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1 Magic
Light Magic
Divine Power
Increases the minimum damage dealt by a hero/monster. Spell duration = SpellPower.
Effect by level:
[None]: min=min+0.5*(max-min)
[Basic]: min=min+0.65*(max-min)
[Advanced]: min=min+0.8*(max-min)
[Expert]: min=max
Cost: 8
Cure
[None]: Heals 10 HP
[Basic]: Heals 20 HP
[Advanced]: Heals 30 HP
[Expert]: Heals 35 HP
Cost: 8
Stone Skin
Increases the Defense of a selected hero/monster in your army. Spell duration = SpellPower. The spell cannot be cast multiple times on the same target.
Effect by level:
[None]: +3 Defense
[Basic]: +6 Defense
[Advanced]: +9 Defense
[Expert]: +12 Defense
Cost: 12
Cleansing
With a certain probability, removes positive magical effects from enemy heroes/monsters and negative magical effects from your own.
Probability of spell activation:
[None]: 40%+3%(level2-level1)
[Basic]: 60%+3%(level2-level1)
[Advanced]: 80%+3%(level2-level1)
[Expert]: 100%+3%(level2-level1),
where level2 is the level of the hero casting Cleansing, and level1 is the level of the hero who applied the magical effect.
Cost: 10
Evasion
The selected friendly hero/monster takes less damage from ranged attacks. Spell duration = SpellPower.
Effect by level:
[None]: 25% less
[Basic]: 40% less
[Advanced]: 55% less
[Expert]: 70% less
Cost: 12
Punishing Strike
Creatures under the effect of this spell are filled with rage and bloodlust, which increases their Attack. Spell duration = SpellPower.
Effect by level:
[None]: +3 Attack
[Basic]: +6 Attack
[Advanced]: +9 Attack
[Expert]: +12 Attack
Cost: 10
Antimagic
Removes all positive and negative magical effects from your stack and makes it immune to subsequent magical effects of certain levels. Spell duration = SP.
Effect:
[Advanced]: immunity to spells of levels 1-4
[Expert]: immunity to all spells
Cost: 14
Teleport
Moves your stack to another location on the battlefield. At Expert level, it can teleport a stack behind city walls.
Cost: 16
Resurrection
Resurrects creatures from your unit.
Restored health: HP =240 + 30*SP.
Cost: 50
Holy Word
Deals damage to all undead stacks and Inferno creatures on the battlefield. Damage = 64+8*SP.
Cost: 18
Dark Magic
Weakness
Lowers the maximum possible level of damage dealt by a stack. Spell duration = SpellPower.
Effect by level:
[None]: max=min + 0.5*(max-min)
[Basic]: max=min + 0.35*(max-min)
[Advanced]: max=min + 0.2*(max-min)
[Expert]: max=min
Cost: 8
Poison
Per turn, the poisoned creature loses
[None]: 10 HP duration 2 turns
[Basic]: 20 HP duration 3 turns
[Advanced]: 30 HP duration 4 turns
[Expert]: 35 HP duration 5 turns
Cost: 8
Disrupting Ray
Destroys the armor of enemy creatures, reducing their Defense. The spell can be cast multiple times on the same stack, but defense will never drop below zero. Permanent effect.
Effect by level:
[None]: -3 Defense
[Basic]: -4 Defense
[Advanced]: -5 Defense
[Expert]: -6 Defense
Cost: 10
Plague
Inflicts plague on an enemy stack. The stack takes damage = 16+4*SP when its turn arrives. This spell is of the Earth type.
Spell duration:
[None]: 2 turns
[Basic]: 3 turns
[Advanced]: 4 turns
[Expert]: 5 turns
Cost: 12
Confusion
Causes creatures in an enemy stack to forget what they are doing on the battlefield. Some of the affected creatures forget to perform ranged or counter-attacks. Spell duration = SpellPower.
Effect by level:
[None]: 50% of creatures forget
[Basic]: 70% of creatures forget
[Advanced]: 90% of creatures forget
[Expert]: 100% of creatures forget
Cost: 14
Debility
Weakens an enemy stack, reducing its Attack. Spell duration = SpellPower.
Effect by level:
[None]: -3 Attack
[Basic]: -6 Attack
[Advanced]: -9 Attack
[Expert]: -12 Attack
Cost: 10
Battle Frenzy
Drives a selected enemy stack into a rage. The frenzied stack begins to consider all creatures and war machines as its personal enemies and attacks the nearest stack with increased fury, increasing damage dealt by (3*SP)%, meaning,
damage = damage * (1+0.03*SP).
Spell duration:
[Advanced]: 1 turn
[Expert]: 2 turns
Cost: 16
Blinding
Blinds a selected enemy stack so that it cannot move, attack, or use any of its abilities. Blindness disappears if the blinded creature is attacked.
Spell duration = 0.25*SP, regardless of Dark Magic proficiency level.
Cost: 18
Suggestion
Gives a hero temporary control over a selected enemy stack. The spell does not work on Undead, Elemental, and Mechanical creatures.
Spell duration = 0.25*SP
Cost: 30
Unholy Word
Deals damage to any living and non-Inferno creature on the battlefield.
Damage = 64+8*SP.
Cost: 18
Chaos Magic
Magic Arrow:
Effect by level:
[None]: damage=24+4*SP
[Basic]: damage=26+4*SP
[Advanced]: damage=32+4*SP
[Expert]: damage=36+4*SP
Cost: 6
Stone Spikes
Effect by level:
[None]: damage=12+4*SP
[Basic]: damage=16+4*SP
[Advanced]: damage=20+4*SP
[Expert]: damage=24+4*SP
Cost: 10
Ice Arrow
Effect by level:
[None]: damage=30+6*SP
[Basic]: damage=36+6*SP
[Advanced]: damage=42+6SP
[Expert]: damage=48+6*SP
Cost: 12
Lightning
Effect by level:
[None]: damage=5+5*SP
[Basic]: damage=7+7*SP
[Advanced]: damage=8+8*SP
[Expert]: damage=10+10*SP
Cost: 10
Fireball
Effect by level:
[None]: damage=5+5*SP
[Basic]: damage=7+7*SP
[Advanced]: damage=9+9*SP
[Expert]: damage=10+10*SP
Cost: 12
Ring of Frost
Effect by level:
[None]: damage=30+6*SP
[Basic]: damage=36+6*SP
[Advanced]: damage=42+6*SP
[Expert]: damage=48+6*SP
Cost: 10
Chain Lightning
Effect by level:
[Advanced]: damage=10+10*SP
[Expert]: damage=12+12*SP
Cost: 16
Meteor Shower
Effect by level:
[Advanced]: damage=20+20*SP
[Expert]: damage=25+25*SP
Cost: 20
Armageddon
Deals Fire damage to all stacks and war machines on the battlefield.
Damage = 30+30*SP
Cost: 30
Earth Shock
Damage = 20+20*SP.
Cost: 18
Summoning Magic
Magic Fist
Summons a magic fist that deals physical damage to a selected enemy stack. This spell ignores magic resistance and magic protection.
Effect by level:
[None]: damage=10+2*SP
[Basic]: damage=15+3*SP
[Advanced]: damage=20+4*SP
[Expert]: damage=25+5*SP
Cost: 10
Fire Trap
Places several magical explosive mines on the battlefield. The mines remain invisible to the enemy. Each mine deals damage equal to 25+5*SP.
Number of mines:
[None]: 2 mines
[Basic]: 4 mines
[Advanced]: 6 mines
[Expert]: 8 mines
Cost: 8
Raise Dead
Revives creatures of a selected friendly unit. Undead return to "life" permanently, while all other creatures are reanimated only for the duration of the battle and disappear after it.
Effect by level:
[None]: HP = 60 + 7*SP
[Basic]: HP = 80 + 10*SP
[Advanced]: HP = 100 + 12*SP
[Expert]: HP = 120 + 15*SP
Cost: 18
Summon Wasp Swarm
Summons hordes of insects that deal damage to a selected enemy stack and push it back on the initiative scale.
Effect by level:
[None]: damage=5+1*SP, push back 0 turns
[Basic]: damage=10+2*SP, push back 2 turns
[Advanced]: damage=15+3*SP, push back 4 turns
[Expert]: damage=20+4*SP, push back 6 turns
Cost: 10
Earthquake
Earthquake: damages the walls of a besieged castle.
Effect by level:
[None]: damage=50
[Basic]: damage=100
[Advanced]: damage=150
[Expert]: damage=200
Cost: 12
Create Phantom
Duplicates your selected stack. The clone has the same characteristics as the original stack but disappears as soon as it takes any damage (cloned creatures with the Incorporeal ability have the same 50% chance to avoid physical damage).
Cloning not above specified level:
[None]: 4th level
[Basic]: 5th level
[Advanced]: 6th level
[Expert]: 7th level
Cost: 15
Fire Wall
Creates a wall of fire in a selected area on the battlefield. Deals Fire damage to all stacks in this area for several turns.
Spell duration = SP, regardless of Summoning Magic proficiency level.
Effect by level:
[Advanced]: damage=25+5*SP
[Expert]: damage=38+7*SP
Cost: 16
Summon Elementals
Summons Fire, Earth, Water, or Air elemental creatures onto the battlefield. The type of summoned creatures depends on the terrain where the battle takes place. After the battle, all summoned creatures disappear.
Number of summoned creatures:
[Advanced]: SpellPower
[Expert]: 2*SpellPower
Cost: 18
Celestial Shield
Absorbs 50% of all damage dealt to a stack, but has a limited amount of HP = 150+15*hero's SP. Spell duration is unlimited (permanent).
Cost: 20
Summon Phoenix
Summons one Phoenix onto the battlefield. Phoenix parameters depend on the Hero's Level and SpellPower (SP). Only one summoned phoenix can be on the battlefield at a time. After the battle, the phoenix disappears.
Phoenix parameters:
HP=200+20*SP
MinDamage = 5*SP
MaxDamage = 10*SP
Attack = 5+1*Hero's Level
Defence = 5+1*Hero's Level
Initiative = 15
Speed= 7
Cost: 20
Travel Magic
Summon Ship
Level: 1
Summons a sea vessel. For the spell to work, there must be an unoccupied boat available and the hero must be standing on the shore.
Cost: 8
Summon Creatures
Level: 10
Summons creatures from the garrison of the nearest town. Each summoned creature costs 2 mana, and the hero costs 30 mana.
Astral Gates
Level: 15
Moves the hero and their entire army to another location on the travel map. Moving consumes 50% MP (hero's movement reserve).
Cost: 30
Town Portal
Level: 40
Moves the hero to the nearest friendly town.
Cost: 40 + 5 mana per accompanying hero + 1 mana per creature
Rune Magic
Berserker Rune
Resources: 2 copper coins
On the next attack, the stack will strike twice.
Energy Rune
The stack's speed is doubled until the end of the turn.
Resources: 2 copper coins
Exorcism Rune
Resources: 2 silver coins
With a 100% probability, removes all negative effects of dark magic (only those that can be removed by the "Cleansing" spell). Additionally, negative effects from some abilities are removed (e.g., the "armor damage" effect from Master of Fire). "Poison" is not removed.
Since the rune is applied during the stack's turn, the most severe effects—Blinding, Berserk, and Hypnosis—cannot be removed by it. (More precisely, Hypnosis can be removed by an enemy hero if they apply an exorcism rune at the start of the controlled stack's turn).
Magical Oversight Rune
Cost: 2 gold
When attacking an enemy stack, one random positive Light magic effect is "stolen" (removed from the enemy stack and applied to the attacker) ("Berserk" cannot be stolen, "Divine Shield" cannot be stolen). The probability of "stealing" is 100%.
Even Antimagic is "stolen". Stolen Antimagic does not dispel current effects on the attacking stack (neither positive nor negative). Alternatively—if Antimagic is already applied to the attacking stack, then the stolen effects will be applied "under it".
The rune's effect is removed upon the stack's first attack. On counter-attacks, the effect does not trigger and is not removed.
If no positive spell is cast on the enemy stack, the rune's effect "burns out" during the attack.
If "berserker" and "magical oversight" runes are applied simultaneously, only 1 positive effect will be stolen during the attack (double attack).
Elemental Immunity Rune
Cost: 2 silver
The stack gains immunity to spells of two elements from the list: Fire, Water, Air, Earth. Elements are chosen randomly.
The rune's effect lasts until the end of the battle.
If the hero has abilities that allow re-applying a rune, different elements may "drop" upon the next application of this rune. (Theoretically, one can "pick" the desired elements this way).
Warlocks bypass elemental immunity in the usual manner.
Incorporeal Rune
Cost: 2 gold
For a duration of 1 turn, the stack becomes Incorporeal. However, the effect is removed before the start of the next hero/creature's turn.
Resurrection Rune
Cost: 2 gold + 2 silver
Restores 40% HP to the hero, and for monsters, restores 40% of creatures.
Thunderclap Rune
Cost: 2 copper + 2 silver
When attacking a creature/hero, the attacker loses consciousness for 5 turns.
Battle Fury Rune
Cost: 2 copper + 2 silver
On the next attack, the stack will strike all enemy stacks surrounding the battlefield cell from which the attack is conducted, one by one. Additionally, enemy stacks will not counter-attack these strikes.
The rune's effect is removed after the stack's attack (or after a series of attacks—in cases where multiple enemies are attacked). If a ranged unit performs a distance attack, the rune's effect "burns out" in vain. On counter-attacks, the effect does not trigger and is not removed.
If "battle fury" and "berserker" runes are applied simultaneously, two strikes will be delivered to all enemy stacks around. Both strikes will be without one response.
Jarls with this rune—the number of their mass attacks equals the number of enemies around.
Dragon Form Rune
Cost: 2 copper + 2 silver
For a duration of 1 turn, the stack receives a +100% bonus to Attack and Defense and +50% to Magic Protection (reduction of damage from spells). (The bonus is removed before the start of the stack's next turn.) Cannot be applied to lava and fire dragons
Light Magic
Divine Power
Increases the minimum damage dealt by a hero/monster. Spell duration = SpellPower.
Effect by level:
[None]: min=min+0.5*(max-min)
[Basic]: min=min+0.65*(max-min)
[Advanced]: min=min+0.8*(max-min)
[Expert]: min=max
Cost: 8
Cure
[None]: Heals 10 HP
[Basic]: Heals 20 HP
[Advanced]: Heals 30 HP
[Expert]: Heals 35 HP
Cost: 8
Stone Skin
Increases the Defense of a selected hero/monster in your army. Spell duration = SpellPower. The spell cannot be cast multiple times on the same target.
Effect by level:
[None]: +3 Defense
[Basic]: +6 Defense
[Advanced]: +9 Defense
[Expert]: +12 Defense
Cost: 12
Cleansing
With a certain probability, removes positive magical effects from enemy heroes/monsters and negative magical effects from your own.
Probability of spell activation:
[None]: 40%+3%(level2-level1)
[Basic]: 60%+3%(level2-level1)
[Advanced]: 80%+3%(level2-level1)
[Expert]: 100%+3%(level2-level1),
where level2 is the level of the hero casting Cleansing, and level1 is the level of the hero who applied the magical effect.
Cost: 10
Evasion
The selected friendly hero/monster takes less damage from ranged attacks. Spell duration = SpellPower.
Effect by level:
[None]: 25% less
[Basic]: 40% less
[Advanced]: 55% less
[Expert]: 70% less
Cost: 12
Punishing Strike
Creatures under the effect of this spell are filled with rage and bloodlust, which increases their Attack. Spell duration = SpellPower.
Effect by level:
[None]: +3 Attack
[Basic]: +6 Attack
[Advanced]: +9 Attack
[Expert]: +12 Attack
Cost: 10
Antimagic
Removes all positive and negative magical effects from your stack and makes it immune to subsequent magical effects of certain levels. Spell duration = SP.
Effect:
[Advanced]: immunity to spells of levels 1-4
[Expert]: immunity to all spells
Cost: 14
Teleport
Moves your stack to another location on the battlefield. At Expert level, it can teleport a stack behind city walls.
Cost: 16
Resurrection
Resurrects creatures from your unit.
Restored health: HP =240 + 30*SP.
Cost: 50
Holy Word
Deals damage to all undead stacks and Inferno creatures on the battlefield. Damage = 64+8*SP.
Cost: 18
Dark Magic
Weakness
Lowers the maximum possible level of damage dealt by a stack. Spell duration = SpellPower.
Effect by level:
[None]: max=min + 0.5*(max-min)
[Basic]: max=min + 0.35*(max-min)
[Advanced]: max=min + 0.2*(max-min)
[Expert]: max=min
Cost: 8
Poison
Per turn, the poisoned creature loses
[None]: 10 HP duration 2 turns
[Basic]: 20 HP duration 3 turns
[Advanced]: 30 HP duration 4 turns
[Expert]: 35 HP duration 5 turns
Cost: 8
Disrupting Ray
Destroys the armor of enemy creatures, reducing their Defense. The spell can be cast multiple times on the same stack, but defense will never drop below zero. Permanent effect.
Effect by level:
[None]: -3 Defense
[Basic]: -4 Defense
[Advanced]: -5 Defense
[Expert]: -6 Defense
Cost: 10
Plague
Inflicts plague on an enemy stack. The stack takes damage = 16+4*SP when its turn arrives. This spell is of the Earth type.
Spell duration:
[None]: 2 turns
[Basic]: 3 turns
[Advanced]: 4 turns
[Expert]: 5 turns
Cost: 12
Confusion
Causes creatures in an enemy stack to forget what they are doing on the battlefield. Some of the affected creatures forget to perform ranged or counter-attacks. Spell duration = SpellPower.
Effect by level:
[None]: 50% of creatures forget
[Basic]: 70% of creatures forget
[Advanced]: 90% of creatures forget
[Expert]: 100% of creatures forget
Cost: 14
Debility
Weakens an enemy stack, reducing its Attack. Spell duration = SpellPower.
Effect by level:
[None]: -3 Attack
[Basic]: -6 Attack
[Advanced]: -9 Attack
[Expert]: -12 Attack
Cost: 10
Battle Frenzy
Drives a selected enemy stack into a rage. The frenzied stack begins to consider all creatures and war machines as its personal enemies and attacks the nearest stack with increased fury, increasing damage dealt by (3*SP)%, meaning,
damage = damage * (1+0.03*SP).
Spell duration:
[Advanced]: 1 turn
[Expert]: 2 turns
Cost: 16
Blinding
Blinds a selected enemy stack so that it cannot move, attack, or use any of its abilities. Blindness disappears if the blinded creature is attacked.
Spell duration = 0.25*SP, regardless of Dark Magic proficiency level.
Cost: 18
Suggestion
Gives a hero temporary control over a selected enemy stack. The spell does not work on Undead, Elemental, and Mechanical creatures.
Spell duration = 0.25*SP
Cost: 30
Unholy Word
Deals damage to any living and non-Inferno creature on the battlefield.
Damage = 64+8*SP.
Cost: 18
Chaos Magic
Magic Arrow:
Effect by level:
[None]: damage=24+4*SP
[Basic]: damage=26+4*SP
[Advanced]: damage=32+4*SP
[Expert]: damage=36+4*SP
Cost: 6
Stone Spikes
Effect by level:
[None]: damage=12+4*SP
[Basic]: damage=16+4*SP
[Advanced]: damage=20+4*SP
[Expert]: damage=24+4*SP
Cost: 10
Ice Arrow
Effect by level:
[None]: damage=30+6*SP
[Basic]: damage=36+6*SP
[Advanced]: damage=42+6SP
[Expert]: damage=48+6*SP
Cost: 12
Lightning
Effect by level:
[None]: damage=5+5*SP
[Basic]: damage=7+7*SP
[Advanced]: damage=8+8*SP
[Expert]: damage=10+10*SP
Cost: 10
Fireball
Effect by level:
[None]: damage=5+5*SP
[Basic]: damage=7+7*SP
[Advanced]: damage=9+9*SP
[Expert]: damage=10+10*SP
Cost: 12
Ring of Frost
Effect by level:
[None]: damage=30+6*SP
[Basic]: damage=36+6*SP
[Advanced]: damage=42+6*SP
[Expert]: damage=48+6*SP
Cost: 10
Chain Lightning
Effect by level:
[Advanced]: damage=10+10*SP
[Expert]: damage=12+12*SP
Cost: 16
Meteor Shower
Effect by level:
[Advanced]: damage=20+20*SP
[Expert]: damage=25+25*SP
Cost: 20
Armageddon
Deals Fire damage to all stacks and war machines on the battlefield.
Damage = 30+30*SP
Cost: 30
Earth Shock
Damage = 20+20*SP.
Cost: 18
Summoning Magic
Magic Fist
Summons a magic fist that deals physical damage to a selected enemy stack. This spell ignores magic resistance and magic protection.
Effect by level:
[None]: damage=10+2*SP
[Basic]: damage=15+3*SP
[Advanced]: damage=20+4*SP
[Expert]: damage=25+5*SP
Cost: 10
Fire Trap
Places several magical explosive mines on the battlefield. The mines remain invisible to the enemy. Each mine deals damage equal to 25+5*SP.
Number of mines:
[None]: 2 mines
[Basic]: 4 mines
[Advanced]: 6 mines
[Expert]: 8 mines
Cost: 8
Raise Dead
Revives creatures of a selected friendly unit. Undead return to "life" permanently, while all other creatures are reanimated only for the duration of the battle and disappear after it.
Effect by level:
[None]: HP = 60 + 7*SP
[Basic]: HP = 80 + 10*SP
[Advanced]: HP = 100 + 12*SP
[Expert]: HP = 120 + 15*SP
Cost: 18
Summon Wasp Swarm
Summons hordes of insects that deal damage to a selected enemy stack and push it back on the initiative scale.
Effect by level:
[None]: damage=5+1*SP, push back 0 turns
[Basic]: damage=10+2*SP, push back 2 turns
[Advanced]: damage=15+3*SP, push back 4 turns
[Expert]: damage=20+4*SP, push back 6 turns
Cost: 10
Earthquake
Earthquake: damages the walls of a besieged castle.
Effect by level:
[None]: damage=50
[Basic]: damage=100
[Advanced]: damage=150
[Expert]: damage=200
Cost: 12
Create Phantom
Duplicates your selected stack. The clone has the same characteristics as the original stack but disappears as soon as it takes any damage (cloned creatures with the Incorporeal ability have the same 50% chance to avoid physical damage).
Cloning not above specified level:
[None]: 4th level
[Basic]: 5th level
[Advanced]: 6th level
[Expert]: 7th level
Cost: 15
Fire Wall
Creates a wall of fire in a selected area on the battlefield. Deals Fire damage to all stacks in this area for several turns.
Spell duration = SP, regardless of Summoning Magic proficiency level.
Effect by level:
[Advanced]: damage=25+5*SP
[Expert]: damage=38+7*SP
Cost: 16
Summon Elementals
Summons Fire, Earth, Water, or Air elemental creatures onto the battlefield. The type of summoned creatures depends on the terrain where the battle takes place. After the battle, all summoned creatures disappear.
Number of summoned creatures:
[Advanced]: SpellPower
[Expert]: 2*SpellPower
Cost: 18
Celestial Shield
Absorbs 50% of all damage dealt to a stack, but has a limited amount of HP = 150+15*hero's SP. Spell duration is unlimited (permanent).
Cost: 20
Summon Phoenix
Summons one Phoenix onto the battlefield. Phoenix parameters depend on the Hero's Level and SpellPower (SP). Only one summoned phoenix can be on the battlefield at a time. After the battle, the phoenix disappears.
Phoenix parameters:
HP=200+20*SP
MinDamage = 5*SP
MaxDamage = 10*SP
Attack = 5+1*Hero's Level
Defence = 5+1*Hero's Level
Initiative = 15
Speed= 7
Cost: 20
Travel Magic
Summon Ship
Level: 1
Summons a sea vessel. For the spell to work, there must be an unoccupied boat available and the hero must be standing on the shore.
Cost: 8
Summon Creatures
Level: 10
Summons creatures from the garrison of the nearest town. Each summoned creature costs 2 mana, and the hero costs 30 mana.
Astral Gates
Level: 15
Moves the hero and their entire army to another location on the travel map. Moving consumes 50% MP (hero's movement reserve).
Cost: 30
Town Portal
Level: 40
Moves the hero to the nearest friendly town.
Cost: 40 + 5 mana per accompanying hero + 1 mana per creature
Rune Magic
Berserker Rune
Resources: 2 copper coins
On the next attack, the stack will strike twice.
Energy Rune
The stack's speed is doubled until the end of the turn.
Resources: 2 copper coins
Exorcism Rune
Resources: 2 silver coins
With a 100% probability, removes all negative effects of dark magic (only those that can be removed by the "Cleansing" spell). Additionally, negative effects from some abilities are removed (e.g., the "armor damage" effect from Master of Fire). "Poison" is not removed.
Since the rune is applied during the stack's turn, the most severe effects—Blinding, Berserk, and Hypnosis—cannot be removed by it. (More precisely, Hypnosis can be removed by an enemy hero if they apply an exorcism rune at the start of the controlled stack's turn).
Magical Oversight Rune
Cost: 2 gold
When attacking an enemy stack, one random positive Light magic effect is "stolen" (removed from the enemy stack and applied to the attacker) ("Berserk" cannot be stolen, "Divine Shield" cannot be stolen). The probability of "stealing" is 100%.
Even Antimagic is "stolen". Stolen Antimagic does not dispel current effects on the attacking stack (neither positive nor negative). Alternatively—if Antimagic is already applied to the attacking stack, then the stolen effects will be applied "under it".
The rune's effect is removed upon the stack's first attack. On counter-attacks, the effect does not trigger and is not removed.
If no positive spell is cast on the enemy stack, the rune's effect "burns out" during the attack.
If "berserker" and "magical oversight" runes are applied simultaneously, only 1 positive effect will be stolen during the attack (double attack).
Elemental Immunity Rune
Cost: 2 silver
The stack gains immunity to spells of two elements from the list: Fire, Water, Air, Earth. Elements are chosen randomly.
The rune's effect lasts until the end of the battle.
If the hero has abilities that allow re-applying a rune, different elements may "drop" upon the next application of this rune. (Theoretically, one can "pick" the desired elements this way).
Warlocks bypass elemental immunity in the usual manner.
Incorporeal Rune
Cost: 2 gold
For a duration of 1 turn, the stack becomes Incorporeal. However, the effect is removed before the start of the next hero/creature's turn.
Resurrection Rune
Cost: 2 gold + 2 silver
Restores 40% HP to the hero, and for monsters, restores 40% of creatures.
Thunderclap Rune
Cost: 2 copper + 2 silver
When attacking a creature/hero, the attacker loses consciousness for 5 turns.
Battle Fury Rune
Cost: 2 copper + 2 silver
On the next attack, the stack will strike all enemy stacks surrounding the battlefield cell from which the attack is conducted, one by one. Additionally, enemy stacks will not counter-attack these strikes.
The rune's effect is removed after the stack's attack (or after a series of attacks—in cases where multiple enemies are attacked). If a ranged unit performs a distance attack, the rune's effect "burns out" in vain. On counter-attacks, the effect does not trigger and is not removed.
If "battle fury" and "berserker" runes are applied simultaneously, two strikes will be delivered to all enemy stacks around. Both strikes will be without one response.
Jarls with this rune—the number of their mass attacks equals the number of enemies around.
Dragon Form Rune
Cost: 2 copper + 2 silver
For a duration of 1 turn, the stack receives a +100% bonus to Attack and Defense and +50% to Magic Protection (reduction of damage from spells). (The bonus is removed before the start of the stack's next turn.) Cannot be applied to lava and fire dragons
