Back to Zeugma's Hideout




  Allows the wizard to turn mana into gold and gold into mana 1 to 1 instead of losing 50%.
  In addition, all created units are equipped with magic weapons. It is a very useful ability for races which cannot build the Alchemists' Guild.


  Increases the level of all units by one. Allows usual units to reach the ultra elite level. The maximum level for heroes does not change.
  The similar effect can be reached by casting crusade (life magic). Warlord and crusade are compatible : their effect are summarized. Usual units can reach the champion level.


  Allows not to spend extra mana when casting a spell in distances from your fortress. Channeler pays only half of normal spell upkeep.
  When a fight takes place in the capital, a wizard spends only 1/2 mana cost to cast a spell, but outside of capital, their expenditure go from 1 up to 3 depending on distance, (thus always 3 in the opposite world) while channeler spends 1 everywhere.


  Increases base casting skill by 10. Gives a 50% bonus on mana spent to increase casting skill. In addition, the probability of any dispelling effect is reduced twofold.
  The greatest advantage of this retort is the opportunity to concentrate all the power of the wizard in his skill. To neutralize the negative effects of such a policy (to receive mana only from gold and research points only from buildings), Alchemy and a scientifically advanced race are very useful.


  Reduces the creation cost of magic items by 50%. Enchant Item and Create Artifact are already known at the beginning of the game.


  Reduces the casting and research costs of all summoning spells by 25%. Reduces also the upkeep of fantastic creatures by 25%.


  Reduces research cost of any spell by 25%.


  Allows to begin with one of Myrran races. When starting in Myrran, your Wizard's Fortress radiates 5 more mana points.


  Increases by 50% the quantity of mana produced by shrines, temples, parthenons and cathedrals.


  The wizard begins the game with 10 Fame. Famous also doubles the chance of hiring heroes and reduces the cost of hiring and purchasing magic items twofold.


  Doubles the force of all dispelling spells, reduces research and mana cost of all arcane spells by 25%.


  Improves mutual relations with other wizards, halving effects for bad acts and doubling for good ones. In addition, a charismatic wizard pays half for hiring heroes, mercenaries, and purchasing magical items.


  Reduces research and mana cost of all chaos spells by 15%. Doubles the quantity of mana provided by chaos nodes. In addition, chaos spells cast by a Chaos Master are twice harder to dispel.


  Reduces research and mana cost of all nature spells by 15%. Doubles the quantity of mana provided by nature nodes. In addition, nature spells cast by a Nature Master are twice harder to dispel.


  Reduces research and mana cost of all sorcery spells by 15%. Doubles the quantity of mana provided by sorcery nodes. In addition, sorcery spells cast by a Sorcery Master are twice harder to dispel.


  Increases by 50% the quantity of mana produced by shrines, temples, parthenons and cathedrals.


  Increases by 25% the quantity of mana obtained from power.


  Doubles the quantity of mana received from nodes. Cancels the dispelling effect of nodes when casting a spell in one of them.


Visit the original site !