Age of Wonders 4 Database
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Empires & Ashes
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Secrets of the Archmages
Types
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Scout
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Equipment
Item Forge Infusions
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Skill List
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Empire Tree
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Abilities
Active Abilities
Passives
Status Effects
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Infusions List
Reset
Bless
Bless
Always hits
4
Single Action
Target friendly unit:
+2 Fortune
+2 Strengthened
+2 Bolstered Resistance
Support
Notes:
Cooldown: 1
Slots:
Freezing Blast
Deal damage to target enemy unit.
Freezing Blast
Always hits
4
14
Single Action
Deal damage to target enemy unit.
Magic
Single Shot
Debuff
Notes:
Cannot be used when within an enemy Zone of Control.
Cooldown: 1
Slots:
Sap Strength
Enemy units in a 1-hex radius:
Have a base % chance of receiving 2 stacks of Weakened for 3
Turns.
The caster gains:
Strengthened for 3
Turns for each enemy affected.
Sap Strength
Always hits
6
Leave One
Enemy units in a 1-hex radius:
Have a base 90% chance of receiving 3 stacks of Weakened for 3
Turns.
The caster gains:
Strengthened for 3
Turns for each enemy affected.
Debuff
Notes:
Cooldown: 2
Slots:
Blight Damage
Change damage to
Blight Damage
.
+4 damage per
Item Tier
.
Slots:
Fire Damage
Change damage to
Fire Damage
.
+4 damage per
Item Tier
.
Slots:
Arcfire Damage
Change damage to mixed
Fire Damage
and
Lightning Damage
.
+4 damage per
Item Tier
.
Slots:
Cosmic Damage
Change damage to mixed
Fire Damage
,
Lightning Damage
, and
Frost Damage
.
+3 damage per
Item Tier
.
Slots:
Radiant Damage
Change damage to mixed
Fire Damage
and
Spirit Damage
.
+4 damage per
Item Tier
.
Slots:
Frost Damage
Change damage to
Frost Damage
.
+4 damage per
Item Tier
.
Slots:
Death Damage
Change damage to mixed
Frost Damage
and
Blight Damage
.
+4 damage per
Item Tier
.
Slots:
Lightning Damage
Change damage to
Lightning Damage
.
+4 damage per
Item Tier
.
Slots:
Physical Damage
Change damage to
Physical Damage
.
+4 damage per
Item Tier
.
Slots:
Spirit Damage
Change damage to
Spirit 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:
Animate Flora
Animate Flora
Always hits
4
Single Action
Target
Flora Obstacle
transforms into a
Floral Stinger
unit under your control.
This summon lasts for 3
Turns.
Support
Summoning
Notes:
Cannot be used when within an enemy Zone of Control.
Cooldown: 4
Slots:
Conjure Animal
Conjure Animal
Always hits
1
Single Action
Summon a random Tier I animal unit.
This summon lasts for 3
Turns.
Enter
Defense Mode
after use.
Summoning
Notes:
Cooldown: 4
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:
Crushing Anguish
Crushing Anguish
Always hits
4
Full Action
Target unit with
Morale
of \"Low\" or worse:
Has a chance of dying instantly.
The lower the target unit's morale is, the more this chance increases.
If the unit does not die, it sustains 30
Frost Damage
instead.
Magic
Single Shot
Notes:
Cooldown: 2
Slots:
Dispel Magic
Dispel Magic
Always hits
3
Single Action
Target unit:
Loses 2
Negative Status Effects
if friendly.
Loses 2
Positive Status Effects
if an enemy.
Support
Notes:
Cannot be used when within an enemy Zone of Control.
Cooldown: 3
Slots:
Exposing Light
Exposing Light
Always hits
6
22
Full Action
Deals damage in a 1-hex radius.
Magic
Notes:
Cannot be used when within an enemy Zone of Control.
Cooldown: 1
Slots:
Finger of Death
Finger of Death
Always hits
3
Single Action
Target non-Hero enemy unit has a base 60% chance of dying.
If a non-Undead unit dies this way, it transforms into a
Decaying Zombie
under your control until the end of the battle.
If resisted, the unit sustains 45
Frost Damage
that ignores
Resistance
.
Debuff
Notes:
Cooldown: 4
Slots:
Flamestrike
Flamestrike
Always hits
6
16
Full Action
Deals damage in a 1-hex radius, and sets these hexes
On Fire
.
Magic
Notes:
Cannot be used when within an enemy Zone of Control.
Cooldown: 1
Slots:
Freezing Blast
Freezing Blast
Always hits
4
14
Single Action
Deal damage to target enemy unit.
Magic
Single Shot
Debuff
Notes:
Cannot be used when within an enemy Zone of Control.
Cooldown: 1
Slots:
Grant Defense
Grant Defense
Always hits
4
Free Action
Target friendly unit:
Gains 2 Bolstered Defense
Support
Notes:
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:
Mass Heal
Mass Heal
Always hits
4
Single Action
Heals target friendly units in a 1-hex radius 30
Temporary Hit Points
.
Support
Notes:
Can only be used once per battle.
Slots:
Heal
Heal
Always hits
4
Single Action
Heals target friendly unit 30
Temporary Hit Points
.
Support
Notes:
Can only be used once per battle.
Slots:
Hindering Blizzard
Hindering Blizzard
Always hits
6
24
Full Action
Units in a 1-hex radius sustain damage.
Magic
Notes:
Cannot be used when within an enemy Zone of Control.
Cooldown: 1
Slots:
Inversion
Inversion
Always hits
4
Single Action
Removes all
Negative Status Effects
from the target ally and grants a random
Positive Status Effect
for each negative effect removed.
Support
Notes:
Cooldown: 1
Slots:
Lightning Strike
Lightning Strike
Always hits
3
20
Single Action
Deals damage in a 3-hex line.
Magic
Notes:
Cannot be used when within an enemy Zone of Control.
Cooldown: 3
Slots:
Magic Missile
Magic Missile
Always hits
6
20
Single Action
Fires a magic bolt at the target that cannot miss.
Magic
Single Shot
Notes:
Cannot be used when within an enemy Zone of Control.
Cooldown: 2
Slots:
Domination
Domination
Always hits
4
Single Action
Grants a base 90% chance of inflicting Dominated on target enemy until the end of battle.
Magic
Notes:
Can only be used once per battle.
Slots:
Poison Darts
Poison Darts
90%
4
20
Single Action
Single magical attack at target unit.
Magic
Single Shot
Notes:
Affected by Line of Sight rules.
Cannot be used when within an enemy Zone of Control.
Cooldown: 2
Slots:
Polymorph
Polymorph
Always hits
4
Single Action
Target non-
Hero
enemy has a base 90% chance to transform into a Tier I animal for 3
Turns
.
Notes:
Can only be used once per battle.
Slots:
Raise Undead
Raise Undead
Always hits
4
Single Action
Target:
Friendly Undead corpse is revived with 60% of its total
Hit Points
.
Non-Undead corpse is raised as a
Zombie
.
Support
Notes:
Cannot be used when within an enemy Zone of Control.
Can only be used once per battle.
Slots:
Resurrection
Resurrection
Always hits
4
Single Action
Brings target allied unit back to life with 75% of its total
Hit Points
.
Support
Notes:
Can only be used once per battle.
Slots:
Seduce
Seduce
Always hits
3
Single Action
Grants a base 90% chance of making target enemy unit become Dominated for 3
Turns.
If unsuccessful, the unit is Distracted instead.
Debuff
Notes:
Cannot be used when within an enemy Zone of Control.
Cooldown: 3
Slots:
Song of Carnage
Song of Carnage
Always hits
0
Single Action
This unit and adjacent friendly units gain:
2 Strengthened.
2 Fortune.
Support
Notes:
Cannot be used when within an enemy Zone of Control.
Cooldown: 2
Slots:
Song of Revelry
Song of Revelry
Always hits
0
Single Action
This unit and adjacent friendly units gain:
3 Rally.
2 Regeneration.
Support
Notes:
Cannot be used when within an enemy Zone of Control.
Cooldown: 2
Slots:
Stunning Flash
Stunning Flash
Always hits
0
3
3
3
Single Action
Damages adjacent enemy units.
Magic
Notes:
Cooldown: 2
Slots:
Summon Rose Knight
Summon Rose Knight
Always hits
1
Full Action
Summons a
Rose Knight
.
This summon lasts for 3
Turns.
Summoning
Notes:
Cannot be used when within an enemy Zone of Control.
Can only be used once per battle.
Slots:
Spawn Hatchling
Spider Egg
Always hits
1
Full Action
Summons a random Tier I Spider.
This summon lasts for 3
Turns.
Summoning
Notes:
Can only be used once per battle.
Slots:
Summon Spider
Summon Spider
Always hits
1
Full Action
Summons a random Tier II Spider.
This summon lasts for 3
Turns.
Summoning
Notes:
Can only be used once per battle.
Slots:
Summon Spider Monarch
Summon Spider Monarch
Always hits
1
Full Action
Summons a random Tier IV Spider.
This summon lasts for 3
Turns.
Summoning
Notes:
Can only be used once per battle.
Slots:
Summon Primal Crocodile
Summon Primal Crocodile
Always hits
1
Full Action
Summon a
Primal Crocodile
onto target hex.
When summoned on favored terrain gains Frenzy.
This summon lasts for 3
Turns.
Summoning
Notes:
Cannot be used when within an enemy Zone of Control.
Can only be used once per battle.
Starts on cooldown: 1
Slots:
Summon Primal Crow
Summon Primal Crocodile
Always hits
1
Full Action
Summon a
Primal Crocodile
onto target hex.
When summoned on favored terrain gains Frenzy.
This summon lasts for 3
Turns.
Summoning
Notes:
Cannot be used when within an enemy Zone of Control.
Can only be used once per battle.
Starts on cooldown: 1
Slots:
Summon Primal Mammoth
Summon Primal Crocodile
Always hits
1
Full Action
Summon a
Primal Crocodile
onto target hex.
When summoned on favored terrain gains Frenzy.
This summon lasts for 3
Turns.
Summoning
Notes:
Cannot be used when within an enemy Zone of Control.
Can only be used once per battle.
Starts on cooldown: 1
Slots:
Summon Primal Sabertooth
Summon Primal Crocodile
Always hits
1
Full Action
Summon a
Primal Crocodile
onto target hex.
When summoned on favored terrain gains Frenzy.
This summon lasts for 3
Turns.
Summoning
Notes:
Cannot be used when within an enemy Zone of Control.
Can only be used once per battle.
Starts on cooldown: 1
Slots:
Summon Primal Serpent
Summon Primal Crocodile
Always hits
1
Full Action
Summon a
Primal Crocodile
onto target hex.
When summoned on favored terrain gains Frenzy.
This summon lasts for 3
Turns.
Summoning
Notes:
Cannot be used when within an enemy Zone of Control.
Can only be used once per battle.
Starts on cooldown: 1
Slots:
Summon Primal Spider
Summon Primal Crocodile
Always hits
1
Full Action
Summon a
Primal Crocodile
onto target hex.
When summoned on favored terrain gains Frenzy.
This summon lasts for 3
Turns.
Summoning
Notes:
Cannot be used when within an enemy Zone of Control.
Can only be used once per battle.
Starts on cooldown: 1
Slots:
Summon Primal Wolf
Summon Primal Crocodile
Always hits
1
Full Action
Summon a
Primal Crocodile
onto target hex.
When summoned on favored terrain gains Frenzy.
This summon lasts for 3
Turns.
Summoning
Notes:
Cannot be used when within an enemy Zone of Control.
Can only be used once per battle.
Starts on cooldown: 1
Slots:
Summon Umbral Demon
Summon Umbral Demon
Always hits
1
Full Action
Summons a random Tier II-IV Umbral Demon.
This summon lasts for 3
Turns.
Summoning
Notes:
Cannot be used when within an enemy Zone of Control.
Can only be used once per battle.
Slots:
Sundering Curse
Sundering Curse
Always hits
6
16
Full Action
Target enemy unit and another within 3 hexes sustain damage.
Magic
Single Shot
Debuff
Notes:
Cannot be used when within an enemy Zone of Control.
Cooldown: 1
Slots:
Tracker's Mark
Tracker's Mark
Always hits
6
Free Action
Target unit gains:
2 Marked
Sundered Defense
Debuff
Notes:
Cooldown: 2
Slots:
Animal Slayer
Base attacks deal +40% damage to Animal units.
Slots:
Area Damage - Blast
Base attacks deal -20% damage, but deal 30% of their damage to all units in a 1-hex radius.
Slots:
Area Damage - Cascade
Base attacks deal -40% damage but 30% of the damage is dealt to all enemy units connected to the target.
Slots:
Area Damage - Chain
Base attacks deal 30% of their damage to a random unit within 3 hexes.
Slots:
Area Damage - Line
Base attacks deal -20% damage, but deal damage to units in a 3-hex line.
Slots:
Boon Stealing
Base attacks steal 2
Positive Status Effect
from the target.
Slots:
Celestial Slayer
Base attacks deal +40% damage to Celestial units.
Slots:
Cleansing Fire
Base attacks create
Cleansing Flames
on the target.
Slots:
Construct Slayer
Base attacks deal +40% damage to Construct units.
Slots:
+10% <hyperlink><crit></crit>Critical Hit Chance</hyperlink>
Base attacks have a +10%
Critical Hit Chance
.
Slots:
+20% <hyperlink><crit></crit>Critical Hit Chance</hyperlink>
Base attacks have a +20%
Critical Hit Chance
.
Slots:
+30% <hyperlink><crit></crit>Critical Hit Chance</hyperlink>
Base attacks have a +30%
Critical Hit Chance
.
Slots:
+20% Critical Hit Damage
Base attacks deal +20% damage on
Critical Hits
.
Slots:
+40% Critical Hit Damage
Base attacks deal +40% damage on
Critical Hits
.
Slots:
Dragon Slayer
Base attacks deal +40% damage to Dragon units.
Slots:
Elemental Slayer
Base attacks deal +40% damage to Elemental units.
Slots:
Fiend Slayer
Base attacks deal +40% damage to Fiend units.
Slots:
Frenzy
When this unit lands a base attack, it gains a stack of Strengthened.
Effects
are increased
for Single Shot attacks.
Frenzy
When this unit lands a base attack, it gains a stack of Strengthened.
Effects
are increased
for Single Shot attacks.
Slots:
Giant Slayer
Base attacks deal +40% damage to Large Target units.
Slots:
Gravecall
During the first 3
Turns
in combat, a
Decaying Zombie
is summoned next to the
Hero
every
Turn
.
Gravecall
During the first 3
Turns
in combat, a
Decaying Zombie
is summoned next to the
Hero
every
Turn
.
Slots:
Greater Inflict Bleed
Base attacks inflict Bleeding.
Slots:
Hero Slayer
Base attacks deal +40% damage to
Hero
units.
Hero Slayer
Base attacks deal +40% damage to
Hero
units.
Slots:
Infecting
Units killed with this weapon come back as
Decaying Zombies
under your control until the end of battle. Does not trigger in water combat.
Slots:
Inflict Bleeding
Base attacks have a 90% chance of inflicting Bleeding.
Slots:
Inflict Blinded
Base attacks have a 60% chance of inflicting Blind.
Slots:
Inflict Blinded
Base attacks have a 90% chance of inflicting Blind.
Slots:
Inflict Blood Parasite
Base attacks have a 90% chance of inflicting Blood Parasite.
Slots:
Inflict Burning
Base attacks have a 90% chance of inflicting Burning.
Slots:
Inflict Condemned
Base attacks inflict Condemned.
Slots:
Inflict Decaying
Base attacks have a 90% chance of inflicting Decaying.
Slots:
Inflict Remorse
Base attacks have a 90% chance of inflicting Remorse.
Slots:
Inflict Diseased
Base attacks have a 90% chance of inflicting Diseased.
Slots:
Inflict Distracted
Base attacks have a 90% chance of inflicting Distracted.
Slots:
Inflict Electrified
Base attacks have a 90% chance of inflicting Electrified.
Slots:
Inflict Frozen
Base attacks have a 60% chance of inflicting Frozen.
Slots:
Inflict Immobilized
Base attacks have a 60% chance of inflicting Immobilized.
Slots:
Inflict Insanity
Base attacks have a 60% chance of inflicting Insanity.
Slots:
Inflict Marked
Base attacks have a 90% chance of inflicting Marked.
Slots:
Inflict Poisoned
Base attacks have a 90% chance of inflicting Poisoned.
Slots:
Inflict Slowed
Base attacks have a 90% chance of inflicting Slowed.
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 Stunned
Base attacks have a 60% chance of inflicting Stunned.
Slots:
Inflict Sundered Defense
Base attacks have a 90% chance of inflicting Sundered Defense.
Slots:
Inflict Sundered Resistance
Base attacks have a 90% chance of inflicting Sundered Resistance.
Slots:
Inflict Taunted
Base attacks have a 60% chance of inflicting Taunted.
Slots:
Inflict Torment
Base attacks inflict 2 Torment.
Slots:
Inflict Weakened
Base attacks have a 90% chance of inflicting Weakened.
Slots:
Inflict Wet
Base attacks inflict Wet.
Slots:
Magic Origin Slayer
Base attacks deal +40% damage to Magic Origin units.
Slots:
Plant Slayer
Base attacks deal +40% damage to Plant units.
Slots:
+1<hyperlink><range></range>Range</hyperlink>
Base
Missile
and
Magic
attacks gains +1
Range
.
Slots:
Rune of Power: Fire
Base attacks have:
+4
Fire Damage
A base 90% chance of inflicting Burning.
Slots:
Rune of Power: Frost
Base attacks have:
+4
Frost Damage
A base 60% chance of inflicting Frozen.
Slots:
Rune of Power: Rock
Base attacks have:
+6
Physical Damage
A base 90% chance of inflicting Bleeding.
Slots:
Rune of Power: Storm
Base attacks have:
+4
Lightning Damage
A base 90% chance of inflicting Electrified.
Slots:
Splitterling Infection
Units killed with this weapon transform into
Splitterlings
until the end of battle. Does not trigger in water combat.
Slots:
Support - Bolstered Defense
Support
abilities also provide +1 Bolstered Defense.
Slots:
Support - Bolstered Resistance
Support
abilities also provide +1 Bolstered Resistance.
Slots:
Support - Regeneration
Support
abilities also provide +1 Regeneration.
Slots:
Support - Status Protection
Support
abilities also provide +1 Status Protection.
Slots:
Support - Strengthened
Support
abilities also provide +1 Strengthened.
Slots:
True Damage
Base attacks deal -35% damage, but ignore all
Defense
and
Resistance
.
Slots:
Undead Slayer
Base attacks deal +40% damage to Undead units.
Undead Slayer
Base attacks deal +40% damage to Undead units.
Slots:
Mana Drain
Base 60% chance of inflicting Mana Drained for 1
Turn.
Slots:
Pull
Target unit:
Sustains damage.
Has a base 90% chance of:
Being pulled to an adjacent space.
Becoming Constricted for 1
Turn.
Pull
Always hits
3
20
Single Action
Target unit:
Sustains damage.
Has a base 90% chance of:
Being pulled to an adjacent space.
Becoming Constricted for 1
Turn.
Melee
Single Shot
Debuff
Notes:
Cannot be used when within an enemy Zone of Control.
Slots:
Volatile Summon
Units summoned by this unit gain Volatile Summon.
Volatile Summon
Units summoned by this unit gain Volatile Summon.
Slots:
Magic Shield
Magic Shield
Always hits
4
Leave One
Target friendly unit gains:
2 Grace
2 Status Protection for 3
Turns.
Support
Notes:
Cooldown: 3
Slots:
Rampant Fire
Target hex becomes
On Fire
for 3
Turns
.
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:
Subdue
Subdue
Always hits
3
Single Action
90% chance of linking with and inflicting Subdued.
Target must be affected by Immobilized, Frozen, or Stunned.
Cannot affect Heroes or units with Control Loss Immunity.
This effect ends if the caster dies.
Debuff
Notes:
Cooldown: 2
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:
Umbral Malady Immunity
This unit is immune to Umbral Malady.
Umbral Malady Immunity
This unit is immune to Umbral Malady.
Slots:
Umbral Wake
Unit creates
Umbral Taint
as it moves.
Umbral Wake
Unit creates
Umbral Taint
as it moves.
Slots:
Hysteria Storm
Hysteria Storm
Always hits
3
Full Action
Enemy units in a 1-hex radius have a base 60% chance of being:
Teleported up to 3 hexes.
Inflicted with Insanity for 1
Turn.
Debuff
Notes:
Cannot be used when within an enemy Zone of Control.
Can only be used once per battle.
Slots: