Darklord's lair

 

Умения юнитов

NameDescription
Archery A unit with the archery skill has a chance of shooting the current enemy unit, every time a new creature enters combat. The maximum number of archery hits is 2.
Level 1 : 20% Chance, 1-2 damage
Level 2 : 35% Chance, 1-3 damage
Level 3 : 50% Chance, 1-4 damage
Level 4 : 65% Chance, 1-5 damage
Level 5 : 80% Chance, 1-6 damage
Armor Reduces damage a unit takes in combat from melee or missile attacks.
Level 1 : 1 point (melee) or 1 points (missile)
Level 2 : 1-2 points (melee) or 1-4 points (missile)
Level 3 : 1-3 points (melee) or 1-5 points (missile)
Level 4 : 1-4 points (melee) or 1-6 points (missile)
Level 5 : 1-5 points (melee) or 1-7 points (missile)
Assassin A unit with an Assassin skill has an outright chance of killing a Hero in combat everytime he strikes it. He also doubles the chance of a critial hit on any strike against any unit.
Level 1 : 10% Chance
Level 2 : 20% Chance
Level 3 : 30% Chance
Level 4 : 40% Chance
Level 5 : 50% Chance
Bless A unit with the Bless skill has a chance to Bless each friendly unit entering combat. Blessed units gain +3 Combat, and gain some protection vs. enemy special abilities (protected from: Archery, Poison, Disease, Crushing Blow, Smite Good/Evil, All Slayers, Deathgaze, First Strike, Terror, Fire, Negate). Evil units cannot be blessed.
Level 1 : 10% Chance
Level 2 : 20% Chance
Level 3 : 30% Chance
Level 4 : 40% Chance
Level 5 : 50% Chance
Bloodlust When struck in melee combat, a unit may go into a blind rage. This increases its Combat skill by +3, and can occur up to 3 times in a single combat.
Level 1 : 20% Chance
Level 2 : 35% Chance
Level 3 : 50% Chance
Level 4 : 65% Chance
Level 5 : 80% Chance
Build When a unit with the Build skill is inside or adjacent to a city, and that city is rebuilt or fortified, then it gains a discount on the price.
Level 1 : 20% Discount
Level 2 : 35% Discount
Level 3 : 50% Discount
Level 4 : 65% Discount
Level 5 : 80% Discount
Crushing Blow A unit has a chance to inflict a Crushing Blow with every attack in combat. A crushing halves the victim's remaining Life and then applies normal damage. The attack must be successful in order to activate the skill.
Level 1 : 20% Chance
Level 2 : 35% Chance
Level 3 : 50% Chance
Level 4 : 65% Chance
Level 5 : 80% Chance
Curse A unit with the Curse skill has a chance to Curse each enemy unit entering combat. Cursed units gain -3 Combat, and can only use special abilities at half their current level (round down). It also protects from: Poison, Disease, Crushing Blow, Smite Good/Evil, All Slayers, Assassin, Deathgaze, First Strike, Terror, Fire, Negate, Vampirism, Taunt, Bloodlust, Warding, Regeneration, Armor.
Level 1 : 10% Chance
Level 2 : 20% Chance
Level 3 : 30% Chance
Level 4 : 40% Chance
Level 5 : 50% Chance
Deamonslayer A unit with Deamonslayer gains a bonus to its Damage and Combat scores vs. enemy Deamons units.
Level 1 : +2 Damage and +2 Combat
Level 2 : +3 Damage and +3 Combat
Level 3 : +4 Damage and +4 Combat
Level 4 : +5 Damage and +5 Combat
Level 5 : +6 Damage and +6 Combat
Death Gaze When a unit with Death Gaze faces off against another unit in combat, it has a chance to kill that unit outright before the fighting begins.
Level 1 : 10% Chance
Level 2 : 15% Chance
Level 3 : 20% Chance
Level 4 : 25% Chance
Level 5 : 30% Chance
Deathslayer A unit with Deathslayer gains a bonus to its Damage and Combat scores vs. enemy Undead units.
Level 1 : +2 Damage and +2 Combat
Level 2 : +3 Damage and +3 Combat
Level 3 : +4 Damage and +4 Combat
Level 4 : +5 Damage and +5 Combat
Level 5 : +6 Damage and +6 Combat
Disease Has a chance of inflicting disease upon any enemy that is hit in combat. Diseased units cannot be healed and do half damage. Disease lasts 3 turns.
Level 1 : 20% Chance
Level 2 : 35% Chance
Level 3 : 50% Chance
Level 4 : 65% Chance
Level 5 : 80% Chance
Dragonslayer A unit with Dragonslayer gains a bonus to its Damage and Combat scores vs. enemy Dragon units.
Level 1 : +2 Damage and +2 Combat
Level 2 : +3 Damage and +3 Combat
Level 3 : +4 Damage and +4 Combat
Level 4 : +5 Damage and +5 Combat
Level 5 : +6 Damage and +6 Combat
Dwarfslayer A unit with Dwarfslayer gains a bonus to its Damage and Combat scores vs. enemy Dwarven units.
Level 1 : +2 Damage and +2 Combat
Level 2 : +3 Damage and +3 Combat
Level 3 : +4 Damage and +4 Combat
Level 4 : +5 Damage and +5 Combat
Level 5 : +6 Damage and +6 Combat
Elfslayer A unit with Elfslayer gains a bonus to its Damage and Combat scores vs. enemy Elven units.
Level 1 : +2 Damage and +2 Combat
Level 2 : +3 Damage and +3 Combat
Level 3 : +4 Damage and +4 Combat
Level 4 : +5 Damage and +5 Combat
Level 5 : +6 Damage and +6 Combat
Extra Tough This is a skill available only to Orcs. It does not confer any special abilities apart from increasing both Combat and Life at the same time.
Combat : +1
Life : +2
Fear A unit with Fear subtracts from the Combat skill of all enemy units in battle. Only the highest Fear skill is used for this (it is not cumulative).
Level 1 : -1 Enemy Combat
Level 2 : -2 Enemy Combat
Level 3 : -3 Enemy Combat
Level 4 : -4 Enemy Combat
Level 5 : -5 Enemy Combat
Fire A unit with Fire adds extra damage to each hit in combat. Fire ignores enemy Armor.
Level 1 : 1 point extra damage
Level 2 : 1-2 points extra damage
Level 3 : 1-3 points extra damage
Level 4 : 1-4 points extra damage
Level 5 : 1-5 points extra damage
First Strike Gives the unit a first swing at start of combat and the first swing whenever a new unit enters combat. The first strike doesn't activate if the unit has a higher morale at the start of the combat or a new own unit is placed into combat.
Level 1 : 3 points of damage for the First Strike
Level 2 : 3-6 points of damage for the First Strike
Level 3 : 3-9 points of damage for the First Strike
Level 4 : 3-12 points of damage for the First Strike
Level 5 : 3-15 points of damage for the First Strike
Giantslayer A unit with Giantslayer gains a bonus to its Damage and Combat scores vs. enemy Giant units (including Trolls, Ogres and Minotaurs).
Level 1 : +2 Damage and +2 Combat
Level 2 : +3 Damage and +3 Combat
Level 3 : +4 Damage and +4 Combat
Level 4 : +5 Damage and +5 Combat
Level 5 : +6 Damage and +6 Combat
Heal Every time an enemy is defeated in combat, a unit with the Heal skill will heal the current friendly fighting unit. If multiple Healing units are in a group, then all units will try to Heal, and the highest individual result will be used.
Level 1 : 1 point of Healing
Level 2 : 1-2 points of Healing
Level 3 : 1-3 points of Healing
Level 4 : 1-4 points of Healing
Level 5 : 1-5 points of Healing
Note: The heal skill can go up to level 10 with the nature realm spell.
Income A unit with Income skill contributes Gold towards your Income. It may also affect its group's upkeep.
Level 1 : +2 Income
Level 2 : +4 Income. Upkeep for this unit is halved.
Level 3 : +6 Income. Upkeep for this unit is free.
Level 4 : +10 Income. Upkeep for this unit's group is halved.
Level 5 : +15 Income. Upkeep for this unit's group is free.
Leadership A unit with Leadership adds to the Combat Skill and movement of his group. Only the highest Leadership skill is used for this (it is not cumulative).
Level 1 : +1 Combat and +1 Speed for the group
Level 2 : +2 Combat and +1 Speed for the group
Level 3 : +2 Combat and +2 Speed for the group
Level 4 : +3 Combat and +2 Speed for the group
Level 5 : +3 Combat and +3 Speed for the group
Magic Immunity A unit with Magic Immunity can protect its group against enemy spells, protects from: Bane, Banish, Disrupt Undead, Earthquake, Hail, Holy Word, Meteor Swarm, Ring of Fire, Shatter. If multiple units with Magic Immunity are in a group, then only the highest skill is used (i.e. it is not cumulative). Moreover, the Anti-Magic warlord skill protects from all spells in addition to adding to any Magic Immunity.
Level 1 : 40% Chance
Level 2 : 55% Chance
Level 3 : 70% Chance
Level 4 : 85% Chance
Level 5 : 100% Chance
Manslayer A unit with Manslayer gains a bonus to its Damage and Combat scores vs. enemy Human units.
Level 1 : +2 Damage and +2 Combat
Level 2 : +3 Damage and +3 Combat
Level 3 : +4 Damage and +4 Combat
Level 4 : +5 Damage and +5 Combat
Level 5 : +6 Damage and +6 Combat
Monsterslayer A unit with Monsterslayer gains a bonus to its Damage and Combat scores vs. enemy Monster units.
Level 1 : +2 Damage and +2 Combat
Level 2 : +3 Damage and +3 Combat
Level 3 : +4 Damage and +4 Combat
Level 4 : +5 Damage and +5 Combat
Level 5 : +6 Damage and +6 Combat
Multi-Attack A unit with Multi-Attack hits not only the enemy it is fighting, but also hits all opponents in the enemy group who have not yet entered combat.
Level 1 : 1 damage vs. enemies not in combat
Level 2 : 1-2 damage vs. enemies not in combat
Level 3 : 1-3 damage vs. enemies not in combat
Level 4 : 1-4 damage vs. enemies not in combat
Level 5 : 1-5 damage vs. enemies not in combat
Negate Weakens most enemy special abilities (except: Deathgaze, Assassin, Curse, Bless, Siege, Critical hits, Negate, Escape (via the ring item), Extra Damage (via the hero spell)) that are used against the unit with the Negate skill. Does not apply to siege attacks against towers, blessing of enemy units or the cursing of the unit with negate.
Level 1 : -1 to enemy special abilities
Level 2 : -2 to enemy special abilities
Level 3 : -3 to enemy special abilities
Level 4 : -4 to enemy special abilities
Level 5 : -5 to enemy special abilities
"Negate does not negate negate!" --KGB
Orcslayer A unit with Orcslayer gains a bonus to its Damage and Combat scores vs. enemy Orkish units (including Goblins).
Level 1 : +2 Damage and +2 Combat
Level 2 : +3 Damage and +3 Combat
Level 3 : +4 Damage and +4 Combat
Level 4 : +5 Damage and +5 Combat
Level 5 : +6 Damage and +6 Combat
Poison Has a chance of inflicting poison upon any enemy that is hit in combat. Poisoned units cannot be healed and their combat is reduced to two thirds. Poison lasts three turns.
Level 1 : 20% Chance
Level 2 : 35% Chance
Level 3 : 50% Chance
Level 4 : 65% Chance
Level 5 : 80% Chance
Regeneration A unit with Regeneration regain some of its Life points every time a foe is killed in combat.
Level 1 : +3 Life (in combat)
Level 2 : +4 Life (in combat)
Level 3 : +5 Life (in combat) and +2 Life (outside combat)
Level 4 : +6 Life (in combat) and +4 Life (outside combat)
Level 5 : +7 Life (in combat) and +6 Life (outside combat)
Scavenging When a unit with Scavenging helps pillage, sack or raze a city, it adds to the gold found. If multiple units with Scavenging are in a group, then only the highest skill is used (i.e. it is not cumulative).
Level 1 : +1-50 Gold
Level 2 : +25-100 Gold
Level 3 : +50-150 Gold
Level 4 : +75-200 Gold
Level 5 : +100-250 Gold
Scouting A unit with Scouting can see into ruins and enemy cities. It can see the units stationned in it as well as seeing the ruin reward (hero, gold, allies, mana crystals, item, tome) assuming the level of scouting is high enough. It also grants a +N Fog of War view bonus to the stack. If multiple units with Scouting are in a group, then only the highest skill is used (i.e. it is not cumulative).
Level 1 : Can see into adjacent level 1 enemy cities. +1 view range
Level 2 : Can see into adjacent level 2 enemy cities and weaker ruins. +2 view range
Level 3 : Can see into adjacent level 3 enemy cities and stronger ruins. +3 view range
Level 4 : Can see into adjacent level 4 enemy cities. +4 view range
Level 5 : Can see into any cities and ruins anywhere on the map. +5 view range
Siege A unit with Siege can attack enemy towers when in combat against a city. It fires whenever a new creature enters combat.
Level 1 : Each shot does 3 damage
Level 2 : Each shot does 4 damage
Level 3 : Each shot does 5 damage, 25% chance of a second shot
Level 4 : Each shot does 6 damage, 25% chance of a second shot
Level 5 : Each shot does 6 damage, 50% chance of a second shot
Smite Evil A unit with Smite Evil adds extra damage every time it hits an evil unit.
Level 1 : +2 Damage
Level 2 : +3 Damage
Level 3 : +4 Damage
Level 4 : +5 Damage
Level 5 : +6 Damage
Smite Good A unit with Smite Good adds extra damage every time it hits a good unit.
Level 1 : +2 Damage
Level 2 : +3 Damage
Level 3 : +4 Damage
Level 4 : +5 Damage
Level 5 : +6 Damage
Speed A unit with Speed adds to the movement point allowance of its current group. This is cumulative with multiple Speed units in the same group.
Level 1 : +1 Movement
Level 2 : +2 Movement
Level 3 : +3 Movement
Level 4 : +4 Movement
Level 5 : +5 Movement
Taunt Taunts the next weakest enemy unit into combat, bypassing the enemy's ability to choose the next unit, and dropping this unit's Combat score by 3.
Level 1 : 20% Chance
Level 2 : 35% Chance
Level 3 : 50% Chance
Level 4 : 65% Chance
Level 5 : 80% Chance
Terror A unit with Terror has a chance to scare an enemy from combat as they begin fighting. A Terrorized unit has its combat and life reduced to 1 for a number of turns.Any unit with the Terror skill is immune to terror from other units.
Level 1 : 5% Chance, 5 turn duration
Level 2 : 10% Chance, 6 turn duration
Level 3 : 15% Chance, 7 turn duration
Level 4 : 20% Chance, 8 turn duration
Level 5 : 25% Chance, 9 turn duration
Vampirism A Vampiric unit has a chance to leech back each point of damage it does in combat, effectively healing itself when it hits an enemy.
Level 1 : 10% Chance
Level 2 : 20% Chance
Level 3 : 30% Chance
Level 4 : 40% Chance
Level 5 : 50% Chance
Example: if a Soul Gatherer with +5 vampirism hits for 5 points of damage, it makes 1 roll at 50% chance for each point of damage (so 5 rolls for 5 damage).
Warding Warding gives a unit a chance to avoid the effects of Archery, Assassination and Death Gaze.
Level 1 : 60% (Archery) 20% (Assassin, Death Gaze)
Level 2 : 80% (Archery) 40% (Assassin, Death Gaze)
Level 3 : 100% (Archery) 60% (Assassin, Death Gaze)
Level 4 : 100% (Archery) 80% (Assassin, Death Gaze)
Level 5 : 100% (Archery) 100% (Assassin, Death Gaze)

Additional abilities not normally available for retinues but are for spells, items or others:
Chaos Adds a Chaos bonus to your side.
Level 1 : +1 Chaos
Level 2 : +2 Chaos
Level 3 : +3 Chaos
Level 4 : +4 Chaos
Level 5 : +5 Chaos
City Gold All cities gain bonus income.
Level 1 : +5 gold
Level 2 : +10 gold
Level 3 : +15 gold
Level 4 : +20 gold
Level 5 : +25 gold
Combat The Combat score for a unit determines how well it performs in combat. The greater the difference in combat scores, the more likely one unit is to hit another.When a unit hits an enemy, it does 5-8 points of damage to that creature's Life score. If the unit misses, it only does 1 point of damage. Every time a unit hits a foe, there is 10% chance of a critical hit, doing 12 points of damage (instead of 5-8). The level of the ability defines the combat bonus.
Level 1 : +1 Combat
Level 2 : +2 Combat
Level 3 : +3 Combat
Level 4 : +4 Combat
Level 5 : +5 Combat
Combat XP Bonus Adds extra XP to the pool of experience after each battle.
Level 1 : 10%
Level 2 : 20%
Level 3 : 30%
Level 4 : 40%
Level 5 : 50%
Critical Hit Doubles the chance of a critical hit (20 from 10).
Damage Adds extra damage to the units damage.
Level 1 : +1 Damage
Level 2 : +2 Damage
Level 3 : +3 Damage
Level 4 : +4 Damage
Level 5 : +5 Damage
Divine Magic Adds a Divine Magic bonus to your side.
Level 1 : +1 Divine Magic
Level 2 : +2 Divine Magic
Level 3 : +3 Divine Magic
Level 4 : +4 Divine Magic
Level 5 : +5 Divine Magic
Escape Allows a hero to escape a combat deathblow by retreating him from tactical combat. It does not function vs archery, tower shots or deathgaze. Once used the item disappears.
Fealty Allows a hero to obtain any neutral city for free regardless of race. Once used the item disappears.
Life The higher its Life score, the longer a unit can survive in combat. All damage that a unit takes is subtracted from its Life total. Damage on a unit does not heal naturally until the beginning of the owner's following turn. The level of the ability defines the life bonus.
Level 1 : +1 Life
Level 2 : +2 Life
Level 3 : +3 Life
Level 4 : +4 Life
Level 5 : +5 Life
Life Bonus Adds bonus life to a unit during combat.
Level 1 : +1 Life
Level 2 : +2 Life
Level 3 : +3 Life
Level 4 : +4 Life
Level 5 : +5 Life
Mana Regeneration Regenerate mana each turn. Similar effect to warlord skill archmage or some buildings. The level of the ability defines the regeneration point bonus.
Level 1 : +1 Mana Regeneration
Level 2 : +2 Mana Regeneration
Level 3 : +3 Mana Regeneration
Level 4 : +4 Mana Regeneration
Level 5 : +5 Mana Regeneration
Maximum Mana Increases maximum mana. Enable to enlarge the mana pool. The level of the ability defines the maximum bonus increase.
Level 1 : +1 Maximum Mana
Level 2 : +2 Maximum Mana
Level 3 : +3 Maximum Mana
Level 4 : +4 Maximum Mana
Level 5 : +5 Maximum Mana
Move Bonus The stack gains all movement bonuses treating all terrain types as plains when determining move costs.
Morale Adds a Morale bonus to your side.
Level 1 : +1 Morale
Level 2 : +2 Morale
Level 3 : +3 Morale
Level 4 : +4 Morale
Level 5 : +5 Morale
Nature Magic Adds a Nature Magic bonus to your side.
Level 1 : +1 Nature Magic
Level 2 : +2 Nature Magic
Level 3 : +3 Nature Magic
Level 4 : +4 Nature Magic
Level 5 : +5 Nature Magic
Necromancy Adds a Necromancy bonus to your side.
Level 1 : +1 Necromancy
Level 2 : +2 Necromancy
Level 3 : +3 Necromancy
Level 4 : +4 Necromancy
Level 5 : +4 Necromancy
Rune Magic Adds a Rune Magic bonus to your side.
Level 1 : +1 Rune Magic
Level 2 : +2 Rune Magic
Level 3 : +3 Rune Magic
Level 4 : +4 Rune Magic
Level 5 : +5 Rune Magic
Summoning Magic Adds a Summoning bonus to your side.
Level 1 : +1 Summoning Magic
Level 2 : +2 Summoning Magic
Level 3 : +3 Summoning Magic
Level 4 : +4 Summoning Magic
Level 5 : +5 Summoning Magic
Recruit Allies Adds to your percentage chance to get allies each turn.
Anti-Magic Gaining the Anti-Magic ability increases the resistance of all your groups to enemy magic. This effect is cumulative with the Magic Immunity ability and skill.

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Online Since 2002
Last update: 09.08.2013