User manual GAMES PC AMBER-JOURNEYS BEYOND

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[. . . ] That is, if more damage is done to the first figure in a unit than is required to kill that figure, the "excess damage" gets applied to the next figure in the unit, and so on. In addition, the word "creature" means figure unless otherwise qualified. All spell descriptions follow the same format: The title line gives the spell name, followed by the necessary magic realm, the category of effect (combat, global, etc. ), the casting cost, the upkeep cost (if any), and the degree of rarity. A plus (+) sign following the casting cost indicates that additional mana can be placed into the spell to strengthen its effects. [. . . ] An invisible unit may not be targeted by ranged weapons and reduces an attacker's chance to hit by one (i. e. , minus 10% chance to hit) in melee combat. Invulnerability: Life. Casting Cost: 40 or 200 mana; Upkeep: 5 mana/turn. Grants a target unit holy protection from normal weapons (Weapon Immunity). In addition, the unit is impervious to weak attacks; the first two hits that would normally have scored do no damage to invulnerable units (i. e. , invulnerability negates the first two hits scored against a unit). Iron Skin: Nature. Casting Cost: 40 or 200 mana; Upkeep: 5 mana/turn. Fuses iron with a target unit's skin, making it able to withstand most attacks (adds five to defense). 21 Just Cause: Life. Casting Cost: 150 mana; Upkeep: 3 mana/turn. Enhances the reputation (fame increases by 10 points) of a casting wizard. Wizards with more fame are more frequently approached by better mercenary units than are less well-known wizards. In addition, wizards with a lot of fame do not have to pay mercenaries as much to hire them, and their troops require less gold to maintain than normal. Life Drain: Death. Siphons life from a target unit and gives it to the spell caster (if the spell caster is a hero) or converts the drained life into mana (if the spell caster is a wizard) at an exchange rate of three mana gained for one hit point drained. Whenever the vortex moves over a unit, that unit takes five hits of damage, regardless of its defense. In addition, units in squares adjacent to those over which the vortex travels stand a 25% chance of being struck by a lightning bolt (strength eight). Finally, for combat turns during which a vortex passes over city squares, every building has a 5% chance of being destroyed. Mana Leak: Death. All enemy spell casters are drained five mana each combat turn. This includes the opponent wizard you are currently battling. Additionally, all units with magical ranged attacks lose one spell shot each turn. Mass Healing: Life. Heals all friendly units for five hit points (or less, if a unit has sustained fewer than five hit points of damage). 23 Mass Invisibility: Sorcery. Makes all friendly units invisible to their opponents. While invisible, the units cannot be targeted by ranged weapons and all melee attacks against them suffer a penalty to hit of one (i. e. , -10% chance to hit). Metal Fires: Chaos. A slightly weaker version of flame blade. Metal fires causes all friendly normal creatures' weapons to burst into flames. [. . . ] Can also be cast during combat, although the effects disappear after combat ends. Can be cast during combat, with effects lasting after combat ends. Can only be cast during combat; the creatures disappear when combat ends. While spell may only be cast during combat, its effects outlast the combat. [. . . ]

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