased by 10% for the arrow storm attack
5% more attacks for the arrow storm attack
Striking Better with Sword – sword
This advancement can be taken once
Damage increased by 1 for the sword attack
Striking Better with Sword – sword2
This advancement can be taken once
This advancement requires the advancement sword to be achieved first
Damage decreased by 1 for the sword attack
1 more attacks for the sword attack
Striking Better with Sword – sword3
This advancement can be taken 10 times
This advancement requires the advancement sword2 to be achieved first
Damage increased by 1 for the sword attack
Better Protected from Physical Blows (2% Better Resistances) – armour
This advancement can be taken 5 times
Resistance to blade increased by 2%
Resistance to impact increased by 2%
Resistance to pierce increased by 2%
Faster – movement
This advancement can be taken 3 times
1 more movement points
Chaos Rider
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.
Special Notes: This unit has magical attacks, which always have a high chance of hitting an opponent.
This unit also has generic AMLA advancements
Striking Better with Sword – sword
This advancement can be taken once
Damage increased by 1 for the sword attack
Striking Faster with Sword – sword2
This advancement can be taken once
This advancement requires the advancement sword to be achieved first
Damage decreased by 1 for the sword attack
1 more attacks for the sword attack
Incinerating Enemies with Sword – sword-incinerate
This advancement can be taken once
This advancement requires the advancement sword2 to be achieved first
New weapon special for the sword attack: incinerate
Striking Better with Sword – sword3
This advancement can be taken 10 times
This advancement requires the advancements sword2 and sword to be achieved first
Damage increased by 1 for the sword attack
Stomping Enemies Better – stomp
This advancement can be taken 10 times
Damage increased by 4 for the stomp attack
Better with Fireball – fireball
This advancement can be taken once
Damage increased by 1 for the fireball attack
Better with Fireball – fireball2
This advancement can be taken once
This advancement requires the advancement fireball to be achieved first
Damage decreased by 1 for the fireball attack
1 more attacks for the fireball attack
Better with Fireball – fireball3
This advancement can be taken 10 times
This advancement requires the advancement fireball2 to be achieved first
Damage increased by 1 for the fireball attack
Creating Spirits of Fire with Fireball – fireball_plague
This advancement can be taken once
New weapon special for the fireball attack: plague (Fire Guardian)
Faster – movement
This advancement can be taken 4 times
1 more movement points
Dark Shade
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.
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.
This unit also has generic AMLA advancements
Clawing Better – claws
This advancement can be taken once
Damage increased by 2 for the claws attack
Clawing Better – claws2
This advancement can be taken once
This advancement requires the advancement claws to be achieved first
New weapon special for the claws attack: greater backstab
Remove weapon special for the claws attack: backstab
Damage increased by 1 for the claws attack
Clawing Better – claws3
This advancement can be taken once
This advancement requires the advancements claws and claws2 to be achieved first
Damage decreased by 1 for the claws attack
1 more attacks for the claws attack
Clawing Better – claws4
This advancement can be taken 10 times
This advancement requires the advancements claws, claws2 and claws3 to be achieved first
Damage increased by 1 for the claws attack
Draining Enemies Better – sip
This advancement can be taken once
Damage increased by 1 for the soul sip attack
Draining Enemies Better – sip2
This advancement can be taken once
This advancement requires the advancement sip to be achieved first
1 more attacks for the soul sip attack
Draining More from Living, Able to Drain a Bit from the Non-Living as Well – sip3
This advancement can be taken once
This advancement requires the advancements sip and sip2 to be achieved first
New weapon special for the soul sip attack: leech
Draining Enemies Better – sip4
This advancement can be taken 5 times
This advancement requires the advancements sip and sip2 to be achieved first
Damage increased by 1 for the soul sip attack
Faster – movement
This advancement can be taken 5 times
1 more movement points
Deathlord
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.
Special Notes: This unit can move unseen in deep water, requiring no air from the surface.
This unit also has generic AMLA advancements
Better at Melee Combat – axe
This advancement can be taken once
Damage increased by 1 (melee attacks only)
Better at Melee Combat – axe2
This advancement can be taken once
This advancement requires the advancement axe to be achieved first
Damage increased by 1 (melee attacks only)
Better at Melee Combat – axe3
This advancement can be taken once
This advancement requires the advancements axe and axe2 to be achieved first
Damage decreased by 1 (melee attacks only)
1 more attacks (melee attacks only)
Better at Melee Combat – axe4
This advancement can be taken 10 times
This advancement requires the advancements axe, axe2 and axe3 to be achieved first
Damage increased by 1 (melee attacks only)
Able to Attack in a Terrible Way that Lowers Enemy Resistance – doom
This advancement can be taken once
New bonus attack: doom (-30% - -30% melee )
New weapon special for the doom attack: doom
Crippling Enemies Better – doom2
This advancement can be taken 3 times
This advancement requires the advancement doom to be achieved first
Damage increased by 15% for the doom attack
5% more attacks for the doom attack
Better at Blocking Attacks – block
This advancement can be taken 5 times
Chance to get hit in forests reduced by 4%
Chance to get hit on frozen places reduced by 4%
Chance to get hit on flat terrains reduced by 4%
Chance to get hit in caves reduced by 4%
Chance to get hit in mushroom groves reduced by 4%
Chance to get hit in villages reduced by 4%
Chance to get hit in castles reduced by 4%
Chance to get hit in shallow waters reduced by 4%
Chance to get hit on coastal reefs reduced by 4%
Chance to get hit in swamps reduced by 4%
Chance to get hit on hills reduced by 4%
Chance to get hit on mountains reduced by 4%
Chance to get hit on sands reduced by 4%
Better with Crossbow – xbow
This advancement can be taken once
Damage increased by 1 for the crossbow attack
Better with Crossbow – xbow2
This advancement can be taken once
This advancement requires the advancement xbow to be achieved first
1 more attacks for the crossbow attack
Shooting Poisonous Arrows – xbow-poison
This advancement can be taken once
This advancement requires the advancements xbow2 and xbow to be achieved first
New weapon special for the crossbow attack: poison
Better with Crossbow – xbow3
This advancement can be taken 10 times
This advancement requires the advancements xbow2 and xbow to be achieved first
Damage increased by 1 for the crossbow attack
Better Resistance (2% Blade, 2% Pierce, 3% Cold, But -1% Arcane) – armour
This advancement can be taken 5 times
Resistance to blade increased by 2%
Resistance to pierce increased by 2%
Resistance to cold increased by 3%
Resistance to arcane increased by -1%
Faster – movement
This advancement can be taken 3 times
1 more movement points
Demigod (Efraim God)
Half-gods are things so rare, that nobody ever cared to describe their full powers.
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.
Gameplay notes:
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.
Without these advancements, the unit will never get particularly strong, and low level enemies may become rare to find.
The leadership is equal to the leadership of a level 5 unit.
This unit also has god AMLA advancements
Better with Sword – sword1
This advancement can be taken once
Damage increased by 1 for the sword attack
Faster with Sword (Affects Also Whirlwind) – sword1_speed
This advancement can be taken once
This advancement requires the advancement sword3 to be achieved first
1 more attacks for the sword attack
Damage decreased by 1 for the whirlwind attack
1 more attacks for the whirlwind attack
Better with Sword – sword2
This advancement can be taken once
This advancement requires the advancement sword1 to be achieved first
Damage increased by 1 for the sword attack
More Precise with Sword – sword2_marksman
This advancement can be taken once
This advancement requires the advancement sword1 to be achieved first
New weapon special for the sword attack: marksman
Better with Sword – sword3
This advancement can be taken once
This advancement requires the advancements sword1 and sword2 to be achieved first
Damage increased by 1 for the sword attack
Better with Sword – sword4
This advancement can be taken once
This advancement requires the advancements sword1, sword2 and sword3 to be achieved first
Damage increased by 1 for the sword attack
Incinerating Enemies with Sword – sword4_flames
This advancement can be taken once
This advancement requires the advancements sword1, sword2, sword3 and sword4 to be achieved first
New weapon special for the sword attack: incinerate
Better with Sword – sword5
This advancement can be taken once
This advancement requires the advancements sword1, sword2, sword3 and sword4 to be achieved first
Damage increased by 1 for the sword attack
Faster with Sword (Affects Also Whirlwind) – sword5_speed
This advancement can be taken once
This advancement requires the advancements sword1, sword2, sword3, sword4, sword5 and sword1_speed to be achieved first
1 more attacks for the sword attack
Damage decreased by 1 for the whirlwind attack
1 more attacks for the whirlwind attack
Better with Sword – sword6
This advancement can be taken 5 times
This advancement requires the advancements sword1, sword2, sword3, sword4 and sword5 to be achieved first
Damage increased by 1 for the sword attack
Able to Attack Twice in a Row – berserk1
This advancement can be taken once
This advancement requires the advancements sword1, sword2, sword3 and sword2_marksman to be achieved first
New bonus attack: mberserk2 (-20% - % melee blade)
New weapon special for the mberserk2 attack: lesser berserk (2)
New weapon special for the mberserk2 attack: swarm
New weapon special for the mberserk2 attack: marksman
Able to Attack Thrice in a Row – berserk2
This advancement can be taken once
This advancement requires the advancement berserk1 to be achieved first
New bonus attack: mberserk3 (-20% - % melee blade)
New weapon special for the mberserk3 attack: lesser berserk (3)
New weapon special for the mberserk3 attack: swarm
New weapon special for the mberserk3 attack: marksman
Able to Attack Five Times in a Row – berserk3
This advancement can be taken once
This advancement requires the advancement berserk2 to be achieved first
New bonus attack: mberserk5 (-20% - % melee blade)
New weapon special for the mberserk5 attack: lesser berserk (5)
New weapon special for the mberserk5 attack: swarm
New weapon special for the mberserk5 attack: marksman
Doing More Damage with the Furious Attack – berserk1_damage
This advancement can be taken 3 times
This advancement requires the advancement berserk1 to be achieved first
Damage increased by 10% for the mberserk2 attack
Damage increased by 10% for the mberserk3 attack
Damage increased by 10% for the mberserk5 attack
Whirling Better – whirlwind
This advancement can be taken once
Damage increased by 1 for the whirlwind attack
Whirling Better – whirlwind2
This advancement can be taken once
This advancement requires the advancements whirlwind, whirlwind, whirlwind and sword4 to be achieved first
Damage increased by 1 for the whirlwind attack
Whirling Better – whirlwind3
This advancement can be taken 3 times
This advancement requires the advancements whirlwind2, whirlwind2, whirlwind2 and sword6 to be achieved first
Damage increased by 1 for the whirlwind attack
Better with Knives – knives1
This advancement can be taken once
Damage increased by 1 for the knife attack
Backstabbing with Knives – knives1_backstab
This advancement can be taken once
New weapon special for the knife attack: backstab
Better with Knives – knives2
This advancement can be taken once
This advancement requires the advancement knives1 to be achieved first
Damage increased by 1 for the knife attack
More Precise with Knives – knives2_precision
This advancement can be taken once
This advancement requires the advancements knives1 and knives2 to be achieved first
New weapon special for the knife attack: marksman
Better with Knives – knives3
This advancement can be taken once
This advancement requires the advancements knives1 and knives2 to be achieved first
Damage increased by 1 for the knife attack
Faster with Knives – knives3_speed
This advancement can be taken once
This advancement requires the advancements knives1, knives2 and knives3 to be achieved first
Damage decreased by 1 for the knife attack
1 more attacks for the knife attack
Better with Knives – knives4
This advancement can be taken once
This advancement requires the advancements knives1, knives2 and knives3 to be achieved first
Damage increased by 1 for the knife attack
Backstabbing with Knives Better – knives4-backstab
This advancement can be taken once
This advancement requires the advancements knives4 and knives1_backstab to be achieved first
New weapon special for the knife attack: greater backstab
Remove weapon special for the knife attack: backstab
Better with Knives – knives5
This advancement can be taken 5 times
This advancement requires the advancements knives1, knives2, knives3 and knives4 to be achieved first
Damage increased by 1 for the knife attack
Faster with Knives – knives5_speed
This advancement can be taken once
This advancement requires the advancements knives1, knives2, knives3, knives4 and knives3_speed to be achieved first
Damage decreased by 2 for the knife attack
1 more attacks for the knife attack
Casting Fireballs Better – fireball
This advancement can be taken once
Damage increased by 2 for the fireball attack
Incinerating the Primary Target of the Fireballs – fireball1_incineration
This advancement can be taken once
This advancement requires the advancement fireball to be achieved first
New weapon special for the fireball attack: incinerate
Casting Fireballs Better – fireball2
This advancement can be taken once
This advancement requires the advancement fireball to be achieved first
Damage increased by 2 for the fireball attack
Casting Fireballs Faster – fireball3
This advancement can be taken once
This advancement requires the advancements fireball and fireball2 to be achieved first
1 more attacks for the fireball attack
Decreasing Enemy Fire Resistance by 10% – fireball3_penetrate
This advancement can be taken once
This advancement requires the advancements fireball, fireball2 and fireball3 to be achieved first
Casting Fireballs Faster – fireball4
This advancement can be taken once
This advancement requires the advancements fireball, fireball2 and fireball3 to be achieved first
1 more attacks for the fireball attack
Shooting Fireballs with Better Precision – fireball4_precision
This advancement can be taken once
This advancement requires the advancements fireball, fireball2, fireball3 and fireball4 to be achieved first
New weapon special for the fireball attack: focused
Remove weapon special for the fireball attack: magical
Casting Fireballs Faster – fireball5
This advancement can be taken once
This advancement requires the advancements fireball, fireball2, fireball3 and fireball4 to be achieved first
1 more attacks for the fireball attack
Shooting Fireballs with Better Precision – fireball5_precision
This advancement can be taken once
This advancement requires the advancements fireball, fireball2, fireball3, fireball4 and fireball4_precision to be achieved first
New weapon special for the fireball attack: guided
Remove weapon special for the fireball attack: focused
Casting Fireballs with Greater Damage – fireball6
This advancement can be taken 3 times
This advancement requires the advancements fireball, fireball2, fireball3 and fireball4 to be achieved first
Damage increased by 1 for the fireball attack
Able to Use Cast Iceball – iceball
This advancement can be taken once
New attack: iceball (12 - 2)
New weapon special for the iceball attack: magical
New weapon special for the iceball attack: slow
Dealing More Damage with Iceball – iceball2
This advancement can be taken once
This advancement requires the advancement iceball to be achieved first
Damage increased by 1 for the iceball attack
1 more attacks for the iceball attack
Dealing Damage to Multiple Enemies with Iceball – iceball3
This advancement can be taken once
This advancement requires the advancement iceball2 to be achieved first
New weapon special for the iceball attack: explosive
1 more attacks for the iceball attack
Slowing Groups of Enemies with Iceball – iceball4
This advancement can be taken once
This advancement requires the advancement iceball3 to be achieved first
New weapon special for the iceball attack: explosive slow
Damage increased by 1 for the iceball attack
Dealing More Damage with Iceball – iceball5
This advancement can be taken 5 times
This advancement requires the advancement iceball4 to be achieved first
Damage increased by 2 for the iceball attack
Faster – movement
This advancement can be taken once
1 more movement points
Faster – movement2
This advancement can be taken once
This advancement requires the advancement movement to be achieved first
1 more movement points
Able to Muster Enough Mental Powers to Levitate Through Hard Terrains – movement3
This advancement can be taken once
This advancement requires the advancements movement and movement2 to be achieved first
Movement costs through forests set to 1
Movement costs on frozen lands set to 1
Movement costs on flat terrains set to 1
Movement costs through dark caves set to 1
Movement costs through mushroom groves set to 2
Movement costs through villages set to 1
Movement costs through castles set to 1
Movement costs in shallow waters set to 1
Movement costs on coastal reefs set to 1
Movement costs in deep waters set to 1
Movement costs through swampy places set to 1
Movement costs on hills set to 1
Movement costs on mountains set to 2
Movement costs across sands set to 1
Movement costs above unwalkable places set to 1
Movement costs through impassable walls set to {UNREACHABLE}
Harder to be Hit – dodge
This advancement can be taken 5 times
Chance to get hit in forests reduced by 1%
Chance to get hit on frozen places reduced by 2%
Chance to get hit on flat terrains reduced by 2%
Chance to get hit in caves reduced by 2%
Chance to get hit in mushroom groves reduced by 2%
Chance to get hit in villages reduced by 1%
Chance to get hit in castles reduced by 1%
Chance to get hit in shallow waters reduced by 2%
Chance to get hit on coastal reefs reduced by 2%
Chance to get hit in deep water reduced by 2%
Chance to get hit in swamps reduced by 2%
Chance to get hit on hills reduced by 1%
Chance to get hit on mountains reduced by 1%
Chance to get hit on sands reduced by 2%
Better Protected from Physical Blows (2% Better Resistances) – armour
This advancement can be taken 5 times
Resistance to blade increased by 2%
Resistance to impact increased by 2%
Resistance to pierce increased by 2%
Better Protected from Magical Attacks (2% Better Resistances) – shield
This advancement can be taken 5 times
Resistance to fire increased by 2%
Resistance to cold increased by 2%
Resistance to arcane increased by 2%
Demigod (Lethalia God)
Half-gods are things so rare, that nobody ever cared to describe their full powers.
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.
Gameplay notes:
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.
Without these advancements, the unit will never get particularly strong, and low level enemies may become rare to find.
This unit also has god AMLA advancements
Better with Staff – staff1
This advancement can be taken once
Damage increased by 1 for the staff attack
More Precise with Staff – staff1_marksman
This advancement can be taken once
This advancement requires the advancement staff1 to be achieved first
New weapon special for the staff attack: marksman
Better with Staff – staff2
This advancement can be taken once
This advancement requires the advancement staff1 to be achieved first
Damage increased by 1 for the staff attack
More Precise with Staff – staff2_focused
This advancement can be taken once
This advancement requires the advancements staff1, staff2 and staff1_marksman to be achieved first
New weapon special for the staff attack: focused
Remove weapon special for the staff attack: marksman
Poisoning Enemies with Staff – staff2_plague
This advancement can be taken once
This advancement requires the advancements staff1 and staff2 to be achieved first
New weapon special for the staff attack: poison
Better with Staff – staff3
This advancement can be taken once
This advancement requires the advancements staff1 and staff2 to be achieved first
Damage increased by 1 for the staff attack
Faster with Staff – staff3_attacks
This advancement can be taken once
This advancement requires the advancements staff1, staff2 and staff3 to be achieved first
1 more attacks for the staff attack
Better with Staff – staff4
This advancement can be taken once
This advancement requires the advancements staff1, staff2 and staff3 to be achieved first
Damage increased by 1 for the staff attack
Better with Staff – staff5
This advancement can be taken once
This advancement requires the advancements staff1, staff2, staff3 and staff4 to be achieved first
Damage increased by 1 for the staff attack
Incinerating Enemies with Staff (Instead of Poison) – staff5_plague
This advancement can be taken once
This advancement requires the advancements staff1, staff2, staff3, staff4, staff5 and staff2_plague to be achieved first
New weapon special for the staff attack: incinerate
Remove weapon special for the staff attack: poison
Dealing Fire Damage with Staff – staff5_fire
This advancement can be taken once
This advancement requires the advancements staff1, staff2, staff3, staff4 and staff5 to be achieved first
Sets damage type to fire for the staff attack
Better with Staff – staff6
This advancement can be taken once
This advancement requires the advancements staff1, staff2, staff3, staff4 and staff5 to be achieved first
Damage increased by 1 for the staff attack
Faster with Staff – staff6_attacks
This advancement can be taken once
This advancement requires the advancements staff1, staff2, staff3, staff4, staff5, staff6 and staff3_attacks to be achieved first
1 more attacks for the staff attack
Better with Staff – staff7
This advancement can be taken 5 times
This advancement requires the advancements staff1, staff2, staff3, staff4, staff5 and staff6 to be achieved first
Damage increased by 1 for the staff attack
Better with Axe – axe1
This advancement can be taken once
Damage increased by 1 for the axe attack
Better with Axe – axe2
This advancement can be taken once
This advancement requires the advancement axe1 to be achieved first
Damage increased by 1 for the axe attack
Faster with Axe (Affects Also Whirlwind) – axe1_speed
This advancement can be taken once
This advancement requires the advancements "axe1 and whirlwind" #Force the player to take the whirlwind advancement - it is very useful to be achieved first
1 more attacks for the axe attack
1 more attacks for the axe_whirlwind attack
Poisoning Enemies with Axe (Affects Also Whirlwind) – axe2_poison
This advancement can be taken once
This advancement requires the advancements axe1, axe2 and whirlwind to be achieved first
New weapon special for the axe attack: poison
New weapon special for the axe_whirlwind attack: poison
Better with Axe – axe3
This advancement can be taken once
This advancement requires the advancements axe1, axe2 and whirlwind to be achieved first
Damage increased by 1 for the axe attack
Faster with Axe (Affects Also Whirlwind) – axe3_speed
This advancement can be taken once
This advancement requires the advancements axe1, axe2, axe3 and axe1_speed to be achieved first
1 more attacks for the axe attack
1 more attacks for the axe_whirlwind attack
Better with Axe – axe4
This advancement can be taken once
This advancement requires the advancements axe1, axe2 and axe3 to be achieved first
Damage increased by 1 for the axe attack
Able to Hit Multiple Enemies with Axe – axe4_cleave
This advancement can be taken once
This advancement requires the advancements axe1, axe2, axe3 and axe4 to be achieved first
New weapon special for the axe attack: cleave
Better with Axe – axe5
This advancement can be taken once
This advancement requires the advancements axe1, axe2, axe3 and axe4 to be achieved first
Damage increased by 1 for the axe attack
Faster with Axe (Affects Also Whirlwind) – axe5_speed
This advancement can be taken once
This advancement requires the advancements axe1, axe2, axe3, axe4, axe5 and axe3_speed to be achieved first
1 more attacks for the axe attack
1 more attacks for the axe_whirlwind attack
Better with Axe – axe6
This advancement can be taken 5 times
This advancement requires the advancements axe1, axe2, axe3, axe4 and axe5 to be achieved first
Damage increased by 1 for the axe attack
Faster with Axe (Affects Also Whirlwind) – axe6_speed
This advancement can be taken once
This advancement requires the advancements axe1, axe2, axe3, axe4, axe5, axe6 and axe5_speed to be achieved first
1 more attacks for the axe attack
1 more attacks for the axe_whirlwind attack
Better at Whirling – whirlwind
This advancement can be taken 5 times
This advancement requires the advancement axe1 to be achieved first
Damage increased by 1 for the axe_whirlwind attack
Causing More Havoc with Faerie Fire – faerie1
This advancement can be taken once
Damage increased by 1 for the faerie fire attack
1 more attacks for the faerie fire attack
Able to Deal Damage to Multiple Units with Faerie Fire – faerie1_boom
This advancement can be taken once
This advancement requires the advancement faerie1 to be achieved first
New bonus attack: explosive faerie fire (% - % )
New weapon special for the explosive faerie fire attack: explosive
Causing More Havoc with Faerie Fire – faerie2
This advancement can be taken once
This advancement requires the advancement faerie1 to be achieved first
Damage decreased by 1 for the faerie fire attack
1 more attacks for the faerie fire attack
Decreasing Enemies' Arcane Resistance by 8% – faerie2_penetrate
This advancement can be taken once
This advancement requires the advancements faerie1 and faerie2 to be achieved first
Causing More Havoc with Faerie Fire – faerie3
This advancement can be taken once
This advancement requires the advancements faerie1 and faerie2 to be achieved first
Damage increased by 1 for the faerie fire attack
Faster with Faerie Fire – faerie3_speed
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2 and faerie3 to be achieved first
1 more attacks for the faerie fire attack
Causing More Havoc with Faerie Fire – faerie4
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2 and faerie3 to be achieved first
Damage increased by 1 for the faerie fire attack
Decreasing Enemies' Arcane Resistance by 7% – faerie4_penetrate
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4 and faerie2_penetrate to be achieved first
Causing More Havoc with Faerie Fire – faerie5
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3 and faerie4 to be achieved first
Damage increased by 1 for the faerie fire attack
Faster with Faerie Fire – faerie5_speed
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4 and faerie5 to be achieved first
1 more attacks for the faerie fire attack
Causing More Havoc with Faerie Fire – faerie6
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4 and faerie5 to be achieved first
Damage increased by 1 for the faerie fire attack
Faster with Faerie Fire – faerie6_speed
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4, faerie5, faerie6 and faerie5_speed to be achieved first
1 more attacks for the faerie fire attack
Causing More Havoc with Faerie Fire – faerie7
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4, faerie5 and faerie6 to be achieved first
Damage increased by 1 for the faerie fire attack
Faster with Faerie Fire – faerie7_speed
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4, faerie5, faerie6, faerie6_speed and faerie7 to be achieved first
1 more attacks for the faerie fire attack
Causing More Havoc with Faerie Fire – faerie8
This advancement can be taken 5 times
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4, faerie5, faerie6 and faerie7 to be achieved first
Damage increased by 1 for the faerie fire attack
Poisoning Enemies with Spiderwebs – gossamer1
This advancement can be taken once
New weapon special for the gossamer attack: poison
Dealing More Damage with Spiderwebs – gossamer1_damage
This advancement can be taken once
This advancement requires the advancement gossamer1 to be achieved first
Damage increased by 1 for the gossamer attack
Draining Enemies with Spiderwebs – gossamer2
This advancement can be taken once
This advancement requires the advancement gossamer1 to be achieved first
New weapon special for the gossamer attack: drain
Dealing More Damage with Spiderwebs – gossamer2_damage
This advancement can be taken once
This advancement requires the advancements gossamer1, gossamer2 and gossamer1_damage to be achieved first
Damage increased by 1 for the gossamer attack
Shooting Spiderwebs More Precisely – gossamer3
This advancement can be taken once
This advancement requires the advancements gossamer1 and gossamer2 to be achieved first
New weapon special for the gossamer attack: marksman
Dealing More Damage with Spiderwebs – gossamer3_damage
This advancement can be taken once
This advancement requires the advancements gossamer1, gossamer2, gossamer2_damage and gossamer3 to be achieved first
Damage increased by 1 for the gossamer attack
Shooting Spiderwebs Even More Precisely – gossamer4
This advancement can be taken once
This advancement requires the advancements gossamer1, gossamer2 and gossamer3 to be achieved first
New weapon special for the gossamer attack: focused
Remove weapon special for the gossamer attack: marksman
Dealing More Damage with Spiderwebs – gossamer4_damage
This advancement can be taken once
This advancement requires the advancements gossamer1, gossamer2, gossamer2_damage, gossamer3, gossamer4 and gossamer3_damage to be achieved first
Damage increased by 1 for the gossamer attack
Shooting Spiderwebs Faster – gossamer4_speed
This advancement can be taken once
This advancement requires the advancements gossamer1, gossamer2, gossamer3 and gossamer4 to be achieved first
1 more attacks for the gossamer attack
Shooting Spiderwebs with Incredibly Fast Reactions – gossamer5
This advancement can be taken once
This advancement requires the advancements gossamer1, gossamer2, gossamer3 and gossamer4 to be achieved first
New weapon special for the gossamer attack: firststrike
Dealing More Damage with Spiderwebs – gossamer5_damage
This advancement can be taken once
This advancement requires the advancements gossamer1, gossamer2, gossamer2_damage, gossamer3, gossamer4, gossamer4_damage and gossamer5 to be achieved first
Damage increased by 1 for the gossamer attack
More Nimble (+1 Movement, 1% Better Defences on All Terrains) – wings1
This advancement can be taken once
1 more movement points
Chance to get hit in forests reduced by 1%
Chance to get hit on frozen places reduced by 1%
Chance to get hit on flat terrains reduced by 1%
Chance to get hit in caves reduced by 1%
Chance to get hit in mushroom groves reduced by 1%
Chance to get hit in villages reduced by 1%
Chance to get hit in castles reduced by 1%
Chance to get hit in shallow waters reduced by 1%
Chance to get hit on coastal reefs reduced by 1%
Chance to get hit in deep water reduced by 1%
Chance to get hit in swamps reduced by 1%
Chance to get hit on hills reduced by 1%
Chance to get hit on sands reduced by 1%
Chance to get hit above unwalkable places reduced by 1%
More Nimble (+1 Movement, 1% Better Defences on All Terrains) – wings2
This advancement can be taken once
This advancement requires the advancement wings1 to be achieved first
1 more movement points
Chance to get hit in forests reduced by 1%
Chance to get hit on frozen places reduced by 1%
Chance to get hit on flat terrains reduced by 1%
Chance to get hit in caves reduced by 1%
Chance to get hit in mushroom groves reduced by 1%
Chance to get hit in villages reduced by 1%
Chance to get hit in castles reduced by 1%
Chance to get hit in shallow waters reduced by 1%
Chance to get hit on coastal reefs reduced by 1%
Chance to get hit in deep water reduced by 1%
Chance to get hit in swamps reduced by 1%
Chance to get hit on hills reduced by 1%
Chance to get hit on sands reduced by 1%
Chance to get hit above unwalkable places reduced by 1%
More Nimble (2% Better Defences on All Terrains) – wings3
This advancement can be taken 4 times
This advancement requires the advancements wings1 and wings2 to be achieved first
Chance to get hit in forests reduced by 2%
Chance to get hit on frozen places reduced by 2%
Chance to get hit on flat terrains reduced by 2%
Chance to get hit in caves reduced by 2%
Chance to get hit in mushroom groves reduced by 2%
Chance to get hit in villages reduced by 2%
Chance to get hit in castles reduced by 2%
Chance to get hit in shallow waters reduced by 2%
Chance to get hit on coastal reefs reduced by 2%
Chance to get hit in deep water reduced by 2%
Chance to get hit in swamps reduced by 2%
Chance to get hit on hills reduced by 2%
Chance to get hit on sands reduced by 2%
Chance to get hit above unwalkable places reduced by 2%
More Attuned to the Woods – woods
This advancement can be taken once
This advancement requires the advancements wings1, wings2 and wings3 to be achieved first
New ability: nocturnal ambush
Chance to get hit in forests reduced by 4%
Better Protected from Physical Blows (2% Better Resistances) – armour
This advancement can be taken 5 times
Resistance to blade increased by 2%
Resistance to impact increased by 2%
Resistance to pierce increased by 2%
Better Protected from Magical Attacks (3% Better Resistances) – shield
This advancement can be taken 5 times
Resistance to fire increased by 3%
Resistance to cold increased by 3%
Resistance to arcane increased by 3%
Demon Infiltrator (Romero)
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.
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.
– amla_demon_lord
This advancement can be taken 100 times
100 more hitpoints per level
Damage increased by 8 (in EASY difficulty), 9 (in MEDIUM difficulty), 10 (in HARD difficulty)
Demon Lord
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.
Special Notes: This unit has magical attacks, which always have a high chance of hitting an opponent.
– amla_demon_lord
This advancement can be taken 100 times
100 more hitpoints per level
Damage increased by 9 (in EASY difficulty), 10 (in MEDIUM difficulty), 11 (in HARD difficulty)
Demon Queen (Uria)
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.
– amla_demon_lord
This advancement can be taken 100 times
300 more hitpoints per level
Damage increased by 3 (in EASY difficulty), 5 (in MEDIUM difficulty), 5 (in HARD difficulty)
Demon Queen's Avatar (Uria Avatar)
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.
– amla_demon_lord
This advancement can be taken 100 times
300 more hitpoints per level
Damage increased by 3 (in EASY difficulty), 5 (in MEDIUM difficulty), 5 (in HARD difficulty)
– amla_demon_lord
This advancement can be taken 100 times
300 more hitpoints per level
Damage increased by 3 (in EASY difficulty), 5 (in MEDIUM difficulty), 5 (in HARD difficulty)
– amla_demon_lord
This advancement can be taken 100 times
300 more hitpoints per level
Damage increased by 3 (in EASY difficulty), 5 (in MEDIUM difficulty), 5 (in HARD difficulty)
Destroyer
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.
Note: Destroyers can learn berserk.
This unit also has generic AMLA advancements
Striking More Furiously with Scourge – scourge
This advancement can be taken once
Damage increased by 2 for the scourge attack
Striking More Furiously with Scourge – scourge2
This advancement can be taken once
This advancement requires the advancement scourge to be achieved first
Damage decreased by 5 for the scourge attack
1 more attacks for the scourge attack
Striking More Furiously with Scourge – scourge3
This advancement can be taken 10 times
This advancement requires the advancements scourge2 and scourge to be achieved first
Damage increased by 1 for the scourge attack
Able to Enter a Battle Frenzy Like Dwarves, But Only when Attacking – berserk
This advancement can be taken once
This advancement requires the advancement scourge to be achieved first
New attack: mace_berserk (7 - 5)
New weapon special for the mace_berserk attack: lesser berserk (3)
Striking Better when in Battle Frenzy – berserk2
This advancement can be taken 5 times
This advancement requires the advancement berserk to be achieved first
1 more attacks for the mace_berserk attack
Better Protected from Physical Blows (2% Better Resistances; +4% Resist Impact) – armour
This advancement can be taken 5 times
Resistance to blade increased by 2%
Resistance to impact increased by 4%
Resistance to pierce increased by 2%
Faster – movement
This advancement can be taken 3 times
1 more movement points
Divine Emissary (Stormrider)
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.
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.
This unit also has generic AMLA advancements
Swinging Better with the Sword – sword
This advancement can be taken once
Damage increased by 1 for the sword attack
1 more attacks for the sword attack
Swinging More Precisely with the Sword – sword1_precision
This advancement can be taken once
This advancement requires the advancement sword to be achieved first
New weapon special for the sword attack: marksman
Swinging Better with the Sword – sword2
This advancement can be taken once
This advancement requires the advancement sword to be achieved first
Damage increased by 1 for the sword attack
Swinging Better with the Sword – sword3
This advancement can be taken once
This advancement requires the advancements sword and sword2 to be achieved first
Damage increased by 1 for the sword attack
Swinging Faster with the Sword – sword3_speed
This advancement can be taken once
This advancement requires the advancements sword, sword2 and sword3 to be achieved first
1 more attacks for the sword attack
Swinging Better with the Sword – sword4
This advancement can be taken 30 times
This advancement requires the advancements sword, sword2 and sword3 to be achieved first
Damage increased by 1 for the sword attack
Striking Better with Lance and Charging More Powerfully (2.5 Times More Damage) – lance
This advancement can be taken once
New weapon special for the lance attack: charge (2.5)
Remove weapon special for the lance attack: charge
Damage increased by 1 for the lance attack
Striking Better with the Lance – lance2
This advancement can be taken once
This advancement requires the advancement lance to be achieved first
Damage increased by 2 for the lance attack
Striking Faster with the Lance – lance2_speed
This advancement can be taken once
This advancement requires the advancement lance to be achieved first
Damage decreased by 2 for the lance attack
1 more attacks for the lance attack
Striking Better with the Lance – lance3
This advancement can be taken once
This advancement requires the advancement lance2 to be achieved first
Damage increased by 2 for the lance attack
Charging More Powerfully with the Lance (3 Times More Damage) – lance3_damage
This advancement can be taken once
This advancement requires the advancements lance and lance2 to be achieved first
New weapon special for the lance attack: charge (3)
Remove weapon special for the lance attack: charge
Charging Even More Powerfully with the Lance (3.5 Times More Damage) – lance4_damage
This advancement can be taken once
This advancement requires the advancements lance, lance2 and lance3_damage to be achieved first
New weapon special for the lance attack: charge (3.5)
Remove weapon special for the lance attack: charge
Striking Better with the Lance – lance4
This advancement can be taken once
This advancement requires the advancements lance, lance2 and lance3 to be achieved first
Damage increased by 1 for the lance attack
Striking Even Better with the Lance – lance5
This advancement can be taken 3 times
This advancement requires the advancements lance, lance2, lance3 and lance4 to be achieved first
Damage increased by 1 for the lance attack
Throwing Stronger Lightnings – storm
This advancement can be taken once
Damage increased by 2 for the stormride attack
Throwing More Lightnings – storm_speed
This advancement can be taken once
1 more attacks for the stormride attack
Throwing Stronger Lightnings – storm2
This advancement can be taken once
This advancement requires the advancement storm to be achieved first
Damage increased by 2 for the stormride attack
Charging with Lightnings – storm2_charge
This advancement can be taken once
This advancement requires the advancements storm and storm2 to be achieved first
New weapon special for the stormride attack: charge
Throwing Stronger Lightnings – storm3
This advancement can be taken once
This advancement requires the advancements storm and storm2 to be achieved first
Damage increased by 1 for the stormride attack
Throwing More Lightnings – storm3_speed
This advancement can be taken once
This advancement requires the advancements storm, storm2, storm3 and storm_speed to be achieved first
1 more attacks for the stormride attack
Casting Better Lightnings – storm4
This advancement can be taken 10 times
This advancement requires the advancements storm, storm2 and storm3 to be achieved first
Damage increased by 1 for the stormride attack
Able to Summon a Powerful Thunder that Can Kill with a Single Hit – thunder
This advancement can be taken once
This advancement requires the advancements storm and storm2 to be achieved first
New attack: thunder (60 - 1)
Better with Thunders – thunder2
This advancement can be taken 3 times
This advancement requires the advancements storm, storm2 and thunder to be achieved first
Damage increased by 10 for the thunder attack
Surrounded by an Aura that Hurts Nearby Enemies (-8 HP) – aura
This advancement can be taken once
New ability: burns foes (8)
Better with the Enemy Hurting Aura (-16 HP) – aura2
This advancement can be taken once
This advancement requires the advancement aura to be achieved first
Remove ability: burns foes (8)
New ability: burns foes (16)
Better with the Enemy Hurting Aura (-24 HP) – aura3
This advancement can be taken once
This advancement requires the advancements aura and aura2 to be achieved first
Remove ability: burns foes (16)
New ability: burns foes (24)
Able to Illuminate Everything Around – aura_illuminate
This advancement can be taken once
New ability: illuminates
Able to Illuminate Even the Day – aura_illuminate2
This advancement can be taken once
This advancement requires the advancement aura_illuminate to be achieved first
Remove ability: illuminates
New ability: improved illumination
Illuminating Everything Around Better – aura_illuminate3
This advancement can be taken once
This advancement requires the advancement aura_illuminate2 to be achieved first
Remove ability: improved illumination
New ability: great illumination
Healing Nearby Allies Better – healing
This advancement can be taken once
Remove ability: heals
New ability: cures
Healing Nearby Allies Better – healing2
This advancement can be taken once
This advancement requires the advancement healing to be achieved first
Remove ability: cures
New ability: heals (16)
Healing Nearby Allies Better – healing3
This advancement can be taken once
This advancement requires the advancement healing2 to be achieved first
Remove ability: heals (16)
New ability: heals (24)
More Resistant to Damage (4% Better Resistances) – armor
This advancement can be taken 5 times
Resistance to blade increased by 4%
Resistance to impact increased by 4%
Resistance to pierce increased by 5%
Able to Move Faster – movement1
This advancement can be taken 5 times
1 more movement points
Doppelgänger (Efraim Doppelganger)
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.
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.
This unit also has generic AMLA advancements
Better at Melee Combat – melee
This advancement can be taken once
Damage increased by 1 (melee attacks only)
Better at Melee Combat – melee2
This advancement can be taken once
This advancement requires the advancement melee to be achieved first
Damage decreased by 1 (melee attacks only)
1 more attacks (melee attacks only)
Better at Melee Combat – melee3
This advancement can be taken 10 times
This advancement requires the advancement melee2 to be achieved first
Damage increased by 1 (melee attacks only)
Better in Ranged Combat – ranged
This advancement can be taken once
Damage increased by 1 (ranged attacks only)
Better in Ranged Combat – ranged2
This advancement can be taken once
This advancement requires the advancement ranged to be achieved first
Damage decreased by 1 (ranged attacks only)
1 more attacks (ranged attacks only)
Better in Ranged Combat – ranged3
This advancement can be taken 10 times
This advancement requires the advancement ranged2 to be achieved first
Damage increased by 1 (ranged attacks only)
Better at Dodging (Lowering the Chance to be Hit by 2%) – dodge
This advancement can be taken 5 times
Chance to get hit in forests reduced by 2%
Chance to get hit on frozen places reduced by 2%
Chance to get hit on flat terrains reduced by 2%
Chance to get hit in caves reduced by 2%
Chance to get hit in mushroom groves reduced by 2%
Chance to get hit in villages reduced by 2%
Chance to get hit in castles reduced by 2%
Chance to get hit in shallow waters reduced by 2%
Chance to get hit in deep water reduced by 2%
Chance to get hit in swamps reduced by 2%
Chance to get hit on hills reduced by 2%
Chance to get hit on mountains reduced by 2%
Chance to get hit on sands reduced by 2%
Chance to get hit above unwalkable places reduced by 2%
Better Protected from Physical Blows (2% Better Resistances) – armour
This advancement can be taken 5 times
Resistance to blade increased by 2%
Resistance to impact increased by 2%
Resistance to pierce increased by 2%
Faster – movement
This advancement can be taken 4 times
1 more movement points
Doppelgänger (Lethalia Doppelganger)
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.
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.
This unit also has generic AMLA advancements
Better at Axe Combat – melee
This advancement can be taken once
Damage increased by 1 (melee attacks only)
Better with Sword – melee2
This advancement can be taken once
This advancement requires the advancement melee to be achieved first
Damage decreased by 1 (melee attacks only)
1 more attacks (melee attacks only)
Better with Sword – melee3
This advancement can be taken 10 times
This advancement requires the advancement melee2 to be achieved first
Damage increased by 1 (melee attacks only)
Better in Ranged Combat – ranged
This advancement can be taken once
Damage increased by 1 (ranged attacks only)
Better in Ranged Combat – ranged2
This advancement can be taken once
This advancement requires the advancement ranged to be achieved first
Damage decreased by 1 (ranged attacks only)
1 more attacks (ranged attacks only)
Better in Ranged Combat – ranged3
This advancement can be taken 10 times
This advancement requires the advancement ranged2 to be achieved first
Damage increased by 1 (ranged attacks only)
Better at Dodging (Lowering the Chance to be Hit by 2%) – dodge
This advancement can be taken 5 times
Chance to get hit in forests reduced by 2%
Chance to get hit on frozen places reduced by 2%
Chance to get hit on flat terrains reduced by 2%
Chance to get hit in caves reduced by 2%
Chance to get hit in mushroom groves reduced by 2%
Chance to get hit in villages reduced by 2%
Chance to get hit in castles reduced by 2%
Chance to get hit in shallow waters reduced by 2%
Chance to get hit in deep water reduced by 2%
Chance to get hit in swamps reduced by 2%
Chance to get hit on hills reduced by 2%
Chance to get hit on mountains reduced by 2%
Chance to get hit on sands reduced by 2%
Chance to get hit above unwalkable places reduced by 2%
Better Protected from Physical Blows (2% Better Resistances) – armour
This advancement can be taken 5 times
Resistance to blade increased by 2%
Resistance to impact increased by 2%
Resistance to pierce increased by 2%
Faster – movement
This advancement can be taken 4 times
1 more movement points
Dragon Rider
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.
Special Notes: Using a charging attack doubles both damage dealt and received; this does not affect defensive retaliation.
This unit also has generic AMLA advancements
Commanding the Dragon to Bite Better – bite
This advancement can be taken 5 times
Damage increased by 2 for the bite attack
Able to Order the Dragon to Eat Bits of Freshly Torn Meat During Battle – bite-drain
This advancement can be taken once
This advancement requires the advancement bite to be achieved first
New weapon special for the bite attack: drain
Striking Better with Lance – lance
This advancement can be taken once
Damage increased by 1 for the lance attack
Striking Better with Lance – lance2
This advancement can be taken once
This advancement requires the advancement lance to be achieved first
Damage decreased by 3 for the lance attack
1 more attacks for the lance attack
Charging More Powerfully with Lance (2.5 Times More Damage) – lance3
This advancement can be taken once
This advancement requires the advancements lance and lance2 to be achieved first
New weapon special for the lance attack: charge (2.5)
Remove weapon special for the lance attack: charge
Charging Even More Powerfully with the Lance (3 Times More Damage) – lance4
This advancement can be taken once
This advancement requires the advancements lance, lance2 and lance3 to be achieved first
New weapon special for the lance attack: charge (3)
Remove weapon special for the lance attack: charge
Striking Even Better with the Lance – lance5
This advancement can be taken 10 times
This advancement requires the advancements lance and lance2 to be achieved first
Damage increased by 1 for the lance attack
Commanding the Dragon to Breathe Fire Better – fire
This advancement can be taken once
Damage increased by 2 for the fire breath attack
Commanding the Dragon to Breathe Fire Faster – fire2
This advancement can be taken once
This advancement requires the advancement fire to be achieved first
1 more attacks for the fire breath attack
Commanding the Dragon to Breathe Fire Better – fire3
This advancement can be taken 10 times
This advancement requires the advancement fire2 to be achieved first
Damage increased by 2 for the fire breath attack
Incinerating Enemies with Dragon Breath – fire-incinerate
This advancement can be taken once
This advancement requires the advancement fire3 to be achieved first
New weapon special for the fire breath attack: incinerate
Able to Lead Allies into Battle (Like a Level 2 Unit) – leadership
This advancement can be taken once
New ability: leadership level 2
Able to Lead Allies into Battle (Like a Level 3 Unit) – leadership2
This advancement can be taken once
This advancement requires the advancement leadership to be achieved first
Remove ability: leadership level 2
New ability: leadership level 3
A Greater Leader in Battle (Like a Level 4 Unit) – leadership3
This advancement can be taken once
This advancement requires the advancement leadership2 to be achieved first
Remove ability: leadership level 3
New ability: leadership level 4
A Greater Leader in Battle (Like a Proper Level 5 Unit) – leadership4
This advancement can be taken once
This advancement requires the advancement leadership3 to be achieved first
Remove ability: leadership level 4
New ability: leadership level 5
Riding a Tougher Dragon (2% Better Resistances; +3% Resist Pierce) – armour
This advancement can be taken 5 times
Resistance to blade increased by 2%
Resistance to impact increased by 2%
Resistance to pierce increased by 3%
Faster – movement
This advancement can be taken 3 times
1 more movement points
Duelist Wizard
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.
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.
This unit also has generic AMLA advancements
Better with Magic – magic
This advancement can be taken once
Damage increased by 1 (ranged attacks only)
Better with Magic Missile – missile
This advancement can be taken once
This advancement requires the advancement magic to be achieved first
Damage increased by 1 for the missile attack
Better with Magic Missile – missile2
This advancement can be taken once
This advancement requires the advancements magic and missile to be achieved first
Damage decreased by 1 for the missile attack
1 more attacks for the missile attack
Better with Magic Missile – missile3
This advancement can be taken 10 times
This advancement requires the advancements magic and missile2 to be achieved first
Damage increased by 1 for the missile attack
Better with Fireball – fireball
This advancement can be taken 10 times
This advancement requires the advancement magic to be achieved first
Damage increased by 3 for the fireball attack
Better with Chill Tempest – chill
This advancement can be taken 10 times
This advancement requires the advancement magic to be achieved first
Damage increased by 2 for the chill tempest attack
Better with Staff – melee
This advancement can be taken 10 times
Damage increased by 1 for the staff attack
Able to Return 2 Pierce Damage to Every Attacker – retribution
This advancement can be taken once
New ability: thorns
Able to Return a Part of Damage to the Attacker – retribution2
This advancement can be taken once
This advancement requires the advancement retribution to be achieved first
New ability: retribution
Able to Heal from Enemies' Attacks – absorb1
This advancement can be taken once
New ability: absorbs (1)
Able to Heal from Enemies' Attacks Better – absorb2
This advancement can be taken once
This advancement requires the advancement absorb1 to be achieved first
Remove ability: absorbs (1)
New ability: absorbs (2)
Able to Heal from Enemies' Attacks Better – absorb3
This advancement can be taken once
This advancement requires the advancements absorb2 and absorb1 to be achieved first
Remove ability: absorbs (2)
New ability: absorbs (3)
-15% to Magical Resistances of All Adjacent Enemies – conviction
This advancement can be taken once
This advancement requires the advancements absorb2 and retribution2 to be achieved first
New ability: conviction (15)
Faster – movement
This advancement can be taken 3 times
1 more movement points
Duke
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.
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.
This unit also has generic AMLA advancements
Faster at Melee – melee
This advancement can be taken once
Damage decreased by 1 (melee attacks only)
1 more attacks (melee attacks only)
Better at Melee – melee2
This advancement can be taken 10 times
This advancement requires the advancement melee to be achieved first
Damage increased by 1 (melee attacks only)
Better with Crossbow – xbow
This advancement can be taken once
Damage increased by 1 (ranged attacks only)
Better with Crossbow – xbow2
This advancement can be taken once
This advancement requires the advancement xbow to be achieved first
1 more attacks (ranged attacks only)
Better with Crossbow – xbow3
This advancement can be taken 10 times
This advancement requires the advancements xbow2 and xbow to be achieved first
Damage increased by 1 (ranged attacks only)
Better Protected from Physical Blows (3% Better Resistances) – armour
This advancement can be taken 3 times
Resistance to blade increased by 3%
Resistance to impact increased by 3%
Resistance to pierce increased by 3%
Possessing the Leadership of a Level 6 Unit – leadership
This advancement can be taken once
Remove ability: leadership level 5
New ability: leadership
Able to Make All Adjacent Allies Capable to Attack First Even when Defending – leadership2
This advancement can be taken once
This advancement requires the advancement leadership to be achieved first
New ability: zeal aura
Able to Let All Adjacent Allies Gain 1 Movement Point After Attacking – leadership3
This advancement can be taken once
This advancement requires the advancement leadership to be achieved first
New ability: push
Able to Heal Allies – heal1
This advancement can be taken once
New ability: cures
Able to Heal Allies Better – heal2
This advancement can be taken once
This advancement requires the advancement heal1 to be achieved first
Remove ability: cures
New ability: heals (12)
Faster – movement
This advancement can be taken 3 times
1 more movement points
Dwarvish Battlerager
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.
Special Notes: Whenever its berserk attack is used, this unit continues to push the attack until either it or its enemy lies dead.
This unit also has generic AMLA advancements
Frenzying Better – axe
This advancement can be taken once
Damage increased by 2 for the berserker frenzy attack
Frenzying Better – axe2
This advancement can be taken once
This advancement requires the advancement axe to be achieved first
Damage decreased by 1 for the berserker frenzy attack
1 more attacks for the berserker frenzy attack
Frenzying Better – axe3
This advancement can be taken once
This advancement requires the advancements axe and axe2 to be achieved first
Damage increased by 1 for the berserker frenzy attack
Frenzying Better – axe4
This advancement can be taken 3 times
This advancement requires the advancements axe, axe2 and axe3 to be achieved first
Damage increased by 1 for the berserker frenzy attack
Tougher – armour
This advancement can be taken 5 times
Resistance to blade increased by 3%
Resistance to impact increased by 2%
Resistance to pierce increased by 3%
Resistance to fire increased by 2%
Resistance to cold increased by 2%
Resistance to arcane increased by 2%
Impaling Enemies on Spikes on Armour Better, Also in Range – spikes
This advancement can be taken once
Remove ability: thorns
New ability: weak reflect
Impaling Enemies on Spikes on Armour Better – spikes2
This advancement can be taken once
This advancement requires the advancement spikes to be achieved first
Remove ability: weak reflect
New ability: reflect
Faster – movement
This advancement can be taken 4 times
1 more movement points
Dwarvish Hero
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.
This unit also has generic AMLA advancements
Striking Stronger with Axe – axe
This advancement can be taken once
Damage increased by 2 for the battle axe attack
Faster with Axe – axe2
This advancement can be taken once
This advancement requires the advancement axe to be achieved first
Damage decreased by 1 for the battle axe attack
1 more attacks for the battle axe attack
Faster with Axe – axe3
This advancement can be taken once
This advancement requires the advancements axe and axe2 to be achieved first
Damage decreased by 2 for the battle axe attack
1 more attacks for the battle axe attack
Better with Axe – axe4
This advancement can be taken 10 times
This advancement requires the advancements axe and axe2 to be achieved first
Damage increased by 1 for the battle axe attack
Stronger with Hammer – hammer
This advancement can be taken once
Damage increased by 2 for the hammer attack
Stronger with Hammer – hammer2
This advancement can be taken once
This advancement requires the advancement hammer to be achieved first
Damage increased by 2 for the hammer attack
Faster with Hammer – hammer_speed
This advancement can be taken once
This advancement requires the advancement hammer2 to be achieved first
Damage decreased by 9 for the hammer attack
1 more attacks for the hammer attack
Stronger with Hammer – hammer3
This advancement can be taken 10 times
This advancement requires the advancement hammer2 to be achieved first
Damage increased by 1 for the hammer attack
Stronger with Hatchet – hatchet
This advancement can be taken once
Damage increased by 2 for the hatchet attack
Faster with Hatchet – hatchet2
This advancement can be taken once
This advancement requires the advancement hatchet to be achieved first
Damage decreased by 2 for the hatchet attack
1 more attacks for the hatchet attack
Stronger with Hatchet – hatchet3
This advancement can be taken 10 times
This advancement requires the advancement hatchet2 to be achieved first
Damage increased by 1 for the hatchet attack
Blocking Better – block
This advancement can be taken 5 times
Chance to get hit in forests reduced by 4%
Chance to get hit on frozen places reduced by 4%
Chance to get hit on flat terrains reduced by 2%
Chance to get hit in caves reduced by 2%
Chance to get hit in mushroom groves reduced by 4%
Chance to get hit in villages reduced by 2%
Chance to get hit in castles reduced by 2%
Chance to get hit in shallow waters reduced by 4%
Chance to get hit on coastal reefs reduced by 2%
Chance to get hit in swamps reduced by 4%
Chance to get hit on hills reduced by 2%
Chance to get hit on mountains reduced by 2%
Chance to get hit on sands reduced by 4%
Capable to Use Lightning – lightning
This advancement can be taken once
New attack: lightning (22 - 2)
New weapon special for the lightning attack: magical
Casting Stronger Lightnings – lightning2
This advancement can be taken 3 times
This advancement requires the advancement lightning to be achieved first
Damage increased by 3 for the lightning attack
Casting Lightnings Faster – lightning3
This advancement can be taken once
This advancement requires the advancement lightning2 to be achieved first
Damage decreased by 7 for the lightning attack
1 more attacks for the lightning attack
Faster – movement
This advancement can be taken 2 times
1 more movement points
Dwarvish Protector
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.
Special Notes: The steadiness of this unit reduces damage from some attacks, but only while defending.
This unit also has generic AMLA advancements
Striking Better with Spear – spear
This advancement can be taken once
Damage increased by 1 for the spear attack
Striking Faster with Spear – spear2
This advancement can be taken once
This advancement requires the advancement spear to be achieved first
Damage decreased by 2 for the spear attack
1 more attacks for the spear attack
Striking Better with Spear – spear3
This advancement can be taken 10 times
This advancement requires the advancement spear2 to be achieved first
Damage increased by 1 for the spear attack
Throwing Javelins Faster – javelin
This advancement can be taken once
Damage decreased by 2 for the javelin attack
1 more attacks for the javelin attack
Throwing Javelins Better – javelin2
This advancement can be taken 10 times
This advancement requires the advancement javelin to be achieved first
Damage increased by 1 for the javelin attack
Able to Charge into Battle – charge
This advancement can be taken once
New bonus attack: charge (% - -30% melee )
New weapon special for the charge attack: charge
Better Resistances when Defending – adamant
This advancement can be taken once
Remove ability: unyielding
New ability: adamant
Blocking Better – block
This advancement can be taken 5 times
Chance to get hit in forests reduced by 4%
Chance to get hit on frozen places reduced by 4%
Chance to get hit on flat terrains reduced by 2%
Chance to get hit in caves reduced by 2%
Chance to get hit in mushroom groves reduced by 4%
Chance to get hit in villages reduced by 2%
Chance to get hit in castles reduced by 2%
Chance to get hit in shallow waters reduced by 4%
Chance to get hit on coastal reefs reduced by 2%
Chance to get hit in swamps reduced by 4%
Chance to get hit on hills reduced by 2%
Chance to get hit on mountains reduced by 2%
Chance to get hit on sands reduced by 4%
Better Protected from Physical Blows (3% Better Resistances) – armour
This advancement can be taken 5 times
Resistance to blade increased by 3%
Resistance to impact increased by 2%
Resistance to pierce increased by 3%
Faster – movement
This advancement can be taken 2 times
1 more movement points
Dwarvish Technocrat
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.
This unit also has generic AMLA advancements
Better at Shooting – gun
This advancement can be taken once
Damage increased by 10 for the thunderstick attack
Better at Shooting – gun2
This advancement can be taken once
This advancement requires the advancement gun to be achieved first
Damage increased by 8 for the thunderstick attack
Better at Shooting – gun3
This advancement can be taken once
This advancement requires the advancement gun2 to be achieved first
Damage increased by 6 for the thunderstick attack
Better at Shooting – gun4
This advancement can be taken once
This advancement requires the advancement gun3 to be achieved first
Damage increased by 5 for the thunderstick attack
Better at Shooting – gun5
This advancement can be taken 10 times
This advancement requires the advancement gun4 to be achieved first
Damage increased by 4 for the thunderstick attack
Better with Dagger – dagger
This advancement can be taken 5 times
Damage increased by 1 for the dagger attack
Able to Backstab with the Dagger – dagger2
This advancement can be taken once
This advancement requires the advancement dagger to be achieved first
New weapon special for the dagger attack: backstab
More Technically Skilled, Using a Gun that Can Fire Very Quickly – storm
This advancement can be taken once
New bonus attack: bullet storm (-90% - 500% ranged )
Shooting Bullet Storms Better – storm2
This advancement can be taken 3 times
This advancement requires the advancement storm to be achieved first
Damage increased by 3% for the bullet storm attack
100% more attacks for the bullet storm attack
More Technically Skilled, Using a Very Precise Gun – blunderbuss
This advancement can be taken once
New bonus attack: blunderbuss (-40% - % ranged )
New weapon special for the blunderbuss attack: marksman
Doing More Damage when Shooting Precisely – blunderbuss2
This advancement can be taken 3 times
This advancement requires the advancement blunderbuss to be achieved first
Damage increased by 20% for the blunderbuss attack
Shooting Bullets that Penetrate Armour Better – bullets
This advancement can be taken once
Shooting Bullets that Penetrate Armour Better – bullets2
This advancement can be taken 4 times
This advancement requires the advancement bullets to be achieved first
Faster – movement
This advancement can be taken 2 times
1 more movement points
Elder Mage
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.
Special Notes: This unit has magical attacks, which always have a high chance of hitting an opponent.
This unit also has generic AMLA advancements
Better with Fireball – fireball
This advancement can be taken once
Damage increased by 1 for the fireball attack
Breaking Through Enemy Fire Resistances Better (8%) – fire-penetrate
This advancement can be taken once
This advancement requires the advancement fireball to be achieved first
Breaking Through Enemy Fire Resistances Better (7%) – fire-penetrate2
This advancement can be taken once
This advancement requires the advancements fireball and fire-penetrate to be achieved first
Breaking Through Enemy Fire Resistances Better (5%) – fire-penetrate3
This advancement can be taken 3 times
This advancement requires the advancements fireball and fire-penetrate2 to be achieved first
Faster with Fireball – fireball2
This advancement can be taken once
This advancement requires the advancement fireball to be achieved first
Damage decreased by 1 for the fireball attack
1 more attacks for the fireball attack
Better with Fireball – fireball3
This advancement can be taken 15 times
This advancement requires the advancement fireball2 to be achieved first
Damage increased by 1 for the fireball attack
Better with Fireball – fireball3-explosion
This advancement can be taken once
This advancement requires the advancement fireball3 to be achieved first
New weapon special for the fireball attack: explosive
Damage decreased by 7 for the fireball attack
Better with Lightning – lightning
This advancement can be taken once
Damage increased by 1 for the lightning attack
Better with Lightning – lightning2
This advancement can be taken once
This advancement requires the advancement lightning to be achieved first
Damage decreased by 3 for the lightning attack
1 more attacks for the lightning attack
Breaking Through Enemy Arcane Resistances Better (8%) – arcane-penetrate
This advancement can be taken once
This advancement requires the advancement lightning2 to be achieved first
Breaking Through Enemy Arcane Resistances Better (7%) – arcane-penetrate2
This advancement can be taken once
This advancement requires the advancements lightning2 and arcane-penetrate to be achieved first
Breaking Through Enemy Arcane Resistances Better (5%) – arcane-penetrate3
This advancement can be taken 3 times
This advancement requires the advancements lightning2 and arcane-penetrate2 to be achieved first
Ignoring Enemy Resistances (and Vulnerabilities) with Lightning – lightning3-lightning
This advancement can be taken once
This advancement requires the advancement lightning3 to be achieved first
Sets damage type to lightning for the lightning attack
Better with Lightning – lightning3
This advancement can be taken 10 times
This advancement requires the advancement lightning2 to be achieved first
Damage increased by 2 for the lightning attack
Capable to Cast Fire Blast – fireblast1
This advancement can be taken once
New attack: fire blast (12 - 3)
New weapon special for the fire blast attack: magical
New weapon special for the fire blast attack: hose
Casting Fire Blasts Better – fireblast2
This advancement can be taken once
This advancement requires the advancement fireblast1 to be achieved first
Damage increased by 2 for the fire blast attack
Casting Fire Blasts Faster – fireblast2_speed
This advancement can be taken once
This advancement requires the advancement fireblast2 to be achieved first
Damage decreased by 1 for the fire blast attack
1 more attacks for the fire blast attack
Casting Fire Blasts Better – fireblast3
This advancement can be taken 3 times
This advancement requires the advancement fireblast2 to be achieved first
Damage increased by 2 for the fire blast attack
Able to Curse Enemies to Cut Their Resistances – curse
This advancement can be taken once
New attack: curse (2 - 5)
New weapon special for the curse attack: doom
Better with Staff – melee
This advancement can be taken 3 times
Damage increased by 1 for the staff attack
Faster – movement
This advancement can be taken 3 times
1 more movement points
Elvish Assassin
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.
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.
This unit also has generic AMLA advancements
Faster at Melee – melee
This advancement can be taken 2 times
1 more attacks (melee attacks only)
Better at Melee – melee2
This advancement can be taken 10 times
This advancement requires the advancement melee to be achieved first
Damage increased by 1 (melee attacks only)
Faster with the Bow – bow
This advancement can be taken once
1 more attacks for the longbow attack
Better with Bow – bow2
This advancement can be taken once
This advancement requires the advancement bow to be achieved first
Damage increased by 1 for the longbow attack
Shooting Insanely Precisely – bow-precise
This advancement can be taken once
This advancement requires the advancements bow and bow2 to be achieved first
New weapon special for the longbow attack: focused
Remove weapon special for the longbow attack: marksman
Damage decreased by 1 for the longbow attack
Faster with the Bow – bow3
This advancement can be taken once
This advancement requires the advancements bow and bow2 to be achieved first
1 more attacks for the longbow attack
Better with the Bow – bow4
This advancement can be taken 10 times
This advancement requires the advancements bow, bow2 and bow3 to be achieved first
Damage increased by 1 for the longbow attack
Able to Shoot a Storm of Arrows Without Giving the Enemy a Chance to Counterattack – arrowstorm
This advancement can be taken once
New bonus attack: arrow storm (-20% - -40% ranged )
New weapon special for the arrow storm attack: distant attack
Shooting Arrow Storms Better – arrowstorm2
This advancement can be taken 3 times
This advancement requires the advancement arrowstorm to be achieved first
Damage increased by 10% for the arrow storm attack
5% more attacks for the arrow storm attack
– execution
This advancement can be taken once
New bonus attack: execution_bonus_attack (-40% - % ranged )
Executing Enemy Bosses Better – execution
This advancement can be taken 3 times
Damage increased by 10% for the execution_bonus_attack attack
Better at Dodging (Lowering the Chance to be Hit by 2%) – dodge
This advancement can be taken 5 times
Chance to get hit in forests reduced by 2%
Chance to get hit on frozen places reduced by 2%
Chance to get hit on flat terrains reduced by 2%
Chance to get hit in caves reduced by 2%
Chance to get hit in mushroom groves reduced by 2%
Chance to get hit in villages reduced by 2%
Chance to get hit in castles reduced by 2%
Chance to get hit in shallow waters reduced by 2%
Chance to get hit in deep water reduced by 2%
Chance to get hit in swamps reduced by 2%
Chance to get hit on hills reduced by 2%
Chance to get hit on mountains reduced by 2%
Chance to get hit on sands reduced by 2%
Chance to get hit above unwalkable places reduced by 2%
Faster – movement
This advancement can be taken 5 times
1 more movement points
Elvish Gryphon Rider
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.
This unit also has generic AMLA advancements
Better at Commanding the Gryphon to Attack Fast – melee
This advancement can be taken once
Damage decreased by 2 (melee attacks only)
1 more attacks (melee attacks only)
Better at Commanding the Gryphon to Attack Fast – melee2
This advancement can be taken once
This advancement requires the advancement melee to be achieved first
Damage decreased by 1 (melee attacks only)
1 more attacks (melee attacks only)
Better at Commanding the Gryphon – melee3
This advancement can be taken 10 times
This advancement requires the advancement melee to be achieved first
Damage increased by 1 (melee attacks only)
Faster with the Bow – bow
This advancement can be taken once
1 more attacks for the longbow attack
Better with Bow – bow2
This advancement can be taken once
This advancement requires the advancement bow to be achieved first
Damage increased by 1 for the longbow attack
Shooting Very Precisely – bow-precise
This advancement can be taken once
This advancement requires the advancements bow and bow2 to be achieved first
New weapon special for the longbow attack: marksman
Damage decreased by 1 for the longbow attack
Faster with the Bow – bow3
This advancement can be taken once
This advancement requires the advancements bow and bow2 to be achieved first
1 more attacks for the longbow attack
Better with the Bow – bow4
This advancement can be taken 10 times
This advancement requires the advancements bow, bow2 and bow3 to be achieved first
Damage increased by 1 for the longbow attack
Able to Move One Hex After Attacking an Enemy – penetrate
This advancement can be taken once
New ability: penetrates
Able to Move More Hexes After Attacking an Enemy (Only After Bow Attack) – penetrate2
This advancement can be taken once
This advancement requires the advancement penetrate to be achieved first
New weapon special for the longbow attack: hit and run
More Nimble (Lowering the Chance to be Hit by 4%) – dodge
This advancement can be taken 5 times
Chance to get hit in forests reduced by 2%
Chance to get hit on frozen places reduced by 4%
Chance to get hit on flat terrains reduced by 4%
Chance to get hit in caves reduced by 4%
Chance to get hit in mushroom groves reduced by 4%
Chance to get hit in villages reduced by 4%
Chance to get hit in castles reduced by 4%
Chance to get hit in shallow waters reduced by 4%
Chance to get hit in deep water reduced by 4%
Chance to get hit in swamps reduced by 4%
Chance to get hit on hills reduced by 4%
Chance to get hit on mountains reduced by 2%
Chance to get hit on sands reduced by 4%
Chance to get hit above unwalkable places reduced by 4%
Faster – movement
This advancement can be taken 3 times
1 more movement points
Elvish Juggernaut
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.
This unit also has generic AMLA advancements
Striking Better with Sword – sword
This advancement can be taken once
Damage increased by 1 for the sword attack
Striking Faster with Sword – sword2
This advancement can be taken once
This advancement requires the advancement sword to be achieved first
Damage decreased by 1 for the sword attack
1 more attacks for the sword attack
Striking Better with Sword – sword3
This advancement can be taken 10 times
This advancement requires the advancements sword2 and sword to be achieved first
Damage increased by 1 for the sword attack
Better with the Bow – bow
This advancement can be taken once
1 more attacks for the bow attack
Better with Bow – bow2
This advancement can be taken once
This advancement requires the advancement bow to be achieved first
Damage increased by 1 for the bow attack
Shooting Insanely Precisely – bow-precise
This advancement can be taken once
This advancement requires the advancements bow and bow2 to be achieved first
New weapon special for the bow attack: marksman
Damage decreased by 1 for the bow attack
Better with the Bow – bow3
This advancement can be taken once
This advancement requires the advancements bow and bow2 to be achieved first
1 more attacks for the bow attack
Better with the Bow – bow4
This advancement can be taken 5 times
This advancement requires the advancements bow, bow2 and bow3 to be achieved first
Damage increased by 1 for the bow attack
Able to Attack in a Terribly Scary Way – horrid
This advancement can be taken once
New bonus attack: grim strike (-20% - % melee )
New weapon special for the grim strike attack: horrid
Scaring Enemies with the Sword Attack Better – horrid2
This advancement can be taken 2 times
This advancement requires the advancement horrid to be achieved first
Damage increased by 15% for the grim strike attack
Able to Maim Enemies, Lowering Their Damage Until They Advance – mayhem
This advancement can be taken once
This advancement requires the advancement sword to be achieved first
New bonus attack: mayhem (-20% - -40% melee )
New weapon special for the mayhem attack: mayhem
Striking Better when Maiming Enemies – mayhem2
This advancement can be taken 4 times
This advancement requires the advancement mayhem to be achieved first
Damage increased by 10% for the mayhem attack
5% more attacks for the mayhem attack
Regenerating 6 Hitpoints per Turn – regeneration1
This advancement can be taken once
New ability: regenerates (6)
Regenerating 12 Hitpoints per Turn – regeneration2
This advancement can be taken once
This advancement requires the advancement regeneration1 to be achieved first
Remove ability: regenerates (6)
New ability: regenerates (12)
Regenerating 18 Hitpoints per Turn – regeneration3
This advancement can be taken once
This advancement requires the advancement regeneration2 to be achieved first
Remove ability: regenerates (12)
New ability: regenerates (18)
Better at Blocking (Lowering the Chance to be Hit by 2%) – dodge
This advancement can be taken 5 times
Chance to get hit in forests reduced by 2%
Chance to get hit on frozen places reduced by 2%
Chance to get hit on flat terrains reduced by 2%
Chance to get hit in caves reduced by 2%
Chance to get hit in mushroom groves reduced by 2%
Chance to get hit in villages reduced by 2%
Chance to get hit in castles reduced by 2%
Chance to get hit in shallow waters reduced by 2%
Chance to get hit in deep water reduced by 2%
Chance to get hit in swamps reduced by 2%
Chance to get hit on hills reduced by 2%
Chance to get hit on mountains reduced by 2%
Chance to get hit on sands reduced by 2%
Chance to get hit above unwalkable places reduced by 2%
Better Protected from Physical Blows (2% Better Resistances) – armour
This advancement can be taken 5 times
Resistance to blade increased by 2%
Resistance to impact increased by 2%
Resistance to pierce increased by 2%
Faster – movement
This advancement can be taken 3 times
1 more movement points
Elvish Nightprowler
Sometimes, elvish avengers will become so good at stealth, that they can even leave the forest at night, remaining concealed.
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.
This unit also has generic AMLA advancements
Better with the Bow – bow
This advancement can be taken once
Damage increased by 1 (ranged attacks only)
Faster with Bow – bow2
This advancement can be taken once
This advancement requires the advancement bow to be achieved first
1 more attacks (ranged attacks only)
Shooting Very Precisely – bow-precise
This advancement can be taken once
This advancement requires the advancement bow to be achieved first
New weapon special (ranged attacks only): marksman
Faster with the Bow – bow3
This advancement can be taken once
This advancement requires the advancements bow and bow2 to be achieved first
1 more attacks (ranged attacks only)
Better with the Bow – bow4
This advancement can be taken 10 times
This advancement requires the advancements bow, bow2 and bow3 to be achieved first
Damage increased by 1 (ranged attacks only)
Faster at Melee Combat – sword
This advancement can be taken once
1 more attacks (melee attacks only)
Better at Melee Combat – sword2
This advancement can be taken once
This advancement requires the advancement sword to be achieved first
Damage increased by 1 (melee attacks only)
Faster at Melee Combat – sword3
This advancement can be taken once
This advancement requires the advancements sword and sword2 to be achieved first
1 more attacks (melee attacks only)
Better at Melee Combat – sword4
This advancement can be taken 10 times
This advancement requires the advancements sword, sword2 and sword3 to be achieved first
Damage increased by 1 (melee attacks only)
Able to Stab Backs – sword-backstab
This advancement can be taken once
This advancement requires the advancements sword and sword2 to be achieved first
New weapon special (melee attacks only): backstab
Able to Enter a Shooting Frenzy Like Dwarves with Axes, But Only when Attacking – berserk
This advancement can be taken once
This advancement requires the advancement bow2 to be achieved first
New bonus attack: bow_berserk (-30% - % ranged )
New weapon special for the bow_berserk attack: lesser berserk (3)
Shooting Faster when in Shooting Frenzy – berserk2
This advancement can be taken 3 times
This advancement requires the advancement berserk to be achieved first
10% more attacks for the bow_berserk attack
Shooting Better when in Shooting Frenzy – berserk2_damage
This advancement can be taken 3 times
This advancement requires the advancement berserk to be achieved first
Damage increased by 15% for the bow_berserk attack
Better at Blocking (Lowering the Chance to be Hit by 2%) – dodge
This advancement can be taken 5 times
Chance to get hit in forests reduced by 2%
Chance to get hit on frozen places reduced by 2%
Chance to get hit on flat terrains reduced by 2%
Chance to get hit in caves reduced by 2%
Chance to get hit in mushroom groves reduced by 2%
Chance to get hit in villages reduced by 2%
Chance to get hit in castles reduced by 2%
Chance to get hit in shallow waters reduced by 2%
Chance to get hit in deep water reduced by 2%
Chance to get hit in swamps reduced by 2%
Chance to get hit on hills reduced by 2%
Chance to get hit on mountains reduced by 2%
Chance to get hit on sands reduced by 2%
Chance to get hit above unwalkable places reduced by 2%
Faster – movement
This advancement can be taken 5 times
1 more movement points
Elvish Overlord
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.
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.
This unit also has generic AMLA advancements
Faster at Melee Combat – sword
This advancement can be taken once
1 more attacks (melee attacks only)
Faster at Melee Combat – sword2
This advancement can be taken once
This advancement requires the advancement sword to be achieved first
1 more attacks (melee attacks only)
Better at Melee Combat – sword3
This advancement can be taken 10 times
This advancement requires the advancements sword and sword2 to be achieved first
Damage increased by 1 (melee attacks only)
A Faster Caster – faerie
This advancement can be taken once
1 more attacks (ranged attacks only)
A Better Caster – faerie2
This advancement can be taken once
This advancement requires the advancement faerie to be achieved first
Damage increased by 1 (ranged attacks only)
A Faster Caster – faerie3
This advancement can be taken once
This advancement requires the advancements faerie and faerie2 to be achieved first
1 more attacks (ranged attacks only)
A Better Caster – faerie4
This advancement can be taken 10 times
This advancement requires the advancements faerie, faerie2 and faerie3 to be achieved first
Damage increased by 1 (ranged attacks only)
Able to Cover His Sword in Sticky Spiderwebs to Slow Enemies – gossamer
This advancement can be taken once
This advancement requires the advancement faerie2 to be achieved first
New bonus attack: spiderweb sword (-40% - % melee )
New weapon special for the spiderweb sword attack: slow
Dealing More Damage with the Spiderweb Sword – gossamer2
This advancement can be taken 2 times
This advancement requires the advancement gossamer to be achieved first
Damage increased by 15% for the spiderweb sword attack
Better Protected from Physical Blows (2% Better Resistances) – armour
This advancement can be taken 5 times
Resistance to blade increased by 2%
Resistance to impact increased by 2%
Resistance to pierce increased by 2%
Able to Hide in Deciduous Forests – ambush
This advancement can be taken once
New ability: lesser ambush
Able to Hide in All Forests – ambush2
This advancement can be taken once
This advancement requires the advancement ambush to be achieved first
Remove ability: lesser ambush
New ability: ambush
Able to Lead Allies into Battle (Like a Level 3 Unit) – leadership
This advancement can be taken once
New ability: leadership level 3
A Greater Leader in Battle (Like a Proper Level 4 Unit) – leadership2
This advancement can be taken once
This advancement requires the advancement leadership to be achieved first
Remove ability: leadership level 3
New ability: leadership level 4
Better at Blocking (Lowering the Chance to be Hit by 3%) – dodge
This advancement can be taken 5 times
Chance to get hit in forests reduced by 2%
Chance to get hit on frozen places reduced by 3%
Chance to get hit on flat terrains reduced by 3%
Chance to get hit in caves reduced by 4%
Chance to get hit in mushroom groves reduced by 3%
Chance to get hit in villages reduced by 2%
Chance to get hit in castles reduced by 2%
Chance to get hit in shallow waters reduced by 4%
Chance to get hit in deep water reduced by 4%
Chance to get hit in swamps reduced by 4%
Chance to get hit on hills reduced by 3%
Chance to get hit on mountains reduced by 2%
Chance to get hit on sands reduced by 3%
Chance to get hit above unwalkable places reduced by 3%
Better Protected from Magical Attacks (7/3/3% Better Resistances to Arcane/Fire/Cold) – magic_resilience
This advancement can be taken 3 times
Resistance to fire increased by 3%
Resistance to cold increased by 3%
Resistance to arcane increased by 7%
Faster – movement
This advancement can be taken 3 times
1 more movement points
Elvish Seer
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.
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.
This unit also has generic AMLA advancements
Better at Melee Combat – melee
This advancement can be taken once
1 more attacks for the faerie touch attack
Better at Melee Combat – melee2
This advancement can be taken 5 times
This advancement requires the advancement melee to be achieved first
Damage increased by 1 for the faerie touch attack
Able to Create a Sword from Pure Magic – sabre
This advancement can be taken once
New bonus attack: faerie sabre (10% - 20% melee arcane)
New weapon special for the faerie sabre attack: struggle
Doing More Damage with Faerie Sabre – sabre2
This advancement can be taken 3 times
This advancement requires the advancement sabre to be achieved first
Damage increased by 15% for the faerie sabre attack
Better with Spiderwebs – web
This advancement can be taken once
1 more attacks for the gossamer attack
Better with Spiderwebs – web2
This advancement can be taken 10 times
This advancement requires the advancement web to be achieved first
Damage increased by 1 for the gossamer attack
Better with Faerie Fire – magic
This advancement can be taken once
1 more attacks for the faerie fire attack
Better with Faerie Fire – magic2
This advancement can be taken 10 times
This advancement requires the advancement magic to be achieved first
Damage increased by 1 for the faerie fire attack
Decreasing Arcane Resistance to All Adjacent Enemies by 10% – arcane_penetrate
This advancement can be taken once
Decreasing Arcane Resistance to All Adjacent Enemies by 5% More – arcane_penetrate2
This advancement can be taken 5 times
This advancement requires the advancement arcane_penetrate to be achieved first
Able to Heal Allies Better – heal
This advancement can be taken once
Remove ability: heals
New ability: cures
Able to Heal Allies Better – heal2
This advancement can be taken once
This advancement requires the advancement heal to be achieved first
Remove ability: cures
New ability: heals (12)
Better at Defending – block
This advancement can be taken 5 times
Chance to get hit in forests reduced by 2%
Chance to get hit on frozen places reduced by 2%
Chance to get hit on flat terrains reduced by 2%
Chance to get hit in caves reduced by 2%
Chance to get hit in mushroom groves reduced by 2%
Chance to get hit in villages reduced by 2%
Chance to get hit in castles reduced by 2%
Chance to get hit in shallow waters reduced by 2%
Chance to get hit on coastal reefs reduced by 2%
Chance to get hit in swamps reduced by 2%
Chance to get hit on hills reduced by 2%
Chance to get hit on mountains reduced by 2%
Chance to get hit on sands reduced by 2%
Faster – movement
This advancement can be taken 5 times
1 more movement points
Elvish Sprite
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.
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.
This unit also has generic AMLA advancements
Faster at Melee Combat – melee
This advancement can be taken once
Damage decreased by 1 (melee attacks only)
1 more attacks (melee attacks only)
Better at Melee Combat – melee2
This advancement can be taken 10 times
This advancement requires the advancement melee to be achieved first
Damage increased by 1 (melee attacks only)
Better with Spiderwebs – web
This advancement can be taken once
1 more attacks for the gossamer attack
Better with Spiderwebs – web2
This advancement can be taken 10 times
This advancement requires the advancement web to be achieved first
Damage increased by 1 for the gossamer attack
Better with Faerie Fire – magic
This advancement can be taken once
1 more attacks (arcane attacks only)
Better with Faerie Fire – magic2
This advancement can be taken 10 times
This advancement requires the advancement magic to be achieved first
Damage increased by 1 (arcane attacks only)
Better at Defending – block
This advancement can be taken 5 times
Chance to get hit in forests reduced by 2%
Chance to get hit on frozen places reduced by 2%
Chance to get hit on flat terrains reduced by 2%
Chance to get hit in caves reduced by 2%
Chance to get hit in mushroom groves reduced by 2%
Chance to get hit in villages reduced by 2%
Chance to get hit in castles reduced by 2%
Chance to get hit in shallow waters reduced by 2%
Chance to get hit on coastal reefs reduced by 2%
Chance to get hit in swamps reduced by 2%
Chance to get hit on hills reduced by 2%
Chance to get hit on mountains reduced by 2%
Chance to get hit on sands reduced by 2%
Faster – movement
This advancement can be taken 3 times
1 more movement points
Elvish Warlord
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.
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 also has generic AMLA advancements
Striking Better with Sword – sword
This advancement can be taken once
Damage increased by 1 for the sword attack
Striking Faster with Sword – sword2
This advancement can be taken once
This advancement requires the advancement sword to be achieved first
Damage decreased by 1 for the sword attack
1 more attacks for the sword attack
Striking Better with Sword – sword3
This advancement can be taken 10 times
This advancement requires the advancements sword2 and sword to be achieved first
Damage increased by 1 for the sword attack
Faster with the Bow – bow
This advancement can be taken once
Damage decreased by 2 (ranged attacks only)
1 more attacks (ranged attacks only)
Better with Bow – bow2
This advancement can be taken once
This advancement requires the advancement bow to be achieved first
Damage increased by 1 for the bow attack
Shooting Very Precisely – bow-precise
This advancement can be taken once
This advancement requires the advancements bow and bow2 to be achieved first
New weapon special for the bow attack: marksman
Damage decreased by 1 for the bow attack
Faster with the Bow – bow3
This advancement can be taken once
This advancement requires the advancements bow and bow2 to be achieved first
1 more attacks for the bow attack
Better with the Bow – bow4
This advancement can be taken 5 times
This advancement requires the advancements bow, bow2 and bow3 to be achieved first
Damage increased by 1 for the bow attack
A Better Leader (Like a Level 5 Unit) – leadership
This advancement can be taken once
Remove ability: leadership level 4
New ability: leadership level 5
Able to Improve Nearby Allies' Reactions – leadership2
This advancement can be taken once
This advancement requires the advancement leadership to be achieved first
New ability: zeal aura
Able to Attack in a Terribly Scary Way – horrid
This advancement can be taken once
New bonus attack: grim strike (-20% - % melee )
New weapon special for the grim strike attack: horrid
Scaring Enemies with the Sword Attack Better – horrid2
This advancement can be taken 2 times
This advancement requires the advancement horrid to be achieved first
Damage increased by 15% for the grim strike attack
Better at Blocking (Lowering the Chance to be Hit by 2%) – dodge
This advancement can be taken 5 times
Chance to get hit in forests reduced by 2%
Chance to get hit on frozen places reduced by 2%
Chance to get hit on flat terrains reduced by 2%
Chance to get hit in caves reduced by 2%
Chance to get hit in mushroom groves reduced by 2%
Chance to get hit in villages reduced by 2%
Chance to get hit in castles reduced by 2%
Chance to get hit in shallow waters reduced by 2%
Chance to get hit in deep water reduced by 2%
Chance to get hit in swamps reduced by 2%
Chance to get hit on hills reduced by 2%
Chance to get hit on mountains reduced by 2%
Chance to get hit on sands reduced by 2%
Chance to get hit above unwalkable places reduced by 2%
Better Protected from Physical Blows (2% Better Resistances) – armour
This advancement can be taken 5 times
Resistance to blade increased by 2%
Resistance to impact increased by 2%
Resistance to pierce increased by 2%
Faster – movement
This advancement can be taken 2 times
1 more movement points
Exterminator
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.
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.
This unit also has generic AMLA advancements
Faster with Dagger – dagger
This advancement can be taken 2 times
1 more attacks for the dagger attack
Better at Backstabbing – dagger2
This advancement can be taken once
This advancement requires the advancement dagger to be achieved first
New weapon special for the dagger attack: greater backstab
Remove weapon special for the dagger attack: backstab
Damage decreased by 1 for the dagger attack
Better with Dagger – dagger2
This advancement can be taken 10 times
This advancement requires the advancement dagger to be achieved first
Damage increased by 1 for the dagger attack
Better with Scythe – scythe
This advancement can be taken once
Damage increased by 1 for the scythe attack
Better with Scythe – scythe2
This advancement can be taken once
This advancement requires the advancement scythe to be achieved first
Damage decreased by 3 for the scythe attack
1 more attacks for the scythe attack
Better with Scythe – scythe3
This advancement can be taken 5 times
This advancement requires the advancement scythe2 to be achieved first
Damage increased by 1 for the scythe attack
Faster with Knives – knife
This advancement can be taken 2 times
1 more attacks for the knife attack
Very Precise with Knives – knife2
This advancement can be taken once
This advancement requires the advancement knife to be achieved first
New weapon special for the knife attack: focused
Remove weapon special for the knife attack: marksman
Better with Knives – knife3
This advancement can be taken 10 times
This advancement requires the advancements knife and knife2 to be achieved first
Damage increased by 1 for the knife attack
Able to Charge at Enemies when Backstabbing if Selected – murderous_frenzy
This advancement can be taken once
New bonus attack: murderous frenzy (-30% - % melee )
New weapon special for the murderous frenzy attack: charging backstab
Charging at Enemy Backs Better – murderous_frenzy2
This advancement can be taken 2 times
This advancement requires the advancement murderous_frenzy to be achieved first
Damage increased by 10% for the murderous frenzy attack
Able to Perform a Whirlwind Attack – whirlwind
This advancement can be taken once
New bonus attack: whirlwind-scythe (-30% - -30% melee )
New weapon special for the whirlwind-scythe attack: whirlwind
New weapon special for the whirlwind-scythe attack: magical
Whirling Better – whirlwind2
This advancement can be taken 2 times
This advancement requires the advancement whirlwind to be achieved first
Damage increased by 15% for the whirlwind-scythe attack
Able to Move at Night Without Being Seen on Useful Terrains – nightstalk
This advancement can be taken once
New ability: lesser nightstalk
Able to Move at Night Without Being Seen on All Accessible Terrains – nightstalk2
This advancement can be taken once
This advancement requires the advancement nightstalk to be achieved first
Remove ability: lesser nightstalk
New ability: nightstalk
Better at Defending – block
This advancement can be taken once
Chance to get hit in forests reduced by 3%
Chance to get hit on frozen places reduced by 3%
Chance to get hit on flat terrains reduced by 3%
Chance to get hit in caves reduced by 3%
Chance to get hit in mushroom groves reduced by 3%
Chance to get hit in villages reduced by 3%
Chance to get hit in castles reduced by 3%
Chance to get hit in shallow waters reduced by 3%
Chance to get hit on coastal reefs reduced by 3%
Chance to get hit in swamps reduced by 3%
Chance to get hit on hills reduced by 3%
Chance to get hit on mountains reduced by 3%
Chance to get hit on sands reduced by 3%
Better at Defending – block2
This advancement can be taken once
This advancement requires the advancement block to be achieved first
Chance to get hit in forests reduced by 2%
Chance to get hit on frozen places reduced by 2%
Chance to get hit on flat terrains reduced by 2%
Chance to get hit in caves reduced by 2%
Chance to get hit in mushroom groves reduced by 2%
Chance to get hit in villages reduced by 2%
Chance to get hit in castles reduced by 2%
Chance to get hit in shallow waters reduced by 2%
Chance to get hit on coastal reefs reduced by 2%
Chance to get hit in swamps reduced by 2%
Chance to get hit on hills reduced by 2%
Chance to get hit on mountains reduced by 2%
Chance to get hit on sands reduced by 2%
Better at Defending – block3
This advancement can be taken 5 times
This advancement requires the advancements block and block2 to be achieved first
Chance to get hit in forests reduced by 1%
Chance to get hit on frozen places reduced by 1%
Chance to get hit on flat terrains reduced by 1%
Chance to get hit in caves reduced by 1%
Chance to get hit in mushroom groves reduced by 1%
Chance to get hit in villages reduced by 1%
Chance to get hit in castles reduced by 1%
Chance to get hit in shallow waters reduced by 1%
Chance to get hit on coastal reefs reduced by 1%
Chance to get hit in swamps reduced by 1%
Chance to get hit on hills reduced by 1%
Chance to get hit on mountains reduced by 1%
Chance to get hit on sands reduced by 1%
Faster – movement
This advancement can be taken 4 times
1 more movement points
Faerie Incarnation
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.
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.
This unit also has generic AMLA advancements
Commanding Vines Better – melee
This advancement can be taken once
1 more attacks (melee attacks only)
Commanding Vines Better – melee2
This advancement can be taken 4 times
This advancement requires the advancement melee to be achieved first
Damage increased by 1 (melee attacks only)
Ensnaring Better – ensnare
This advancement can be taken once
1 more attacks for the ensnare attack
Ensnaring Better – ensnare2
This advancement can be taken 5 times
This advancement requires the advancement ensnare to be achieved first
Damage increased by 1 for the ensnare attack
Piercing with Thorns Better – thorns
This advancement can be taken once
Damage increased by 2 for the thorns attack
Piercing with Thorns Faster – thorns2
This advancement can be taken 2 times
This advancement requires the advancement thorns to be achieved first
Damage decreased by 1 for the thorns attack
1 more attacks for the thorns attack
Piercing with Thorns Better – thorns3
This advancement can be taken 5 times
This advancement requires the advancement thorns2 to be achieved first
Damage increased by 1 for the thorns attack
Slowly Draining Adjacent Enemies – leeches
This advancement can be taken once
This advancement requires the advancement thorns to be achieved first
New ability: leech
Able to Heal Allies Better – heal
This advancement can be taken once
Remove ability: heals (16)
New ability: heals (22)
Able to Heal Allies Better – heal2
This advancement can be taken once
This advancement requires the advancement heal to be achieved first
Remove ability: heals (22)
New ability: heals (28)
Able to Heal Allies Better – heal3
This advancement can be taken once
This advancement requires the advancements heal and heal2 to be achieved first
Remove ability: heals (28)
New ability: heals (34)
Decreasing Non-Physical Resistances of Adjacent Enemies (-20%) – conviction
This advancement can be taken once
New ability: conviction (20)
Decreasing Non-Physical Resistances of Adjacent Enemies (-30%) – conviction2
This advancement can be taken once
This advancement requires the advancement conviction to be achieved first
Remove ability: conviction (20)
New ability: conviction (30)
Decreasing Non-Physical Resistances of Adjacent Enemies (-40%) – conviction3
This advancement can be taken once
This advancement requires the advancement conviction2 to be achieved first
Remove ability: conviction (30)
New ability: conviction (40)
Able to Poison All Adjacent Enemy Units – vine_toxic
This advancement can be taken once
This advancement requires the advancement conviction to be achieved first
New ability: dark aura
Faster – movement
This advancement can be taken 3 times
1 more movement points
Fencer
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.
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.
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.
Better with Sword – sword
This advancement can be taken once
Damage increased by 1 (melee attacks only)
1 more attacks (melee attacks only)
Better with Magic – magic
This advancement can be taken once
Damage increased by 1 (arcane attacks only)
1 more attacks (arcane attacks only)
Better at Defending – block
This advancement can be taken once
Chance to get hit in forests increased by 25%
Chance to get hit on frozen places increased by 40%
Chance to get hit on flat terrains increased by 30%
Chance to get hit in caves increased by 35%
Chance to get hit in mushroom groves increased by 35%
Chance to get hit in villages increased by 25%
Chance to get hit in castles increased by 25%
Chance to get hit in shallow waters increased by 50%
Chance to get hit on coastal reefs increased by 40%
Chance to get hit in swamps increased by 50%
Chance to get hit on hills increased by 25%
Chance to get hit on mountains increased by 25%
Chance to get hit on sands increased by 50%
Better with Sword – sword
This advancement can be taken once
Damage increased by 1 (melee attacks only)
1 more attacks (melee attacks only)
Better with Crossbow – crossbow
This advancement can be taken once
Damage decreased by 5 (pierce attacks only)
1 more attacks (pierce attacks only)
Better with Magic – magic
This advancement can be taken once
Damage increased by 1 (arcane attacks only)
1 more attacks (arcane attacks only)
Better at Defending – block
This advancement can be taken once
Chance to get hit in forests increased by 25%
Chance to get hit on frozen places increased by 40%
Chance to get hit on flat terrains increased by 30%
Chance to get hit in caves increased by 35%
Chance to get hit in mushroom groves increased by 35%
Chance to get hit in villages increased by 25%
Chance to get hit in castles increased by 25%
Chance to get hit in shallow waters increased by 50%
Chance to get hit on coastal reefs increased by 40%
Chance to get hit in swamps increased by 50%
Chance to get hit on hills increased by 25%
Chance to get hit on mountains increased by 25%
Chance to get hit on sands increased by 50%
Better with Sword – sword2
This advancement can be taken once
This advancement requires the advancement sword to be achieved first
Damage increased by 1 (melee attacks only)
1 more attacks (melee attacks only)
Better with Magic – magic2
This advancement can be taken once
This advancement requires the advancement magic to be achieved first
Damage increased by 1 (arcane attacks only)
1 more attacks (arcane attacks only)
Better at Defending – block2
This advancement can be taken once
This advancement requires the advancement block to be achieved first
Chance to get hit in forests increased by 20%
Chance to get hit on frozen places increased by 30%
Chance to get hit on flat terrains increased by 20%
Chance to get hit in caves increased by 30%
Chance to get hit in mushroom groves increased by 30%
Chance to get hit in villages increased by 20%
Chance to get hit in castles increased by 20%
Chance to get hit in shallow waters increased by 40%
Chance to get hit on coastal reefs increased by 30%
Chance to get hit in swamps increased by 40%
Chance to get hit on hills increased by 20%
Chance to get hit on mountains increased by 20%
Chance to get hit on sands increased by 40%
Better with Sword – sword
This advancement can be taken once
Damage increased by 1 (melee attacks only)
1 more attacks (melee attacks only)
Damage increased by 3 (arcane attacks only)
1 more attacks (arcane attacks only)
Better with Crossbow – crossbow
This advancement can be taken once
Damage decreased by 5 (pierce attacks only)
1 more attacks (pierce attacks only)
Damage increased by 3 (arcane attacks only)
1 more attacks (arcane attacks only)
Better with Magic – magic
This advancement can be taken once
Damage increased by 1 (arcane attacks only)
1 more attacks (arcane attacks only)
Damage increased by 3 (arcane attacks only)
1 more attacks (arcane attacks only)
Better at Defending – block
This advancement can be taken once
Chance to get hit in forests increased by 25%
Chance to get hit on frozen places increased by 40%
Chance to get hit on flat terrains increased by 30%
Chance to get hit in caves increased by 35%
Chance to get hit in mushroom groves increased by 35%
Chance to get hit in villages increased by 25%
Chance to get hit in castles increased by 25%
Chance to get hit in shallow waters increased by 50%
Chance to get hit on coastal reefs increased by 40%
Chance to get hit in swamps increased by 50%
Chance to get hit on hills increased by 25%
Chance to get hit on mountains increased by 25%
Chance to get hit on sands increased by 50%
Damage increased by 3 (arcane attacks only)
1 more attacks (arcane attacks only)
Better with Sword – sword2
This advancement can be taken once
This advancement requires the advancement sword to be achieved first
Damage increased by 1 (melee attacks only)
1 more attacks (melee attacks only)
Damage increased by 3 (arcane attacks only)
1 more attacks (arcane attacks only)
Better with Magic – magic2
This advancement can be taken once
This advancement requires the advancement magic to be achieved first
Damage increased by 1 (arcane attacks only)
1 more attacks (arcane attacks only)
Damage increased by 3 (arcane attacks only)
1 more attacks (arcane attacks only)
Better at Defending – block2
This advancement can be taken once
This advancement requires the advancement block to be achieved first
Chance to get hit in forests increased by 20%
Chance to get hit on frozen places increased by 30%
Chance to get hit on flat terrains increased by 20%
Chance to get hit in caves increased by 30%
Chance to get hit in mushroom groves increased by 30%
Chance to get hit in villages increased by 20%
Chance to get hit in castles increased by 20%
Chance to get hit in shallow waters increased by 40%
Chance to get hit on coastal reefs increased by 30%
Chance to get hit in swamps increased by 40%
Chance to get hit on hills increased by 20%
Chance to get hit on mountains increased by 20%
Chance to get hit on sands increased by 40%
Damage increased by 3 (arcane attacks only)
1 more attacks (arcane attacks only)
Better with Sword – sword3
This advancement can be taken once
This advancement requires the advancements sword and sword2 to be achieved first
Damage increased by 1 (melee attacks only)
Damage increased by 3 (arcane attacks only)
1 more attacks (arcane attacks only)
Better with Crossbow – crossbow2
This advancement can be taken once
This advancement requires the advancement crossbow to be achieved first
Damage increased by 2 (pierce attacks only)
Damage increased by 3 (arcane attacks only)
1 more attacks (arcane attacks only)
Better with Magic – magic3
This advancement can be taken once
This advancement requires the advancements magic and magic2 to be achieved first
Damage increased by 1 (arcane attacks only)
Damage increased by 3 (arcane attacks only)
1 more attacks (arcane attacks only)
Forester
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.
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.
This unit also has generic AMLA advancements
Striking Better with Bow – bow
This advancement can be taken once
Damage increased by 1 for the bow attack
Striking Better with Bow – bow2
This advancement can be taken once
This advancement requires the advancement bow to be achieved first
Damage decreased by 1 for the bow attack
1 more attacks for the bow attack
Striking Better with Bow – bow3
This advancement can be taken 10 times
This advancement requires the advancement bow2 to be achieved first
Damage increased by 1 for the bow attack
Shooting Insanely Precisely – bow-precise
This advancement can be taken once
This advancement requires the advancements bow, bow2 and bow3 to be achieved first
New weapon special for the bow attack: focused
Remove weapon special for the bow attack: marksman
Damage decreased by 1 for the bow attack
Striking Better with Sword – sword
This advancement can be taken once
Damage increased by 1 for the sword attack
Striking Better with Sword – sword2
This advancement can be taken once
This advancement requires the advancement sword to be achieved first
Damage decreased by 1 for the sword attack
1 more attacks for the sword attack
Striking Better with Sword – sword3
This advancement can be taken 10 times
This advancement requires the advancement sword2 to be achieved first
Damage increased by 1 for the sword attack
Able to Attack Parrying Enemy Blows – parry
This advancement can be taken once
New bonus attack: parry (-20% - -70% melee )
New weapon special for the parry attack: parry
Parrying Better – parry2
This advancement can be taken 3 times
This advancement requires the advancement parry to be achieved first
Damage increased by 10% for the parry attack
5% more attacks for the parry attack
Better Protected from Physical Blows (2% Better Resistances; +1% Resist Impact) – armour
This advancement can be taken 5 times
Resistance to blade increased by 2%
Resistance to impact increased by 1%
Resistance to pierce increased by 2%
Better at Defending – block
This advancement can be taken 5 times
Chance to get hit in forests reduced by 2%
Chance to get hit on frozen places reduced by 2%
Chance to get hit on flat terrains reduced by 2%
Chance to get hit in caves reduced by 2%
Chance to get hit in mushroom groves reduced by 2%
Chance to get hit in villages reduced by 2%
Chance to get hit in castles reduced by 2%
Chance to get hit in shallow waters reduced by 2%
Chance to get hit on coastal reefs reduced by 2%
Chance to get hit in deep water reduced by 2%
Chance to get hit in swamps reduced by 2%
Chance to get hit on hills reduced by 2%
Chance to get hit on mountains reduced by 2%
Chance to get hit on sands reduced by 2%
Faster – movement
This advancement can be taken 3 times
1 more movement points
Goblin Ravager
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.
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.
This unit also has generic AMLA advancements
Biting Better – fangs1
This advancement can be taken once
Damage increased by 1 for the fangs attack
Biting Faster – fangs2
This advancement can be taken once
This advancement requires the advancement fangs1 to be achieved first
Damage decreased by 1 for the fangs attack
1 more attacks for the fangs attack
Feasting on Enemies when Biting – fangs2-leech
This advancement can be taken once
This advancement requires the advancement fangs1 to be achieved first
New weapon special for the fangs attack: leech
Damage decreased by 1 for the fangs attack
Biting Better – fangs3
This advancement can be taken 10 times
This advancement requires the advancement fangs2 to be achieved first
Damage increased by 1 for the fangs attack
Torching Better – torch
This advancement can be taken 10 times
Damage increased by 1 for the torch attack
Torching Faster – torch2
This advancement can be taken 2 times
This advancement requires the advancement torch to be achieved first
Damage decreased by 2 for the torch attack
1 more attacks for the torch attack
Incinerating with Torch – torch3
This advancement can be taken once
This advancement requires the advancement torch2 to be achieved first
New weapon special for the torch attack: incinerate
Damage decreased by 1 for the torch attack
Throwing Nets Better – net
This advancement can be taken 10 times
Damage increased by 1 for the net attack
Throwing Nets Faster – net2
This advancement can be taken 2 times
This advancement requires the advancement net to be achieved first
Damage decreased by 1 for the net attack
1 more attacks for the net attack
More Nimble (Lowering the Chance to be Hit by 4%) – dodge
This advancement can be taken 5 times
Chance to get hit in forests reduced by 2%
Chance to get hit on frozen places reduced by 4%
Chance to get hit on flat terrains reduced by 4%
Chance to get hit in caves reduced by 4%
Chance to get hit in mushroom groves reduced by 4%
Chance to get hit in villages reduced by 4%
Chance to get hit in castles reduced by 4%
Chance to get hit in shallow waters reduced by 4%
Chance to get hit in deep water reduced by 4%
Chance to get hit in swamps reduced by 4%
Chance to get hit on hills reduced by 4%
Chance to get hit on mountains reduced by 2%
Chance to get hit on sands reduced by 4%
Chance to get hit above unwalkable places reduced by 4%
Faster – movement
This advancement can be taken 5 times
1 more movement points
Goblin Warbanner (Goblin Warbaner)
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.
This unit also has generic AMLA advancements
Striking Better with Spear – spear
This advancement can be taken once
Damage increased by 1 for the spear attack
Striking Faster with Spear – spear2
This advancement can be taken once
This advancement requires the advancement spear to be achieved first
Damage decreased by 2 for the spear attack
1 more attacks for the spear attack
Striking Better with Spear – spear3
This advancement can be taken 10 times
This advancement requires the advancement spear2 to be achieved first
Damage increased by 1 for the spear attack
Throwing Spears Faster – javelin
This advancement can be taken once
Damage decreased by 2 for the javelin attack
1 more attacks for the javelin attack
Throwing Spears Better – javelin2
This advancement can be taken 10 times
This advancement requires the advancement javelin to be achieved first
Damage increased by 1 for the javelin attack
Throwing Spears More Precisely – javelin3
This advancement can be taken once
This advancement requires the advancement javelin2 to be achieved first
New weapon special for the javelin attack: marksman
Able to Drum in a Way that Makes Allies March Faster – wardrums
This advancement can be taken once
New ability: wardrums
A Better Leader – leadership
This advancement can be taken once
Remove ability: leadership level 2
New ability: leadership level 3
Better at Dodging Enemy Attacks (Lowering the Chance to be Hit by 2%) – dodge
This advancement can be taken 5 times
Chance to get hit in forests reduced by 2%
Chance to get hit on frozen places reduced by 2%
Chance to get hit on flat terrains reduced by 2%
Chance to get hit in caves reduced by 2%
Chance to get hit in mushroom groves reduced by 2%
Chance to get hit in villages reduced by 2%
Chance to get hit in castles reduced by 2%
Chance to get hit in shallow waters reduced by 2%
Chance to get hit in deep water reduced by 2%
Chance to get hit in swamps reduced by 2%
Chance to get hit on hills reduced by 2%
Chance to get hit on mountains reduced by 2%
Chance to get hit on sands reduced by 2%
Chance to get hit above unwalkable places reduced by 2%
Faster – movement
This advancement can be taken 3 times
1 more movement points
Grim Knight
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.
Special Notes: Using a charging attack doubles both damage dealt and received; this does not affect defensive retaliation.
This unit also has generic AMLA advancements
Striking Better with Lance – lance
This advancement can be taken once
Damage increased by 1 for the lance attack
Striking Better with Lance – lance2
This advancement can be taken once
This advancement requires the advancement lance to be achieved first
Damage decreased by 3 for the lance attack
1 more attacks for the lance attack
Charging More Powerfully with Lance (2.5 Times More Damage) – lance3
This advancement can be taken once
This advancement requires the advancements lance and lance2 to be achieved first
New weapon special for the lance attack: charge (2.5)
Remove weapon special for the lance attack: charge
Charging Even More Powerfully with the Lance (3 Times More Damage) – lance4
This advancement can be taken once
This advancement requires the advancements lance, lance2 and lance3 to be achieved first
New weapon special for the lance attack: charge (3)
Remove weapon special for the lance attack: charge
Striking Even Better with the Lance – lance5
This advancement can be taken 5 times
This advancement requires the advancements lance, lance2 and lance3 to be achieved first
Damage increased by 1 for the lance attack
Able to Knock Enemies Back – knockback
This advancement can be taken once
New bonus attack: knockback (% - % melee )
New weapon special for the knockback attack: knockback
Better at Axe Combat – axe
This advancement can be taken once
Damage increased by 1 for the axe attack
Better at Axe Combat – axe2
This advancement can be taken once
This advancement requires the advancement axe to be achieved first
Damage increased by 1 for the axe attack
Better at Axe Combat – axe3
This advancement can be taken once
This advancement requires the advancements axe and axe2 to be achieved first
Damage decreased by 1 for the axe attack
1 more attacks for the axe attack
Better at Axe Combat – axe4
This advancement can be taken 10 times
This advancement requires the advancements axe, axe2 and axe3 to be achieved first
Damage increased by 1 for the axe attack
More Undead-Like Resistance (Improved Resistances, Slightly Worsened Weaknesses) – armour
This advancement can be taken 5 times
Resistance to blade increased by 2%
Resistance to impact increased by -1%
Resistance to pierce increased by 3%
Resistance to fire increased by -1%
Resistance to cold increased by 3%
Resistance to arcane increased by -2%
Faster – movement
This advancement can be taken 3 times
1 more movement points
Half-Robotic Freak (Akula Steel Finale)
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.
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 to close. This unit will regenerate, as if she was standing in a village all the time. 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.
Better at Melee Combat – sword
This advancement can be taken once
1 more attacks (melee attacks only)
Better at Melee Combat – sword2
This advancement can be taken once
This advancement requires the advancement sword to be achieved first
1 more attacks (melee attacks only)
Better at Melee Combat – sword3
This advancement can be taken 5 times
This advancement requires the advancements sword and sword2 to be achieved first
Damage increased by 1 (melee attacks only)
A Better Caster – magic
This advancement can be taken once
1 more attacks (ranged attacks only)
A Better Caster – magic2
This advancement can be taken once
This advancement requires the advancement magic to be achieved first
Damage increased by 1 (ranged attacks only)
A Better Caster – magic3
This advancement can be taken once
This advancement requires the advancements magic and magic2 to be achieved first
1 more attacks (ranged attacks only)
A Better Caster – magic4
This advancement can be taken 5 times
This advancement requires the advancements magic, magic2 and magic3 to be achieved first
1 more attacks (ranged attacks only)
Faster – movement
This advancement can be taken once
1 more movement points
Half-Robotic Freak (Akula Steel)
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.
Special notes: When this unit is attacked in melee range, the attacker takes 15 impact damage from her tentacles, because he strayed to close. This unit will regenerate, as if she was standing in a village all the time. 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.
Better at Melee Combat – sword
This advancement can be taken once
1 more attacks (melee attacks only)
Better at Melee Combat – sword2
This advancement can be taken once
This advancement requires the advancement sword to be achieved first
1 more attacks (melee attacks only)
Better at Melee Combat – sword3
This advancement can be taken 5 times
This advancement requires the advancements sword and sword2 to be achieved first
Damage increased by 1 (melee attacks only)
A Better Caster – magic
This advancement can be taken once
1 more attacks (ranged attacks only)
A Better Caster – magic2
This advancement can be taken once
This advancement requires the advancement magic to be achieved first
Damage increased by 1 (ranged attacks only)
A Better Caster – magic3
This advancement can be taken once
This advancement requires the advancements magic and magic2 to be achieved first
1 more attacks (ranged attacks only)
A Better Caster – magic4
This advancement can be taken 5 times
This advancement requires the advancements magic, magic2 and magic3 to be achieved first
1 more attacks (ranged attacks only)
Faster – movement
This advancement can be taken once
1 more movement points
Lesser Demigod (Krux Later)
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.
Being an offspring of an elf and human, he looks like a human to elves and like an elf to humans.
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 also has generic AMLA advancements
Better with Sword – sword1
This advancement can be taken once
Damage increased by 1 for the sword attack
Damage increased by 1 for the spectral blades attack
Faster with Sword – sword1_speed
This advancement can be taken once
This advancement requires the advancement sword3 to be achieved first
1 more attacks for the sword attack
Damage increased by 1 for the spectral blades attack
Better with Sword – sword2
This advancement can be taken once
This advancement requires the advancement sword1 to be achieved first
Damage increased by 1 for the sword attack
Damage increased by 1 for the spectral blades attack
More Precise with Sword – sword2_marksman
This advancement can be taken once
This advancement requires the advancement sword1 to be achieved first
New weapon special for the sword attack: marksman
Better with Sword – sword3
This advancement can be taken once
This advancement requires the advancements sword1 and sword2 to be achieved first
Damage increased by 1 for the sword attack
Damage increased by 1 for the spectral blades attack
Better with Sword – sword4
This advancement can be taken once
This advancement requires the advancements sword1, sword2 and sword3 to be achieved first
Damage increased by 1 for the sword attack
Slowing Enemies with Sword – sword4_plague
This advancement can be taken once
This advancement requires the advancements sword1, sword2, sword3 and sword4 to be achieved first
New weapon special for the sword attack: slow
Better with Sword – sword5
This advancement can be taken once
This advancement requires the advancements sword1, sword2, sword3 and sword4 to be achieved first
Damage increased by 1 for the sword attack
Faster with Sword – sword5_speed
This advancement can be taken once
This advancement requires the advancements sword1, sword2, sword3, sword4, sword5 and sword1_speed to be achieved first
1 more attacks for the sword attack
Better with Sword – sword6
This advancement can be taken 5 times
This advancement requires the advancements sword1, sword2, sword3, sword4 and sword5 to be achieved first
Damage increased by 1 for the sword attack
Faster with Spectral Blades – spectral_blades_speed
This advancement can be taken 3 times
1 more attacks for the spectral blades attack
Better with Spectral Blades – spectral_blades
This advancement can be taken once
This advancement requires the advancement spectral_blades_speed to be achieved first
Damage increased by 2 for the spectral blades attack
Better with Spectral Blades – spectral_blades_2
This advancement can be taken 10 times
This advancement requires the advancements spectral_blades_speed and spectral_blades to be achieved first
Damage increased by 1 for the spectral blades attack
More Precise with Spectral Blades – spectral_blades_marksman
This advancement can be taken once
This advancement requires the advancement spectral_blades_2 to be achieved first
New weapon special for the spectral blades attack: marksman
Causing More Havoc with Faerie Fire – faerie1
This advancement can be taken once
Damage increased by 1 for the faerie fire attack
1 more attacks for the faerie fire attack
Causing More Havoc with Faerie Fire – faerie2
This advancement can be taken once
This advancement requires the advancement faerie1 to be achieved first
Damage decreased by 1 for the faerie fire attack
1 more attacks for the faerie fire attack
Decreasing Enemies' Arcane Resistance by 8% – faerie2_penetrate
This advancement can be taken once
This advancement requires the advancements faerie1 and faerie2 to be achieved first
Causing More Havoc with Faerie Fire – faerie3
This advancement can be taken once
This advancement requires the advancements faerie1 and faerie2 to be achieved first
Damage increased by 2 for the faerie fire attack
Faster with Faerie Fire – faerie3_speed
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2 and faerie3 to be achieved first
1 more attacks for the faerie fire attack
Causing More Havoc with Faerie Fire – faerie4
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2 and faerie3 to be achieved first
Damage increased by 2 for the faerie fire attack
Decreasing Enemies' Arcane Resistance by 7% – faerie4_penetrate
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4 and faerie2_penetrate to be achieved first
Causing More Havoc with Faerie Fire – faerie5
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3 and faerie4 to be achieved first
Damage increased by 2 for the faerie fire attack
Faster with Faerie Fire – faerie5_speed
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4, faerie5 and faerie3_speed to be achieved first
1 more attacks for the faerie fire attack
Causing More Havoc with Faerie Fire – faerie6
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4 and faerie5 to be achieved first
Damage increased by 2 for the faerie fire attack
Faster with Faerie Fire – faerie6_speed
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4, faerie5, faerie6 and faerie5_speed to be achieved first
1 more attacks for the faerie fire attack
Causing More Havoc with Faerie Fire – faerie7
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4, faerie5 and faerie6 to be achieved first
Damage increased by 2 for the faerie fire attack
Faster with Faerie Fire – faerie7_speed
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4, faerie5, faerie6, faerie6_speed and faerie7 to be achieved first
1 more attacks for the faerie fire attack
Causing More Havoc with Faerie Fire – faerie8
This advancement can be taken 10 times
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4, faerie5, faerie6 and faerie7 to be achieved first
Damage increased by 2 for the faerie fire attack
Casting Fireballs Better – fireball
This advancement can be taken once
Damage increased by 3 for the fireball attack
Casting Fireballs Better – fireball2
This advancement can be taken once
This advancement requires the advancement fireball to be achieved first
Damage increased by 2 for the fireball attack
Casting Fireballs with Better Precision – fireball2_precision
This advancement can be taken once
This advancement requires the advancement fireball to be achieved first
New weapon special for the fireball attack: focused
Remove weapon special for the fireball attack: magical
Casting Fireballs Better – fireball3
This advancement can be taken 10 times
This advancement requires the advancement fireball2 to be achieved first
Damage increased by 3 for the fireball attack
Better with Magic – magic
This advancement can be taken 10 times
Damage increased by 2 for the fireball attack
Damage increased by 1 for the faerie fire attack
Dealing More Damage with Burning Aura – burning_aura
This advancement can be taken once
Remove ability: burns foes (24)
New ability: burns foes (24)
Dealing More Damage with Burning Aura – burning_aura2
This advancement can be taken once
This advancement requires the advancement burning_aura to be achieved first
Remove ability: burns foes (32)
New ability: burns foes (40)
Dealing More Damage with Burning Aura – burning_aura3
This advancement can be taken once
This advancement requires the advancement burning_aura2 to be achieved first
Remove ability: burns foes (40)
New ability: burns foes (48)
Possessing the Leadership of a Level 3 Unit – leadership1
This advancement can be taken once
New ability: leadership level 3
Possessing the Leadership of a Level 4 Unit – leadership2
This advancement can be taken once
This advancement requires the advancement leadership1 to be achieved first
Remove ability: leadership level 3
New ability: leadership level 4
Possessing the Leadership of a Level 5 Unit – leadership3
This advancement can be taken once
This advancement requires the advancement leadership2 to be achieved first
Remove ability: leadership level 4
New ability: leadership level 5
Able to Heal Allies Better – heal
This advancement can be taken once
Remove ability: heals (16)
New ability: heals (22)
Able to Heal Allies Better – heal2
This advancement can be taken once
This advancement requires the advancement heal to be achieved first
Remove ability: heals (22)
New ability: heals (28)
Able to Heal Allies Better – heal3
This advancement can be taken once
This advancement requires the advancements heal and heal2 to be achieved first
Remove ability: heals (28)
New ability: heals (34)
Causing an Even Worse Frailty Complex in Enemies' Minds (-20% Physical Resistances) – conviction
This advancement can be taken once
Remove ability: frail tide (15)
New ability: frail tide (20)
Causing a Really Terrible Frailty Complex in Enemies' Minds (-25% Physical Resistances) – conviction2
This advancement can be taken once
This advancement requires the advancement conviction to be achieved first
Remove ability: frail tide (20)
New ability: frail tide (25)
Better at Defending – block
This advancement can be taken 5 times
Chance to get hit in forests reduced by 2%
Chance to get hit on frozen places reduced by 2%
Chance to get hit on flat terrains reduced by 2%
Chance to get hit in caves reduced by 2%
Chance to get hit in mushroom groves reduced by 2%
Chance to get hit in villages reduced by 2%
Chance to get hit in castles reduced by 2%
Chance to get hit in shallow waters reduced by 2%
Chance to get hit on coastal reefs reduced by 2%
Chance to get hit in swamps reduced by 2%
Chance to get hit on hills reduced by 2%
Chance to get hit on mountains reduced by 2%
Chance to get hit on sands reduced by 2%
Faster – movement
This advancement can be taken 3 times
1 more movement points
Lesser Demigod (Krux)
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.
Being an offspring of an elf and human, he looks like a human to elves and like an elf to humans.
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 also has generic AMLA advancements
Better with Sword – sword1
This advancement can be taken once
Damage increased by 1 for the sword attack
Damage increased by 1 for the spectral blades attack
Faster with Sword – sword1_speed
This advancement can be taken once
This advancement requires the advancement sword3 to be achieved first
1 more attacks for the sword attack
Damage increased by 1 for the spectral blades attack
Better with Sword – sword2
This advancement can be taken once
This advancement requires the advancement sword1 to be achieved first
Damage increased by 1 for the sword attack
Damage increased by 1 for the spectral blades attack
More Precise with Sword – sword2_marksman
This advancement can be taken once
This advancement requires the advancement sword1 to be achieved first
New weapon special for the sword attack: marksman
Better with Sword – sword3
This advancement can be taken once
This advancement requires the advancements sword1 and sword2 to be achieved first
Damage increased by 1 for the sword attack
Damage increased by 1 for the spectral blades attack
Better with Sword – sword4
This advancement can be taken once
This advancement requires the advancements sword1, sword2 and sword3 to be achieved first
Damage increased by 1 for the sword attack
Slowing Enemies with Sword – sword4_plague
This advancement can be taken once
This advancement requires the advancements sword1, sword2, sword3 and sword4 to be achieved first
New weapon special for the sword attack: slow
Better with Sword – sword5
This advancement can be taken once
This advancement requires the advancements sword1, sword2, sword3 and sword4 to be achieved first
Damage increased by 1 for the sword attack
Faster with Sword – sword5_speed
This advancement can be taken once
This advancement requires the advancements sword1, sword2, sword3, sword4, sword5 and sword1_speed to be achieved first
1 more attacks for the sword attack
Better with Sword – sword6
This advancement can be taken 5 times
This advancement requires the advancements sword1, sword2, sword3, sword4 and sword5 to be achieved first
Damage increased by 1 for the sword attack
Faster with Spectral Blades – spectral_blades_speed
This advancement can be taken 3 times
1 more attacks for the spectral blades attack
Better with Spectral Blades – spectral_blades
This advancement can be taken once
This advancement requires the advancement spectral_blades_speed to be achieved first
Damage increased by 2 for the spectral blades attack
Better with Spectral Blades – spectral_blades_2
This advancement can be taken 10 times
This advancement requires the advancements spectral_blades_speed and spectral_blades to be achieved first
Damage increased by 1 for the spectral blades attack
More Precise with Spectral Blades – spectral_blades_marksman
This advancement can be taken once
This advancement requires the advancement spectral_blades_2 to be achieved first
New weapon special for the spectral blades attack: marksman
Causing More Havoc with Faerie Fire – faerie1
This advancement can be taken once
Damage increased by 1 for the faerie fire attack
1 more attacks for the faerie fire attack
Causing More Havoc with Faerie Fire – faerie2
This advancement can be taken once
This advancement requires the advancement faerie1 to be achieved first
Damage decreased by 1 for the faerie fire attack
1 more attacks for the faerie fire attack
Decreasing Enemies' Arcane Resistance by 8% – faerie2_penetrate
This advancement can be taken once
This advancement requires the advancements faerie1 and faerie2 to be achieved first
Causing More Havoc with Faerie Fire – faerie3
This advancement can be taken once
This advancement requires the advancements faerie1 and faerie2 to be achieved first
Damage increased by 1 for the faerie fire attack
Faster with Faerie Fire – faerie3_speed
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2 and faerie3 to be achieved first
1 more attacks for the faerie fire attack
Causing More Havoc with Faerie Fire – faerie4
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2 and faerie3 to be achieved first
Damage increased by 1 for the faerie fire attack
Decreasing Enemies' Arcane Resistance by 7% – faerie4_penetrate
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4 and faerie2_penetrate to be achieved first
Causing More Havoc with Faerie Fire – faerie5
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3 and faerie4 to be achieved first
Damage increased by 1 for the faerie fire attack
Faster with Faerie Fire – faerie5_speed
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4, faerie5 and faerie3_speed to be achieved first
1 more attacks for the faerie fire attack
Causing More Havoc with Faerie Fire – faerie6
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4 and faerie5 to be achieved first
Damage increased by 1 for the faerie fire attack
Faster with Faerie Fire – faerie6_speed
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4, faerie5, faerie6 and faerie5_speed to be achieved first
1 more attacks for the faerie fire attack
Causing More Havoc with Faerie Fire – faerie7
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4, faerie5 and faerie6 to be achieved first
Damage increased by 1 for the faerie fire attack
Faster with Faerie Fire – faerie7_speed
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4, faerie5, faerie6, faerie6_speed and faerie7 to be achieved first
1 more attacks for the faerie fire attack
Causing More Havoc with Faerie Fire – faerie8
This advancement can be taken 10 times
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4, faerie5, faerie6 and faerie7 to be achieved first
Damage increased by 2 for the faerie fire attack
Casting Fireballs Better – fireball
This advancement can be taken once
Damage increased by 3 for the fireball attack
Casting Fireballs Better – fireball2
This advancement can be taken once
This advancement requires the advancement fireball to be achieved first
Damage increased by 2 for the fireball attack
Casting Fireballs with Better Precision – fireball2_precision
This advancement can be taken once
This advancement requires the advancement fireball to be achieved first
New weapon special for the fireball attack: focused
Remove weapon special for the fireball attack: magical
Casting Fireballs Better – fireball3
This advancement can be taken 10 times
This advancement requires the advancement fireball2 to be achieved first
Damage increased by 3 for the fireball attack
Better with Magic – magic
This advancement can be taken 10 times
Damage increased by 2 for the fireball attack
Damage increased by 1 for the faerie fire attack
Dealing More Damage with Burning Aura – burning_aura
This advancement can be taken once
Remove ability: burns foes (16)
New ability: burns foes (24)
Dealing More Damage with Burning Aura – burning_aura2
This advancement can be taken once
This advancement requires the advancement burning_aura to be achieved first
Remove ability: burns foes (24)
New ability: burns foes (32)
Dealing More Damage with Burning Aura – burning_aura3
This advancement can be taken once
This advancement requires the advancement burning_aura2 to be achieved first
Remove ability: burns foes (32)
New ability: burns foes (40)
Possessing the Leadership of a Level 3 Unit – leadership1
This advancement can be taken once
New ability: leadership level 3
Possessing the Leadership of a Level 4 Unit – leadership2
This advancement can be taken once
This advancement requires the advancement leadership1 to be achieved first
Remove ability: leadership level 3
New ability: leadership level 4
Possessing the Leadership of a Level 5 Unit – leadership3
This advancement can be taken once
This advancement requires the advancement leadership2 to be achieved first
Remove ability: leadership level 4
New ability: leadership level 5
Able to Heal Allies Better – heal
This advancement can be taken once
Remove ability: heals
New ability: heals (12)
Able to Heal Allies Better – heal2
This advancement can be taken once
This advancement requires the advancement heal to be achieved first
Remove ability: heals (12)
New ability: heals (18)
Able to Heal Allies Better – heal3
This advancement can be taken once
This advancement requires the advancements heal and heal2 to be achieved first
Remove ability: heals (18)
New ability: heals (24)
Better at Defending – block
This advancement can be taken 5 times
Chance to get hit in forests reduced by 2%
Chance to get hit on frozen places reduced by 2%
Chance to get hit on flat terrains reduced by 2%
Chance to get hit in caves reduced by 2%
Chance to get hit in mushroom groves reduced by 2%
Chance to get hit in villages reduced by 2%
Chance to get hit in castles reduced by 2%
Chance to get hit in shallow waters reduced by 2%
Chance to get hit on coastal reefs reduced by 2%
Chance to get hit in swamps reduced by 2%
Chance to get hit on hills reduced by 2%
Chance to get hit on mountains reduced by 2%
Chance to get hit on sands reduced by 2%
Faster – movement
This advancement can be taken 3 times
1 more movement points
Lich King
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.
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.
This unit also has generic AMLA advancements
Better at Melee Combat – axe
This advancement can be taken once
Damage increased by 1 (melee attacks only)
Better at Melee Combat – axe2
This advancement can be taken once
This advancement requires the advancement axe to be achieved first
Damage increased by 1 (melee attacks only)
Faster at Melee Combat – axe3
This advancement can be taken once
This advancement requires the advancements axe and axe2 to be achieved first
Damage decreased by 1 (melee attacks only)
1 more attacks (melee attacks only)
Better at Melee Combat – axe4
This advancement can be taken 10 times
This advancement requires the advancements axe, axe2 and axe3 to be achieved first
Damage increased by 1 (melee attacks only)
Able to Attack in a Terrible Way that Lowers Enemy Resistance – doom
This advancement can be taken once
New bonus attack: doom (-30% - -30% melee )
New weapon special for the doom attack: doom
Crippling Enemies Better – doom2
This advancement can be taken 3 times
This advancement requires the advancement doom to be achieved first
Damage increased by 15% for the doom attack
5% more attacks for the doom attack
A Better Caster – magic
This advancement can be taken once
Damage increased by 1 (ranged attacks only)
Casting Chill Tempests Faster – magic-chill
This advancement can be taken once
1 more attacks for the chill tempest attack
Casting Shadow Waves Faster – magic-shadow
This advancement can be taken once
1 more attacks for the shadow wave attack
A Better Caster of Chill Tempests – magic-chill2
This advancement can be taken 5 times
This advancement requires the advancements magic-chill and magic to be achieved first
Damage increased by 1 for the chill tempest attack
A Better Caster of Shadow Waves – magic-shadow2
This advancement can be taken 5 times
This advancement requires the advancements magic-shadow and magic to be achieved first
Damage increased by 1 for the shadow wave attack
A Greater Leader in Battle (Like a Level 5 Unit) – leadership
This advancement can be taken once
This advancement requires the advancement axe to be achieved first
Remove ability: leadership level 4
New ability: leadership level 5
Faster – movement
This advancement can be taken 3 times
1 more movement points
Lord of the Flies (Beelzebub)
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...
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.
– amla_demon_lord
This advancement can be taken 100 times
20% more hitpoints per level
Damage increased by 6 (in EASY difficulty), 9 (in MEDIUM difficulty), 9 (in HARD difficulty)
Lunatic Knight
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.
Special Notes: Using a charging attack doubles both damage dealt and received; this does not affect defensive retaliation.
This unit also has generic AMLA advancements
Striking Better with Lance – lance
This advancement can be taken once
Damage increased by 2 for the lance attack
Striking Better with Lance – lance2
This advancement can be taken once
This advancement requires the advancement lance to be achieved first
Damage decreased by 3 for the lance attack
1 more attacks for the lance attack
Charging More Powerfully with Lance (2.5 Times More Damage) – lance3
This advancement can be taken once
This advancement requires the advancements lance and lance2 to be achieved first
New weapon special for the lance attack: charge (2.5)
Remove weapon special for the lance attack: charge
Charging Even More Powerfully with the Lance (3 Times More Damage) – lance4
This advancement can be taken once
This advancement requires the advancements lance, lance2 and lance3 to be achieved first
New weapon special for the lance attack: charge (3)
Remove weapon special for the lance attack: charge
Striking Even Better with the Lance – lance5
This advancement can be taken 5 times
This advancement requires the advancements lance and lance2 to be achieved first
Damage increased by 1 for the lance attack
Able to Move One Hex After Attacking an Enemy – penetrate
This advancement can be taken once
New ability: penetrates
Able to Move More Hexes After Attacking an Enemy – penetrate2
This advancement can be taken once
This advancement requires the advancement penetrate to be achieved first
Remove ability: penetrates
New weapon special: hit and run
Better Protected from Physical Blows (2% Better Resistances; +3% Resist Pierce) – armour
This advancement can be taken 5 times
Resistance to blade increased by 2%
Resistance to impact increased by 2%
Resistance to pierce increased by 3%
Faster – movement
This advancement can be taken 3 times
1 more movement points
Monstrosity
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.
Special Notes: Foes who lose their life to the plague will rise again in unlife, unless they are standing on a village.
This unit also has generic AMLA advancements
Hitting Harder – melee
This advancement can be taken 10 times
Damage increased by 1 (melee attacks only)
Hitting Faster – melee-speed
This advancement can be taken 2 times
This advancement requires the advancement melee to be achieved first
1 more attacks (melee attacks only)
Transforming Enemies into Soulless Also with the Plague – soulless
This advancement can be taken once
This advancement requires the advancements melee and melee-speed to be achieved first
New weapon special (melee attacks only): plague (Soulless)
Remove weapon special (melee attacks only): plague
Leeching Some Life from Targets – leeching
This advancement can be taken once
This advancement requires the advancements melee, melee, melee and melee to be achieved first
New weapon special (melee attacks only): leech
Spreading a Stronger Feeling of Dread – haunt
This advancement can be taken once
Remove ability: despair (10)
New ability: despair (15)
Spreading a Stronger Feeling of Dread – haunt2
This advancement can be taken once
This advancement requires the advancement haunt to be achieved first
Remove ability: despair (15)
New ability: despair (20)
Spreading a Stronger Feeling of Dread – haunt3
This advancement can be taken once
This advancement requires the advancements haunt and haunt2 to be achieved first
Remove ability: despair (20)
New ability: despair (25)
Better at Dodging Enemy Attacks (Lowering the Chance to be Hit by 2%) – dodge
This advancement can be taken 5 times
Chance to get hit in forests reduced by 2%
Chance to get hit on frozen places reduced by 2%
Chance to get hit on flat terrains reduced by 2%
Chance to get hit in caves reduced by 2%
Chance to get hit in mushroom groves reduced by 2%
Chance to get hit in villages reduced by 2%
Chance to get hit in castles reduced by 2%
Chance to get hit in shallow waters reduced by 2%
Chance to get hit in deep water reduced by 2%
Chance to get hit in swamps reduced by 2%
Chance to get hit on hills reduced by 2%
Chance to get hit on mountains reduced by 2%
Chance to get hit on sands reduced by 2%
Chance to get hit above unwalkable places reduced by 2%
Faster – movement
This advancement can be taken 3 times
1 more movement points
Orcish Nightblade
The most dextrous of orcs usually decide that standard bladed weapons are not natural enough for their combat style. They choose to use metallic claws instead, that are at least equally good at tearing enemy flesh to pieces.
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.
This unit also has generic AMLA advancements
Clawing Better – claws
This advancement can be taken 10 times
Damage increased by 1 for the claws attack
Clawing Faster – claws2
This advancement can be taken 2 times
This advancement requires the advancement claws to be achieved first
Damage decreased by 2 for the claws attack
1 more attacks for the claws attack
Clawing with Backstab – claws3
This advancement can be taken once
This advancement requires the advancements claws and claws2 to be achieved first
New weapon special for the claws attack: backstab
Faster with Knives – knife
This advancement can be taken 2 times
Damage decreased by 1 for the throwing knives attack
1 more attacks for the throwing knives attack
Using Fire-Enchanted Knives – knife2
This advancement can be taken once
This advancement requires the advancement knife to be achieved first
Sets damage type to fire for the throwing knives attack
Using Cold-Enchanted Knives – knife2
This advancement can be taken once
This advancement requires the advancement knife to be achieved first
Sets damage type to cold for the throwing knives attack
Using Arcane-Enchanted Knives – knife2
This advancement can be taken once
This advancement requires the advancement knife to be achieved first
Sets damage type to arcane for the throwing knives attack
Better with Knives – knife3
This advancement can be taken 10 times
This advancement requires the advancement knife to be achieved first
Damage increased by 1 for the throwing knives attack
Using Magically Returning Knives (New Berserk Ranged Attack) – knife-berserk
This advancement can be taken once
This advancement requires the advancement knife2 to be achieved first
New bonus attack: throwing berserk (% - % ranged )
New weapon special for the throwing berserk attack: lesser berserk (3)
Able to Move at Night Without Being Seen on Useful Terrains – nightstalk
This advancement can be taken once
New ability: lesser nightstalk
Able to Move at Night Without Being Seen on All Accessible Terrains – nightstalk2
This advancement can be taken once
This advancement requires the advancement nightstalk to be achieved first
Remove ability: lesser nightstalk
New ability: nightstalk
Better at Defending – block
This advancement can be taken once
Chance to get hit in forests reduced by 3%
Chance to get hit on frozen places reduced by 3%
Chance to get hit on flat terrains reduced by 3%
Chance to get hit in caves reduced by 3%
Chance to get hit in mushroom groves reduced by 3%
Chance to get hit in villages reduced by 3%
Chance to get hit in castles reduced by 3%
Chance to get hit in shallow waters reduced by 3%
Chance to get hit on coastal reefs reduced by 3%
Chance to get hit in swamps reduced by 3%
Chance to get hit on hills reduced by 3%
Chance to get hit on mountains reduced by 3%
Chance to get hit on sands reduced by 3%
Better at Defending – block2
This advancement can be taken once
This advancement requires the advancement block to be achieved first
Chance to get hit in forests reduced by 2%
Chance to get hit on frozen places reduced by 2%
Chance to get hit on flat terrains reduced by 2%
Chance to get hit in caves reduced by 2%
Chance to get hit in mushroom groves reduced by 2%
Chance to get hit in villages reduced by 2%
Chance to get hit in castles reduced by 2%
Chance to get hit in shallow waters reduced by 2%
Chance to get hit on coastal reefs reduced by 2%
Chance to get hit in swamps reduced by 2%
Chance to get hit on hills reduced by 2%
Chance to get hit on mountains reduced by 2%
Chance to get hit on sands reduced by 2%
Better at Defending – block3
This advancement can be taken 5 times
This advancement requires the advancements block and block2 to be achieved first
Chance to get hit in forests reduced by 1%
Chance to get hit on frozen places reduced by 1%
Chance to get hit on flat terrains reduced by 1%
Chance to get hit in caves reduced by 1%
Chance to get hit in mushroom groves reduced by 1%
Chance to get hit in villages reduced by 1%
Chance to get hit in castles reduced by 1%
Chance to get hit in shallow waters reduced by 1%
Chance to get hit on coastal reefs reduced by 1%
Chance to get hit in swamps reduced by 1%
Chance to get hit on hills reduced by 1%
Chance to get hit on mountains reduced by 1%
Chance to get hit on sands reduced by 1%
Faster – movement
This advancement can be taken 3 times
1 more movement points
Orcish Strafer
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.
This unit also has generic AMLA advancements
Better with Crossbow – xbow
This advancement can be taken once
Damage increased by 1 for the crossbow attack
Faster with Crossbow – xbow2
This advancement can be taken once
This advancement requires the advancement xbow to be achieved first
Damage decreased by 1 for the crossbow attack
1 more attacks for the crossbow attack
Shooting Poisonous Arrows – xbow-poison
This advancement can be taken once
This advancement requires the advancement xbow to be achieved first
New weapon special for the crossbow attack: poison
Faster with Crossbow – xbow3
This advancement can be taken once
This advancement requires the advancements xbow2 and xbow to be achieved first
Damage decreased by 1 for the crossbow attack
1 more attacks for the crossbow attack
Shooting More Precisely – xbow-marksman
This advancement can be taken once
This advancement requires the advancements xbow2 and xbow3 to be achieved first
New weapon special for the crossbow attack: marksman
Incinerating Enemies with Fiery Shots – xbow-incinerate
This advancement can be taken once
This advancement requires the advancements xbow2 and xbow to be achieved first
New weapon special for the crossbow attack (fire attacks only): incinerate
Better with Crossbow – xbow4
This advancement can be taken 10 times
This advancement requires the advancements xbow2 and xbow to be achieved first
Damage increased by 1 for the crossbow attack
Shooting so Hard that Enemies Behind Targets Will be Hit as Well – xbow-pierce
This advancement can be taken once
This advancement requires the advancements xbow4 and xbow3 to be achieved first
New weapon special for the crossbow attack (pierce attacks only): pierce
Striking Better with Sword – sword
This advancement can be taken 10 times
Damage increased by 1 for the short sword attack
Striking Faster with Sword – sword2
This advancement can be taken once
This advancement requires the advancement sword to be achieved first
Damage decreased by 1 for the short sword attack
1 more attacks for the short sword attack
Better Protected from Physical Blows (2% Better Resistances) – armour
This advancement can be taken 5 times
Resistance to blade increased by 2%
Resistance to impact increased by 2%
Resistance to pierce increased by 2%
Faster – movement
This advancement can be taken 4 times
1 more movement points
Orcish Warmonger
This unit also has generic AMLA advancements
Striking Better with Sword – sword
This advancement can be taken once
Damage increased by 1 for the greatsword attack
Striking Faster with Sword – sword2
This advancement can be taken once
This advancement requires the advancement sword to be achieved first
Damage decreased by 2 for the greatsword attack
1 more attacks for the greatsword attack
Attacking in a Scary Way – sword2-horror
This advancement can be taken once
This advancement requires the advancements sword and sword2 to be achieved first
New weapon special for the greatsword attack: horrid
Remove weapon special for the greatsword attack: horrid,horrid_dummy
Damage decreased by 1 for the greatsword attack
Striking Better with Sword – sword3
This advancement can be taken 10 times
This advancement requires the advancements sword2 and sword to be achieved first
Damage increased by 1 for the greatsword attack
Able to Attack in a Terrible Way that Lowers Enemy Resistance – doom
This advancement can be taken once
New bonus attack: doom (-30% - -30% melee )
New weapon special for the doom attack: doom
Crippling Enemies Better – doom2
This advancement can be taken 3 times
This advancement requires the advancement doom to be achieved first
Damage increased by 15% for the doom attack
5% more attacks for the doom attack
Better with Bow – bow
This advancement can be taken once
Damage increased by 1 for the bow attack
Better with Bow – bow2
This advancement can be taken once
This advancement requires the advancement bow to be achieved first
1 more attacks for the bow attack
Shooting Poisonous Arrows – bow-poison
This advancement can be taken once
This advancement requires the advancements bow2 and bow to be achieved first
New weapon special for the bow attack: poison
Better with Bow – bow3
This advancement can be taken 10 times
This advancement requires the advancements bow2 and bow to be achieved first
Damage increased by 1 for the bow attack
Able to Lead Allies into Battle (Like a Level 2 Unit) – leadership
This advancement can be taken once
New ability: leadership level 2
A Better Leader (Like a Level 3 Unit) – leadership2
This advancement can be taken once
This advancement requires the advancement leadership to be achieved first
Remove ability: leadership level 2
New ability: leadership level 3
A Better Leader (Like a Level 4 Unit) – leadership3
This advancement can be taken once
This advancement requires the advancement leadership2 to be achieved first
Remove ability: leadership level 3
New ability: leadership level 4
Able to Cause Nearby Allies to Attack Like Bloodthirsty Fanatics – leadership2_bloodthirst
This advancement can be taken once
This advancement requires the advancement leadership2 to be achieved first
New ability: warlord's rule
Better at Gruesome Things that Arouse Nearby Allies – evisceration
This advancement can be taken once
New ability: lesser evisceration
Better at Gruesome Things that Arouse Nearby Allies – evisceration2
This advancement can be taken once
This advancement requires the advancement evisceration to be achieved first
Remove ability: lesser evisceration
New ability: evisceration
Better at Gruesome Things that Arouse Nearby Allies – evisceration3
This advancement can be taken once
This advancement requires the advancement evisceration2 to be achieved first
Remove ability: evisceration
New ability: greater evisceration
Better Protected from Physical Blows (3% Better Resistances) – armour
This advancement can be taken 5 times
Resistance to blade increased by 3%
Resistance to impact increased by 3%
Resistance to pierce increased by 3%
Faster – movement
This advancement can be taken 3 times
1 more movement points
Phantom
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.
Special Notes: This unit can move unseen in deep water, requiring no air from the surface.
This unit also has generic AMLA advancements
Better at Axe Combat – axe
This advancement can be taken once
Damage increased by 1 for the axe attack
Better at Axe Combat – axe2
This advancement can be taken once
This advancement requires the advancement axe to be achieved first
Damage increased by 1 for the axe attack
Better at Axe Combat – axe3
This advancement can be taken once
This advancement requires the advancements axe and axe2 to be achieved first
Damage decreased by 1 for the axe attack
1 more attacks for the axe attack
Better at Axe Combat – axe4
This advancement can be taken 10 times
This advancement requires the advancements axe, axe2 and axe3 to be achieved first
Damage increased by 1 for the axe attack
Able to Perform a Whirlwind Attack – whirlwind
This advancement can be taken once
New bonus attack: whirlwind-axe (-30% - -30% melee )
New weapon special for the whirlwind-axe attack: whirlwind
New weapon special for the whirlwind-axe attack: magical
Whirling Better – whirlwind2
This advancement can be taken 4 times
This advancement requires the advancement whirlwind to be achieved first
Damage increased by 10% for the whirlwind-axe attack
More Nimble (Lowering the Chance to be Hit by 4%) – dodge
This advancement can be taken 3 times
Chance to get hit in forests reduced by 4%
Chance to get hit on frozen places reduced by 4%
Chance to get hit on flat terrains reduced by 4%
Chance to get hit in caves reduced by 4%
Chance to get hit in mushroom groves reduced by 4%
Chance to get hit in villages reduced by 4%
Chance to get hit in castles reduced by 4%
Chance to get hit in shallow waters reduced by 4%
Chance to get hit in deep water reduced by 4%
Chance to get hit in swamps reduced by 4%
Chance to get hit on hills reduced by 4%
Chance to get hit on mountains reduced by 4%
Chance to get hit on sands reduced by 4%
Chance to get hit above unwalkable places reduced by 4%
Faster – movement
This advancement can be taken 3 times
1 more movement points
Pilum Master
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.
Special Notes: The length of this unit’s weapon allows it to strike first in melee, even in defense.
This unit also has generic AMLA advancements
Striking Better with Pilum – spear
This advancement can be taken once
Damage increased by 1 for the spear attack
Striking Faster with Pilum – spear2
This advancement can be taken once
This advancement requires the advancement spear to be achieved first
Damage decreased by 2 for the spear attack
1 more attacks for the spear attack
Striking Better with Pilum – spear3
This advancement can be taken 10 times
This advancement requires the advancement spear2 to be achieved first
Damage increased by 1 for the spear attack
Throwing Pilums Faster – javelin
This advancement can be taken once
Damage decreased by 2 for the javelin attack
1 more attacks for the javelin attack
Throwing Pilums Better – javelin2
This advancement can be taken 10 times
This advancement requires the advancement javelin to be achieved first
Damage increased by 1 for the javelin attack
Throwing Pilums More Precisely – javelin3
This advancement can be taken once
This advancement requires the advancement javelin2 to be achieved first
New weapon special for the javelin attack: marksman
Able to Attack in a Tricky Way that Lowers Enemy Defence – trickery
This advancement can be taken once
New bonus attack: trickery (-30% - -30% melee )
New weapon special for the trickery attack: trickery
Tricking Enemies Better – trickery2
This advancement can be taken 3 times
This advancement requires the advancement trickery to be achieved first
Damage increased by 15% for the trickery attack
10% more attacks for the trickery attack
Blocking Better – block
This advancement can be taken 5 times
Chance to get hit in forests reduced by 2%
Chance to get hit on frozen places reduced by 3%
Chance to get hit on flat terrains reduced by 3%
Chance to get hit in caves reduced by 2%
Chance to get hit in mushroom groves reduced by 2%
Chance to get hit in villages reduced by 2%
Chance to get hit in castles reduced by 2%
Chance to get hit in shallow waters reduced by 3%
Chance to get hit on coastal reefs reduced by 2%
Chance to get hit in swamps reduced by 3%
Chance to get hit on hills reduced by 2%
Chance to get hit on mountains reduced by 2%
Chance to get hit on sands reduced by 3%
Faster – movement
This advancement can be taken 3 times
1 more movement points
Predator
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.
Special Notes: This unit’s marksmanship gives it a high chance of hitting targeted enemies, but only on the attack.
This unit also has generic AMLA advancements
Striking Better with Bow – bow
This advancement can be taken once
Damage increased by 1 for the bow attack
Shooting Insanely Precisely – bow-precise
This advancement can be taken once
This advancement requires the advancement bow to be achieved first
New weapon special for the bow attack: focused
Remove weapon special for the bow attack: marksman
Damage decreased by 1 for the bow attack
Striking Better with Bow – bow2
This advancement can be taken once
This advancement requires the advancement bow to be achieved first
Damage decreased by 1 for the bow attack
1 more attacks for the bow attack
Striking Better with Bow – bow3
This advancement can be taken 10 times
This advancement requires the advancement bow2 to be achieved first
Damage increased by 1 for the bow attack
Shooting Unbelievably Precisely – bow-precise2
This advancement can be taken once
This advancement requires the advancements bow, bow2, bow3 and bow-precise to be achieved first
New weapon special for the bow attack: guided
Remove weapon special for the bow attack: focused
Damage decreased by 1 for the bow attack
Able to Deal Heavy Damage with a Single Shot – execution
This advancement can be taken once
New bonus attack: execution (-45% - % ranged )
Executing Enemy Bosses Better – execution2
This advancement can be taken 3 times
This advancement requires the advancement execution to be achieved first
Damage increased by 10% for the execution attack
Very Good at Slaying Humans – bow-hunting-humans
This advancement can be taken once
This advancement requires the advancement bow2 to be achieved first
New weapon special for the bow attack: misanthropia
Damage decreased by 1 for the bow attack
Very Good at Slaying Orcs – bow-hunting-orcs
This advancement can be taken once
This advancement requires the advancement bow2 to be achieved first
New weapon special for the bow attack: misorcia
Damage decreased by 1 for the bow attack
Very Good at Slaying Elves – bow-hunting-elves
This advancement can be taken once
This advancement requires the advancement bow2 to be achieved first
New weapon special for the bow attack: misdryadia
Damage decreased by 1 for the bow attack
Very Good at Slaying Dragons – bow-hunting-drakes
This advancement can be taken once
This advancement requires the advancement bow2 to be achieved first
New weapon special for the bow attack: misdraconia
Damage decreased by 1 for the bow attack
Striking Better with Dagger – dagger
This advancement can be taken once
Damage increased by 1 for the dagger attack
Striking Better with Dagger – dagger2
This advancement can be taken once
This advancement requires the advancement dagger to be achieved first
Damage decreased by 1 for the dagger attack
1 more attacks for the dagger attack
Striking Better with Dagger – dagger3
This advancement can be taken 10 times
This advancement requires the advancement dagger2 to be achieved first
Damage increased by 1 for the dagger attack
Better at Defending – block
This advancement can be taken 5 times
Chance to get hit in forests reduced by 2%
Chance to get hit on frozen places reduced by 2%
Chance to get hit on flat terrains reduced by 2%
Chance to get hit in caves reduced by 2%
Chance to get hit in mushroom groves reduced by 2%
Chance to get hit in villages reduced by 2%
Chance to get hit in castles reduced by 2%
Chance to get hit in shallow waters reduced by 2%
Chance to get hit on coastal reefs reduced by 2%
Chance to get hit in deep water reduced by 2%
Chance to get hit in swamps reduced by 2%
Chance to get hit on hills reduced by 2%
Chance to get hit on mountains reduced by 2%
Chance to get hit on sands reduced by 2%
Faster – movement
This advancement can be taken 3 times
1 more movement points
Preserved Lich (Argan Lich)
Preserved liches are an exotic kind of liches, they are far more powerful than mere liches.
Gameplay notes:
Advancements with sword add marksman and plague, and lots of damage.
Advancements with crossbow add great precision.
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.
This unit also has soul eater AMLA advancements
Better with Sword – sword1
This advancement can be taken once
Damage increased by 1 for the lichsword attack
Faster with Sword – sword1_speed
This advancement can be taken once
This advancement requires the advancement sword3 to be achieved first
1 more attacks for the lichsword attack
Better with Sword – sword2
This advancement can be taken once
This advancement requires the advancement sword1 to be achieved first
Damage increased by 1 for the lichsword attack
More Precise with Sword – sword2_marksman
This advancement can be taken once
This advancement requires the advancement sword1 to be achieved first
New weapon special for the lichsword attack: marksman
Better with Sword – sword3
This advancement can be taken once
This advancement requires the advancements sword1 and sword2 to be achieved first
Damage increased by 1 for the lichsword attack
Better with Sword – sword4
This advancement can be taken once
This advancement requires the advancements sword1, sword2 and sword3 to be achieved first
Damage increased by 1 for the lichsword attack
Raising Undead with Sword – sword4_plague
This advancement can be taken once
This advancement requires the advancements sword1, sword2, sword3 and sword4 to be achieved first
New weapon special for the lichsword attack: plague
Better with Sword – sword5
This advancement can be taken once
This advancement requires the advancements sword1, sword2, sword3 and sword4 to be achieved first
Damage increased by 1 for the lichsword attack
Faster with Sword – sword5_speed
This advancement can be taken once
This advancement requires the advancements sword1, sword2, sword3, sword4, sword5 and sword1_speed to be achieved first
1 more attacks for the lichsword attack
Better with Sword – sword6
This advancement can be taken 5 times
This advancement requires the advancements sword1, sword2, sword3, sword4 and sword5 to be achieved first
Damage increased by 1 for the lichsword attack
Better with Crossbow – xbow
This advancement can be taken once
Damage increased by 1 for the crossbow attack
1 more attacks for the crossbow attack
Striking More Precisely with the Crossbow – xbow_marksman
This advancement can be taken once
This advancement requires the advancement xbow to be achieved first
New weapon special for the crossbow attack: marksman
Better with Crossbow – xbow2
This advancement can be taken once
This advancement requires the advancement xbow to be achieved first
Damage increased by 1 for the crossbow attack
Faster with Crossbow – xbow2_speed
This advancement can be taken once
This advancement requires the advancements xbow and xbow2 to be achieved first
1 more attacks for the crossbow attack
Better with Crossbow – xbow3
This advancement can be taken once
This advancement requires the advancements xbow and xbow2 to be achieved first
Damage increased by 1 for the crossbow attack
Striking More Precisely with the Crossbow – xbow-marksman
This advancement can be taken once
This advancement requires the advancements xbow, xbow2 and xbow_marksman to be achieved first
New weapon special for the crossbow attack: focused
Remove weapon special for the crossbow attack: marksman
Better with Crossbow – xbow4
This advancement can be taken 3 times
This advancement requires the advancements xbow, xbow2 and xbow3 to be achieved first
Damage increased by 1 for the crossbow attack
Faster with Crossbow – xbow2_speed
This advancement can be taken once
This advancement requires the advancements xbow, xbow2, xbow2_speed, xbow3 and xbow4 to be achieved first
1 more attacks for the crossbow attack
Blocking Attacks Better (2 % Better Defence) – block
This advancement can be taken 5 times
Chance to get hit in forests reduced by 2%
Chance to get hit on frozen places reduced by 2%
Chance to get hit on flat terrains reduced by 2%
Chance to get hit in caves reduced by 2%
Chance to get hit in mushroom groves reduced by 2%
Chance to get hit in villages reduced by 2%
Chance to get hit in castles reduced by 2%
Chance to get hit in shallow waters reduced by 2%
Chance to get hit on coastal reefs reduced by 2%
Chance to get hit in deep water reduced by 2%
Chance to get hit in swamps reduced by 2%
Chance to get hit on hills reduced by 2%
Chance to get hit on mountains reduced by 2%
Chance to get hit on sands reduced by 2%
Faster – movement
This advancement can be taken 3 times
1 more movement points
Better Protected from Physical Blows (3% Better Resistances) – armour
This advancement can be taken 5 times
Resistance to blade increased by 3%
Resistance to impact increased by 3%
Resistance to pierce increased by 3%
Better Protected from Magical Attacks (4% Better Resistances) – armour
This advancement can be taken 5 times
Resistance to fire increased by 4%
Resistance to cold increased by 2%
Resistance to arcane increased by 4%
Preserved Lich (Delly Lich)
Preserved liches are an exotic kind of liches, they are far more powerful than mere liches.
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.
This unit also has soul eater AMLA advancements
Faster at Melee Combat – sword
This advancement can be taken once
Damage increased by 1 (melee attacks only)
1 more attacks (melee attacks only)
Able to Chop Through More Enemies with Sword – sword2
This advancement can be taken once
This advancement requires the advancement sword to be achieved first
New weapon special (melee attacks only): cleave
Better with Sword – sword3
This advancement can be taken once
This advancement requires the advancements sword and sword2 to be achieved first
1 more attacks (melee attacks only)
Leeching with Sword – sword3-leech
This advancement can be taken once
This advancement requires the advancements sword and sword2 to be achieved first
New weapon special (melee attacks only): leech
Better with Sword – sword4
This advancement can be taken 10 times
This advancement requires the advancements sword, sword2 and sword3 to be achieved first
Damage increased by 1 for the sword attack
Dealing More Damage with Knives – knife1
This advancement can be taken once
Damage increased by 2 for the knife attack
Faster with Knives – knife2
This advancement can be taken 2 times
This advancement requires the advancement knife1 to be achieved first
1 more attacks for the knife attack
More Precise with Knives – knife3
This advancement can be taken once
This advancement requires the advancement knife3 to be achieved first
New weapon special for the knife attack: marksman
Better with Knives – knife4
This advancement can be taken 10 times
This advancement requires the advancements knife1 and knife2 to be achieved first
Damage increased by 1 for the knife attack
Able to Move at Night Without Being Seen on Useful Terrains – nightstalk
This advancement can be taken once
New ability: lesser nightstalk
Able to Move at Night Without Being Seen on All Accessible Terrains – nightstalk2
This advancement can be taken once
This advancement requires the advancement nightstalk to be achieved first
Remove ability: lesser nightstalk
New ability: nightstalk
Better at Defending – block
This advancement can be taken once
Chance to get hit in forests reduced by 3%
Chance to get hit on frozen places reduced by 3%
Chance to get hit on flat terrains reduced by 3%
Chance to get hit in caves reduced by 3%
Chance to get hit in mushroom groves reduced by 3%
Chance to get hit in villages reduced by 3%
Chance to get hit in castles reduced by 3%
Chance to get hit in shallow waters reduced by 3%
Chance to get hit on coastal reefs reduced by 3%
Chance to get hit in swamps reduced by 3%
Chance to get hit on hills reduced by 3%
Chance to get hit on mountains reduced by 3%
Chance to get hit on sands reduced by 3%
Better at Defending – block2
This advancement can be taken once
This advancement requires the advancement block to be achieved first
Chance to get hit in forests reduced by 2%
Chance to get hit on frozen places reduced by 2%
Chance to get hit on flat terrains reduced by 2%
Chance to get hit in caves reduced by 2%
Chance to get hit in mushroom groves reduced by 2%
Chance to get hit in villages reduced by 2%
Chance to get hit in castles reduced by 2%
Chance to get hit in shallow waters reduced by 2%
Chance to get hit on coastal reefs reduced by 2%
Chance to get hit in swamps reduced by 2%
Chance to get hit on hills reduced by 2%
Chance to get hit on mountains reduced by 2%
Chance to get hit on sands reduced by 2%
Better at Defending – block3
This advancement can be taken 5 times
This advancement requires the advancements block and block2 to be achieved first
Chance to get hit in forests reduced by 1%
Chance to get hit on frozen places reduced by 1%
Chance to get hit on flat terrains reduced by 1%
Chance to get hit in caves reduced by 1%
Chance to get hit in mushroom groves reduced by 1%
Chance to get hit in villages reduced by 1%
Chance to get hit in castles reduced by 1%
Chance to get hit in shallow waters reduced by 1%
Chance to get hit on coastal reefs reduced by 1%
Chance to get hit in swamps reduced by 1%
Chance to get hit on hills reduced by 1%
Chance to get hit on mountains reduced by 1%
Chance to get hit on sands reduced by 1%
Able to Attack Parrying Enemy Blows – parry
This advancement can be taken once
New bonus attack: parry (-20% - -70% melee )
New weapon special for the parry attack: parry
Parrying Better – parry2
This advancement can be taken 3 times
This advancement requires the advancement parry to be achieved first
Damage increased by 10% for the parry attack
5% more attacks for the parry attack
Faster – movement
This advancement can be taken 4 times
1 more movement points
Preserved Lich (Efraim Lich)
Preserved liches are an exotic kind of liches, they are far more powerful than mere liches.
Gameplay notes:
Advancements with sword add marksman, plague, and berserk-like attacks.
Advancements with whirlwind gain bonuses from sword advancements, and depend on advancements with sword.
Advancements with throwing knives are a potent source of weapon-related ranged damage, it may gain backstab.
Advancements with wave of fear bring huge damage, slow, explosive slow, leech, and after taking a lot of advancements also explosive damage.
Don't neglect defensive abilities. They stack additively with gear, while the effects of different parts of armour stack only multiplicatively.
The soul eater ability will add a lot of other advancements (new attacks, regeneration, healing, various abilities and much more).
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.
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.
This unit also has soul eater AMLA advancements
Better with Sword – sword1
This advancement can be taken once
Damage increased by 1 for the sword attack
Faster with Sword (Affects Also Whirlwind) – sword1_speed
This advancement can be taken once
This advancement requires the advancement sword3 to be achieved first
1 more attacks for the sword attack
1 more attacks for the whirlwind attack
Better with Sword – sword2
This advancement can be taken once
This advancement requires the advancement sword1 to be achieved first
Damage increased by 1 for the sword attack
More Precise with Sword – sword2_marksman
This advancement can be taken once
This advancement requires the advancement sword1 to be achieved first
New weapon special for the sword attack: marksman
Better with Sword – sword3
This advancement can be taken once
This advancement requires the advancements sword1 and sword2 to be achieved first
Damage increased by 1 for the sword attack
Better with Sword – sword4
This advancement can be taken once
This advancement requires the advancements sword1, sword2 and sword3 to be achieved first
Damage increased by 1 for the sword attack
Raising Undead with Sword – sword4_plague
This advancement can be taken once
This advancement requires the advancements sword1, sword2, sword3 and sword4 to be achieved first
New weapon special for the sword attack: plague
Better with Sword – sword5
This advancement can be taken once
This advancement requires the advancements sword1, sword2, sword3 and sword4 to be achieved first
Damage increased by 1 for the sword attack
Faster with Sword (Affects Also Whirlwind) – sword5_speed
This advancement can be taken once
This advancement requires the advancements sword1, sword2, sword3, sword4, sword5 and sword1_speed to be achieved first
1 more attacks for the sword attack
1 more attacks for the whirlwind attack
Better with Sword – sword6
This advancement can be taken 5 times
This advancement requires the advancements sword1, sword2, sword3, sword4 and sword5 to be achieved first
Damage increased by 1 for the sword attack
Able to Attack Twice in a Row – berserk1
This advancement can be taken once
New bonus attack: mberserk2 (-20% - % melee blade)
New weapon special for the mberserk2 attack: lesser berserk (2)
New weapon special for the mberserk2 attack: swarm
New weapon special for the mberserk2 attack: marksman
Able to Attack Thrice in a Row – berserk2
This advancement can be taken once
This advancement requires the advancement berserk1 to be achieved first
New bonus attack: mberserk3 (-20% - % melee blade)
New weapon special for the mberserk3 attack: lesser berserk (3)
New weapon special for the mberserk3 attack: swarm
New weapon special for the mberserk3 attack: marksman
Able to Attack Five Times in a Row – berserk3
This advancement can be taken once
This advancement requires the advancement berserk2 to be achieved first
New bonus attack: mberserk5 (-20% - % melee blade)
New weapon special for the mberserk5 attack: lesser berserk (5)
New weapon special for the mberserk5 attack: swarm
New weapon special for the mberserk5 attack: marksman
Doing More Damage with the Furious Attack – berserk1_damage
This advancement can be taken 3 times
This advancement requires the advancement berserk1 to be achieved first
Damage increased by 10% for the mberserk2 attack
Damage increased by 10% for the mberserk3 attack
Damage increased by 10% for the mberserk5 attack
Whirling Better – whirlwind
This advancement can be taken once
Damage increased by 1 for the whirlwind attack
Whirling Better – whirlwind2
This advancement can be taken once
This advancement requires the advancements whirlwind, whirlwind, whirlwind and sword4 to be achieved first
Damage increased by 1 for the whirlwind attack
Whirling Better – whirlwind3
This advancement can be taken 3 times
This advancement requires the advancements whirlwind2, whirlwind2, whirlwind2 and sword6 to be achieved first
Damage increased by 1 for the whirlwind attack
Better with Knives – knives1
This advancement can be taken once
Damage increased by 1 for the knife attack
Backstabbing with Knives – knives1_backstab
This advancement can be taken once
New weapon special for the knife attack: backstab
Better with Knives – knives2
This advancement can be taken once
This advancement requires the advancement knives1 to be achieved first
Damage increased by 1 for the knife attack
More Precise with Knives – knives2_precision
This advancement can be taken once
This advancement requires the advancements knives1 and knives2 to be achieved first
New weapon special for the knife attack: marksman
Better with Knives – knives3
This advancement can be taken once
This advancement requires the advancements knives1 and knives2 to be achieved first
Damage increased by 1 for the knife attack
Faster with Knives – knives3_speed
This advancement can be taken once
This advancement requires the advancements knives1, knives2 and knives3 to be achieved first
Damage decreased by 1 for the knife attack
1 more attacks for the knife attack
Better with Knives – knives4
This advancement can be taken once
This advancement requires the advancements knives1, knives2 and knives3 to be achieved first
Damage increased by 1 for the knife attack
Backstabbing with Knives Better – knives4-backstab
This advancement can be taken once
This advancement requires the advancements knives4 and knives1_backstab to be achieved first
New weapon special for the knife attack: greater backstab
Remove weapon special for the knife attack: backstab
Better with Knives – knives5
This advancement can be taken 5 times
This advancement requires the advancements knives1, knives2, knives3 and knives4 to be achieved first
Damage increased by 1 for the knife attack
Faster with Knives – knives5_speed
This advancement can be taken 3 times
This advancement requires the advancements knives1, knives2, knives3, knives4 and knives3_speed to be achieved first
1 more attacks for the knife attack
Causing a Spine-Chilling Fear – fear1_spine_chill
This advancement can be taken once
New weapon special for the wave of fear attack: slow
Causing Stronger Fear – fear1
This advancement can be taken once
Damage increased by 1 for the wave of fear attack
Causing Stronger Fear – fear2
This advancement can be taken once
This advancement requires the advancement fear1 to be achieved first
Damage increased by 1 for the wave of fear attack
Causing Fear Faster – fear2_speed
This advancement can be taken once
This advancement requires the advancement fear2 to be achieved first
1 more attacks for the wave of fear attack
Causing Stronger Fear – fear3
This advancement can be taken once
This advancement requires the advancement fear2 to be achieved first
Damage increased by 1 for the wave of fear attack
Having Fun when Scaring Enemies – fear3_leech
This advancement can be taken once
This advancement requires the advancement fear3 to be achieved first
New weapon special for the wave of fear attack: leech
Causing Stronger Fear – fear4
This advancement can be taken once
This advancement requires the advancement fear3 to be achieved first
Damage increased by 1 for the wave of fear attack
Causing Fear Faster – fear4_speed
This advancement can be taken once
This advancement requires the advancements fear4 and fear2_speed to be achieved first
1 more attacks for the wave of fear attack
Causing Stronger Fear – fear5
This advancement can be taken once
This advancement requires the advancement fear4 to be achieved first
Damage increased by 1 for the wave of fear attack
Causing Fear to Groups of Enemies – fear5_mass_scare
This advancement can be taken once
This advancement requires the advancement fear5 to be achieved first
New weapon special for the wave of fear attack: explosive slow
Causing Stronger Fear – fear6
This advancement can be taken once
This advancement requires the advancement fear5 to be achieved first
Damage increased by 1 for the wave of fear attack
Causing Fear Faster – fear6-speed
This advancement can be taken once
This advancement requires the advancement fear6 to be achieved first
1 more attacks for the wave of fear attack
Causing Stronger Fear – fear7
This advancement can be taken once
This advancement requires the advancements fear6 and fear4_speed to be achieved first
Damage increased by 1 for the wave of fear attack
Causing Stronger Fear – fear8
This advancement can be taken 5 times
This advancement requires the advancement fear7 to be achieved first
Damage increased by 1 for the wave of fear attack
Causing Insane Fear to Groups of Enemies – fear8_explosive
This advancement can be taken once
This advancement requires the advancement fear8 to be achieved first
New weapon special for the wave of fear attack: explosive
Faster – movement
This advancement can be taken once
1 more movement points
Faster – movement2
This advancement can be taken once
This advancement requires the advancement movement to be achieved first
1 more movement points
Able to Muster Enough Mental Powers to Levitate Through Hard Terrains – movement3
This advancement can be taken once
This advancement requires the advancements movement and movement2 to be achieved first
Movement costs through forests set to 1
Movement costs on frozen lands set to 1
Movement costs on flat terrains set to 1
Movement costs through dark caves set to 1
Movement costs through mushroom groves set to 2
Movement costs through villages set to 1
Movement costs through castles set to 1
Movement costs in shallow waters set to 1
Movement costs on coastal reefs set to 1
Movement costs in deep waters set to 1
Movement costs through swampy places set to 1
Movement costs on hills set to 1
Movement costs on mountains set to 2
Movement costs across sands set to 1
Movement costs above unwalkable places set to 1
Movement costs through impassable walls set to {UNREACHABLE}
Faster – movement4
This advancement can be taken 2 times
This advancement requires the advancement movement3 to be achieved first
1 more movement points
Harder to be Hit – dodge
This advancement can be taken 5 times
Chance to get hit in forests reduced by 1%
Chance to get hit on frozen places reduced by 2%
Chance to get hit on flat terrains reduced by 2%
Chance to get hit in caves reduced by 2%
Chance to get hit in mushroom groves reduced by 2%
Chance to get hit in villages reduced by 1%
Chance to get hit in castles reduced by 1%
Chance to get hit in shallow waters reduced by 2%
Chance to get hit on coastal reefs reduced by 2%
Chance to get hit in deep water reduced by 2%
Chance to get hit in swamps reduced by 2%
Chance to get hit on hills reduced by 1%
Chance to get hit on mountains reduced by 1%
Chance to get hit on sands reduced by 2%
Better Protected from Physical Blows (2% Better Resistances) – armour
This advancement can be taken 5 times
Resistance to blade increased by 2%
Resistance to impact increased by 2%
Resistance to pierce increased by 2%
Better Protected from Magical Attacks (3% Better Resistances) – armour
This advancement can be taken 5 times
Resistance to fire increased by 3%
Resistance to cold increased by 2%
Resistance to arcane increased by 3%
Preserved Lich (Lethalia Lich)
Preserved liches are an exotic kind of liches, they are far more powerful than mere liches.
Gameplay notes:
Advancements with staff add plague, damage and precision.
Advancements with axe unlock a very useful whirlwind attack, and that unlocks most advancements with axe, many advancements with axe improve also whirlwind.
Advancements with faerie fire mostly improve damage; one of them removes swarm, but decreases the number of attacks significantly.
Advancements with gossamer add various weapon specials to it, but its damage is inferior.
Don't neglect defensive abilities. They stack additively with gear, while the effects of different parts of armour stack only multiplicatively.
The soul eater ability will add a lot of other advancements (new attacks, regeneration, healing, various abilities and much more).
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.
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.
This unit also has soul eater AMLA advancements
Better with Staff – staff1
This advancement can be taken once
Damage increased by 1 for the staff attack
More Precise with Staff – staff1_marksman
This advancement can be taken once
This advancement requires the advancement staff1 to be achieved first
New weapon special for the staff attack: marksman
Better with Staff – staff2
This advancement can be taken once
This advancement requires the advancement staff1 to be achieved first
Damage increased by 1 for the staff attack
More Precise with Staff – staff2_focused
This advancement can be taken once
This advancement requires the advancements staff1, staff2 and staff1_marksman to be achieved first
New weapon special for the staff attack: focused
Remove weapon special for the staff attack: marksman
Creating Undead with Staff – staff2_plague
This advancement can be taken once
This advancement requires the advancements staff1 and staff2 to be achieved first
New weapon special for the staff attack: plague
Better with Staff – staff3
This advancement can be taken once
This advancement requires the advancements staff1 and staff2 to be achieved first
Damage increased by 1 for the staff attack
Faster with Staff – staff3_attacks
This advancement can be taken once
This advancement requires the advancements staff1, staff2 and staff3 to be achieved first
1 more attacks for the staff attack
Better with Staff – staff4
This advancement can be taken once
This advancement requires the advancements staff1, staff2 and staff3 to be achieved first
Damage increased by 1 for the staff attack
Faster with Staff – staff4_attacks
This advancement can be taken once
This advancement requires the advancements staff1, staff2, staff3, staff4 and staff3_attacks to be achieved first
1 more attacks for the staff attack
Better with Staff – staff5
This advancement can be taken once
This advancement requires the advancements staff1, staff2, staff3 and staff4 to be achieved first
Damage increased by 1 for the staff attack
Creating Better Undead with Staff – staff5_plague
This advancement can be taken once
This advancement requires the advancements staff1, staff2, staff3, staff4, staff5 and staff2_plague to be achieved first
New weapon special for the staff attack: plague (Soulless)
Remove weapon special for the staff attack: plague
Dealing Fire Damage with Staff – staff5_fire
This advancement can be taken once
This advancement requires the advancements staff1, staff2, staff3, staff4 and staff5 to be achieved first
Sets damage type to fire for the staff attack
Better with Staff – staff6
This advancement can be taken once
This advancement requires the advancements staff1, staff2, staff3, staff4 and staff5 to be achieved first
Damage increased by 1 for the staff attack
Faster with Staff – staff6_attacks
This advancement can be taken once
This advancement requires the advancements staff1, staff2, staff3, staff4, staff5, staff6 and staff4_attacks to be achieved first
1 more attacks for the staff attack
Better with Staff – staff7
This advancement can be taken 5 times
This advancement requires the advancements staff1, staff2, staff3, staff4, staff5 and staff6 to be achieved first
Damage increased by 1 for the staff attack
Better with Axe – axe1
This advancement can be taken once
Damage increased by 1 for the axe attack
Better with Axe – axe2
This advancement can be taken once
This advancement requires the advancement axe1 to be achieved first
Damage increased by 1 for the axe attack
Faster with Axe (Affects Also Whirlwind) – axe1_speed
This advancement can be taken once
This advancement requires the advancements "axe1 and whirlwind" #Force the player to take the whirlwind advancement - it is very useful to be achieved first
1 more attacks for the axe attack
1 more attacks for the axe_whirlwind attack
Poisoning Enemies with Axe (Affects Also Whirlwind) – axe2_poison
This advancement can be taken once
This advancement requires the advancements axe1, axe2 and whirlwind to be achieved first
New weapon special for the axe attack: poison
New weapon special for the axe_whirlwind attack: poison
Better with Axe – axe3
This advancement can be taken once
This advancement requires the advancements axe1, axe2 and whirlwind to be achieved first
Damage increased by 1 for the axe attack
Faster with Axe (Affects Also Whirlwind) – axe3_speed
This advancement can be taken once
This advancement requires the advancements axe1, axe2, axe3 and axe1_speed to be achieved first
1 more attacks for the axe attack
1 more attacks for the axe_whirlwind attack
Better with Axe – axe4
This advancement can be taken once
This advancement requires the advancements axe1, axe2 and axe3 to be achieved first
Damage increased by 1 for the axe attack
Able to Hit Multiple Enemies with Axe – axe4_cleave
This advancement can be taken once
This advancement requires the advancements axe1, axe2, axe3 and axe4 to be achieved first
New weapon special for the axe attack: cleave
Better with Axe – axe5
This advancement can be taken once
This advancement requires the advancements axe1, axe2, axe3 and axe4 to be achieved first
Damage increased by 1 for the axe attack
Faster with Axe (Affects Also Whirlwind) – axe5_speed
This advancement can be taken once
This advancement requires the advancements axe1, axe2, axe3, axe4, axe5 and axe3_speed to be achieved first
1 more attacks for the axe attack
1 more attacks for the axe_whirlwind attack
Better with Axe – axe6
This advancement can be taken 5 times
This advancement requires the advancements axe1, axe2, axe3, axe4 and axe5 to be achieved first
Damage increased by 1 for the axe attack
Able to Use Whirlwind Attack with Axe – whirlwind
This advancement can be taken once
This advancement requires the advancement axe1 to be achieved first
New attack: axe_whirlwind (7 - 3)
New weapon special for the axe_whirlwind attack: whirlwind
New weapon special for the axe_whirlwind attack: magical
Better at Whirling – whirlwind2
This advancement can be taken 5 times
This advancement requires the advancements axe1 and whirlwind to be achieved first
Damage increased by 1 for the axe_whirlwind attack
Causing More Havoc with Faerie Fire – faerie1
This advancement can be taken once
Damage increased by 1 for the faerie fire attack
1 more attacks for the faerie fire attack
Causing More Havoc with Faerie Fire – faerie2
This advancement can be taken once
This advancement requires the advancement faerie1 to be achieved first
Damage decreased by 1 for the faerie fire attack
1 more attacks for the faerie fire attack
Able to Deal Damage to Multiple Units with Faerie Fire – faerie2_boom
This advancement can be taken once
This advancement requires the advancements faerie1 and faerie2 to be achieved first
New bonus attack: conical faerie fire (% - % )
New weapon special for the conical faerie fire attack: cone
Causing More Havoc with Faerie Fire – faerie3
This advancement can be taken once
This advancement requires the advancements faerie1 and faerie2 to be achieved first
Damage increased by 1 for the faerie fire attack
Without Dependence on Health with Faerie Fire (CAUTION: Significantly Fewer Attacks!) – faerie3_noswarm
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2 and faerie3 to be achieved first
Remove weapon special for the faerie fire attack: swarm
3 fewer attacks for the faerie fire attack
Faster with Faerie Fire – faerie3_speed
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3 and faerie3_noswarm to be achieved first
1 more attacks for the faerie fire attack
Causing More Havoc with Faerie Fire – faerie4
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2 and faerie3 to be achieved first
Damage increased by 1 for the faerie fire attack
Able to Deal Damage to Much More Units with Faerie Fire – faerie4_boom
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4 and faerie2_boom to be achieved first
New bonus attack: explosive faerie fire (% - % )
New weapon special for the explosive faerie fire attack: explosive
Causing More Havoc with Faerie Fire – faerie5
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3 and faerie4 to be achieved first
Damage increased by 1 for the faerie fire attack
Faster with Faerie Fire – faerie5_speed
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4 and faerie5 to be achieved first
1 more attacks for the faerie fire attack
Causing More Havoc with Faerie Fire – faerie6
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4 and faerie5 to be achieved first
Damage increased by 1 for the faerie fire attack
Faster with Faerie Fire – faerie6_speed
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4, faerie5, faerie6 and faerie5_speed to be achieved first
1 more attacks for the faerie fire attack
Causing More Havoc with Faerie Fire – faerie7
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4, faerie5 and faerie6 to be achieved first
Damage increased by 1 for the faerie fire attack
Faster with Faerie Fire – faerie7_speed
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4, faerie5, faerie6, faerie6_speed and faerie7 to be achieved first
1 more attacks for the faerie fire attack
Causing More Havoc with Faerie Fire – faerie8
This advancement can be taken 5 times
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4, faerie5, faerie6 and faerie7 to be achieved first
Damage increased by 1 for the faerie fire attack
Poisoning Enemies with Spiderwebs – gossamer1
This advancement can be taken once
New weapon special for the gossamer attack: poison
Dealing More Damage with Spiderwebs – gossamer1_damage
This advancement can be taken once
This advancement requires the advancement gossamer1 to be achieved first
Damage increased by 1 for the gossamer attack
Draining Enemies with Spiderwebs – gossamer2
This advancement can be taken once
This advancement requires the advancement gossamer1 to be achieved first
New weapon special for the gossamer attack: drain
Dealing More Damage with Spiderwebs – gossamer2_damage
This advancement can be taken once
This advancement requires the advancements gossamer1, gossamer2 and gossamer1_damage to be achieved first
Damage increased by 1 for the gossamer attack
Shooting Spiderwebs More Precisely – gossamer3
This advancement can be taken once
This advancement requires the advancements gossamer1 and gossamer2 to be achieved first
New weapon special for the gossamer attack: marksman
Dealing More Damage with Spiderwebs – gossamer3_damage
This advancement can be taken once
This advancement requires the advancements gossamer1, gossamer2, gossamer2_damage and gossamer3 to be achieved first
Damage increased by 1 for the gossamer attack
Shooting Spiderwebs Even More Precisely – gossamer4
This advancement can be taken once
This advancement requires the advancements gossamer1, gossamer2 and gossamer3 to be achieved first
New weapon special for the gossamer attack: focused
Remove weapon special for the gossamer attack: marksman
Dealing More Damage with Spiderwebs – gossamer4_damage
This advancement can be taken once
This advancement requires the advancements gossamer1, gossamer2, gossamer2_damage, gossamer3, gossamer4 and gossamer3_damage to be achieved first
Damage increased by 1 for the gossamer attack
Shooting Spiderwebs Faster – gossamer4_speed
This advancement can be taken once
This advancement requires the advancements gossamer1, gossamer2, gossamer3 and gossamer4 to be achieved first
1 more attacks for the gossamer attack
Shooting Spiderwebs with Incredibly Fast Reactions – gossamer5
This advancement can be taken once
This advancement requires the advancements gossamer1, gossamer2, gossamer3 and gossamer4 to be achieved first
New weapon special for the gossamer attack: firststrike
Dealing More Damage with Spiderwebs – gossamer5_damage
This advancement can be taken once
This advancement requires the advancements gossamer1, gossamer2, gossamer2_damage, gossamer3, gossamer4, gossamer4_damage and gossamer5 to be achieved first
Damage increased by 1 for the gossamer attack
More Nimble (+1 Movement, 1% Better Defences on All Terrains) – wings1
This advancement can be taken once
1 more movement points
Chance to get hit in forests reduced by 1%
Chance to get hit on frozen places reduced by 1%
Chance to get hit on flat terrains reduced by 1%
Chance to get hit in caves reduced by 1%
Chance to get hit in mushroom groves reduced by 1%
Chance to get hit in villages reduced by 1%
Chance to get hit in castles reduced by 1%
Chance to get hit in shallow waters reduced by 1%
Chance to get hit on coastal reefs reduced by 1%
Chance to get hit in deep water reduced by 1%
Chance to get hit in swamps reduced by 1%
Chance to get hit on hills reduced by 1%
Chance to get hit on sands reduced by 1%
Chance to get hit above unwalkable places reduced by 1%
More Nimble (+1 Movement, 1% Better Defences on All Terrains) – wings2
This advancement can be taken 2 times
This advancement requires the advancement wings1 to be achieved first
1 more movement points
Chance to get hit in forests reduced by 1%
Chance to get hit on frozen places reduced by 1%
Chance to get hit on flat terrains reduced by 1%
Chance to get hit in caves reduced by 1%
Chance to get hit in mushroom groves reduced by 1%
Chance to get hit in villages reduced by 1%
Chance to get hit in castles reduced by 1%
Chance to get hit in shallow waters reduced by 1%
Chance to get hit on coastal reefs reduced by 1%
Chance to get hit in deep water reduced by 1%
Chance to get hit in swamps reduced by 1%
Chance to get hit on hills reduced by 1%
Chance to get hit on sands reduced by 1%
Chance to get hit above unwalkable places reduced by 1%
More Nimble (2% Better Defences on All Terrains) – wings3
This advancement can be taken 4 times
This advancement requires the advancements wings1, wings2 and wings2 to be achieved first
Chance to get hit in forests reduced by 2%
Chance to get hit on frozen places reduced by 2%
Chance to get hit on flat terrains reduced by 2%
Chance to get hit in caves reduced by 2%
Chance to get hit in mushroom groves reduced by 2%
Chance to get hit in villages reduced by 2%
Chance to get hit in castles reduced by 2%
Chance to get hit in shallow waters reduced by 2%
Chance to get hit on coastal reefs reduced by 2%
Chance to get hit in deep water reduced by 2%
Chance to get hit in swamps reduced by 2%
Chance to get hit on hills reduced by 2%
Chance to get hit on sands reduced by 2%
Chance to get hit above unwalkable places reduced by 2%
More Attuned to the Woods – woods
This advancement can be taken once
This advancement requires the advancements wings1, wings2 and wings3 to be achieved first
New ability: nocturnal ambush
Chance to get hit in forests reduced by 4%
Better Protected from Physical Blows (2% Better Resistances) – armour
This advancement can be taken 5 times
Resistance to blade increased by 2%
Resistance to impact increased by 2%
Resistance to pierce increased by 2%
Better Protected from Magical Attacks (4% Better Resistances) – armour
This advancement can be taken 5 times
Resistance to fire increased by 4%
Resistance to cold increased by 2%
Resistance to arcane increased by 4%
Princess of Shadows (Delly Start)
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.
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.
This unit also has generic AMLA advancements
Faster at Melee Combat – sword
This advancement can be taken once
1 more attacks (melee attacks only)
Able to Chop Through More Enemies with Sword – sword2
This advancement can be taken once
This advancement requires the advancement sword to be achieved first
New weapon special (melee attacks only): cleave
Better with Sword – sword3
This advancement can be taken once
This advancement requires the advancements sword and sword2 to be achieved first
1 more attacks (melee attacks only)
Better with Sword – sword4
This advancement can be taken 10 times
This advancement requires the advancements sword, sword2 and sword3 to be achieved first
Damage increased by 1 for the sword attack
Able to Poison Enemies with Knives – knife-poison
This advancement can be taken once
New weapon special for the knife attack: poison
Faster with Knives – knife
This advancement can be taken 2 times
1 more attacks for the knife attack
Better with Knives – knife2
This advancement can be taken once
This advancement requires the advancement knife to be achieved first
New weapon special for the knife attack: marksman
Better with Knives – knife3
This advancement can be taken 10 times
This advancement requires the advancements knife and knife2 to be achieved first
Damage increased by 1 for the knife attack
Able to Move at Night Without Being Seen on Useful Terrains – nightstalk
This advancement can be taken once
New ability: lesser nightstalk
Able to Move at Night Without Being Seen on All Accessible Terrains – nightstalk2
This advancement can be taken once
This advancement requires the advancement nightstalk to be achieved first
Remove ability: lesser nightstalk
New ability: nightstalk
Better at Defending – block
This advancement can be taken once
Chance to get hit in forests reduced by 3%
Chance to get hit on frozen places reduced by 3%
Chance to get hit on flat terrains reduced by 3%
Chance to get hit in caves reduced by 3%
Chance to get hit in mushroom groves reduced by 3%
Chance to get hit in villages reduced by 3%
Chance to get hit in castles reduced by 3%
Chance to get hit in shallow waters reduced by 3%
Chance to get hit on coastal reefs reduced by 3%
Chance to get hit in swamps reduced by 3%
Chance to get hit on hills reduced by 3%
Chance to get hit on mountains reduced by 3%
Chance to get hit on sands reduced by 3%
Better at Defending – block2
This advancement can be taken once
This advancement requires the advancement block to be achieved first
Chance to get hit in forests reduced by 2%
Chance to get hit on frozen places reduced by 2%
Chance to get hit on flat terrains reduced by 2%
Chance to get hit in caves reduced by 2%
Chance to get hit in mushroom groves reduced by 2%
Chance to get hit in villages reduced by 2%
Chance to get hit in castles reduced by 2%
Chance to get hit in shallow waters reduced by 2%
Chance to get hit on coastal reefs reduced by 2%
Chance to get hit in swamps reduced by 2%
Chance to get hit on hills reduced by 2%
Chance to get hit on mountains reduced by 2%
Chance to get hit on sands reduced by 2%
Better at Defending – block3
This advancement can be taken 5 times
This advancement requires the advancements block and block2 to be achieved first
Chance to get hit in forests reduced by 1%
Chance to get hit on frozen places reduced by 1%
Chance to get hit on flat terrains reduced by 1%
Chance to get hit in caves reduced by 1%
Chance to get hit in mushroom groves reduced by 1%
Chance to get hit in villages reduced by 1%
Chance to get hit in castles reduced by 1%
Chance to get hit in shallow waters reduced by 1%
Chance to get hit on coastal reefs reduced by 1%
Chance to get hit in swamps reduced by 1%
Chance to get hit on hills reduced by 1%
Chance to get hit on mountains reduced by 1%
Chance to get hit on sands reduced by 1%
Able to Attack Parrying Enemy Blows – parry
This advancement can be taken once
New bonus attack: parry (-20% - -70% melee )
New weapon special for the parry attack: parry
Parrying Better – parry2
This advancement can be taken 3 times
This advancement requires the advancement parry to be achieved first
Damage increased by 10% for the parry attack
5% more attacks for the parry attack
Faster – movement
This advancement can be taken 4 times
1 more movement points
Prophet
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.
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.
This unit also has generic AMLA advancements
Striking Better with Lance – lance
This advancement can be taken once
Damage increased by 1 for the lance attack
Striking Better with Lance – lance2
This advancement can be taken once
This advancement requires the advancement lance to be achieved first
Damage decreased by 3 for the lance attack
1 more attacks for the lance attack
Charging More Powerfully with Lance (2.5 Times More Damage) – lance3
This advancement can be taken once
This advancement requires the advancements lance and lance2 to be achieved first
New weapon special for the lance attack: charge (2.5)
Remove weapon special for the lance attack: charge
Charging Even More Powerfully with the Lance (3 Times More Damage) – lance4
This advancement can be taken once
This advancement requires the advancements lance, lance2 and lance3 to be achieved first
New weapon special for the lance attack: charge (3)
Remove weapon special for the lance attack: charge
Striking Even Better with the Lance – lance5
This advancement can be taken 10 times
This advancement requires the advancements lance, lance2 and lance3 to be achieved first
Damage increased by 1 for the lance attack
Better with Sword – sword
This advancement can be taken once
1 more attacks for the sword attack
Better with Sword – sword2
This advancement can be taken once
This advancement requires the advancement sword to be achieved first
Damage increased by 1 for the sword attack
Better with Sword – sword3
This advancement can be taken once
This advancement requires the advancements sword and sword2 to be achieved first
1 more attacks for the sword attack
Better with Sword – sword4
This advancement can be taken 10 times
This advancement requires the advancements sword, sword2 and sword3 to be achieved first
Damage increased by 1 for the sword attack
Better with Magic – lightbeam
This advancement can be taken once
Damage increased by 1 for the lightbeam attack
Better with Magic – lightbeam2
This advancement can be taken once
This advancement requires the advancement lightbeam to be achieved first
Damage decreased by 1 for the lightbeam attack
1 more attacks for the lightbeam attack
Better with Magic – lightbeam3
This advancement can be taken 10 times
This advancement requires the advancement lightbeam2 to be achieved first
Damage increased by 1 for the lightbeam attack
Able to Heal Allies Better – heal
This advancement can be taken once
Remove ability: cures
New ability: heals (11)
Able to Heal Allies Better – heal2
This advancement can be taken once
This advancement requires the advancement heal to be achieved first
Remove ability: heals (11)
New ability: heals (14)
Able to Make Allies Resist Damage Better (10% to Resistances) – shield
This advancement can be taken once
New ability: shield (10)
Able to Make Allies Resist Damage Better (15% to Resistances) – shield2
This advancement can be taken once
This advancement requires the advancement shield to be achieved first
Remove ability: shield (10)
New ability: shield (15)
Able to Make Allies Resist Damage Better (20% to Resistances) – shield3
This advancement can be taken once
This advancement requires the advancement shield2 to be achieved first
Remove ability: shield (15)
New ability: shield (20)
Causing a Severe Frailty Complex in Enemies' Minds (-15% Physical Resistances) – frail_tide
This advancement can be taken once
New ability: frail tide (15)
Causing an Even Worse Frailty Complex in Enemies' Minds (-20% Physical Resistances) – frail_tide2
This advancement can be taken once
This advancement requires the advancement frail_tide to be achieved first
Remove ability: frail tide (15)
New ability: frail tide (20)
Causing a Really Terrible Frailty Complex in Enemies' Minds (-25% Physical Resistances) – frail_tide3
This advancement can be taken once
This advancement requires the advancement frail_tide2 to be achieved first
Remove ability: frail tide (20)
New ability: frail tide (25)
Faster – movement
This advancement can be taken 5 times
1 more movement points
Reaper
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.
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.
This unit also has generic AMLA advancements
Better at Combat with a Scythe – scythe
This advancement can be taken once
Damage increased by 1 for the baneblade attack
Better at Combat with a Scythe – scythe2
This advancement can be taken once
This advancement requires the advancement scythe to be achieved first
Damage decreased by 1 for the baneblade attack
1 more attacks for the baneblade attack
Better at Combat with a Scythe – scythe3
This advancement can be taken once
This advancement requires the advancements scythe and scythe2 to be achieved first
Damage decreased by 1 for the baneblade attack
1 more attacks for the baneblade attack
Better at Combat with a Scythe – scythe4
This advancement can be taken 10 times
This advancement requires the advancements scythe, scythe2 and scythe3 to be achieved first
Damage increased by 1 for the baneblade attack
Wailing Louder – wail
This advancement can be taken once
1 more attacks for the wail attack
Wailing Louder – wail2
This advancement can be taken 10 times
This advancement requires the advancement wail to be achieved first
Damage increased by 1 for the wail attack
Wailing so Badly that the Enemies Will be Slowed by it – wail-slow
This advancement can be taken once
This advancement requires the advancement wail2 to be achieved first
New weapon special for the wail attack: slow
Able to Attack with Claws, that Has a Chance to Slay the Enemy Regardless of His HP – claws
This advancement can be taken once
New attack: claws (7 - 3)
New weapon special for the claws attack: disintegrate
Clawing Faster – claws2
This advancement can be taken 5 times
This advancement requires the advancement claws to be achieved first
Damage decreased by 1 for the claws attack
1 more attacks for the claws attack
Clawing Better – claws2-damage
This advancement can be taken 3 times
This advancement requires the advancement claws to be achieved first
Damage increased by 1 for the claws attack
Better at Dodging (Lowering the Chance to be Hit by 5%) – dodge
This advancement can be taken once
Chance to get hit in forests reduced by 5%
Chance to get hit on frozen places reduced by 5%
Chance to get hit on flat terrains reduced by 5%
Chance to get hit in caves reduced by 5%
Chance to get hit in mushroom groves reduced by 5%
Chance to get hit in villages reduced by 5%
Chance to get hit in castles reduced by 5%
Chance to get hit in shallow waters reduced by 5%
Chance to get hit in deep water reduced by 5%
Chance to get hit in swamps reduced by 5%
Chance to get hit on hills reduced by 5%
Chance to get hit on mountains reduced by 5%
Chance to get hit on sands reduced by 5%
Chance to get hit above unwalkable places reduced by 5%
Better at Dodging (Lowering the Chance to be Hit by 3%) – dodge2
This advancement can be taken 5 times
This advancement requires the advancement dodge to be achieved first
Chance to get hit in forests reduced by 3%
Chance to get hit on frozen places reduced by 3%
Chance to get hit on flat terrains reduced by 3%
Chance to get hit in caves reduced by 3%
Chance to get hit in mushroom groves reduced by 3%
Chance to get hit in villages reduced by 3%
Chance to get hit in castles reduced by 3%
Chance to get hit in shallow waters reduced by 3%
Chance to get hit in deep water reduced by 3%
Chance to get hit in swamps reduced by 3%
Chance to get hit on hills reduced by 3%
Chance to get hit on mountains reduced by 3%
Chance to get hit on sands reduced by 3%
Chance to get hit above unwalkable places reduced by 3%
More Resistant to Magic (4% Better Resistances) – magic_resist
This advancement can be taken 5 times
Resistance to fire increased by 4%
Resistance to cold increased by 4%
Resistance to arcane increased by 4%
Faster – movement
This advancement can be taken 3 times
1 more movement points
Scythemaster
The greatest weapon masters will eventually come to master scythes, whose dual-wielding is the most destructive possibility ever.
Special Notes: The length of this unit’s weapon allows it to strike first in melee, even in defense.
This unit also has generic AMLA advancements
Impaling Better with Scythe – scythe
This advancement can be taken once
Damage increased by 2 for the scythe attack
Impaling Faster with Scythe – scythe2
This advancement can be taken once
This advancement requires the advancement scythe to be achieved first
Damage decreased by 3 for the scythe attack
1 more attacks for the scythe attack
Impaling Better with Scythe – scythe3
This advancement can be taken 5 times
This advancement requires the advancement scythe2 to be achieved first
Damage increased by 1 for the scythe attack
Whirling Better with Scythe – scythe-whirlwind
This advancement can be taken once
Damage increased by 2 for the whirlwind-scythe attack
Whirling Faster with Scythe – scythe-whirlwind2
This advancement can be taken once
This advancement requires the advancement scythe-whirlwind to be achieved first
Damage decreased by 5 for the whirlwind-scythe attack
1 more attacks for the whirlwind-scythe attack
Whirling Better with Scythe – scythe-whirlwind3
This advancement can be taken 2 times
This advancement requires the advancement scythe-whirlwind2 to be achieved first
Damage increased by 2 for the whirlwind-scythe attack
Able to Attack with a Confusing Attack – trickery
This advancement can be taken once
New bonus attack: trickery (-20% - -50% melee )
New weapon special for the trickery attack: trickery
Able to Attack Slightly Faster with the Confusing Attack – trickery2
This advancement can be taken 5 times
This advancement requires the advancement trickery to be achieved first
10% more attacks for the trickery attack
Better Protected from Physical Blows (2% Better Resistances) – armour
This advancement can be taken 5 times
Resistance to blade increased by 2%
Resistance to impact increased by 2%
Resistance to pierce increased by 2%
Faster – movement
This advancement can be taken 3 times
1 more movement points
Shadow Prince
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.
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.
This unit also has generic AMLA advancements
Striking Better with Quarterstaff – quarterstaff
This advancement can be taken once
Damage increased by 1 for the staff attack
Striking Faster with Quarterstaff – quarterstaff2
This advancement can be taken once
This advancement requires the advancement quarterstaff to be achieved first
1 more attacks for the staff attack
Striking Better with Quarterstaff – quarterstaff3
This advancement can be taken once
This advancement requires the advancement quarterstaff2 to be achieved first
1 more attacks for the staff attack
Staff – quarterstaff4
This advancement can be taken 10 times
This advancement requires the advancement quarterstaff3 to be achieved first
Damage increased by 1 for the staff attack
Better with Magic – magic
This advancement can be taken once
Damage increased by 1 for the magic blast attack
Faster with Magic – magic2
This advancement can be taken 2 times
This advancement requires the advancement magic to be achieved first
Damage decreased by 1 for the magic blast attack
1 more attacks for the magic blast attack
Better with Magic – magic3
This advancement can be taken 10 times
This advancement requires the advancement magic to be achieved first
Damage increased by 1 for the magic blast attack
Able to Hide in Forests at Night – ambush
This advancement can be taken once
This advancement requires the advancement magic3 to be achieved first
New ability: nocturnal ambush
Better at Defending – block
This advancement can be taken 5 times
Chance to get hit in forests reduced by 1%
Chance to get hit on frozen places reduced by 2%
Chance to get hit on flat terrains reduced by 2%
Chance to get hit in caves reduced by 2%
Chance to get hit in mushroom groves reduced by 1%
Chance to get hit in villages reduced by 1%
Chance to get hit in castles reduced by 1%
Chance to get hit in shallow waters reduced by 2%
Chance to get hit on coastal reefs reduced by 2%
Chance to get hit in deep water reduced by 2%
Chance to get hit in swamps reduced by 2%
Chance to get hit on hills reduced by 1%
Chance to get hit on mountains reduced by 1%
Chance to get hit on sands reduced by 2%
Breaking Through Enemy Impact Resistances Better (8%) – penetrate
This advancement can be taken once
Breaking Through Enemy Impact Resistances Better (7%) – penetrate2
This advancement can be taken once
This advancement requires the advancement penetrate to be achieved first
Breaking Through Enemy Impact Resistances Better (5%) – penetrate3
This advancement can be taken 3 times
This advancement requires the advancement penetrate2 to be achieved first
Faster – movement
This advancement can be taken 3 times
1 more movement points
Shadowalker
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.
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.
This unit also has generic AMLA advancements
Faster at Melee Combat – sword
This advancement can be taken once
1 more attacks (melee attacks only)
Better with Crossbow – crossbow
This advancement can be taken once
Damage decreased by 9 for the crossbow attack
1 more attacks for the crossbow attack
Better with Magic – magic
This advancement can be taken once
Damage increased by 1 for the shadow wave attack
1 more attacks for the shadow wave attack
Better at Defending – block
This advancement can be taken once
Chance to get hit in forests reduced by 3%
Chance to get hit on frozen places reduced by 3%
Chance to get hit on flat terrains reduced by 3%
Chance to get hit in caves reduced by 3%
Chance to get hit in mushroom groves reduced by 3%
Chance to get hit in villages reduced by 3%
Chance to get hit in castles reduced by 3%
Chance to get hit in shallow waters reduced by 3%
Chance to get hit on coastal reefs reduced by 3%
Chance to get hit in swamps reduced by 3%
Chance to get hit on hills reduced by 3%
Chance to get hit on mountains reduced by 3%
Chance to get hit on sands reduced by 3%
Better with Sword – sword2
This advancement can be taken once
This advancement requires the advancement sword to be achieved first
Damage increased by 1 (melee attacks only)
Better with Sword – sword3
This advancement can be taken once
This advancement requires the advancements sword and sword2 to be achieved first
1 more attacks (melee attacks only)
Better with Magic – magic2
This advancement can be taken once
This advancement requires the advancement magic to be achieved first
1 more attacks for the shadow wave attack
Better at Defending – block2
This advancement can be taken once
This advancement requires the advancement block to be achieved first
Chance to get hit in forests reduced by 2%
Chance to get hit on frozen places reduced by 2%
Chance to get hit on flat terrains reduced by 2%
Chance to get hit in caves reduced by 2%
Chance to get hit in mushroom groves reduced by 2%
Chance to get hit in villages reduced by 2%
Chance to get hit in castles reduced by 2%
Chance to get hit in shallow waters reduced by 2%
Chance to get hit on coastal reefs reduced by 2%
Chance to get hit in swamps reduced by 2%
Chance to get hit on hills reduced by 2%
Chance to get hit on mountains reduced by 2%
Chance to get hit on sands reduced by 2%
Better at Defending – block3
This advancement can be taken 5 times
This advancement requires the advancements block and block2 to be achieved first
Chance to get hit in forests reduced by 1%
Chance to get hit on frozen places reduced by 1%
Chance to get hit on flat terrains reduced by 1%
Chance to get hit in caves reduced by 1%
Chance to get hit in mushroom groves reduced by 1%
Chance to get hit in villages reduced by 1%
Chance to get hit in castles reduced by 1%
Chance to get hit in shallow waters reduced by 1%
Chance to get hit on coastal reefs reduced by 1%
Chance to get hit in swamps reduced by 1%
Chance to get hit on hills reduced by 1%
Chance to get hit on mountains reduced by 1%
Chance to get hit on sands reduced by 1%
Better with Sword – sword4
This advancement can be taken 10 times
This advancement requires the advancements sword, sword2 and sword3 to be achieved first
Damage increased by 1 for the saber attack
Better with Crossbow – crossbow2
This advancement can be taken 5 times
This advancement requires the advancement crossbow to be achieved first
Damage increased by 2 (pierce attacks only)
Better with Magic – magic3
This advancement can be taken 5 times
This advancement requires the advancements magic and magic2 to be achieved first
Damage increased by 1 (arcane attacks only)
Able to Perform a Whirlwind Attack – whirlwind
This advancement can be taken once
New bonus attack: whirlwind (-30% - -30% melee )
New weapon special for the whirlwind attack: whirlwind
New weapon special for the whirlwind attack: magical
Whirling Better – whirlwind2
This advancement can be taken 2 times
This advancement requires the advancement whirlwind to be achieved first
Damage increased by 15% for the whirlwind attack
Able to Attack Parrying Enemy Blows – parry
This advancement can be taken once
New bonus attack: parry (-20% - -70% melee )
New weapon special for the parry attack: parry
Parrying Better – parry2
This advancement can be taken 3 times
This advancement requires the advancement parry to be achieved first
Damage increased by 10% for the parry attack
5% more attacks for the parry attack
Faster – movement
This advancement can be taken 4 times
1 more movement points
Siege Troll
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.
Special Notes: This unit regenerates, which allows it to heal as though always stationed in a village.
This unit also has generic AMLA advancements
Stronger with Hammer – hammer
This advancement can be taken once
Damage increased by 3 for the hammer attack
Stronger with Hammer – hammer2
This advancement can be taken once
This advancement requires the advancement hammer to be achieved first
Damage increased by 3 for the hammer attack
Faster with Hammer – hammer_speed
This advancement can be taken once
This advancement requires the advancement hammer2 to be achieved first
Damage decreased by 7 for the hammer attack
1 more attacks for the hammer attack
Stronger with Hammer – hammer3
This advancement can be taken 10 times
This advancement requires the advancement hammer2 to be achieved first
Damage increased by 2 for the hammer attack
Able to Attack in a Terribly Scary Way – horrid
This advancement can be taken once
New bonus attack: grim strike (-20% - % melee )
New weapon special for the grim strike attack: horrid
Scaring Enemies with the Scary Attack Better – horrid2
This advancement can be taken 2 times
This advancement requires the advancement horrid to be achieved first
Damage increased by 15% for the grim strike attack
Able to Attack and Defend with a Single, Devastating Blow – devastation
This advancement can be taken once
New bonus attack: devastation (-40% - % melee )
Attacking Better with the Single Blow – devastation2
This advancement can be taken 3 times
This advancement requires the advancement devastation to be achieved first
Damage increased by 15% for the devastation attack
Better Protected from Physical Blows (2% Better Resistances) – armour
This advancement can be taken 5 times
Resistance to blade increased by 2%
Resistance to impact increased by 2%
Resistance to pierce increased by 2%
Regenerating 4 Additional Hitpoints per Turn – regeneration1
This advancement can be taken once
Remove ability: regenerates
New ability: regenerates (12)
Regenerating 3 Additional Hitpoints per Turn – regeneration2
This advancement can be taken once
This advancement requires the advancement regeneration1 to be achieved first
Remove ability: regenerates (12)
New ability: regenerates (15)
Regenerating 3 Additional Hitpoints per Turn – regeneration3
This advancement can be taken once
This advancement requires the advancements regeneration1 and regeneration2 to be achieved first
Remove ability: regenerates (15)
New ability: regenerates (18)
Regenerating 2 Additional Hitpoints per Turn – regeneration4
This advancement can be taken once
This advancement requires the advancements regeneration1, regeneration2 and regeneration3 to be achieved first
Remove ability: regenerates (18)
New ability: regenerates (20)
Regenerating 2 Additional Hitpoints per Turn – regeneration5
This advancement can be taken once
This advancement requires the advancements regeneration1, regeneration2, regeneration3 and regeneration4 to be achieved first
Remove ability: regenerates (20)
New ability: regenerates (22)
Regenerating 2 Additional Hitpoints per Turn – regeneration6
This advancement can be taken once
This advancement requires the advancements regeneration1, regeneration2, regeneration3, regeneration4 and regeneration5 to be achieved first
Remove ability: regenerates (22)
New ability: regenerates (24)
Faster – movement
This advancement can be taken 2 times
1 more movement points
Skeletal Dragon
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.
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.
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).
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.
This unit also has generic AMLA advancements
Biting Better – jaws1
This advancement can be taken once
Damage increased by 1 for the jaw attack
Biting Faster – jaws2
This advancement can be taken once
This advancement requires the advancement jaws1 to be achieved first
Damage decreased by 1 for the jaw attack
1 more attacks for the jaw attack
Biting Better – jaws3
This advancement can be taken 10 times
This advancement requires the advancement jaws2 to be achieved first
Damage increased by 1 for the jaw attack
Clawing Better – claws1
This advancement can be taken 10 times
Damage increased by 1 for the claws attack
Clawing Faster – claws2
This advancement can be taken 2 times
This advancement requires the advancement claws1 to be achieved first
Damage decreased by 5 for the claws attack
1 more attacks for the claws attack
Able to Breathe Dark Energy – breath
This advancement can be taken once
New attack: dark breath (12 - 2)
New weapon special for the dark breath attack: slow
New weapon special for the dark breath attack: drain
Breathing Dark Energy Faster – breath_speed
This advancement can be taken 2 times
This advancement requires the advancement breath to be achieved first
Damage decreased by 2 for the dark breath attack
1 more attacks for the dark breath attack
Breathing Darker Energy Better – breath_damage
This advancement can be taken 5 times
This advancement requires the advancement breath to be achieved first
Damage increased by 1 for the dark breath attack
Faster – movement
This advancement can be taken 5 times
1 more movement points
Sky Goblin
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.
This unit also has generic AMLA advancements
Much Better at Commanding the Bird – melee
This advancement can be taken 2 times
Damage decreased by 1 (melee attacks only)
1 more attacks (melee attacks only)
Better at Commanding the Bird – melee2
This advancement can be taken 10 times
This advancement requires the advancement melee to be achieved first
Damage increased by 1 (melee attacks only)
Better with the Bow – bow
This advancement can be taken once
Damage decreased by 1 (ranged attacks only)
1 more attacks (ranged attacks only)
Better with Bow – bow2
This advancement can be taken once
This advancement requires the advancement bow to be achieved first
Damage increased by 1 (ranged attacks only)
Shooting Insanely Precisely – bow-precise
This advancement can be taken once
This advancement requires the advancements bow and bow2 to be achieved first
New weapon special (ranged attacks only): marksman
Damage decreased by 1 (ranged attacks only)
Better with the Bow – bow3
This advancement can be taken once
This advancement requires the advancements bow and bow2 to be achieved first
1 more attacks (ranged attacks only)
Better with the Bow – bow4
This advancement can be taken 10 times
This advancement requires the advancements bow, bow2 and bow3 to be achieved first
Damage increased by 1 (ranged attacks only)
A Skirmisher – skirmisher
This advancement can be taken once
New ability: skirmisher
More Nimble (Lowering the Chance to be Hit by 4%) – dodge
This advancement can be taken 5 times
Chance to get hit in forests reduced by 2%
Chance to get hit on frozen places reduced by 4%
Chance to get hit on flat terrains reduced by 4%
Chance to get hit in caves reduced by 4%
Chance to get hit in mushroom groves reduced by 4%
Chance to get hit in villages reduced by 4%
Chance to get hit in castles reduced by 4%
Chance to get hit in shallow waters reduced by 4%
Chance to get hit in deep water reduced by 4%
Chance to get hit in swamps reduced by 4%
Chance to get hit on hills reduced by 4%
Chance to get hit on mountains reduced by 2%
Chance to get hit on sands reduced by 4%
Chance to get hit above unwalkable places reduced by 4%
Faster – movement
This advancement can be taken 5 times
1 more movement points
Snow Hunter
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.
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.
Special Notes: This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn.
This unit also has generic AMLA advancements
A Better Fighter – melee
This advancement can be taken once
Damage increased by 1 (melee attacks only)
1 more attacks (melee attacks only)
A Better Fighter – melee2
This advancement can be taken once
This advancement requires the advancement melee to be achieved first
Damage increased by 2 (melee attacks only)
A Better Fighter – melee3
This advancement can be taken once
This advancement requires the advancement melee2 to be achieved first
Damage increased by 1 (melee attacks only)
A Better Fighter – melee4
This advancement can be taken 3 times
This advancement requires the advancement melee3 to be achieved first
Damage increased by 1 (melee attacks only)
Better with Bolas – bolas
This advancement can be taken once
1 more attacks for the bolas attack
Better with Bolas – bolas2
This advancement can be taken once
This advancement requires the advancement bolas to be achieved first
Damage increased by 2 for the bolas attack
Better with Bolas – bolas3
This advancement can be taken once
This advancement requires the advancement bolas2 to be achieved first
1 more attacks for the bolas attack
Better with Bolas – bolas4
This advancement can be taken once
This advancement requires the advancement bolas2 to be achieved first
Damage increased by 1 for the bolas attack
More Used to Frozen Lands (+5% Defence on Frozen Terrains, +5% Cold Resistance) – coldlife
This advancement can be taken once
Chance to get hit on frozen places reduced by 5%
Resistance to cold increased by 5%
Frost-Hardier (Defence + Cold Resistance on Frozen Terrains +5%) – coldlife2
This advancement can be taken once
This advancement requires the advancement coldlife to be achieved first
Chance to get hit on frozen places reduced by 5%
Resistance to cold increased by 5%
More Used to Frozen Lands – coldlife3
This advancement can be taken once
This advancement requires the advancement coldlife2 to be achieved first
Resistance to cold increased by 20%
More Used to Frozen Lands (Hiding on Snow) – coldlife4
This advancement can be taken once
This advancement requires the advancement coldlife3 to be achieved first
New ability: snow ambush
Proficient with Cold Magic – magic
This advancement can be taken once
New attack: ice bolt (11 - 2)
New weapon special for the ice bolt attack: magical
More Proficient with Cold Magic – magic2
This advancement can be taken once
This advancement requires the advancement magic to be achieved first
Damage decreased by 1 for the ice bolt attack
1 more attacks for the ice bolt attack
More Proficient with Cold Magic – magic3
This advancement can be taken once
This advancement requires the advancement magic2 to be achieved first
Damage increased by 3 for the ice bolt attack
More Proficient with Cold Magic – magic4
This advancement can be taken once
This advancement requires the advancement magic3 to be achieved first
Damage increased by 2 for the ice bolt attack
More Proficient with Cold Magic – magic5
This advancement can be taken once
This advancement requires the advancement magic4 to be achieved first
Damage decreased by 2 for the ice bolt attack
1 more attacks for the ice bolt attack
More Proficient with Cold Magic – magic6
This advancement can be taken 3 times
This advancement requires the advancement magic5 to be achieved first
Damage increased by 1 for the ice bolt attack
Able to Summon a Blizzard – blizzard
This advancement can be taken once
This advancement requires the advancements magic6 and coldlife4 to be achieved first
New attack: blizzard (14 - 2)
New weapon special for the blizzard attack: magical
New weapon special for the blizzard attack: storm
Summoning Better Blizzards – blizzard2
This advancement can be taken 4 times
This advancement requires the advancement blizzard to be achieved first
Damage increased by 2 for the blizzard attack
Faster – movement
This advancement can be taken 4 times
1 more movement points
Soul Shooter
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.
Special Notes: This unit can move unseen in deep water, requiring no air from the surface.
This unit also has generic AMLA advancements
Better with Bow – bow
This advancement can be taken once
Damage increased by 1 (ranged attacks only)
Better with Bow – bow2
This advancement can be taken once
This advancement requires the advancement bow to be achieved first
Damage decreased by 1 (ranged attacks only)
1 more attacks (ranged attacks only)
Better with Bow – bow3
This advancement can be taken 10 times
This advancement requires the advancements bow and bow2 to be achieved first
Damage increased by 1 (ranged attacks only)
More Precise with Bow – bow-marksman
This advancement can be taken once
This advancement requires the advancement bow to be achieved first
New weapon special (ranged attacks only): marksman
Leeching Enemies with Bow – bow-leech
This advancement can be taken once
This advancement requires the advancement bow2 to be achieved first
New weapon special (ranged attacks only): leech
Turning Enemies into Undead with Poison from Bow – bow-infect
This advancement can be taken once
This advancement requires the advancement bow3 to be achieved first
New weapon special (ranged attacks only): infect
Remove weapon special (ranged attacks only): poison
Able to Shoot Cursed Arcane Arrows – arcane
This advancement can be taken once
New bonus attack: cursed arrow (-20% - % ranged arcane)
Shooting Cursed Arrows Better – arcane2
This advancement can be taken 3 times
This advancement requires the advancement arcane to be achieved first
Damage increased by 10% for the cursed arrow attack
Better with Dagger – dagger
This advancement can be taken once
Damage increased by 1 (melee attacks only)
Better with Dagger – dagger2
This advancement can be taken once
This advancement requires the advancement dagger to be achieved first
1 more attacks (melee attacks only)
Better with Dagger – dagger3
This advancement can be taken 5 times
This advancement requires the advancements dagger and dagger2 to be achieved first
Damage increased by 1 (melee attacks only)
Able to Backstab with Dagger – dagger-backstab
This advancement can be taken once
This advancement requires the advancements dagger, dagger2 and dagger3 to be achieved first
New weapon special (melee attacks only): backstab
More Undead-Like Resistance (Improved Resistances, Slightly Worsened Weaknesses) – armour
This advancement can be taken 5 times
Resistance to blade increased by 2%
Resistance to impact increased by -1%
Resistance to pierce increased by 3%
Resistance to fire increased by -1%
Resistance to cold increased by 3%
Resistance to arcane increased by -2%
Faster – movement
This advancement can be taken 3 times
1 more movement points
Swordmaster
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.
Note: The ability upgrades may require some books to learn them from.
This unit also has generic AMLA advancements
Striking Better with Sword – sword
This advancement can be taken once
Damage increased by 1 for the sword attack
Striking Faster with Sword – sword2
This advancement can be taken once
This advancement requires the advancement sword to be achieved first
Damage decreased by 1 for the sword attack
1 more attacks for the sword attack
Striking Better with Sword – sword3
This advancement can be taken 10 times
This advancement requires the advancements sword2 and sword to be achieved first
Damage increased by 1 for the sword attack
Able to Attack Parrying Enemy Blows – parry
This advancement can be taken once
New bonus attack: parry (-20% - -70% melee )
New weapon special for the parry attack: parry
Parrying Better – parry2
This advancement can be taken 3 times
This advancement requires the advancement parry to be achieved first
Damage increased by 10% for the parry attack
5% more attacks for the parry attack
Able to Attack in a Terrible Way that Lowers Enemy Resistance – doom
This advancement can be taken once
New bonus attack: doom (-30% - -30% melee )
New weapon special for the doom attack: doom
Crippling Enemies Better – doom2
This advancement can be taken 3 times
This advancement requires the advancement doom to be achieved first
Damage increased by 15% for the doom attack
5% more attacks for the doom attack
Better at Defending – block
This advancement can be taken 5 times
Chance to get hit in forests reduced by 2%
Chance to get hit on frozen places reduced by 2%
Chance to get hit on flat terrains reduced by 2%
Chance to get hit in caves reduced by 2%
Chance to get hit in mushroom groves reduced by 2%
Chance to get hit in villages reduced by 2%
Chance to get hit in castles reduced by 2%
Chance to get hit in shallow waters reduced by 2%
Chance to get hit on coastal reefs reduced by 2%
Chance to get hit in deep water reduced by 2%
Chance to get hit in swamps reduced by 2%
Chance to get hit on hills reduced by 2%
Chance to get hit on mountains reduced by 2%
Chance to get hit on sands reduced by 2%
Better Protected from Physical Blows (2% Better Resistances) – armour
This advancement can be taken 5 times
Resistance to blade increased by 2%
Resistance to impact increased by 2%
Resistance to pierce increased by 2%
Faster – movement
This advancement can be taken 3 times
1 more movement points
Troll Boulderlobber
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.
Special Notes: This unit regenerates, which allows it to heal as though always stationed in a village.
This unit also has generic AMLA advancements
Throwing Boulders Better – sling
This advancement can be taken once
Damage increased by 4 for the sling attack
Throwing Boulders Better – sling2
This advancement can be taken once
This advancement requires the advancement sling to be achieved first
Damage increased by 3 for the sling attack
Throwing Boulders Better – sling3
This advancement can be taken 10 times
This advancement requires the advancement sling2 to be achieved first
Damage increased by 2 for the sling attack
Throwing Boulders that Stun Enemies – sling-slow
This advancement can be taken once
This advancement requires the advancement sling2 to be achieved first
New weapon special for the sling attack: slow
Punching Enemies Better – fist
This advancement can be taken once
Damage increased by 2 for the fist attack
Punching Enemies Faster – fist2
This advancement can be taken 5 times
This advancement requires the advancement fist to be achieved first
Damage decreased by 4 for the fist attack
1 more attacks for the fist attack
Punching Enemies Better – fist3
This advancement can be taken 10 times
This advancement requires the advancement fist to be achieved first
Damage increased by 2 for the fist attack
Better Protected from Physical Blows (2% Better Resistances) – armour
This advancement can be taken 5 times
Resistance to blade increased by 2%
Resistance to impact increased by 2%
Resistance to pierce increased by 2%
Regenerating 4 Additional Hitpoints per Turn – regeneration1
This advancement can be taken once
Remove ability: regenerates
New ability: regenerates (12)
Regenerating 3 Additional Hitpoints per Turn – regeneration2
This advancement can be taken once
This advancement requires the advancement regeneration1 to be achieved first
Remove ability: regenerates (12)
New ability: regenerates (15)
Regenerating 3 Additional Hitpoints per Turn – regeneration3
This advancement can be taken once
This advancement requires the advancements regeneration1 and regeneration2 to be achieved first
Remove ability: regenerates (15)
New ability: regenerates (18)
Regenerating 2 Additional Hitpoints per Turn – regeneration4
This advancement can be taken once
This advancement requires the advancements regeneration1, regeneration2 and regeneration3 to be achieved first
Remove ability: regenerates (18)
New ability: regenerates (20)
Regenerating 2 Additional Hitpoints per Turn – regeneration5
This advancement can be taken once
This advancement requires the advancements regeneration1, regeneration2, regeneration3 and regeneration4 to be achieved first
Remove ability: regenerates (20)
New ability: regenerates (22)
Regenerating 2 Additional Hitpoints per Turn – regeneration6
This advancement can be taken once
This advancement requires the advancements regeneration1, regeneration2, regeneration3, regeneration4 and regeneration5 to be achieved first
Remove ability: regenerates (22)
New ability: regenerates (24)
Faster – movement
This advancement can be taken 2 times
1 more movement points
Unholy Breed (Lethalia Evil Good)
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.
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 also has generic AMLA advancements
Better with Sword – sword
This advancement can be taken once
Damage increased by 1 for the sword attack
Better with Sword – sword2
This advancement can be taken once
This advancement requires the advancement sword to be achieved first
Damage decreased by 1 for the sword attack
1 more attacks for the sword attack
Better with Sword – sword3
This advancement can be taken 10 times
This advancement requires the advancement sword2 to be achieved first
Damage increased by 1 for the sword attack
Causing More Havoc with Magic – magic1
This advancement can be taken once
Damage decreased by 4 for the dark blast attack
1 more attacks for the dark blast attack
Damage decreased by 2 for the ophidian energy attack
1 more attacks for the ophidian energy attack
Causing More Havoc with Magic – magic2
This advancement can be taken once
This advancement requires the advancement magic1 to be achieved first
Damage increased by 3 for the dark blast attack
Damage increased by 2 for the ophidian energy attack
Decreasing Enemies' Arcane and Cold Resistances by 8% – magic2_penetrate
This advancement can be taken once
This advancement requires the advancements magic1 and magic2 to be achieved first
Causing More Havoc with Magic – magic3
This advancement can be taken once
This advancement requires the advancements magic1 and magic2 to be achieved first
Damage increased by 3 for the dark blast attack
Damage increased by 2 for the ophidian energy attack
Causing More Havoc with Magic – magic4
This advancement can be taken 10 times
This advancement requires the advancements magic1, magic2 and magic3 to be achieved first
Damage increased by 2 for the dark blast attack
Damage increased by 2 for the ophidian energy attack
Decreasing Enemies' Arcane and Cold Resistances by 7% – magic4_penetrate
This advancement can be taken once
This advancement requires the advancements magic1, magic2, magic3, magic4 and magic2_penetrate to be achieved first
Able to Attack with Magically Increased Speed – speed
This advancement can be taken once
New bonus attack: speed (-30% - % melee )
Attacking Better Under the Effect of Quickening Spell – speed2
This advancement can be taken 3 times
This advancement requires the advancement speed to be achieved first
Damage increased by 15% for the speed attack
Able to Attack with Magically Flaming Sword – fire
This advancement can be taken once
New bonus attack: fiery saber (% - % melee fire)
Attacking Better with the Flaming Sword – fire2
This advancement can be taken 3 times
This advancement requires the advancement fire to be achieved first
Damage increased by 15% for the fiery saber attack
Better at Dodging (Lowering the Chance to be Hit by 2%) – dodge
This advancement can be taken 5 times
Chance to get hit in forests reduced by 2%
Chance to get hit on frozen places reduced by 2%
Chance to get hit on flat terrains reduced by 2%
Chance to get hit in caves reduced by 2%
Chance to get hit in mushroom groves reduced by 2%
Chance to get hit in villages reduced by 2%
Chance to get hit in castles reduced by 2%
Chance to get hit in shallow waters reduced by 2%
Chance to get hit in deep water reduced by 2%
Chance to get hit in swamps reduced by 2%
Chance to get hit on hills reduced by 2%
Chance to get hit on mountains reduced by 2%
Chance to get hit on sands reduced by 2%
Chance to get hit above unwalkable places reduced by 2%
Faster – movement
This advancement can be taken 4 times
1 more movement points
Unholy Breed (Vritra Later)
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.
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 also has generic AMLA advancements
Better with Sword – sword1
This advancement can be taken once
Damage increased by 1 for the sword attack
Faster with Sword – sword1_speed
This advancement can be taken once
This advancement requires the advancement sword3 to be achieved first
1 more attacks for the sword attack
Better with Sword – sword2
This advancement can be taken once
This advancement requires the advancement sword1 to be achieved first
Damage increased by 1 for the sword attack
Better with Sword – sword3
This advancement can be taken once
This advancement requires the advancements sword1 and sword2 to be achieved first
Damage increased by 1 for the sword attack
Better with Sword – sword4
This advancement can be taken once
This advancement requires the advancements sword1, sword2 and sword3 to be achieved first
Damage increased by 1 for the sword attack
Slowing Enemies with Sword – sword4_plague
This advancement can be taken once
This advancement requires the advancements sword1 and sword2 to be achieved first
New weapon special for the sword attack: slow
Better with Sword – sword5
This advancement can be taken once
This advancement requires the advancements sword1, sword2, sword3 and sword4 to be achieved first
Damage increased by 1 for the sword attack
Faster with Sword – sword5_speed
This advancement can be taken once
This advancement requires the advancements sword1, sword2, sword3, sword4, sword5 and sword1_speed to be achieved first
1 more attacks for the sword attack
Better with Sword – sword6
This advancement can be taken 5 times
This advancement requires the advancements sword1, sword2, sword3, sword4 and sword5 to be achieved first
Damage increased by 1 for the sword attack
Able to Attack Thrice in a Row – berserk2
This advancement can be taken once
This advancement requires the advancement berserk1 to be achieved first
New bonus attack: mberserk3 (-20% - % melee blade)
New weapon special for the mberserk3 attack: lesser berserk (3)
Able to Attack Five Times in a Row – berserk3
This advancement can be taken once
This advancement requires the advancement berserk2 to be achieved first
New bonus attack: mberserk5 (-20% - % melee blade)
New weapon special for the mberserk5 attack: lesser berserk (5)
Doing More Damage with the Furious Attack – berserk1_damage
This advancement can be taken once
This advancement requires the advancement berserk1 to be achieved first
Damage increased by 10% for the mberserk attack
Damage increased by 10% for the mberserk2 attack
Damage increased by 10% for the mberserk3 attack
Attacking Horrendously with Berserk Attacks – berserk2_damage
This advancement can be taken once
This advancement requires the advancements berserk1 and berserk1_damage to be achieved first
Doing More Damage with the Furious Attack – berserk3_damage
This advancement can be taken 3 times
This advancement requires the advancements berserk1 and berserk1_damage to be achieved first
Damage increased by 10% for the mberserk attack
Damage increased by 10% for the mberserk2 attack
Damage increased by 10% for the mberserk3 attack
Causing More Havoc with Magic – faerie1
This advancement can be taken once
Damage increased by 1 for the faerie fire attack
1 more attacks for the faerie fire attack
Damage decreased by 4 for the dark blast attack
1 more attacks for the dark blast attack
1 more attacks for the ophidian energy attack
Able to Drain with Faerie Fire – faerie1_drain
This advancement can be taken once
New weapon special for the faerie fire attack: drain
Damage decreased by 1 for the faerie fire attack
1 fewer attacks for the faerie fire attack
Causing More Havoc with Magic – faerie2
This advancement can be taken once
This advancement requires the advancement faerie1 to be achieved first
Damage decreased by 1 for the faerie fire attack
1 more attacks for the faerie fire attack
Damage decreased by 4 for the dark blast attack
1 more attacks for the dark blast attack
Damage increased by 2 for the ophidian energy attack
Decreasing Enemies' Arcane Resistance by 8% and Fire and Cold Resistances by 12% – faerie2_penetrate
This advancement can be taken once
This advancement requires the advancements faerie1 and faerie2 to be achieved first
Causing More Havoc with Magic – faerie3
This advancement can be taken once
This advancement requires the advancements faerie1 and faerie2 to be achieved first
Damage increased by 1 for the faerie fire attack
Damage increased by 3 for the dark blast attack
Damage increased by 2 for the ophidian energy attack
Faster with Faerie Fire and Ophidian Energy – faerie3_speed
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2 and faerie3 to be achieved first
1 more attacks for the faerie fire attack
Damage increased by 1 for the dark blast attack
Damage decreased by 1 for the ophidian energy attack
1 more attacks for the ophidian energy attack
Causing More Havoc with Magic – faerie4
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2 and faerie3 to be achieved first
Damage increased by 1 for the faerie fire attack
Damage increased by 2 for the dark blast attack
Damage increased by 1 for the ophidian energy attack
Decreasing Enemies' Arcane Resistance by 7% and Fire and Cold Resistances by 10% – faerie4_penetrate
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4 and faerie2_penetrate to be achieved first
Causing More Havoc with Magic – faerie5
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3 and faerie4 to be achieved first
Damage increased by 1 for the faerie fire attack
Damage increased by 2 for the dark blast attack
Faster with Faerie Fire – faerie5_speed
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4 and faerie5 to be achieved first
1 more attacks for the faerie fire attack
Causing More Havoc with Magic – faerie6
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4 and faerie5 to be achieved first
Damage increased by 1 for the faerie fire attack
Damage increased by 2 for the dark blast attack
Damage increased by 1 for the ophidian energy attack
Faster with Faerie Fire – faerie6_speed
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4, faerie5, faerie6 and faerie5_speed to be achieved first
1 more attacks for the faerie fire attack
Damage increased by 1 for the dark blast attack
Damage increased by 1 for the ophidian energy attack
Causing More Havoc with Magic – faerie7
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4, faerie5 and faerie6 to be achieved first
Damage increased by 1 for the faerie fire attack
Damage increased by 2 for the dark blast attack
Damage increased by 1 for the ophidian energy attack
Faster with Faerie Fire – faerie7_speed
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4, faerie5, faerie6, faerie6_speed and faerie7 to be achieved first
1 more attacks for the faerie fire attack
Damage increased by 1 for the dark blast attack
Faster with Unleashing Ophidian Energy – ophidian_speed
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4, faerie5, faerie6, faerie6_speed and faerie7 to be achieved first
1 more attacks for the ophidian energy attack
Damage increased by 1 for the dark blast attack
Causing More Havoc with Magic – faerie8
This advancement can be taken 5 times
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4, faerie5, faerie6 and faerie7 to be achieved first
Damage increased by 1 for the faerie fire attack
Damage increased by 2 for the dark blast attack
Damage increased by 1 for the ophidian energy attack
Better at Defending – block
This advancement can be taken 5 times
Chance to get hit in forests reduced by 2%
Chance to get hit on frozen places reduced by 4%
Chance to get hit on flat terrains reduced by 2%
Chance to get hit in caves reduced by 4%
Chance to get hit in mushroom groves reduced by 2%
Chance to get hit in villages reduced by 2%
Chance to get hit in castles reduced by 2%
Chance to get hit in shallow waters reduced by 4%
Chance to get hit on coastal reefs reduced by 4%
Chance to get hit in swamps reduced by 4%
Chance to get hit on hills reduced by 2%
Chance to get hit on mountains reduced by 2%
Chance to get hit on sands reduced by 4%
Faster – movement
This advancement can be taken 4 times
1 more movement points
Unholy Breed (Vritra)
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.
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 also has generic AMLA advancements
Oops, Something Went Wrong – backup_amla
This advancement can be taken 500 times
Unknown (Akula)
This unit is shrouded in mystery. No one knows who she is, and why she is like she is.
This unit also has generic AMLA advancements
Better at Melee Combat – sword
This advancement can be taken once
1 more attacks (melee attacks only)
Better at Melee Combat – sword2
This advancement can be taken once
This advancement requires the advancement sword to be achieved first
1 more attacks (melee attacks only)
Better at Melee Combat – sword3
This advancement can be taken 10 times
This advancement requires the advancements sword and sword2 to be achieved first
Damage increased by 1 (melee attacks only)
A Faster Caster – magic
This advancement can be taken once
1 more attacks (ranged attacks only)
A Better Caster – magic2
This advancement can be taken once
This advancement requires the advancement magic to be achieved first
Damage increased by 1 (ranged attacks only)
A Faster Caster – magic3
This advancement can be taken once
This advancement requires the advancements magic and magic2 to be achieved first
1 more attacks (ranged attacks only)
A Better Caster – magic4
This advancement can be taken 10 times
This advancement requires the advancements magic, magic2 and magic3 to be achieved first
Damage increased by 1 (ranged attacks only)
Faster – movement
This advancement can be taken once
1 more movement points
Unknown (Efraim Lich-Weakened)
Don't ask. Even he has no idea what he is.
This unit also has generic AMLA advancements
Better with Sword – sword1
This advancement can be taken once
Damage increased by 1 for the sword attack
Faster with Sword (Affects Also Whirlwind) – sword1_speed
This advancement can be taken once
This advancement requires the advancement sword3 to be achieved first
1 more attacks for the sword attack
1 more attacks for the whirlwind attack
Better with Sword – sword2
This advancement can be taken once
This advancement requires the advancement sword1 to be achieved first
Damage increased by 1 for the sword attack
More Precise with Sword – sword2_marksman
This advancement can be taken once
This advancement requires the advancement sword1 to be achieved first
New weapon special for the sword attack: marksman
Better with Sword – sword3
This advancement can be taken once
This advancement requires the advancements sword1 and sword2 to be achieved first
Damage increased by 1 for the sword attack
Whirling Better – whirlwind
This advancement can be taken 3 times
Damage increased by 1 for the whirlwind attack
Better with Knives – knives1
This advancement can be taken once
Damage increased by 1 for the knife attack
1 more attacks for the knife attack
Backstabbing with Knives – knives1_backstab
This advancement can be taken once
New weapon special for the knife attack: backstab
Better with Knives – knives2
This advancement can be taken once
This advancement requires the advancement knives1 to be achieved first
Damage increased by 1 for the knife attack
More Precise with Knives – knives2_precision
This advancement can be taken once
This advancement requires the advancements knives1 and knives2 to be achieved first
New weapon special for the knife attack: marksman
Causing a Spine-Chilling Fear – fear1_spine_chill
This advancement can be taken once
New weapon special for the wave of fear attack: slow
Causing Stronger Fear – fear1
This advancement can be taken once
Damage increased by 1 for the wave of fear attack
Causing Stronger Fear – fear2
This advancement can be taken once
This advancement requires the advancement fear1 to be achieved first
Damage increased by 1 for the wave of fear attack
Causing Fear Faster – fear2_speed
This advancement can be taken once
This advancement requires the advancement fear2 to be achieved first
1 more attacks for the wave of fear attack
Causing Stronger Fear – fear3
This advancement can be taken once
This advancement requires the advancement fear2 to be achieved first
Damage increased by 1 for the wave of fear attack
Having Fun when Scaring Enemies – fear3_leech
This advancement can be taken once
This advancement requires the advancement fear3 to be achieved first
New weapon special for the wave of fear attack: leech
Faster – movement
This advancement can be taken once
1 more movement points
Faster – movement2
This advancement can be taken once
This advancement requires the advancement movement to be achieved first
1 more movement points
Better Protected from Physical Blows (2% Better Resistances) – armour
This advancement can be taken 5 times
Resistance to blade increased by 2%
Resistance to impact increased by 2%
Resistance to pierce increased by 2%
Better Protected from Magical Attacks (3% Better Resistances) – armour
This advancement can be taken 5 times
Resistance to fire increased by 3%
Resistance to cold increased by 2%
Resistance to arcane increased by 3%
Unknown (Lethalia Lich-Weakened)
Don't ask. Even she has no idea what she is.
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.
This unit also has generic AMLA advancements
Better with Axe – axe1
This advancement can be taken once
Damage increased by 1 for the axe attack
Better with Axe – axe2
This advancement can be taken once
This advancement requires the advancement axe1 to be achieved first
Damage increased by 1 for the axe attack
Better with Axe – axe3
This advancement can be taken once
This advancement requires the advancements axe1 and axe2 to be achieved first
Damage increased by 1 for the axe attack
Better with Axe – axe4
This advancement can be taken once
This advancement requires the advancements axe1, axe2 and axe3 to be achieved first
Damage increased by 1 for the axe attack
Causing More Havoc with Faerie Fire – faerie1
This advancement can be taken once
Damage increased by 1 for the faerie fire attack
1 more attacks for the faerie fire attack
Causing More Havoc with Faerie Fire – faerie2
This advancement can be taken once
This advancement requires the advancement faerie1 to be achieved first
Damage decreased by 1 for the faerie fire attack
1 more attacks for the faerie fire attack
Able to Deal Damage to Multiple Units with Faerie Fire – faerie2_boom
This advancement can be taken once
This advancement requires the advancements faerie1 and faerie2 to be achieved first
New bonus attack: conical faerie fire (% - % )
New weapon special for the conical faerie fire attack: cone
Causing More Havoc with Faerie Fire – faerie3
This advancement can be taken once
This advancement requires the advancements faerie1 and faerie2 to be achieved first
Damage increased by 1 for the faerie fire attack
Poisoning Enemies with Spiderwebs – gossamer1
This advancement can be taken once
New weapon special for the gossamer attack: poison
Dealing More Damage with Spiderwebs – gossamer1_damage
This advancement can be taken once
This advancement requires the advancement gossamer1 to be achieved first
Damage increased by 1 for the gossamer attack
Draining Enemies with Spiderwebs – gossamer2
This advancement can be taken once
This advancement requires the advancement gossamer1 to be achieved first
New weapon special for the gossamer attack: drain
More Nimble (+1 Movement, 1% Better Defences on All Terrains) – wings1
This advancement can be taken once
1 more movement points
Chance to get hit in forests reduced by 1%
Chance to get hit on frozen places reduced by 1%
Chance to get hit on flat terrains reduced by 1%
Chance to get hit in caves reduced by 1%
Chance to get hit in mushroom groves reduced by 1%
Chance to get hit in villages reduced by 1%
Chance to get hit in castles reduced by 1%
Chance to get hit in shallow waters reduced by 1%
Chance to get hit on coastal reefs reduced by 1%
Chance to get hit in deep water reduced by 1%
Chance to get hit in swamps reduced by 1%
Chance to get hit on hills reduced by 1%
Chance to get hit on sands reduced by 1%
Chance to get hit above unwalkable places reduced by 1%
More Nimble (+1 Movement, 1% Better Defences on All Terrains) – wings2
This advancement can be taken once
This advancement requires the advancement wings1 to be achieved first
1 more movement points
Chance to get hit in forests reduced by 1%
Chance to get hit on frozen places reduced by 1%
Chance to get hit on flat terrains reduced by 1%
Chance to get hit in caves reduced by 1%
Chance to get hit in mushroom groves reduced by 1%
Chance to get hit in villages reduced by 1%
Chance to get hit in castles reduced by 1%
Chance to get hit in shallow waters reduced by 1%
Chance to get hit on coastal reefs reduced by 1%
Chance to get hit in deep water reduced by 1%
Chance to get hit in swamps reduced by 1%
Chance to get hit on hills reduced by 1%
Chance to get hit on sands reduced by 1%
Chance to get hit above unwalkable places reduced by 1%
Better Protected from Physical Blows (2% Better Resistances) – armour
This advancement can be taken 5 times
Resistance to blade increased by 2%
Resistance to impact increased by 2%
Resistance to pierce increased by 2%
Better Protected from Magical Attacks (4% Better Resistances) – armour
This advancement can be taken 5 times
Resistance to fire increased by 4%
Resistance to cold increased by 2%
Resistance to arcane increased by 4%
Vritra
This unit also has generic AMLA advancements
Better with Sword – sword1
This advancement can be taken once
Damage increased by 1 for the sword attack
Faster with Sword – sword1_speed
This advancement can be taken once
This advancement requires the advancement sword3 to be achieved first
1 more attacks for the sword attack
Better with Sword – sword2
This advancement can be taken once
This advancement requires the advancement sword1 to be achieved first
Damage increased by 1 for the sword attack
More Precise with Sword – sword2_marksman
This advancement can be taken once
This advancement requires the advancement sword1 to be achieved first
New weapon special for the sword attack: marksman
Better with Sword – sword3
This advancement can be taken once
This advancement requires the advancements sword1 and sword2 to be achieved first
Damage increased by 1 for the sword attack
Better with Sword – sword4
This advancement can be taken once
This advancement requires the advancements sword1, sword2 and sword3 to be achieved first
Damage increased by 1 for the sword attack
Slowing Enemies with Sword – sword4_plague
This advancement can be taken once
This advancement requires the advancements sword1, sword2, sword3 and sword4 to be achieved first
New weapon special for the sword attack: slow
Better with Sword – sword5
This advancement can be taken once
This advancement requires the advancements sword1, sword2, sword3 and sword4 to be achieved first
Damage increased by 1 for the sword attack
Faster with Sword – sword5_speed
This advancement can be taken once
This advancement requires the advancements sword1, sword2, sword3, sword4, sword5 and sword1_speed to be achieved first
1 more attacks for the sword attack
Better with Sword – sword6
This advancement can be taken 5 times
This advancement requires the advancements sword1, sword2, sword3, sword4 and sword5 to be achieved first
Damage increased by 1 for the sword attack
Able to Attack Twice in a Row – berserk1
This advancement can be taken once
New bonus attack: mberserk2 (-20% - % melee blade)
New weapon special for the mberserk2 attack: lesser berserk (2)
New weapon special for the mberserk2 attack: swarm
New weapon special for the mberserk2 attack: marksman
Able to Attack Thrice in a Row – berserk2
This advancement can be taken once
This advancement requires the advancement berserk1 to be achieved first
New bonus attack: mberserk3 (-20% - % melee blade)
New weapon special for the mberserk3 attack: lesser berserk (3)
New weapon special for the mberserk3 attack: swarm
New weapon special for the mberserk3 attack: marksman
Able to Attack Five Times in a Row – berserk3
This advancement can be taken once
This advancement requires the advancement berserk2 to be achieved first
New bonus attack: mberserk5 (-20% - % melee blade)
New weapon special for the mberserk5 attack: lesser berserk (5)
New weapon special for the mberserk5 attack: swarm
New weapon special for the mberserk5 attack: marksman
Doing More Damage with the Furious Attack – berserk1_damage
This advancement can be taken 3 times
This advancement requires the advancement berserk1 to be achieved first
Damage increased by 10% for the mberserk attack
Damage increased by 10% for the mberserk2 attack
Damage increased by 10% for the mberserk3 attack
Causing More Havoc with Magic – faerie1
This advancement can be taken once
Damage increased by 1 for the faerie fire attack
1 more attacks for the faerie fire attack
Damage decreased by 4 for the dark blast attack
1 more attacks for the dark blast attack
1 more attacks for the ophidian energy attack
Able to Drain with Faerie Fire – faerie1_drain
This advancement can be taken once
New weapon special for the faerie fire attack: drain
Damage decreased by 1 for the faerie fire attack
1 fewer attacks for the faerie fire attack
Causing More Havoc with Magic – faerie2
This advancement can be taken once
This advancement requires the advancement faerie1 to be achieved first
Damage decreased by 1 for the faerie fire attack
1 more attacks for the faerie fire attack
Damage decreased by 4 for the dark blast attack
1 more attacks for the dark blast attack
Damage increased by 2 for the ophidian energy attack
Decreasing Enemies' Arcane Resistance by 8% and Fire and Cold Resistances by 12% – faerie2_penetrate
This advancement can be taken once
This advancement requires the advancements faerie1 and faerie2 to be achieved first
Causing More Havoc with Magic – faerie3
This advancement can be taken once
This advancement requires the advancements faerie1 and faerie2 to be achieved first
Damage increased by 1 for the faerie fire attack
Damage increased by 3 for the dark blast attack
Damage increased by 2 for the ophidian energy attack
Faster with Faerie Fire and Ophidian Energy – faerie3_speed
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2 and faerie3 to be achieved first
1 more attacks for the faerie fire attack
Damage increased by 1 for the dark blast attack
Damage decreased by 1 for the ophidian energy attack
1 more attacks for the ophidian energy attack
Causing More Havoc with Magic – faerie4
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2 and faerie3 to be achieved first
Damage increased by 1 for the faerie fire attack
Damage increased by 2 for the dark blast attack
Damage increased by 1 for the ophidian energy attack
Decreasing Enemies' Arcane Resistance by 7% and Fire and Cold Resistances by 10% – faerie4_penetrate
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4 and faerie2_penetrate to be achieved first
Causing More Havoc with Magic – faerie5
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3 and faerie4 to be achieved first
Damage increased by 1 for the faerie fire attack
Damage increased by 2 for the dark blast attack
Faster with Faerie Fire – faerie5_speed
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4 and faerie5 to be achieved first
1 more attacks for the faerie fire attack
Causing More Havoc with Magic – faerie6
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4 and faerie5 to be achieved first
Damage increased by 1 for the faerie fire attack
Damage increased by 2 for the dark blast attack
Damage increased by 1 for the ophidian energy attack
Faster with Faerie Fire – faerie6_speed
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4, faerie5, faerie6 and faerie5_speed to be achieved first
1 more attacks for the faerie fire attack
Damage increased by 1 for the dark blast attack
Damage increased by 1 for the ophidian energy attack
Causing More Havoc with Magic – faerie7
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4, faerie5 and faerie6 to be achieved first
Damage increased by 1 for the faerie fire attack
Damage increased by 2 for the dark blast attack
Damage increased by 1 for the ophidian energy attack
Faster with Faerie Fire – faerie7_speed
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4, faerie5, faerie6, faerie6_speed and faerie7 to be achieved first
1 more attacks for the faerie fire attack
Damage increased by 1 for the dark blast attack
Faster with Unleashing Ophidian Energy – ophidian_speed
This advancement can be taken once
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4, faerie5, faerie6, faerie6_speed and faerie7 to be achieved first
1 more attacks for the ophidian energy attack
Damage increased by 1 for the dark blast attack
Causing More Havoc with Magic – faerie8
This advancement can be taken 5 times
This advancement requires the advancements faerie1, faerie2, faerie3, faerie4, faerie5, faerie6 and faerie7 to be achieved first
Damage increased by 1 for the faerie fire attack
Damage increased by 2 for the dark blast attack
Damage increased by 1 for the ophidian energy attack
Better at Defending – block
This advancement can be taken 5 times
Chance to get hit in forests reduced by 2%
Chance to get hit on frozen places reduced by 4%
Chance to get hit on flat terrains reduced by 2%
Chance to get hit in caves reduced by 4%
Chance to get hit in mushroom groves reduced by 2%
Chance to get hit in villages reduced by 2%
Chance to get hit in castles reduced by 2%
Chance to get hit in shallow waters reduced by 4%
Chance to get hit on coastal reefs reduced by 4%
Chance to get hit in swamps reduced by 4%
Chance to get hit on hills reduced by 2%
Chance to get hit on mountains reduced by 2%
Chance to get hit on sands reduced by 4%
Faster – movement
This advancement can be taken 4 times
1 more movement points
Warlock
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.
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%.
This unit also has generic AMLA advancements
Better with Sword – sword
This advancement can be taken once
Damage increased by 1 for the saber attack
Better with Sword – sword2
This advancement can be taken once
This advancement requires the advancement sword to be achieved first
Damage decreased by 1 for the saber attack
1 more attacks for the saber attack
Better with Sword – sword3
This advancement can be taken 10 times
This advancement requires the advancement sword2 to be achieved first
Damage increased by 1 for the saber attack
Better with Fireball – fireball
This advancement can be taken once
Damage increased by 1 for the fireball attack
Better with Fireball – fireball2
This advancement can be taken once
This advancement requires the advancement fireball to be achieved first
Damage decreased by 1 for the fireball attack
1 more attacks for the fireball attack
Better with Fireball – fireball3
This advancement can be taken 10 times
This advancement requires the advancement fireball2 to be achieved first
Damage increased by 1 for the fireball attack
Able to Attack with Magically Increased Speed – speed
This advancement can be taken once
New bonus attack: speed (-30% - % melee )
Attacking Better Under the Effect of Quickening Spell – speed2
This advancement can be taken 3 times
This advancement requires the advancement speed to be achieved first
Damage increased by 15% for the speed attack
Able to Attack with Magically Flaming Sword – fire
This advancement can be taken once
New bonus attack: fiery saber (% - % melee fire)
Attacking Better with the Flaming Sword – fire2
This advancement can be taken 3 times
This advancement requires the advancement fire to be achieved first
Damage increased by 15% for the fiery saber attack
Much More Resilient (Much More Antisocial, Though) – social_skill
This advancement can be taken once
Remove ability: antisocial
New ability: anathema
12 more hitpoints per level
Resistance to blade increased by 6%
Resistance to impact increased by 5%
Resistance to pierce increased by 5%
Not so Antisocial (Less Damage, Though) – social_skill
This advancement can be taken once
Remove ability: antisocial
New ability: lesser antisocial
Damage decreased by 1
Better at Dodging (Lowering the Chance to be Hit by 2%) – dodge
This advancement can be taken 5 times
Chance to get hit in forests reduced by 2%
Chance to get hit on frozen places reduced by 2%
Chance to get hit on flat terrains reduced by 2%
Chance to get hit in caves reduced by 2%
Chance to get hit in mushroom groves reduced by 2%
Chance to get hit in villages reduced by 2%
Chance to get hit in castles reduced by 2%
Chance to get hit in shallow waters reduced by 2%
Chance to get hit in deep water reduced by 2%
Chance to get hit in swamps reduced by 2%
Chance to get hit on hills reduced by 2%
Chance to get hit on mountains reduced by 2%
Chance to get hit on sands reduced by 2%
Chance to get hit above unwalkable places reduced by 2%
Faster – movement
This advancement can be taken 4 times
1 more movement points
Werewolf Rider
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.
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.
This unit also has generic AMLA advancements
Better at Clawing – claws
This advancement can be taken once
Damage decreased by 1 for the claws attack
1 more attacks for the claws attack
Better at Clawing – claws2
This advancement can be taken once
This advancement requires the advancement claws to be achieved first
Damage increased by 1 for the claws attack
Better at Clawing – claws3
This advancement can be taken once
This advancement requires the advancement claws2 to be achieved first
Damage decreased by 1 for the claws attack
1 more attacks for the claws attack
Better at Clawing – claws4
This advancement can be taken 10 times
This advancement requires the advancement claws3 to be achieved first
Damage increased by 1 for the claws attack
Able to Claw in a Violent Fury – berserk
This advancement can be taken once
This advancement requires the advancement claws2 to be achieved first
New bonus attack: fury (% - -40% melee )
New weapon special for the fury attack: lesser berserk (3)
Clawing in an Even More Vicious Berserk – berserk2
This advancement can be taken 3 times
This advancement requires the advancements claws2 and berserk to be achieved first
Damage increased by 10% for the fury attack
10% more attacks for the fury attack
Biting Better – fangs1
This advancement can be taken once
Damage increased by 1 for the fangs attack
Biting Faster – fangs2
This advancement can be taken once
This advancement requires the advancement fangs1 to be achieved first
Damage decreased by 1 for the fangs attack
1 more attacks for the fangs attack
Feasting on Enemies when Biting – fangs2-leech
This advancement can be taken once
This advancement requires the advancement fangs1 to be achieved first
New weapon special for the fangs attack: leech
Damage decreased by 1 for the fangs attack
Biting Better – fangs3
This advancement can be taken 10 times
This advancement requires the advancement fangs2 to be achieved first
Damage increased by 1 for the fangs attack
More Nimble (Lowering the Chance to be Hit by 4%) – dodge
This advancement can be taken 5 times
Chance to get hit in forests reduced by 2%
Chance to get hit on frozen places reduced by 4%
Chance to get hit on flat terrains reduced by 4%
Chance to get hit in caves reduced by 4%
Chance to get hit in mushroom groves reduced by 4%
Chance to get hit in villages reduced by 4%
Chance to get hit in castles reduced by 4%
Chance to get hit in shallow waters reduced by 4%
Chance to get hit in deep water reduced by 4%
Chance to get hit in swamps reduced by 4%
Chance to get hit on hills reduced by 4%
Chance to get hit on mountains reduced by 2%
Chance to get hit on sands reduced by 4%
Chance to get hit above unwalkable places reduced by 4%
Faster – movement
This advancement can be taken 5 times
1 more movement points