All 65 Heroes II spells with icons, costs, formulas and practical uses. Numerical references use a pinned fheroes2 revision; differences from community descriptions of the original game are identified in the rules.
48 combat and 17 adventure spells across five levels and two use categories. Editor random-spell placeholders and Medusa’s Petrification ability are excluded from learnable spells. Seven mass variants share their source’s base-spell icon, explicitly identified on the cards.
Deals 10 × P Fire damage to stacks within a one-hex-radius area.
Base cost: 9 mana
Base damage per stack
10 × P
Area radius
1 hex
Rules, restrictions and interactions
The center and surrounding hexes are affected. Fire can damage friendly troops and is subject to relevant protection, vulnerability and artifact bonuses.
Practical use
Look for tightly grouped stacks before friendly attackers make contact. Also check the second occupied hex of a large creature.
Heroes and equipment
Equipment related to this spell (5)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Expands the Fire area to a two-hex radius with base damage of 10 × P.
Base cost: 15 mana
Base damage per stack
10 × P
Area radius
2 hexes
Rules, restrictions and interactions
Its base coefficient matches Fireball; the higher 15-mana cost buys a larger area. That expansion also exposes more potential friendly targets.
Practical use
Use it when the larger area adds valuable enemy targets. If it catches the same number of stacks as Fireball, consider the cheaper variant.
Heroes and equipment
Equipment related to this spell (4)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
This is Lightning damage for 7 base mana. Relevant artifacts can increase caster effectiveness or reduce damage received by the defender.
Practical use
Stop one dangerous stack before its action. Against a cluster, compare an area spell and its risk to friendly troops.
Heroes and equipment
Equipment related to this spell (3)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Chains through up to four stacks; each subsequent hit has half the previous hit’s base damage.
Base cost: 15 mana
Base hit sequence
40P → 20P → 10P → 5P
Rules, restrictions and interactions
Base coefficients are 40P, 20P, 10P and 5P. The caster chooses the first target; subsequent targets follow proximity among eligible stacks. The chain can hit friendly troops; the engine evaluates partial resistance and full immunity separately.
Practical use
Choose the first target so nearby follow-up targets belong to the enemy. Include large-creature positions and possible jumps toward friendly shooters.
Heroes and equipment
Equipment related to this spell (2)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Moves a friendly stack to a chosen empty battlefield position.
Base cost: 9 mana
Rules, restrictions and interactions
The spell costs 9 base mana and changes a creature’s battle position. The destination needs room for the entire stack, including both hexes of a large creature.
Practical use
Move a slow attacker toward shooters or rescue a threatened stack. Check its following action and possible enemy retaliation.
Removes harmful spells from one friendly stack and restores up to 5 × P health.
Base cost: 6 mana
Healing
5 × P HP
Rules, restrictions and interactions
Restoration is capped by the health of surviving creatures. It does not return dead creatures. Cleansing can be valuable even when little health can be healed.
Practical use
Restore a key stack’s usefulness after a harmful spell. When creatures have died, compare the appropriate resurrection spell.
Heroes and equipment
Equipment related to this spell (2)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Cleanses all eligible friendly stacks and restores up to 5 × P health to each.
Base cost: 15 mana
Rules, restrictions and interactions
Like Cure, it does not resurrect dead creatures. Healing is evaluated separately per stack, rather than as one shared army-wide pool.
Practical use
Clear several harmful effects with one action. If only one stack is affected, compare 15 mana with an individual Cure.
Heroes and equipment
Equipment related to this spell (2)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Restores up to 50 × P health of fallen friendly living creatures for this battle only.
Base cost: 12 mana
Base restoration
50 × P HP
Rules, restrictions and interactions
The resurrection is temporary; these combat reinforcements do not remain after battle. Original stack size and creature health limit the result. Resurrect True provides permanent living returns; Animate Dead serves undead.
Practical use
Use it to sustain fighting strength at a decisive moment. In long-term loss planning, distinguish temporary restoration from permanently saving troops.
Heroes and equipment
Equipment related to this spell (1)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Permanently returns fallen friendly living creatures for up to 50 × P health.
Base cost: 15 mana
Base permanent restoration
50 × P HP
Rules, restrictions and interactions
Its 15 base mana exceeds temporary Resurrect’s 12. The restoration coefficient is the same; the difference is retaining revived creatures after battle. Artifacts can increase restoration.
Practical use
Before ending a safely controlled battle, consider recovering expensive losses. Still account for enemies being able to kill revived creatures again.
Heroes and equipment
Equipment related to this spell (1)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
The reference engine rounds resulting speed upward: for example, 5 → 3 and 7 → 4. Slow replaces Haste and restricts flying creatures’ unrestricted battlefield flight.
Practical use
Keep the slowed target out of reach and use ranged attacks. Check whether another fast enemy stack can disrupt the delay.
Heroes and equipment
Equipment related to this spell (2)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Prevents the target from acting; waking it with an attack allows reduced retaliation.
Base cost: 6 mana
Rules, restrictions and interactions
Ordinary duration is P rounds. Retaliation against a waking attack deals 50% less damage. After damage, the engine marks the stack as having acted this round. Mind-effect immunities apply.
Practical use
Temporarily disable a shooter and avoid waking it with collateral area magic. When attacking it, account for the remaining half-strength retaliation.
Heroes and equipment
Equipment related to this spell (3)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Stoneskin and Steelskin replace each other in the reference engine; their bonuses do not add together. Recasting does not create additional Defense layers.
Practical use
Protect a stack expected to take several physical attacks. Avoid replacing stronger Steelskin with a weaker bonus without a specific reason.
Heroes and equipment
Standard class starting spell (9)
Applies to the standard class start. A campaign or edited map can change it.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Limits all eligible enemy stacks’ damage to their minimum.
Base cost: 12 mana
Rules, restrictions and interactions
The mass variant replaces enemy Bless effects. Its 12 base mana buys army-wide coverage with one hero action.
Practical use
Prepare against a coordinated enemy assault. Against one key stack, compare the cheaper Curse or a disabling spell.
Heroes and equipment
Equipment related to this spell (2)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Hits eligible undead stacks on both sides for base damage of 10 × P.
Base cost: 9 mana
Base undead damage
10 × P
Rules, restrictions and interactions
It is not restricted to enemy undead. Friendly Skeletons, Zombies and other undead support are also considered according to their immunities.
Practical use
Use it against several undead targets when friendly troops are safe. Against one urgent target, compare concentrated damage.
Heroes and equipment
Equipment related to this spell (1)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Hits eligible undead stacks for base damage of 20 × P.
Base cost: 12 mana
Base undead damage
20 × P
Rules, restrictions and interactions
For 12 base mana, it offers twice Holy Word’s coefficient. It still includes friendly and enemy undead that the rules allow it to affect.
Practical use
Consider it against a substantial undead army. Check the vulnerability of every friendly undead stack and the value of possible losses.
Heroes and equipment
Equipment related to this spell (1)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Clears a selected friendly stack’s enchantments and protects it against further magic.
Base cost: 7 mana
Rules, restrictions and interactions
The reference replaces ordinary active magical effects with Anti-Magic. Account for losing existing buffs and restrictions on casting further spells on the protected target.
Practical use
Protect an important stack from an expected destructive hit. Compare immunity with the value of continued support magic first.
Removes both beneficial and harmful spell effects from one target.
Base cost: 5 mana
Rules, restrictions and interactions
Cleansing does not distinguish helpful buffs from harmful debuffs. The engine stores Disrupting Ray’s persistent Defense reduction outside ordinary dispellable enchantments.
Practical use
Remove a decisive enemy buff or free a friendly stack. Before casting, account for every effect removed from the target.
Heroes and equipment
Equipment related to this spell (1)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Removes ordinary magical enchantments from eligible stacks on both sides.
Base cost: 12 mana
Rules, restrictions and interactions
Mass cleansing can remove friendly buffs and enemy debuffs together. Disrupting Ray uses a separate counter that ordinary cleansing does not erase.
Practical use
Use it when enemy buffs or friendly debuffs dominate. Avoid removing a favorable Mass Haste without assessing the whole battlefield.
Heroes and equipment
Equipment related to this spell (1)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Redirects a stack toward its nearest neighbor regardless of allegiance.
Base cost: 12 mana
Rules, restrictions and interactions
The reference engine removes the effect after an attack initiated by the enchanted stack; retaliation alone does not remove it through this rule. Nearby stack positions and mind immunity determine usefulness.
Practical use
Cast when the nearest reachable target belongs to the enemy. A friendly stack standing too close can attract the unwanted attack.
Heroes and equipment
Equipment related to this spell (3)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Hits the entire battlefield for base damage of 25 × P per eligible stack.
Base cost: 15 mana
Base damage per stack
25 × P
Rules, restrictions and interactions
The effect includes both armies. In the reference classification, it is not simply a combination of Fire, Cold and Lightning spells with their individual bonuses.
Practical use
Sum the combined losses on both sides. Numerous weak friendly stacks can turn the battlefield-wide hit into a poor exchange.
Heroes and equipment
Equipment related to this spell (1)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Deals base damage of 25 × P within a one-hex-radius area.
Base cost: 15 mana
Base damage per stack
25 × P
Rules, restrictions and interactions
Base cost is 15 mana. Its area targeting does not make it Fireball: Fire and Cold modifiers do not automatically carry over.
Practical use
Hit several valuable targets when the area is clear of friendly troops. Against one target, compare the cheaper Lightning Bolt with its equal coefficient.
Stops the target and ordinarily prevents retaliation when it is awakened.
Base cost: 9 mana
Rules, restrictions and interactions
Base duration is P rounds. Damage removes the effect and the engine marks the target as having acted this round. A reference exception permits retaliation by creatures with unlimited retaliation, such as Griffins. Mind immunities apply.
Practical use
Prepare a safer opening strike, but check target abilities first. The ordinary retaliation denial cannot be assumed against the exception.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Takes control of an enemy stack if its current health does not exceed the spell’s limit.
Base cost: 15 mana
Base maximum target HP
25 × P
Rules, restrictions and interactions
The reference engine’s base threshold is 25 × P HP, subject to artifacts. It uses duration based on P and removes control after an attack initiated by the target. Jaskinia Behemota summarizes duration as one turn; longer non-attacking control here is tied specifically to the cited engine revision.
Practical use
First reduce a large stack below the current-health threshold. Plan a valuable action before taking control and check mind immunity.
Heroes and equipment
Equipment related to this spell (5)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Hits one enemy stack with Cold for base damage of 20 × P.
Base cost: 6 mana
Base Cold damage
20 × P
Rules, restrictions and interactions
Its 6 base mana permits comparison with Lightning Bolt at 7. Equipment and target traits can reverse which is better; the raw coefficient is not the entire decision.
Practical use
Choose according to target resistance and your Cold bonuses. Avoid ranking spells solely by unmodified damage.
Heroes and equipment
Equipment related to this spell (5)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Deals 10 × P Cold damage in a ring around the selected hex.
Base cost: 9 mana
Base damage per stack
10 × P
Rules, restrictions and interactions
The center itself is not hit; neighboring hexes are affected. The outer ring can include both sides. For a large creature, assess both occupied hexes.
Practical use
Use an empty or suitably occupied center to spare a friendly stack. Do not rely on the center alone when its other hex lies in the ring.
Heroes and equipment
Equipment related to this spell (4)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Reduces one enemy stack’s Defense by 3; repeated casts stack.
Base cost: 7 mana
Reduction per cast
−3 Defense
Rules, restrictions and interactions
The reference retains a separate ray count for the battle. Ordinary Dispel does not erase it. After current Defense is considered, this engine uses a result floor of 1 rather than arbitrarily negative Defense.
Practical use
Use it against a durable stack that several friendly units will attack. When Defense is already near the floor, choose another hero action.
Deals base damage of 5 × P to eligible non-undead stacks on the battlefield.
Base cost: 6 mana
Base damage per stack
5 × P
Rules, restrictions and interactions
It covers both sides according to targeting and immunity rules. Your living troops can receive the same kind of hit as the enemy.
Practical use
Exploit an undead-heavy force and several eligible enemy targets. In a mixed friendly army, account for every vulnerable supporting stack.
Heroes and equipment
Equipment related to this spell (1)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Deals base damage of 10 × P to eligible non-undead stacks.
Base cost: 10 mana
Base damage per stack
10 × P
Rules, restrictions and interactions
Its coefficient is twice Death Ripple’s while cost rises from 6 to 10 mana. Coverage on both sides and the need to assess immunity remain.
Practical use
Consider whether the larger hit actually removes dangerous stacks. If the weaker spell achieves the same result, it can preserve mana for another fight.
Heroes and equipment
Equipment related to this spell (1)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Adds 5 Attack to a friendly stack when fighting Dragons.
Base cost: 6 mana
Attack against Dragons
+5
Rules, restrictions and interactions
This is a conditional bonus against dragon creatures, rather than general Attack against every enemy. Dragon spell immunity does not prevent buffing your own attacker.
Practical use
Buff the main stack assigned to fight Dragons. The specific bonus may not apply against another part of the army.
Adds 3 Attack to a friendly stack for three rounds.
Base cost: 3 mana
Attack change
+3
Base duration
3 rounds
Rules, restrictions and interactions
Three rounds is a fixed base duration independent of Spell Power. The reference implementation therefore does not support extending this spell merely by increasing P.
Practical use
Time the bonus immediately before attacks or retaliations. Several rounds spent maneuvering can waste its duration.
Heroes and equipment
Equipment related to this spell (2)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Permanently revives friendly undead for up to 50 × P health.
Base cost: 10 mana
Base permanent undead restoration
50 × P HP
Rules, restrictions and interactions
Base cost is 10 mana. Undead targeting distinguishes it from Resurrect and Resurrect True for living troops; restoration cannot create more creatures than the original stack held.
Practical use
Recover valuable undead once you control the battlefield. Compare another revival’s cost with mana needed for the next fight.
Heroes and equipment
Equipment related to this spell (1)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Creates a combat copy of a friendly stack that disappears on taking any damage.
Base cost: 25 mana
Rules, restrictions and interactions
The copy has the original stack’s offensive potential, but its survival does not follow an ordinary health pool. Reference placement requires a suitable free position near the original, including room for a large creature.
Practical use
Protect the copy from cheap damage and seek a valuable attack before it is removed. Area magic can destroy it through collateral damage.
Halves ranged damage received by one friendly stack.
Base cost: 3 mana
Ordinary ranged damage received
50 %
Rules, restrictions and interactions
The reference rule excludes siege-turret and Ballistae fire. It also does not cover ordinary melee strikes or direct spell damage.
Practical use
Protect a stack exposed to several ranged volleys. When melee contact approaches, compare Stoneskin or Steelskin.
Heroes and equipment
Equipment related to this spell (2)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Summons a base count of 3 × P Earth Elementals into your combat army.
Base cost: 30 mana
Base summoned count
3 × P
Rules, restrictions and interactions
A cast costs 30 base mana; artifacts can modify the count. A free position near the hero is required. The reference restricts summoning to one elemental type per combat, and summoned creatures are not permanent recruits. Summons alone do not secure victory after the entire original army is lost.
Practical use
A durable slow stack can block approaches to friendly shooters. Account for its slow arrival in contact.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Summons a base count of 3 × P Air Elementals into your combat army.
Base cost: 30 mana
Base summoned count
3 × P
Rules, restrictions and interactions
A cast costs 30 base mana; artifacts can modify the count. A free position near the hero is required. The reference restricts summoning to one elemental type per combat, and summoned creatures are not permanent recruits. Summons alone do not secure victory after the entire original army is lost.
Practical use
Compare the summoned stack’s speed with action order and its ability to block a route to a threatened target.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Summons a base count of 3 × P Fire Elementals into your combat army.
Base cost: 30 mana
Base summoned count
3 × P
Rules, restrictions and interactions
A cast costs 30 base mana; artifacts can modify the count. A free position near the hero is required. The reference restricts summoning to one elemental type per combat, and summoned creatures are not permanent recruits. Summons alone do not secure victory after the entire original army is lost.
Practical use
Check the creature profile’s Fire resistance and vulnerability before choosing; its element affects suitability against specific magic.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Summons a base count of 3 × P Water Elementals into your combat army.
Base cost: 30 mana
Base summoned count
3 × P
Rules, restrictions and interactions
A cast costs 30 base mana; artifacts can modify the count. A free position near the hero is required. The reference restricts summoning to one elemental type per combat, and summoned creatures are not permanent recruits. Summons alone do not secure victory after the entire original army is lost.
Practical use
Check the creature profile and its Cold and Fire rules. Compare its combat value with an immediate damage spell.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
The cited revision uses structure damage ranges P 1–2: 0–1, P 3–5: 0–2, P 6–9: 0–3 and P ≥ 10: 1–3. It covers walls, side towers and bridge components according to their condition; the bridge has an additional 50% skip chance. These detailed numbers describe the reference engine.
Practical use
Open access for attackers when a breach is worth more than direct troop damage. At low P, allow for zero damage to an individual structure.
Opens a comprehensive reconnaissance overview of the map.
Base cost: 3 mana
Rules, restrictions and interactions
Base cost is 3 mana. Overview information does not automatically capture objects or continuously track every subsequent enemy movement.
Practical use
Use it before splitting armies across several routes. Turn the result into a concrete defense and objective plan rather than merely looking at the map.
Makes detailed enemy-hero information available for the turn.
Base cost: 3 mana
Rules, restrictions and interactions
The cited fheroes2 revision charges 3 mana, while Jaskinia Behemota lists 9. The displayed base cost belongs to the reference engine. The effect is stored for the kingdom and cleared at the start of a new day; the engine rejects recasting while active.
Practical use
Before attacking or retreating, inspect exact troop counts and hero attributes. In the original release, check the cost directly in your spellbook.
Moves the nearest eligible unoccupied boat to adjacent shoreline.
Base cost: 5 mana
Rules, restrictions and interactions
The reference engine permits a friendly or still-neutral boat when a suitable water position exists beside the hero. It does not create a new boat for free: an existing boat is relocated. The hero must not already be aboard.
Practical use
Check whether relocating the boat disrupts another expedition. With no eligible boat, use a shipyard or another route.
Heroes and equipment
Equipment related to this spell (1)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Teleports the hero to an eligible nearby adventure-map position.
Base cost: 10 mana + up to 225 movement points (at least 69 to cast)
Rules, restrictions and interactions
The reference cost is 10 mana and up to 225 movement points, with 69 movement points required to initiate casting. The selection area extends at most seven squares from the hero on each axis and can be limited by the displayed window. Increasing P does not enlarge this engine revision’s fixed range. These movement details belong to the cited fheroes2 revision.
Practical use
Cross an obstacle or shorten a decisive route. Before chaining jumps, budget both resources: mana can remain while insufficient movement blocks another cast.
Transfers the hero to the nearest owned town or castle.
Base cost: 10 mana + up to 225 movement points (at least 69 to cast)
Rules, restrictions and interactions
Reference cost is 10 mana and up to 225 movement points, requiring at least 69 movement points to initiate. The nearest destination must have no other hero; an occupied nearest castle is not automatically replaced by a farther one. It cannot be cast from a boat or as an ineffective transfer within the current town.
Practical use
Clear the actual nearest owned town before returning. If you need another garrison or front, compare Town Portal.
Transfers the hero to a selected owned town or castle with a free visiting position.
Base cost: 20 mana + up to 225 movement points (at least 69 to cast)
Rules, restrictions and interactions
Base mana is 20 rather than Town Gate’s 10. Reference movement cost remains up to 225, with 69 required to initiate. The destination must have no visiting hero, and the caster cannot be aboard a boat.
Practical use
Choose by defense, reinforcements and available magic. Clear the destination and consider mana needed for a battle after the transfer.
Heroes and equipment
Equipment related to this spell (1)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Reveals counts and expected encounter behavior of nearby neutral stacks.
Base cost: 6 mana
Rules, restrictions and interactions
The cited revision uses an eight-square range and requires an eligible visible neutral stack nearby. New-day processing clears the stored set of stacks under Visions. The result helps distinguish fighting, fleeing and joining offers.
Practical use
Inspect a strong guard before spending movement on a detour. Compare a predicted joining offer with army space and any payment required.
Places 4 × P Ghosts in a mine and stops production.
Base cost: 8 mana
Ghost count
4 × P
Rules, restrictions and interactions
The caster must stand at a true mine entrance; Sawmills and Alchemist Labs do not qualify. For a human player, the reference clears mine ownership. A new guardian spell cannot bypass existing Ghosts without defeating them.
Practical use
Consider denying production when you cannot hold the mine. Stopping production also sacrifices your own continuing income.
Establishes a mine guard of 4 × P Earth Elementals.
Base cost: 15 mana
New guard size
4 × P
Rules, restrictions and interactions
Stand at a true mine entrance; Sawmills and Alchemist Labs are excluded. The count is set rather than added to the current guard. The cited revision rejects replacement unless the new guard is more numerous. Existing Ghosts must first be defeated.
Practical use
An Earth guard emphasizes durability; compare it with enemy shooters and their ability to work around a slow stack.
Stand at a true mine entrance; Sawmills and Alchemist Labs are excluded. The count is set rather than added to the current guard. The cited revision rejects replacement unless the new guard is more numerous. Existing Ghosts must first be defeated.
Practical use
For an Air guard, compare speed and resistance with the expected raid. A stack that merely delays a main army may not preserve the mine long-term.
Establishes a mine guard of 4 × P Fire Elementals.
Base cost: 15 mana
New guard size
4 × P
Rules, restrictions and interactions
Stand at a true mine entrance; Sawmills and Alchemist Labs are excluded. The count is set rather than added to the current guard. The cited revision rejects replacement unless the new guard is more numerous. Existing Ghosts must first be defeated.
Practical use
When choosing a Fire guard, account for the expected attacker’s magic and the creature profile’s Fire and Cold rules.
Establishes a mine guard of 4 × P Water Elementals.
Base cost: 15 mana
New guard size
4 × P
Rules, restrictions and interactions
Stand at a true mine entrance; Sawmills and Alchemist Labs are excluded. The count is set rather than added to the current guard. The cited revision rejects replacement unless the new guard is more numerous. Existing Ghosts must first be defeated.
Practical use
Compare a Water guard with the specific raiding army and its magic. The same count of another element need not produce the same result.
P denotes hero Spell Power. Damage, restoration, counts and costs are base values before relevant artifacts and resistance. Mass variants are separate spells with their own costs. Blood Lust lasts a fixed three rounds, whereas ordinary lasting spells use P; additional conditions appear in individual cards.
Knowledge provides a base of 10 mana per point. Intelligence can increase capacity. Ordinary recovery is 1 mana per day, increased by Mysticism. An overnight stay in a town with a Mage Guild or visiting a well replenishes the supply according to the relevant object rules. All hero spells share this mana pool.
A hero needs a Spell Book to learn spells; one costs 500 gold in a Mage Guild. Levels 1–2 require no Wisdom. Learning level 3 requires Basic Wisdom, level 4 Advanced, and level 5 Expert. Actual availability depends on the town, scenario and any spell scroll.
In the cited revision, Dimension Door, Town Gate and Town Portal prescribe 225 movement points and require 69 to initiate. With 69–224 remaining, the engine deducts the remainder. Movement values and explicitly identified exceptions belong to revision e397b1f rather than automatically to every original-game release.