Age of Wonders 4 Database
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Hero Ascended Skills
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Ascension: Alchemist
Ascended Alchemist
Support abilities grant +2 random
Positive Status Effects
.
Magic attacks inflict Weakened.
Ascension: Artificer
Summon Bolt Repeater
Always hits
2
Single Action
Summon a stationary
Bolt Repeater
onto the target hex.
Summoning
Notes:
Can only be used once per battle.
Ascended Artificer
In Combat, friendly Siegecraft units deal +20% damage.
Ascension: Artillerist
Ascended Artillerist
When in combat, Artillery Cover is active.
Ascension: Assassin
Ascended Assassin
Base attacks ignore 50% of the target's
Defense
and
Resistance
when flanking or if the target is Blind.
Ascension: Blessbringer
Grand Blessing
Always hits
4
Single Action
Friendly units in a 1-hex radius gain:
2 Grace
For 3
Turns:
2 Regeneration
2 Bolstered Defense
2 Bolstered Resistance
Support
Notes:
Cooldown: 3
Ascension: Cryomancer
Ascended Cryomancer
Gain:
Base attacks gain a chance of inflicting Frozen, on fail, inflict Slowed instead.
Gain 5
Frost Protection
.
Ascension: Deathcaller
Deathcall
Always hits
3
Free Action
Raise a random Skeleton unit from the target corpse.
Summoning
Notes:
Cooldown: 1
Ascension: Deepcaller
Impale
Always hits
3
45
Single Action
Target enemy unit suffers 45
Physical Damage
, ignoring
Defense
, and is Constricted for 1
Turn
.
If a unit dies this way, it transforms into a
Tentacle
under your control until the end of the battle.
Debuff
Notes:
Cooldown: 4
Ascension: Deepcaller
Gain
Attacks inflict Constricted
Effects
are increased
for Single Shot attacks.
Ascension: Desecrator
Ghostfire Cascade
Always hits
6
10
10
Full Action
Target enemy unit sustains damage. This effect then cascades to adjacent units and is repeated.
Magic
Notes:
Cooldown: 3
Ascension: Disruptor
Ascended Disruptor
Attacks dispel random
Positive Status Effects
.
Ascension: Diviner
Ascended Diviner
Always hits
4
Full Action
Friendly units in a 2-hex radius gain Precognition.
Support
Notes:
Cooldown: 3
Ascension: Dragonheart
Ascended Dragonheart
In Combat, friendly Dragons gain +2
Defense
, +2
Resistance
, and deal 20% more damage.
Ascension: Dungeon Keeper
Dungeon Keeper
At the start of combat summon a
Clay Arbalest
,
Clay Charger
, or a
Clay Defender
unit.
Ascension: Earthshaker
Unstoppable Juggernaut
This unit can crush non-
Fortified
obstacles without slowing.
Ascended Earthshaker
Critical hits inflict:
Stunned
2x Sundered Defense
2x Sundered Resistance
Ascension: Forgemaster
Ascended Forgemaster
This hero grants:
+20
Draft
and +20
Production
to its governed City.
Units in this hero's army gain +1
Resistance
and +1
Defense
.
Ascension: Golemheart
Ascended Golemheart
Gain +3
Defense
and +3
Resistance
for each adjacent friendly Construct.
Ascension: Hunter
Ascended Hunter
At the start of battle, summons a
Warg
that inflicts Bleeding.
This hero's attacks inflict bonus
Physical Damage
per stack of Bleeding on the target.
Ascension: Martyr
Ascended Martyrdom
1
Turn after this unit dies, it:
Comes back to life with 40% of its total
Hit Points
.
Grants 10
Morale
and 15
Hit Points
to all friendly units.
Works once per battle.
Ascension: Master
Ascended Master
At the start of each turn, dispel a
Negative Status Effect
.
Ascension: Mistborne
Ascended Mistborne
Support abilities apply Clinging Mist.
Ascension: Occultist
Ascended Possession
Always hits
5
Single Action
90% chance of inflicting Possessed until the caster dies.
Debuff
Notes:
Can only be used once per battle.
Ascension: Paladin
Lay on Hands
Always hits
1
Single Action
Target friendly unit:
Heals for 30
Temporary Hit Points
.
Gains 2 Status Protection for 3
Turns.
Support
Notes:
Cooldown: 3
Ascension: Prophet
Word of the Ascended Prophet
Always hits
3
Single Action
Target friendly unit gains:
10
Morale
Strengthened
This effect then cascades to adjacent friendly units and is repeated.
Support
Notes:
Can only be used once per battle.
Ascension: Pyrebearer
Ascended Pyrebearer
This unit has Resurgence and -20
Hit Points
When this unit dies:
Enemy units in a 2 hex radius suffer 20
Fire Damage
.
Condemned and Weakened.
Create
Cleansing Flames
on the affected hexes.
All Friendly units gain Zeal until the end of battle.
Ascension: Pyromancer
Ascended Wildfire
Always hits
5
20
Single Action
Target enemy unit suffers:
Burning
This effect then cascades to adjacent units and is repeated.
Debuff
Notes:
Can only be used once per battle.
Ascension: Restorer
Ascended Restorer
Support abilities grant all friendly units Regeneration.
Ascension: Rootwarden
Ascended Rootwarden
At the end of this unit's turn, roots assail adjacent enemies:
Base 90% chance of inflicting Bleeding for 3
Turns
.
Base 90% chance of inflicting Immobilized 1
Turn
.
Ascension: Seer
Ascended Seer
This hero gains:
+3
Vision Range
and +3
Sensing Range
.
+2
Range
on all Abilities.
Ascension: Shadowshaper
Shadow Mirror
Always hits
3
Single Action
Create a Treacherous Reflection of target enemy unit.
Cannot target Heroes, Combat Summons, and Mythic Units.
Summoning
Notes:
Can only be used once per battle.
Ascension: Shaper
Ascended Shaper
Non-Hero units in this hero's army gain +50%
Experience
.
Ascension: Sorcerer
Ascended Sorcerer
Allows you to cast an additional
Spell
each
Turn
.
A player can only use one Overchannel effect each turn.
Ascension: Spiritbreaker
Ascended Spiritbreaker
Always hits
3
Free Action
Targets enemy unit:
Removes all
Negative Status Effects
.
Inflict -15
Morale
for each status effect removed.
Debuff
Notes:
Cooldown: 2
Ascension: Stormbearer
Ascended Stormbearer
When damaged, adjacent enemy units suffer:
4
Lightning Damage
.
60% base chance of suffering a stack of Electrified.
Ascension: Subjugator
Ascended Subjugation
This Hero's Base melee attacks gain:
Inflict negative
Morale
.
Chance of inflicting Dominated on units with
Morale
of Very Low or worse.
Ascension: Summoner
Summon Phantasm Warrior
Always hits
2
Single Action
Summon a
Phantasm Warrior
onto the target hex for 3
Turns
.
Summoning
Notes:
Can only be used once per battle.
Ascended Summoner
In Combat, friendly Magic Origins units gain +10
Hit Points
and deal 10% more damage.
Ascension: Warlord
Ascended Warlord
Whenever an enemy unit is slain, this unit gains Strengthened and heals for 15
Temporary Hit Points
.
Ascension: Blood Pest
Blood Pest
At the start of combat, summon a
Blood Maggot
.
Ascension: Blood Rite
Blood Rite
Always hits
0
Free Action
The caster:
Sustains 10 unblockable
Physical Damage
.
Gains +40% damage for this turn.
Notes:
Cooldown: 3
Ascension: Cosmos Chosen
Cosmos Manifest
For each affinity at or above 5 gain the corresponding Passive Ability:
Cosmos Manifest: Astral
Cosmos Manifest: Chaos
Cosmos Manifest: Materium
Cosmos Manifest: Nature
Cosmos Manifest: Order
Cosmos Manifest: Shadow
Ascension: Extended Command Unit
Extended Command Unit
At the start of combat, summon a
Lieutenant
.
Ascension: Field Abjurer
Field Abjurer
Non-hero units in your army have:
When this unit's total
Hit Points
reach 60% or lower, gain 3 Grace.
Ascension: Fiery Seductor
Fiery Seductor
Gain the Kiss of Seduction ability.
Attacks gain +2
Fire Damage
. Increased for Single Shot.
Gain +2
Fire Protection
.
Ascension: Guardian Angel
Guardian Angel
At the start of combat, summon a
Vigil
unit.
Ascension: Living Spider Nest
Living Spider Nest
When this unit's total
Hit Points
reach 60% or lower, conjure a Tier II Spider.
When this unit's total
Hit Points
reach 30% or lower, conjure a Tier II Spider.
This summon lasts for 3
Turns.
Additionally allows for the drafting of Tier I and Tier II Spiders in cities.
Ascension: Overlord's Hunger
Overlord's Hunger
Gain a permanent stack of Gorged:
At the start of combat.
When killing an enemy unit.
Upon reaching 5 stacks of Gorged, remove them and:
Gain a permanent stack of Demonic Satiation.
All friendly units within 2-hexes:
Heal 15
Temporary Hit Points
.
Gain Gorged if they have Demonic Hunger.
Ascension: Revenant Champion
Revenant Champion
At the start of combat, summon a Tier I Skeleton unit with Unholy Champion.
Ascension: Scouring Sandstorm
Scouring Standstorm
Always hits
6
20
Full Action
In a 1-hex radius:
Units sustain damage.
Place a
Sandstorm
for 3 turns.
Magic
Notes:
Cannot be used when within an enemy Zone of Control.
Cooldown: 1
Ascension: Spirit Caller
Spirit Caller
At the start of combat conjure a
Morning Sprite
or an
Evening Sprite
that stays until the end of combat.
Ascension: Torment and Pain
Torment and Pain
Always hits
6
20
Full Action
In a 1-hex radius enemy units:
Sustain damage.
Gain 3 stacks of Torment.
Magic
Debuff
Notes:
Cannot be used when within an enemy Zone of Control.
Cooldown: 2
Ascension: Warlord Commands
Warlord Commands
At the start of each turn randomly gain Command: Attack, Command: Defend, and Command: Retreat.