Planar Conquest Wikia
No edit summary
Tag: Visual edit
No edit summary
Tag: Visual edit
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*Death Circle - hero has access to some battle spells from Death Circle.
 
*Death Circle - hero has access to some battle spells from Death Circle.
 
*Destruction Circle - hero has access to some battle spells from Destruction Circle.
 
*Destruction Circle - hero has access to some battle spells from Destruction Circle.
  +
*Dual Wielding - reduces to-hit penalties for wearing 2 weapons to - 2 to-hit with each weapon.
*Dual Wielding
 
 
*Enchanter - hero's spells receive +1 bonus to saving throw Difficulty Class. Can be taken more than once.
 
*Enchanter - hero's spells receive +1 bonus to saving throw Difficulty Class. Can be taken more than once.
 
*Evoker - hero's direct damage spells deal +10% damage. Can be taken more than once.
 
*Evoker - hero's direct damage spells deal +10% damage. Can be taken more than once.
  +
*Far Shot - reduces range increments by 50%. To-hit penalty for normal ranged attacks is calculated by comparing distance to target with ranged increment.
*Far Shot
 
 
*Fire Circle - hero has access to some battle spells from Fire Circle.
 
*Fire Circle - hero has access to some battle spells from Fire Circle.
  +
*Improved Criticals - increases threat range (or chance) of critical hit. Each time it is chosen, threat range is increased by 1.
*Improved Criticals
 
  +
*Legendary - increases Sorcerer Lords Fame by 5. Can be taken more than once.
*Legendary
 
 
*Life Circle - hero has access to some battle spells from Life Circle.
 
*Life Circle - hero has access to some battle spells from Life Circle.
 
*Mauler - hero's Melee attacks get -1 penalty to-hit, but deal +3 damage. Can be taken more than once.
 
*Mauler - hero's Melee attacks get -1 penalty to-hit, but deal +3 damage. Can be taken more than once.
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*Pyromancer - unit's magical ranged damage deals +1d6 fire damage. Can be taken more than once.
 
*Pyromancer - unit's magical ranged damage deals +1d6 fire damage. Can be taken more than once.
 
*Random Ability - hero gets random ability from abilities available to his Hero Class.
 
*Random Ability - hero gets random ability from abilities available to his Hero Class.
  +
*Sage - increases Sorcerer Lord's research points by 5. Can be taken more than once.
*Sage
 
  +
*Sharpshooter - +2 to-hit and damage of normal ranged attacks. Can be taken more than once.
*Sharpshooter
 
*Spell Penetration
+
*Spell Penetration - +3 to rolls to overcome spell resistance.
  +
*Summoner - increases level of units summoned by hero by 1. May have problems when summoning undead (they do not get summoned with full HP). Can be taken more than once.
*Summoner
 
 
*Summoning Circle - hero has access to some battle spells from Summoning Circle.
 
*Summoning Circle - hero has access to some battle spells from Summoning Circle.
 
*Water Circle - hero has access to some battle spells from Water Circle.
 
*Water Circle - hero has access to some battle spells from Water Circle.

Revision as of 09:10, 1 August 2018

  • Aura of Courage - in battle this unit provides +1 bonus to to-hit rolls to all friendly units.
  • Aura of Heroism - in battle this unit provides +1 bonus to to-hit rolls, Armor Class, and saving throws to all friendly units.
  • Aura of Resistance - in battle this unit provides +5 spell resistance to all friendly units.
  • Aura of Resolve - in battle this unit provides +1 saving throws to all friendly units.
  • Bleeding Attack - unit's attack cause bleeding for 2 turns.
  • Caster - unit is capable of casting some battle spells using it's own mana pool.
  • Charge - if unit moves before melee attack, it strikes first and receives +2 bonus to to-hit roll and +2 damage bonus for this attack.
  • Clear Mind - unit is immune to mind-affecting spells.
  • Create Undead - units killed by this unit have a chance to come back as undead under their killer's control after combat.
  • Cursing Touch - unit's attacks inflict Cursed status (-2 to to-hit rolls and damage). Bless spell prevents/dispels this status.
  • Death Ward
  • Divine Grace
  • Drain Life
  • Ethereal
  • Evasion
  • Fear
  • First Strike
  • Flying
  • Forester
  • Great Fortitude
  • Illusion Immunity
  • Improved Evasion
  • Invisibility
  • Iron Will
  • Levitation
  • Lightning Reflex
  • Long Reach
  • Mana Drain
  • Merging
  • Missile Immunity
  • Mountaineer
  • Negate First Strike
  • Pathfinding
  • Point Blank Shot
  • Poison Immunity
  • Raiding
  • Reach Weapons
  • Regeneration
  • Shielding Aura
  • Siege Engine
  • Sneak
  • Sneak Attack
  • Stoning Gaze
  • Stoning Immunity
  • Swampdweller
  • Teleporting
  • Thrown Weapons
  • Toughness
  • Wall Crusher

Ammo Resupply and Mana Resupply abilities are available only to city wall improvements.

Heroes' Abilities

  • Air Circle - hero has access to some battle spells from Air Circle.
  • Armsmaster - each unit in hero's army gets 50 exp points each turn.
  • Assassin - critical hit damage multiplier is increased by 1. Can be taken more than once.
  • Augmentation Circle - hero has access to some battle spells from Augmentation Circle.
  • Biomancy Circle - hero has access to some battle spells from Biomancy Circle.
  • Blademaster- hero gains +2 to Melee to-hit rolls. Can be taken more than once.
  • Death Circle - hero has access to some battle spells from Death Circle.
  • Destruction Circle - hero has access to some battle spells from Destruction Circle.
  • Dual Wielding - reduces to-hit penalties for wearing 2 weapons to - 2 to-hit with each weapon.
  • Enchanter - hero's spells receive +1 bonus to saving throw Difficulty Class. Can be taken more than once.
  • Evoker - hero's direct damage spells deal +10% damage. Can be taken more than once.
  • Far Shot - reduces range increments by 50%. To-hit penalty for normal ranged attacks is calculated by comparing distance to target with ranged increment.
  • Fire Circle - hero has access to some battle spells from Fire Circle.
  • Improved Criticals - increases threat range (or chance) of critical hit. Each time it is chosen, threat range is increased by 1.
  • Legendary - increases Sorcerer Lords Fame by 5. Can be taken more than once.
  • Life Circle - hero has access to some battle spells from Life Circle.
  • Mauler - hero's Melee attacks get -1 penalty to-hit, but deal +3 damage. Can be taken more than once.
  • Mentalism Circle - hero has access to some battle spells from Mentalism Circle.
  • Noble - negates hero's upkeep cost, and contributes additional 5 gold to your treasury each turn.
  • Protection Circle - hero has access to some battle spells from Protection Circle.
  • Pyromancer - unit's magical ranged damage deals +1d6 fire damage. Can be taken more than once.
  • Random Ability - hero gets random ability from abilities available to his Hero Class.
  • Sage - increases Sorcerer Lord's research points by 5. Can be taken more than once.
  • Sharpshooter - +2 to-hit and damage of normal ranged attacks. Can be taken more than once.
  • Spell Penetration - +3 to rolls to overcome spell resistance.
  • Summoner - increases level of units summoned by hero by 1. May have problems when summoning undead (they do not get summoned with full HP). Can be taken more than once.
  • Summoning Circle - hero has access to some battle spells from Summoning Circle.
  • Water Circle - hero has access to some battle spells from Water Circle.