
On the wiki, these icons are also used to represent Melee Attacks in general.Ī unit property indicating the potential amount of Ranged Damage that each figure can deliver in combat. Each icon represents a different weapon quality. The selected units may switch freely between Arcanus and Myrror while traveling.Ī unit property indicating the potential amount of Melee Damage that each figure can deliver in combat. Indicates that a sea Transport is present among the selected units, whereby they may only access Shore and Ocean tiles.

The selected units may enter any tile at a flat cost of 1. The selected units may travel on both land and ocean tiles and receive a Movement Cost discount when entering Swamp, River, and Tundra. The selected units receive a Movement Cost discount when entering Hill and Mountain tiles and pay a penalty crossing Grassland. The selected units receive a Movement Cost discount when entering Forest tiles.

The selected units may only travel on land tiles, paying normal Movement Costs as dictated by the terrain. Some of these properties precipitate to the entire group, while others require all selected units to have them in order for the group to retain them. A number after this icon indicates the unit's Movement Allowance.Ī unit or stack movement property attached to the selected units in overland travel. It may or may not be able to attack Flying units. A number after this icon indicates the unit's Movement Allowance.Ī unit property indicating that it can move across water combat tiles. A number after this icon indicates the unit's Movement Allowance.Ī unit property indicating that it can move across any valid combat tile, and may or may not be attacked by non- Flying units. It has several diverse effects, such as reducing the Gold Upkeep Cost of the Wizard's army, and allowing higher quality Mercenaries or Heroes to appear for hire.Ī unit property indicating that it can move only on land combat tiles, and may or may not be able to attack Flying units. Used for researching new spells.Ī wizard attribute determined primarily by success (or failure) in battle. It can be obtained from Power, found in Treasure, or converted from (or into) Gold via Alchemy.Ī resource produced by investing Power and from certain Town Buildings. Can be converted into a few other resources.Ī resource produced from several sources, that can be invested in creating Mana, Researching spells, or increasing the wizard's Spell Casting Skill.Ī resource used for casting spells and paying their Upkeep Costs. Can also be converted into Mana using Alchemy.Ī resource produced by Towns, used for creating new units and Town Buildings locally.

Excess is converted to Gold at the end of each turn.Ī resource produced mainly in Towns, required for Upkeep Cost payment as well as hiring/buying new assets. One of the Magical Realms, containing useful, general-purpose spells which are all available to any Wizard (through sufficient Spell Research).Ī resource produced in Towns that is needed to sustain both their citizens and any Normal Units in the owners army. One of the Magical Realms, specializing in Curses and Undead creatures. One of the Magical Realms, specializing in destructive magic of all kinds. One of the Magical Realms, specializing in magical control effects and fast travel. One of the Magical Realms, specializing in powerful Fantastic Creatures and Unit Enchantments. One of the Magical Realms, specializing in healing and Town Enchantments.
