The majority of the skills are the ones that need to be used in battle.
The spells available for the leaders have been labeled “Only for the Leaders”.
If you, e.g.
Spend them on something else then, e.g.
on increasing your melee attack, so as to enable him to deal with the opponent at close quarters.
Also, there also are the upgrades that affect the number ofCasting points,available for each class.
The cost of this skill is 5/7/9/9/9/9/9 points, for levels 1/3/5/7/9/11/13, correspondingly.
It is named differently for each of the classes however, the effect is identical.
Cure Disease
Removes all of the negative effects (Poison) from the selected allied unit.
Shock Protection
The leader receives additional 20% of resistance to aShockattack.
Nature’s Resistance
4
Each unit in the army receives +1 Resistance.
Warm at Night
Each unit in the army receives 20% to resistance to Frost.
Root Spears
5
Only for the Leaders.
Rust Strike
Only for the Leaders.
Savage Rage
Only for the Leaders.
Revive Instinct
Only for the Leaders.
all of the enemy units, which have theMountattribute, lose 12 movement points, for 2 turns.
Healing
3
After being used, it restores 20 HP to the selected unit.
Night Vision
Increases the range of vision, in the underground, by 2 hexes.
Spirit Protection
The leader gains and extra 20% of resistance toSpirittype of attacks.
Swimming
The leader can cross water fields, without the necessity to board and without losing a turn.

Natural Immunity
Each unit in the leader’s army gains an extra 20% toPoisonresistance.
Hornet Swarm
Only for the Leaders.
The Hornet Swarm deals 20 damage (Poison) to the selected unit.
Does not work against theMachineandUndeadtype of units.
Twisting Roots
Only for the Leaders.
Undead Slayer
7
The leader deals additional 3 damage to Undead units.
Entangling Touch
Attempts to entangle the enemy unit.
After a successful attempt, the unit cannot make any move (for 2 turns).
Revitalize
Only for the Leaders.
The selected allied unit losesCooldownnecessary for using a skill again, and regains 50% of movement points.
Vageful Vines
Only for the Leaders.
deals 20 damage to walls at the beginning of each round, during battle.
Call Ancestral Spirits
Only for the Leaders.
Summons theAncestralSpirits(for the rest of the battle) into the battlefield.
Sustainable Warfare
8
All of the units in the army require 50% lower pay.
Call Beast Horde
11
Only for the Leaders.
At the higher levels, it is also going to be necessary to invest intoHealing.
The leaders other than the faction leader, i.e.
the ones that can learn spells, should keep increasing the number of theirCasting Points, thanks toDruidry.
Repair Machine
Restores 15 HP to the selected allied machine.
Tunelling
The leader can walk throughDirt Cavern Walls, which will help unlock new passages in the undergrounds.
Vision Range Upgrade
The range of vision, of the leader, is increased by 1 field.
All of the units in the leader’s army receive an increase in contentment, by 200 points.
Overload
Only for the Leaders.
Repair Fortification
Only for the Leaders.
Regenerates HP of a wall, or a gate, to its maximum value.
Flash Bang
Only for the Leaders.
Deals 4 physical damage and 3Fire, and attempts to blind the enemy unit.
Force Field
Only for the Leaders.
True Sight
The leader sees the invisible and hidden units on the map.
Wall Climbing
The leader can climb walls.
Throw Net
An attempt to entangle an enemy unit.
In the case of a failure, the enemy unit can take no action for the 2 following turns.
Reassemble
Only for the Leaders.
Repairs the destroyed allied machine, with 33% of the maximum of its health points.
Weapon Kit
Only for the Leaders.
The allied units of theInfantryorPikementype, receive theFireBlunderbuss,SabotageandThrowNetskills, until the end of the battle.
Physical Protection
The leader receives resistance against physical attacks (20%).
Fire Bomb
DealsFiredamage to the selected unit, and to all the others within the radius of one hex.
Summon Siege Engine
Only for the Leaders.
Summons a random machine to the battlefield, which remains there until the end of the battle.
Choking Fumes
Only for the Leaders.
Does not concern theDragon,Machine,UndeadandIncorporealunits.
Dampening Field
Only for the Leaders.
Destabilized Mana Core
13
Only for the Leaders.
An explosion that occurs within 2 turns and deals 60 fire damage to all the units in the battlefield.
Armor Piercing
The leader deals additional 2 damage to the units with theArmoredattribute.
Break Control
Dispelsall of the effects of theMind Controltype (e.g.
taking control over an unit, by the opponent) on an allied unit.
Blind
Only for the Leaders.
Attempts to blind an unit.
Panic Attack
Only for the Leaders.
In the case of success, the enemy unit attempts to flee from the battlefield, for 2 turns.
Otherwise, the unit loses 50% of its movement points.
Quick Dash
Only for the Leaders.
regenerates 10 HP and 50% movement points of the selected allied unit.
Rain of Poison Blades
Only for the Leaders.
Deals 12 physical damage and 8Poisondamage to the selected unit.
Damage is higher (by 2) against the units with theArmoredattribute.
Projectile Resistance
The leader receives extra 2 points of defense against ranged attacks.
Stunning Touch
Attempts to stun the enemy unit.
Sprint
The leader’s movement points are increased by 12, for the duration of this skill.
Assassin’s Strike
Performs a strong attack against the enemy.
This attack cannot be countered.
Moving Target
Only for the Leaders.
The selected unit receives +8 defense points for the next 2 turns.
Cunning Escape
Only for the Leader.
Allows you to retire a selected allied unit from battle.
It can be used only by the attacking party.
Pass Wall
The leader can climb over walls, without any problems.
Weapon Finesse
All of the units in the leader’s army receive +1 to melee attack.
Sadism
Only for the Leader.
Boosts morale of the allied units, each time an enemy unit is killed.
Shadow Form
Only for the Leader.
Inflict Severely Poisoned
Attacks can poison an enemy unit.
It then suffers poison damage for 2 turns.
Charm
Attempts to take the control over an enemy unit.
In the case of success, that unit changes sides in the battle.
Inflict Crippling Wounds
Attacks may maim the enemy unit.
It then loses 8 movement points for 2 turns.
Smoke Screen
Only for the Leader.
Mass Battlefield Panic
Only for the Leader.
Attempts to cause panic among all of the enemy units, in the battlefield.
The ones that resist the attack, lose half of their movement points for the duration of one round.
On the next levels, you are going to findStronger than SteelandPoison Knowledge, useful.
These are skills that reinforce the attacks of the units in the leader’s army.
Also, you will find theStealth Commandervery useful.
It allows the units, commanded by the leader, to hide in forest.
Steal Enchantment
Steals the spells of the selected unit and makes them available for the leader to use.
Dispel Magic
Lifts all of the negative, magical effect on the selected unit.
Magic Affinity
All of the leader’s units receive increased defense against magic(Resistance+1).
Charged Army
Reinforces the magical attack (Shock+1) of all the units in the leader’s army.
Magic Fist
Only for the Leader.
A spell that deals 21 damage (physical) to the selected enemy unit.
Star Blades
Only for the Leader.
Harmonizing Energy
Only for the Leader.
Restores 30 HP to the selected allied unit.
very useful in slightly dire situation.
Sphere of Protection
Only for the Leader.
Bolster defense against physical attacks (+80%Physical Protection) for the duration of 2 turns.
Blight Protection
Bolsters the leader’s defense against poisons (+20%BlightProtection).
Fire Protection
Bolsters the leader’s defense against fire (+20%FireProtection).
Strong Will
The leader receives complete resistance toSpirittype of attacks and becomes resistant toMind Control.
Arcane Binding
Only for the Leader.
Chain Lighting
Only for the Leader.
A spell that deals 18 shock damage to the selected unit.
It can pass onto 4 other units, if they are deployed within appropriate distance (3 hexes).
Phase
The leader can teleport to any field, during the battle.
Inflict Stun
Attacks by the leader may stun the enemy unit for the duration of 1 turn.
It cannot then perform any actions.
Cosmic Spray
Only for the Leader.
Static Sphere
Only for the Leader.
In spite of the steep price, this is an immensely useful upgrade.
Double Gravity
Only for the Leader.
Inflict Spirit Breaking
Attacks from the leader may depress the enemy unit, for the duration of 2 turns.
(also by 2).
Mass Stasis
Only for the Leader.
Attempts to immobilize all of the enemy units in the battlefield.
In case of failure, they lose 25% of movement points, for one turn.
Projectile Reflection
50% of damage dealt to the leader returns to the unit that inflicted that damage.
Mend Magical Being
Restores 20 HP to the selected magical unit.
Static Electricity
Only for the Leader.
Chaos Rift
Only for the Leader.
Each turn in the battle, an unit is summoned, which sides with the caster.
Additionally, 20 points of shock damage is dealt to 2-3 random enemy units (also each round).
I recommend that, as a beginning set, you chooseSteal Enchantment,Dispel Magic,Magic AffinityandCharged Army.
resistance to fire attacks will be useful for fights against theDraconianrace).
Thanks to this, some of the damage dealt to the leader will be reflected.
A realSorcereralso needs to ensure the increased pool ofCasting Points, which will allow him to cast powerful spells.
Also, to deal AoE damage, you are going to needCosmic Spray.
Restores 20 HP to the selected unit.
Aura of Resistance
All of the leader’s units receive increased defense against magic (Resistance+1).
Divine Protection
Only for the Leader.
Instant Wrath
Only for the Leader.
Deals 50% of all the damage, dealt to the unit, to the unit that dealt it.
Slayer’s Doubt
Only for the Leader.
decreases the number of movement points of the selected unit, by 18.
Smite
Only for the Leader.
Touch of Faith
The selected unit receives increased resistance to magic (Resistance+3).
In the case of a failure, the unit attempts to flee the battlefield for two rounds.
Chaplain
All of the units in the leader’s army receive extra 200 contentment points.
Sacred Arms
All of the units in the leader’s army receive increased attack (+1Spirit).
Monster Slayer
The leader deals additional damage (+3) to theMonstertype of units.
Convert
Attempts to capture control over the selected unit.
Purifying Burst
Only for the Leader.
Dispels all of the magical effects from the units in the battlefield.
Absorb Pain
Associates the leader with the selected unit.
All of the damage dealt to that unit is “directed” to the leader.
Blessing of Health
Only for the Leader.
Control Undead
Attempts to capture control over an enemyUndeadunit.
In the case of a failure, the unit receives 8 damage(Spirit).
Rebirth
Only for the Leader.
The selected unit receives theResurgence.
Works only in the case of winning the battle.
Power of the Word
Only for the Leader.
attack at a distance).
Vow of Poverty
The maintenance of all of the units in the leader’s army is lower.
Holy War
Only for the Leader.
Divine Justicars
All of the units in the leader’s army receiveResurgence.
While playing as theTheocratyou should first selectHealingandHealing Aura.
For the leader himself, you might findConvertuseful.
Leaders other than faction leaders need to ensure the appropriate number ofCasting Pointsand to choose useful spells.
At the higher levels, you will also need thePower of the WordandHoly War.
Overwhelm
The leader deals more damage (+3) to thePikemenunits and the ones with theShieldedattribute.
Defense Command
All of the units in the leader’s army receive a bonus to defense (+1Defense).
Blood Honor
All of the units in the leader’s army receive theWarrior’s Honorskill.
Last Stand
Only for the Leader.
Lion’s Courage
Only for the Leader.
The selected allied unit receives theStrongWill,Overwhelmskills and increased physical damage (+3).
Berserk
Only for the Leader.
Attempts to enrage the enemy, which results in its uncontrollability.
Such a unit attacks the nearest allied units.
In the case of a failure, it loses 1 of movement points for the duration of one turn.
Shout of Intimidation
Only for the Leader.
An attempt to intimidate the enemy unit.
If it succeeds, the unit attempts to flee the battlefield, for the duration of 2 rounds.
Otherwise, it loses a half of the movement points, in the next turn.
Giant Slayer
The leader deals more damage (+3) toGiants.
Dragon Slayer
The leader deals more damage (+3) toDragons.
Charge Command
All of the units in the leader’s army receiveCharge.
Field Medic
All of the units in the leader’s army regenerate extra 6 HP per turn.
Phoenix Warrior
Only for the Leader.
The selected allied unit respawns after it dies, with 33% of the initial number of health points.
The condition for this to work is that you win the battle.
Killing Spree
Only for the Leader.
Steadfast Ward
Only for the Leader.
Blood Brothers
All of the units in the leader’s army receive theStrongWill(invulnerability toSpiritattacks andMind Control).
Bloodbath
Only for the Leader.
All of the allied units deal more physical damage (+5).
Tireless
The leader spends no action points on counters and attacks of opportunity.
Relentless Army
Only for the Leader.
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