Correcting incorrect or imprecise descriptions of abilities, spells, etc.

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Could someone please check these:
Wind Ward: does the penalty in strength apply to all the damage channels? Precisely, what happens if a ranged attack is 8 physical 2 spiritual 1 blight?

Arcane Binding: does the unit disappear at the end of combat if the player retreats, even if it wasn't killed?

Blinded: just to be sure, does the blinded unit turn to face any new attack as per usual?
Moreover, if blinded units with Total Awareness are flanked as usual, can they do attacks of opportunity from the three frontal directions as well?

Glazer´s Eye item: does it give +1 damage on all existing channels? Or does it do only +1 on physical if existing? (no opening of new channel) Or only +1 to the primary channel?

Same questions for King Gryphon mount.


Is it possible to change this with mod tools:
Alignment modifier:
“You signed a peace treaty” correctly displays the bonus but doesn’t tell how many times you signed a treaty. If it’s +100 bonus, then we should read “You signed a peace treaty x2”
 
Wind Ward: Yes (hero is a rogue)

CosmicHappenings.xml: I don't know if it's caused by a mod, but the event is rare enough so that I dare asking here without waiting for it to reproduce!
Is Magnhildr the Undying, a Necromancer hero, really a male (as stated in the devs' note in the file): I'd say that I saw her bobs. (Granted, this doesn't affect the English name...)
 

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Could someone please check these:
Wind Ward: does the penalty in strength apply to all the damage channels? Precisely, what happens if a ranged attack is 8 physical 2 spiritual 1 blight?

Arcane Binding: does the unit disappear at the end of combat if the player retreats, even if it wasn't killed?

Blinded: just to be sure, does the blinded unit turn to face any new attack as per usual?
Moreover, if blinded units with Total Awareness are flanked as usual, can they do attacks of opportunity from the three frontal directions as well?

Glazer´s Eye item: does it give +1 damage on all existing channels? Or does it do only +1 on physical if existing? (no opening of new channel) Or only +1 to the primary channel?

Same questions for King Gryphon mount.


Is it possible to change this with mod tools:
Alignment modifier:
“You signed a peace treaty” correctly displays the bonus but doesn’t tell how many times you signed a treaty. If it’s +100 bonus, then we should read “You signed a peace treaty x2”
Wind Ward: As Rodmar tested (see Picture), it seems that each channel can´t drop under 1 attack.
Arcane Binding: You can´t flee from the combat with the arcane binded unit. The arrows in the combat are no valid Targets to move on.
I even cast Rebirth on the unit and let it be killed. But it still disappears after the battle. It can´t be targeted with Cunning Escape, so there might be no way to keep the unit unless you use other MC abilities.

Blinded: If not in defense mode, the unit turns to the attacker AFTER being attacked, so only 1x flanked. Units in defense mode only suffer the range malus and the Attack of Opportunity malus, but not the flanking malus. Units with Total Awareness don´t suffer any Blinded debuff except the 1 radius for range attacks (no matter whether in defense mode or not).

Glazer´s Eye: It doesn´t open up a new physical Damage channel (further test follow)
The mount “King Gryphon”: Gives +1 Range Attack for the first damage channel listed. I think this sort of +1 attack is also quite confusing and should be better described.

/gladis
 
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Diplomacy.html:

DIPLOMATIC_PLAYER_MODIFIER -> deleted request because the strings are used in two differents places with but two different meanings (declaring a war on Indies of a certain race harms both your reputation and your relations with same race).

DIPLOMATIC_STATE_CHANGE
WAR_TO_PEACE_NEGATIVE
vanilla text: "It would be best to forget the war ever happened"
suggested text: "It would be best for you to learn from your past errors"
reason: as the A.I. is still hostile, shouldn't it be slightly threatening, although accepting peace?
DIPLOMATIC_ACTION
OPEN_BORDERS_DESCRIPTION
WAR_DESCRIPTION
PEACE_DESCRIPTION
ALLIANCE_DESCRIPTION
vanilla text: "leader"
suggested text: "leader or independent city", sometimes "someone" or "the ones"
reason: don't these messages apply to indy cities as well? Then, except if you consider that the leading unit in the city stack is a de facto leader, the case should be included into the description.​
 
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Abilities_DLC3.xml:

STACK_ABILITY MEMORIES_OF_JOY_DESCRIPTION
suggested text: add "[br/][br/]This ability only functions when the hero is leading the army."
reason: in case this ability is an usual stack ability

UPGRADE
SOLAR_SPIRE_NAME
vanilla text: "Solar Spire"
suggested text: "Solar Lancer" or "Lancer of the Sun"

MARINERS_GUILD_NAME
vanilla text: "Mariners Guild"
suggested text: "Marine Commando"

CELLAR_DARK_ARTS_NAME
vanilla text: "Library of the Dark Arts"
suggested text: "Dark Fighter" or "Reaver"

MAGIC_ACADEMY_NAME
vanilla text: "Magic Academy"
suggested text: "Battlemage"

reason: although these lines are for the unit's effect, they copy the city upgrade's name. Two more upgrade effects are correctly named (Hall of the Forefathers and Stables of Unlife). In Abilities_DLC2.xml, any upgrade effect is correctly named (e.g. "Stylite", "Killing Momentum", "Focused", "Flowrock Machine", "Bound Soul"...).

GameConcepts_DLC2.xml:

CITY_SPECIALIZATIONS DESCRIPTION
suggested text: add a ToW hyperlink for every new mystic city upgrade that came with DLC3 (Solar Spire, Mariners Guild, Artica's Embassy, Magic Academy, Library of the Dark Arts, Hall of the Forefathers, Stables of Unlife). Currently, only DLC2's city upgrades have links.


City_Upgrades_DLC3.xml:

FROSTLING_GLACIAL_TOTEM DESCRIPTION
suggested text: add "[br/][br/]Enemies behind the city walls cannot be affected."
reason: same phrasing as with other defensive city upgrades.
 
Abilities_DLC3.xml:
UPGRADE
SOLAR_SPIRE_NAME
vanilla text: "Solar Spire"
suggested text: "Solar Lancer" or "Lancer of the Sun"

MARINERS_GUILD_NAME
(...)
CELLAR_DARK_ARTS_NAME
(...)
MAGIC_ACADEMY_NAME
(...)​
The descriptions fields of those upgrade effects are to be changed as well. Currently, they copy the upgrade's description. See UPGRADE MERCENARY_CAMP_DESCRIPTION / PILLAR_OF_THE_STYLITES_DESCRIPTION / etc in Abilities_DLC2.xml.

UPGRADE
SOLAR_SPIRE_DESCRIPTION
vanilla text: "All produced Pikemen gain Blinding Aura and {SpireDef}."
suggested text: "This unit has Blinding Aura and {SpireDef}."

MARINERS_GUILD_DESCRIPTION
vanilla text: "All produced irregulars gain Water Concealment."
suggested text: "This unit has Water Concealment."
Actually, replace the text in PBEM & SP mod by "This unit has Mariner and Water Concealment".

CELLAR_DARK_ARTS_DESCRIPTION
vanilla text: "All produced Infantry and Monster units gain Fear Strike."
suggested text: "This unit has Fear Strike."​

The other description fields seem correct.

Also, we have:

UPGRADE
SCALES_OF_FORTUNE_NAME
vanilla text: "Scales of Fortune"
suggested text: "Fortunate"
reason: it's the effect ("This unit is..."). Like "Lucky".​
 
Ice/Frost missiles...
A few imprecisions: plural used instead of singular (plural is used for 3-shot attacks, usually), and hard ice ("sharp", "icicles") used to describe a pure frost damage.


Abilities.xml
ACTIVE_ABILITY_RANGED FROST_BOLTS_NAME
vanilla text: "Frost Bolts"
ACTIVE_ABILITY_RANGED FROST_BOLTS_DESCRIPTION
vanilla text: "Shoots sharp icicles at target enemy units."
suggested text: "Shoots magical frost missiles at target enemy unit.é
(used by ?)

Abilities_DLC2.xml
ACTIVE_ABILITY_RANGED FROST_SHARD_NAME
vanilla text: "Frost Shard"
ACTIVE_ABILITY_RANGED FROST_SHARD_DESCRIPTION
vanilla text: "Shoots sharp icicles at target enemy unit."
suggested text: "Shoots a magical frost missile at target enemy unit."
(used by Lesser Frost Elemental, perhaps the single-shot, arcing version of Frost Bolts?)

Abilities_DLC3.xml
ACTIVE_ABILITY_RANGED ICE_SHARDS_NAME
vanilla_text: "Ice Shards"
ACTIVE_ABILITY_RANGED ICE_SHARDS_DESCRIPTION
vanilla text: "Throws shards of ice at target enemy unit."
Suggested: "Shoots magical frost missiles at target enemy unit."
(what is this as compared to Frost Bolts? used by ?)

Reason for all: no "shards" nor icicles, because no physical damage is dealt, only frost damage.

BAL_ABILITIES.xml
THR_IC_B DESCRIPTION
Vanilla text: "Throws ice balls at target enemy unit..."
Suggested text: "Throws an ice ball at target enemy unit..."
Reason: single attack.
Note that, as opposed to Ice Shard, this one dealt both physical and frost damage, like a hail stone.
(used by Frostling Scraper, also in Abilities_DLC3.xml)
 
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Abilities.xml
Spirit missiles...

ACTIVE_ABILITY_RANGED SPIRIT_RAY_NAME
vanilla text: "Spirit Ray"
suggested text: "Spirit Rays" or "Spirit Assault"
ACTIVE_ABILITY_RANGED SPIRIT_RAY_DESCRIPTION
vanilla text: "Shoots a spirit ray at target enemy unit."
suggested text: "Shoots spirit rays at target enemy unit."

Reason: it's the 3-shot, LoS version of Spirit Blast (in DLC2: "Shoots a spirit blast"). (see "Shoots X bolts at...")(Theocrat's attack by use of a wand)
Then, plural should be used as with any other "bolts" attacks.
 
GameConcepts_DLC3.xml
In the ToW, the Dwelling: Reef Colony lacks any information (and links) about Mermaid and Siren. Only Baby Kraken, Lord of the Deep, and Lost Mariner are said to be produced in this dwelling.
 

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Choking fumes effects

Abilities.xml
STATUS_EFFECT CHOKING_DESCRIPTION
Current text: "{chokingStrengthPenalty} strength"
Suggested text: "{chokingStrengthPenalty} melee strength"

Skills_Dreadnought.xml
CHOKING_FUMES DESCRIPTION
Current text: "{chokingfumesStrengthPenalty}"
Suggested text: "-2 [physic/] melee strength"

Reason: the fumes affects only melee attacks.
 
Abilities.xml

STATUS_EFFECT SCORCHED_DESCRIPTION
This unit suffers {scorchedStrengthPenalty} Strength for {scorchedTime}.

It looks like the duration in the last replacer (2 turns) is not the one used in game (3 turns).
Experienced on Human archer and pikeman. (see screenshot)
 

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Crusader morale upgrade:

Crusaders are said to gain a +200 Morale bonus upon ranking. But in the unit Panel, we see that they only benefit from the Excellent Morale status.
I see a difference between the two phrasings: Excellent morale doesn't stack, whereas a random bonus should stack.

Suggestion: replace "+200 Morale" by "Excellent Morale".
 

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Rebirth: Cannot be cast on undead units.

Paid Absolution: works on (dwelling) vassals, too. Units gain High Morale (+200 Morale), please state this in the Description.
This applies even to allied units (vassall-defenders) or units of allied players in the domain (your's or vassal's), not only to the caster's Units.

Paid Absolution and Shrine to the Wizard King: Give High Morale to Undead and Machine units although they are unaffected by each other ability giving High Morale as far as I know.

Pledge of Protection of Frostling Royal Guards:
- If the Royal Guard has been targetted by Absobing Pain, it can´t use Pledge of Protection anymore.
- Frostling Leader as well as Bards and Succubi can be also targetted (please write it as it is not clear that they are female or affected)
- All female units could get an ability „female“ so it would be clear as well.

Lesser Mighty Meek: Please state whether they only get a physical attacking buff. And there is also the defence icon missing.

Assassins of King´s (Rogue Party upgrade): All units in the Hero´s Army gain Hero Slayer, causing them to deal +3 physical damage against Hero AND LEADER units.

Spiritual Freedom, Embrace Darkness, Scales of Fortune: Work on owned cities, dwellings and vassals (not on allied cities). Summoned units from allies don´t recieve the buffs.

Arcane Item Forge, Leg Gear item: Improved Mountaineering reduces the unit´s move cost for traversing mountains by only 10 (not 12). So same problem than with the Dwarves RG Economic Prophet.

Please describe clearer: Barrens Running, Wetland Walking and Arctic Walking have no effect on roads.
Barrens Running stacks with Cave Crawling which leads to 2 MP/hex (Wetland Walking and Forestry as well but no one wonders about it of course because this result in 3 MP/hex).

The Empire Upgrades Animistic Knowledge, Magical Structures, Node Mana Bonuses, Affinities for Nodes, Steam Powered, Great Blacksmith and Shrines of Unlife (for Visiting Structures) apply also to vassals. All are related to sites, so all RGs affecting sites do apply for vassals also.
On the other hand, Racial Governance and Empire Upgrades like Explorer (+1 Vision Range), Shrines of Unlife (for the Building), War Effort, Flourishing Balance, Golden Balance and Dreadnoughts +5 gold/Village don´t work on vassalls. All are related to cities or Buildings, so all RGs affecting buildings or cities (Halfling Economic Prophet) don't affect vassals.

/gladis
 
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Imo, Frostling Royal Guards shouldn't benefit from Absorbing Pain (as a target) because it states that units that are themselves able to absorb pain can't be targeted, and Royal Guards can absorb pain through mean of Pledge of Protection. It's odd that instead, it's disable when they are protected by Absorbing Pain.

As for the Pledge, it looks like it is for any female Frostling, plus any Frostling leader.
 
Were Panther (and other Shape Shifts: The transformations cancel successful MC in the same battle (e. G. Charmed gets deleted after Shape Shift of a Tigran Mystic). So please add this in the description of Were Panther.

If you make Ghoul Curse to a Tigran Mystic when it is in Dire Panther form - it is not ghouled after battle -> Add in the description of Were Panther as well.

Charmed supercharged units loose also the MC-status if they get killed and transform into a Lesser Elemental, same for units with Undying.
This means the units fight again in their former army -> Add in the description of Supercharged.

The Lesser Elementals have the "Combat Summon" trait after the original unit is killed. Could be described in "Supercharged" as well.
After being killed, the Lesser Elementals (like „regular“ Elementals or other Combat Summons) have an corpse. This means that Great Reawakening and other corpse-relying spells or abilities does work on them (exception: units with Explosive Death).

(Un)Holy Champions and Bane of the Unnatural: Give melee and range damage Bonus.

Halfling Champion Economic: Income from Sites is not shown correctly. The information at the responsible sites isn´t changed at all (E.G. Haste Berries are valued with +5 Production altough it should be at 15 with the RG).
Whereas in the city Domains where is only the info under „Bonuses“: +10 Production. Here the infomation „Haste Berries“ has to be added. Same will occure to Lucky Cloverfields etc as well as the Tomb for Undead Halfling players.
For example, the Draconian Protector Economic (Magma Forges +10 Production) is correctly implemented.

Cave Crawling and Barrens Running: Donn´t apply to Flying units (to explain the awkward situation than a flying Tigran with Cave Crawling [due to Shrine to the Earthern Mother] and Barrens Running still need 3 MP instead of 2 on Subterranean Barrens hexes).

Vow of Poverty: See Sustainable Warfare: It gives Volunteer to the units (maybe check items giving Volunteer as well).

All hero party Buffs which work only in battles like Divine Justicars: This ability only functions when the hero is leading the army WHEN ENTERING THE COMBAT. E. G. if you have an army of your leader and the Theo hero with Divine Justicars entering a combat as one stack, your units won´t get Resurgance when your Leader flees or dies.

Add the info for Visit Structures about rounds to replenish:
http://i63.tinypic.com/nvdt9k.jpg or see Wikia: https://age-of-wonders-3.fandom.com/wiki/List_of_Structures#Visit_Structures

Bacon of Faith: Works on vassal cities, too.

Tree Crusher costs every time 4 MP, no matter the movement ability of the units (Zuggernaut without Free Movement, Hero without Free Movement or even with Flying Mount).

Dark Gift (Necro Combat Spell): +2 physical melee and range damage on EXISTING physical damage channels.

/gladis
 
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The Lesser Elementals have the "Combat Summon" trait after the original unit is killed. Could be described in "Supercharged" as well.
"Supercharged" already mentions that (in Abilities_DLC2.xml):
"If this unit dies in combat, it spawns a random Lesser Elemental that lasts until the end of combat."
I mean, isn't any unit that is created during combat, and that lasts until the end of combat, a Combat Summon per definition?

On the other hand, if Combat Summon is a gained ability, is it correctly displayed as being sourced to (Supercharged)?

Vow of Poverty: See Sustainable Warfare: It gives Volunteer to the units (maybe check items giving Volunteer as well).
Are all these "Volunteer" abilities correctly sourced to the stack ability that cause them (e.g. Vow of Powerty), as they should?


All hero party Buffs which work only in battles like Divine Justicars: This ability only functions when the hero is leading the army WHEN ENTERING THE COMBAT. E. G. if you have an army of your leader and the Theo hero with Divine Justicars entering a combat as one stack, your units won´t get Resurgance when your Leader flees or dies.
I think that it's not useful to precise this: if the hero doesn't leads an army when entering a combat, he won't be a stack leader until the combat has ended, anyways. There is no ambiguity about that, isn't it?
 
Brew Brother´s Throw Cleavers: Graphical error as the Range damage line turns yellow after the 2nd hex although there is no long range penalty. (It´s fine with Tigran Sabretooth Chariot´s Sun Spear).

Mariner: Add that the unit doesn´t suffer -1 Vision Range.

Basic Seafaring additional info: Embarked units have 20% Fire Weakness and 21 MP.

In Unit description: Fire Weakness 20% - add “(in Transport, Frigate)”.

Advanced Seafaring additional info: Embarked units now gain +6 MP and Vision Range Upgrade (+1, stackable with Mariner which doesn´t give Vision Range Upgrade but cancels the malus).

In Unit description: Fire Weakness 20% - add “(in Transport, Galleon)”.

Produce Ironclad Warship additional info: Units now embark on Ironclads instead of Frigates or Galleons (what “Coasters” should be?). Embarked units now have +6 MP, Reinforced, 40 % Fire Protection and 40% Shock Weakness. Delete the “If Shipbuilding has been researched,” as it is unnecessary.

In Unit description: Fire Protection 40% - add “(in Transport, Ironclad)” and Shock Weakness 40% - add “(in Transport, Ironclad)”.

Seagrass Meadow (Merfolk Building): Works in the Dwellings Domain.

Revitalize: Incorporeals are not affected

Holy Cure: Combat Summons can be healed as well. What Animated units in the current description should be?

Nature´s Eyes: Works on Fortresses, too.

Poison Domain: Elementals are not affected. Units with 100% Blight Protection receive the Poisoned debuff but don´t receive any damage. Incorporeals are affected though.

Inflict Severely Poisened, Inflict Noxious Vulnerability, Inflict Exhausting Fatigue and Inflict Enfeebling Fever: Elementals, Incorporeals, Machine and Undead units are unaffected.

Walking, Floating, in Transport/Embarked, Swimming, Lava Walking: Units spend 6 MP per hex in Tactical Combat.

Flying: Units spend 5 MP per hex in Tactical Combat.

Lesser Flying: This unit can fly during Tactical Combat except it is in Transport/Embarked, but not on the world map. When flying, units spend 5 MP per hex in Tactical Combat.

Athletics: Lesser Flyers and Flyers movement cost is reduced to 4 MP per hex.

Haste: Totally messed description. Better see Tigran´s Atlethics description (info in brackets doesn´t need to be written ingame): Unit spends 3 MP per hex (instead of 6 or 5 in case it is Flying or 4 in case it is Flying and has Athletics) in Tactical Combat. Embarked units are immune to attacks of opportunity but are not affected by the movement bonus. Has no effect for units suffering Twisting Roots.

Twisting Roots: Cancels out any Movement bonus (Athletics, Haste) for affected units and leads to 12 MP per hex (Right now there is only mentioned that units ehich spend 6 MP per hex now have to spent 12 MP). Heroes with Floating Item and units which float because of Wild Hunt are not immune.

Healing Essence: The 100 Happiness Bonus only works for one turn.

Pounce: Cannot be used while in Transport/Embarked but can be used while Immobilized.

Shadow Form: Elemental, Incorporeals and Machines are not affected.

Bard Skills: It could give a proper status like „Amused“ (+300 Happiness) which stays unstackable. Minor Bard Skills could give „Pleased“ etc. Entries in the Tome would need to be created.

/gladis
 
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Paid Absolution and Shrine to the Wizard King: Give High Morale to Undead and Machine units although they are unaffected by each other ability giving High Morale as far as I know.
I reported this in the thread for Vanilla bugs.
It looks like whatever the shrine/altar, it grants its bonus on any units, regardless for their immunities.
 
CityLogic.xml

CITY_PLUNDER_INSTANT DESCRIPTION

Vanilla text: "Instantly plunder and loot the city for gold."
Suggested text: "Plunder and loot the city for gold twice as quickly."
Reason: base duration is 2 turns (instead of 4 for normal Plunder); it's not instant (or even 1 turn, as in "next turn")
 
I think Hili already changed the Hasty Plunder description. At least I reported it ;)

Shield of Light: Undeads and Ghouls don´t suffer the 20% Spirit weakness but suffer the Spirit attack and can get dazed when touching the enemy. Elementals, Dragons, Incorporeals, Machines and units with Strong Will are affected by the 20% Spirit weakness, suffer the Spirit attack and can get dazed when touching the enemy (Battering Ram tested). The -20 % Spirit Weakness is not stackable. Whole spell seems a bit weird.

Bolster (Combat Spell): Only caster’s units affected, can be dispelled.

Safeguard and Inspiring Aura (Combat Spells): Only caster’s units targettable.

Inspiring Aura and Aura of Inspiration: See description of „Ancient Ancestor“ - Units get Inspired (+300 Morale). The entry about „Inspired“ is missing.
While in combat, the unit who has the Inspiring Aura gets Inspired as well (ingame description is unclear). All units affected (Machines as well), allied units not affected.

Ancient Ancestor (Dwarf RG Military Champion). Firstborn units themselves can´t get Inspired through this ability - (neither they are inherently inspired).
Doesn´t stack with Inspiring Aura.

Fire Aura, Frost Aura, Static Shield, Fearsome, Blinding Aura and Necromantic Aura use the term „aura“ also in game editor. Inspiring Aura is different so maybe should use another term to separate it (Inspring Charism?).

Blinding Aura, Flash Bomb, Flash Bang, Blind (Rogue Spell): Elementals are not affected (they can´t get Blinded).

Flash Bomb (Engineers): What is the strength of the Blind check? Missing info ingame. Blinding Aura has 9, Flash Bang 12, Blind has 14 Physical check. Wikia entry about Engineer´s Vanilla ability „Flash Bang“ says 9 Physical: https://age-of-wonders-3.fandom.com/wiki/Template:Flash_Bang_(Ability).

Archlich: Arch Angel is unaffected.

Spontaneous Mutation https://age-of-wonders-3.fandom.com/wiki/Template:Spontaneous_Mutation: Elementals, Incorporeals, Undeads and Machines are not affected. Dragons are affected (https://age-of-wonders-3.fandom.com/wiki/Template:Spontaneous_Mutation). No entries about the special abilities (e. G. Electrical Skin) in the Tome.

Unstable Transformation: Leader himself is not a valid target. I can´t check whether it is because he is Leader or caster. Heroes can be affected.

Mark Blood Sacrifice: See Wikia (https://age-of-wonders-3.fandom.com/wiki/Template:Blood_Boon) The +2 additional melee damage doesn´t stack (tested).

Empire Spells (e. G. Arctic Empire): The terrain also spreads from Fortresses and Vassals. The unit buff doesn´t work in Vassal´s domain though.

Grant Frozen Flames: Machines cannot be targetted.

Scorched: This unit suffers -3 strength on all melee channels for 3 turns. It also cancels out the additional damage bonus aquired via levels if the inherent damage channel + additional party damage bonus (e G. Poison Knowledge) has a strength below 4. See https://www.dropbox.com/sh/8ktohxl4jezrgdc/AAAhBSp0hn6-MBuL8r2H7zk4a?dl=0

/gladis
 
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