Age of Wonders 4 Database
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Reset
Defense Mode: Nullify
This unit ends its turn and goes into a defensive mode:
Extends its
Zone of Control
to all adjacent hexes.
Gains +2
Defense
.
Gains +2
Resistance
.
Immune to
Flanking
.
All adjacent friendly units gain +3
Defense
.
Enemy units adjacent to this unit suffer Disrupted for 1
Turn
.
Slots:
Lightning Damage
Change damage to mixed
Physical Damage
and
Lightning Damage
.
+2 damage per
Item Tier
.
Slots:
Lightning Damage
Change damage to mixed
Physical Damage
and
Lightning Damage
.
+2 damage per
Item Tier
.
Slots:
Lightning Damage
Change damage to mixed
Physical Damage
and
Lightning Damage
.
+4 damage per
Item Tier
.
Slots:
Lightning Damage
Change damage to mixed
Physical Damage
and
Lightning Damage
.
+2 damage per
Item Tier
.
Slots:
Lightning Damage
Change damage to mixed
Physical Damage
and
Lightning Damage
.
+2 damage per
Item Tier
.
Slots:
Lightning Damage
Change damage to mixed
Physical Damage
and
Lightning Damage
.
+3 damage per
Item Tier
.
Slots:
Lightning Damage
Change damage to mixed
Physical Damage
and
Lightning Damage
.
+3 damage per
Item Tier
.
Slots:
Lightning Damage
Change damage to
Lightning Damage
.
+4 damage per
Item Tier
.
Slots:
Lightning Damage
Change damage to mixed
Physical Damage
and
Lightning Damage
.
+3 damage per
Item Tier
.
Slots:
Lightning Damage
Change damage to mixed
Physical Damage
and
Lightning Damage
.
+4 damage per
Item Tier
.
Slots:
Lightning Damage
Change damage to mixed
Physical Damage
and
Lightning Damage
.
+4 damage per
Item Tier
.
Slots:
Lightning Damage
Change damage to mixed
Physical Damage
and
Lightning Damage
.
+2 damage per
Item Tier
.
Slots:
Cosmic Damage
Change damage to mixed
Fire Damage
,
Lightning Damage
, and
Frost Damage
.
+3 damage per
Item Tier
.
Slots:
Lightning Damage
Change damage to mixed
Physical Damage
and
Lightning Damage
.
+2 damage per
Item Tier
.
Slots:
Lightning Damage
Change damage to
Lightning Damage
.
+4 damage per
Item Tier
.
Slots:
Lightning Damage
Change damage to mixed
Physical Damage
and
Lightning Damage
.
+3 damage per
Item Tier
.
Slots:
Cosmic Damage
Change damage to mixed
Fire Damage
,
Lightning Damage
, and
Frost Damage
.
+3 damage per
Item Tier
.
Slots:
Lightning Damage
Change damage to
Lightning Damage
.
+4 damage per
Item Tier
.
Slots:
Lightning Damage
Change damage to mixed
Physical Damage
and
Lightning Damage
.
+3 damage per
Item Tier
.
Slots:
Lightning Damage
Change damage to mixed
Physical Damage
and
Lightning Damage
.
+4 damage per
Item Tier
.
Slots:
Astral Blessing
Astral Blessing
Always hits
4
Single Action
Target friendly unit:
Heals +25
Temporary Hit Points
.
Gains Static Charge for 3
Turns.
Support
Notes:
Cannot be used when within an enemy Zone of Control.
Cooldown: 1
Slots:
Cosmic Rescue
Cosmic Rescue
Always hits
4
Leave One
Heal target friendly unit for 10
Temporary Hit Points
and teleport it to an adjacent space.
Support
Notes:
Cannot be used when within an enemy Zone of Control.
Cooldown: 2
Slots:
Greater Dispel Magic
Greater Dispel Magic
Always hits
3
Single Action
Target unit:
Loses all
Negative Status Effects
if friendly.
Loses all
Positive Status Effects
if an enemy.
Support
Notes:
Cannot be used when within an enemy Zone of Control.
Cooldown: 3
Slots:
Stunning Flash
Stunning Flash
Always hits
0
3
3
3
Single Action
Damages adjacent enemy units.
Magic
Notes:
Cooldown: 2
Slots:
Astral Blessing
Astral Blessing
Always hits
4
Single Action
Target friendly unit:
Heals +25
Temporary Hit Points
.
Gains Static Charge for 3
Turns.
Support
Notes:
Cannot be used when within an enemy Zone of Control.
Cooldown: 1
Slots:
Cosmic Rescue
Cosmic Rescue
Always hits
4
Leave One
Heal target friendly unit for 10
Temporary Hit Points
and teleport it to an adjacent space.
Support
Notes:
Cannot be used when within an enemy Zone of Control.
Cooldown: 2
Slots:
Greater Dispel Magic
Greater Dispel Magic
Always hits
3
Single Action
Target unit:
Loses all
Negative Status Effects
if friendly.
Loses all
Positive Status Effects
if an enemy.
Support
Notes:
Cannot be used when within an enemy Zone of Control.
Cooldown: 3
Slots:
Stunning Flash
Stunning Flash
Always hits
0
3
3
3
Single Action
Damages adjacent enemy units.
Magic
Notes:
Cooldown: 2
Slots:
Greater Lightning Shield
Greater Lightning Shield
When an attacker hits at melee range, the attacker:
Sustains 6
Lightning Damage
.
Has a base 60% chance of being inflicted with Electrified.
Slots:
Lesser Lightning Shield
Lesser Lightning Shield
When an attacker hits at melee range, the attacker sustains 6
Lightning Damage
.
Slots:
+2 Lightning Protection
Lightning Protection reduces
Lightning Damage
.
Slots:
+4 Lightning Protection
Lightning Protection reduces
Lightning Damage
.
Slots:
+6 Lightning Protection
Lightning Protection reduces
Lightning Damage
.
Slots:
Static Shield
Static Shield
Melee attackers have a base 30% chance of becoming Stunned.
Slots:
Warded
Warded
Unit has +3
Resistance
.
Slots:
+10% Magic Damage
Damage of
Magic
attacks is increased by +10%.
Slots:
+20% Magic Damage
Damage of
Magic
attacks is increased by +20%.
Slots:
Astral Membrane
Astral Membrane
Melee range attackers have a base 30% chance of becoming Stunned for 1
Turn.
Slots:
Casting Points +20
Greater Casting Point Bonus
Grants +20
Combat Casting Points
at the start of battle.
These are lost at the end of battle.
Slots:
Inflict Electrified
Base attacks have a 60% chance of inflicting Electrified.
Slots:
Inflict Electrified
Base attacks have a 90% chance of inflicting Electrified.
Slots:
Inflict Frozen
Base attacks have a 30% chance of inflicting Frozen.
Slots:
Inflict Frozen
Base attacks have a 60% chance of inflicting Frozen.
Slots:
Inflict Status Vulnerability
Base attacks have a 90% chance of inflicting Status Vulnerability.
Slots:
Inflict Status Vulnerability
Base attacks inflict Status Vulnerability.
Status Vulnerability
Gains -2
Status Resistance
.
Stacks up to 5 times.
Status Vulnerability
counters
Status Protection.
Slots:
Inflict Sundered Resistance
Base attacks have a 60% chance of inflicting Sundered Resistance.
Slots:
Inflict Sundered Resistance
Base attacks have a 90% chance of inflicting Sundered Resistance.
Slots:
Magic Origin Slayer
Base attacks deal +40% damage to Magic Origin units.
Slots:
Pass Through
This unit can move through obstacles. Does not function when the unit is in a transport.
Slots:
Slip Away
When this unit's
Hit Points
are reduced to zero, it is displaced by 3 hexes and heals +15
Temporary Hit Points
.
Works once per battle.
Slip Away
When this unit's
Hit Points
are reduced to zero, it is displaced by 3 hexes and heals +15
Temporary Hit Points
.
Works once per battle.
Slots:
Slip Away
Slip Away
When this unit's
Hit Points
are reduced to zero, it is displaced by 3 hexes and heals +15
Temporary Hit Points
.
Works once per battle.
Slots:
Support - Bolstered Resistance
Support
abilities also provide +1 Bolstered Resistance.
Slots:
Innate Spell Jammer
Innate Spell Jammer
While this unit is in battle it acts like a Spell Jammer, increasing enemy
Spell
cost by 100%
Combat Casting Points
.
Slots:
Overcharge Cast
Overcharge Cast
Always hits
0
Free Action
Grant your
Spells
Overcharge
this
Turn
Cant Be Refreshed
Notes:
Can only be used once per battle.
Starts on cooldown: 1
Slots:
Summon Spirit Hawk
Summon Spirit Hawk
Always hits
1
Full Action
Summons a
Spirit Hawk
under your control on the target hex. The summoned unit lasts for 3
Turns
.
Summoning
Notes:
Can only be used once per battle.
Slots: