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Intro | Story | Racial | Skills | Heroes | Creatures | Creatures Abilities | City Plan | Buildings | Magic Buildings | Dwellings
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![]() Basic Aerial ControlHero summons a powerful windstorm into the battlefield during the Tactics phase. The wind takes some time to gain strength. Time before the wind is at full strength is calculated using the formula: initiative status - 10, starting with an ATB value of 0.1. All flying units gain +1 speed bonus when moving downwind, -1 decrease when moving upwind. ![]() Advanced Aerial ControlHero summons a powerful windstorm into the battlefield during the Tactics phase. The wind takes some time to gain strength. Time before the wind is at full strength is calculated using the formula: initiative status - 12, starting with an ATB value of 0.2. All flying units gain +1 speed bonus when moving downwind, -1 decrease when moving upwind. Furthermore, all ranged units gain +1 tile increase in range when shooting downwind, -1 tile when shooting upwind. ![]() Expert Aerial ControlHero summons a powerful windstorm into the battlefield during the Tactics phase. The wind takes some time to gain strength. Time before the wind is at full strength is calculated using the formula: initiative status - 14, starting with an ATB value of 0.3. All units (flyers, walkers etc.) gain +1 speed bonus when moving downwind, -1 decrease when moving upwind. Furthermore, all ranged units gain +2 tile increase in range when shooting downwind, -2 tile when shooting upwind. ![]() Ultimate Aerial ControlHero summons a powerful windstorm into the battlefield during the Tactics phase. The wind takes some time to gain strength. The wind is at full strength is instantly. All units (flyers, walkers etc.) gain +2 speed bonus when moving downwind, -2 when moving upwind. Furthermore, all ranged units gain +3 tile increase in range when shooting downwind, -3 tile when shooting upwind. |
![]() Aerial InsightFriendly units do not have any penalties from windstorm. Attributes and abilities not affected when taking actions upwind. Contributes to:
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![]() Enforced WindstrikeCalled upon the greatest winds to repel the foes, the windstorm of the hero makes all opposing troops lose the accumulated initative, resetting their ATB value to 0. Contributes to:
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![]() Speed of WindCreatures within the hero's gain a temporary +1 boost to initiative after having moved or shot downwind. Once a hero gets Windborne Rage, the effect applies to any troops that make an action. Contributes to:
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![]() Sylath's WrathHero summons the force of Sylath himself to crush the enemy. Windstorm turns into a raging thunderstorm, irrevokably setting the course of the wind (one can only counter the force with Sylath's Wrath as well). Withal, all effects of Aerial Control are increased by 50%, effect of Windborne Rage and Storm Call perks doubled. Time before the wind is at full strength is calculated using the formula: initiative status - 16, starting with an ATB value of 0.4. Requires:
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![]() Basic AttackIncreases damage dealt by your creatures in melee combat by 5%. ![]() Advanced AttackIncreases damage dealt by your creatures in melee combat by 10%. ![]() Expert AttackIncreases damage dealt by your creatures in melee combat by 20%. |
![]() ArcheryIncreases damage dealt by hero's creatures in ranged combat by 20%. |
![]() Battle FrenzyMinimum and maximum damage inflicted by each creature under hero's control is increased by 1. Especially effective for armies of low level creatures. Contributes to:
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![]() TacticsIncreases the area in which the hero can rearrange creatures before combat. |
![]() Zealous RushTroops in hero's army get +0.15 boost to ATB value for the first round of every combat. Requires:
Contributes to:
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![]() Windborne RageAll effects of Aerial Control apply to the creature damage and attack ratings as well. Creatures subject to effects of the windstorm deal increased damage, depending on the effectiveness of the windforce. Requires:
Contributes to:
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![]() Basic Dark MagicAllows hero to learn Dark Magic spells of the third circle and makes Dark Magic more effective overall. ![]() Advanced Dark MagicAllows hero to learn Dark Magic spells of the fourth circle and makes Dark Magic even more effective. ![]() Expert Dark MagicAllows hero to learn Dark Magic spells of the fifth circle and gives maximum power to Dark Magic. |
![]() Master of CursesGrants mass effects to Weakness and Suffering spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells. |
![]() Master of MindGrants mass effects to Slow and Confusion spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells. |
![]() Master of PainGrants area effects to Decay and Vulnerability spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells. Adds +4 to effective spellpower of Unholy Word spell. |
![]() Darkness BarrierIncreases Dark Magic resistance of all creatures in hero's army by 30%. Creatures are more likely to avoid enemy Dark Magic spells and have Dark curse duration largely decreased. Requires:
Contributes to:
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![]() Seal of DarknessEnemy hero is forced to spend twice more mana to cast Dark Magic spells in combat. Requires:
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![]() Basic DefenseDecreases damage dealt to your creatures in melee combat by 10%. ![]() Advanced DefenseDecreases damage dealt to your creatures in melee combat by 20%. ![]() Expert DefenseDecreases damage dealt to your creatures in melee combat by 30%. |
![]() EvasionDecreases damage dealt to your creatures by ranged attacks by 20%. |
![]() ProtectionDecreases damage dealt to your creatures by magic attacks by 15%. |
![]() VitalityIncreases hit points of all your creatures by 2 (Particularly effective for large armies) Contributes to:
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![]() Stand Your GroundTroops under hero's control get +60% bonus to their defense carrying out the Defend command. Requires:
Contributes to:
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![]() Warding FormationTroops carrying out the Defend command receive 50% less damage from non-magical shooting attacks. Troops behind Defending allies receive 50% from all shooting attacks, if the Defending ally is on the course of the shot. Requires:
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![]() Basic Destructive MagicAllows hero to learn Destructive Magic spells of the third circle and makes Destructive Magic more effective overall. ![]() Advanced Destructive MagicAllows hero to learn Destructive Magic spells of the fourth circle and makes Destructive Magic even more effective. ![]() Expert Destructive MagicAllows hero to learn Destructive Magic spells of the fifth circle and gives maximum power to Destructive Magic. |
![]() Master of FireGrants armor-damaging effect to Fireball and Armageddon spells. Creatures affected by these spells suffer additional -50% defense penalty. |
![]() Master of IceGrants freezing effect to Ice Bolt and Circle of Winter spells. |
![]() Master of StormsGrants stunning effect to Lightning Bolt and Chain Lightning (first target only) spells. Contributes to:
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![]() Lightning StrikeHero may imbue his/her attacks with Lightning Bolt spell. Each hero's attack casts a Lightning Bolt on the enemy target. Lightning strike drains mana of the hero. Requires:
Contributes to:
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![]() Storm CallHero may summon a thunderstorm that emits charges of electricity that randomly strike spots on the battlefield, damaging any units hit. Friendly units are immune to the Storm Call effect. Requires:
Contributes to:
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![]() Basic EnlightenmentHero receives +1 to one of his primary stats for every four levels including the levels already got and + 5% bonus to the experience gained. ![]() Advanced EnlightenmentHero receives +1 to one of his primary stats for every three levels including the levels already got and + 10% bonus to the experience gained. ![]() Expert EnlightenmentHero receives +1 to one of his primary stats for every two levels including the levels already got and + 15% bonus to the experience gained. |
![]() Arcane IntuitionAllows hero to learn an unknown spell used by an enemy hero or |
![]() IntelligenceIncreases normal maximum mana by 50%. |
![]() ScholarAllows the Hero to teach various spells to other heroes, effectively trading spells between spell books. Contributes to:
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![]() MentoringWhen this hero meets another friendly hero, the latter gains as much experience as he or she needs to have his or her experience become equal to 25 percent of that of the mentor’s (this is only effective if that hero has less experience originally). Requires:
Contributes to:
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![]() MeditationHero may spend a turn on the Adventure Map to gain an amount of experience, depending on the Enlightenment mastery. Bonus is one-time only. In addition to it, hero gets +2 increase to knowledge and +1 to power. Requires:
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![]() Basic LeadershipIncreases moral of all creatures in hero's army by 1. ![]() Advanced LeadershipIncreases moral of all creatures in hero's army by 2. ![]() Expert LeadershipIncreases moral of all creatures in hero's army by 3. |
![]() DiplomacyAllows hero to effectively negotiate with hostile creatures. Increases chances and reduces costs of creatures that wish to join your army. Contributes to:
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![]() EstatesHero contributes 250 gold pieces per day to your cause. |
![]() RecruitmentIncreases weekly growth of 1st, 2nd and 3rd level creatures by +3, +2 and +1 respectively. Hero must be stationed within the friendly town on the last day of the week for effect to take place. |
![]() EmpathyEach time when the Morale effect is triggered with any of the creatures in the hero’s army, the hero moves 10 percent forward along the ATB bar. (If the creature has a negative Morale effect, the hero is moved backwards). Requires:
Contributes to:
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![]() RallyHero has an increased chance to convince neutral Bastion units join the hero's army for free. Recruitment costs of other units that wish to join the army are as well decreased and chances increased. Requires:
Contributes to:
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![]() Basic Light MagicAllows hero to learn Light Magic spells of the third circle and makes Light Magic more effective overall. ![]() Advanced Light MagicAllows hero to learn Light Magic spells of the fourth circle and makes Light Magic even more effective. ![]() Expert Light MagicAllows hero to learn Light Magic spells of the fifth circle and gives maximum power to Light Magic. |
![]() Master of AbjurationGrants mass effects to Deflect Missile and Endurance spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells. |
![]() Master of BlessingsGrants mass effects to Divine Strength and area effect to Cleansing spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells. |
![]() Master of WrathGrants mass effects to Righteous Might and Haste spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells. Adds +4 to effective spellpower of Holy Word spell. Contributes to:
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![]() Divine WindsDelving into the divine lore of light, hero is granted Haste spell, improved with heavenly enchantments. Effect of Haste is improved by 50% and also adds +1 speed. Requires:
Contributes to:
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![]() Refined ManaCasters in hero army will spend only half the required mana cost to cast spells. Requires:
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![]() Basic LogisticsIncreases hero's movement speed over land by 10%. ![]() Advanced LogisticsIncreases hero's movement speed over land by 20%. ![]() Expert LogisticsIncreases hero's movement speed over land by 30%. |
![]() NavigationIncreases hero's movement speed at sea by 50%. |
![]() PathfindingReduces penalty for moving through rough terrain by 50%. Contributes to:
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![]() ScoutingHero receives +4 to his range of view and gets an ability to see precise number of creatures in neutral troops, in enemy armies, towns and garrisons within his range of view. |
![]() WayfaringHero ignores all terrain penalties, suffering no movement point losses when travelling over foreign terrains. Requires:
Contributes to:
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![]() StormchargeWhen sieging towns, effects of moving upwind and downwind get a +2 boost and -2 increase respectively. All cavalry-based units receive the Jousting Bonus ability. Requires:
Contributes to:
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![]() Basic LuckIncreases luck of all creatures in hero's army by 1. ![]() Advanced LuckIncreases luck of all creatures in hero's army by 2. ![]() Expert LuckIncreases luck of all creatures in hero's army by 3. |
![]() Magic ResistanceIncreases magic resistance of all creatures in hero's army by 15%. Creatures are more likely to avoid enemy magic. |
![]() ResourcefulnessIn the course of adventures the hero tends to find more gold and resources and be more lucky overall. Contributes to:
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![]() Soldier's LuckGuarantees that useful combat abilities of creatures in hero's army (like Squires' Bash, for example) will trigger more often. |
![]() Spoils of WarFrom each victorious battle, the hero will salvage some gold and resources as spoils of war. Requires:
Contributes to:
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![]() Wayfarer's FortuneHero has a slight chance to gain a 25% movement point boost for the turn. Additionally, there is a chance that the hero may receive artifacts from battles, in addition to Spoils of War. Effects of Resourcefulness and Spoils of War are increased by 25%. Requires:
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![]() Basic SorcerySpeeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 10%. ![]() Advanced SorcerySpeeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 20%. ![]() Expert SorcerySpeeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 30%. |
![]() Arcane TrainingReduces casting costs of all spells by 20%. Contributes to:
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![]() Magic InsightAllows a hero to learn magic spells of the third circle regardless of actual skills in the respective schools of magic. |
![]() Mana RegenerationDoubles mana regeneration |
![]() DistractEnemy hero will receive Requires:
Contributes to:
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![]() Basic Summoning MagicAllows hero to learn Summoning Magic spells of the third circle and makes Summoning Magic more effective overall. ![]() Advanced Summoning MagicAllows hero to learn Summoning Magic spells of the fourth circle and makes Summoning Magic even more effective. ![]() Expert Summoning MagicAllows hero to learn Summoning Magic spells of the fifth circle and gives maximum power to Summoning Magic. |
![]() Master of ConjurationMakes Conjure Phoenix and Summon Elementals spells more powerful (effective Spellpower is increased by 4 for casting those spells). Contributes to:
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![]() Master of EarthbloodMakes Fire Trap and Earthquake spells more powerful (effective Spellpower is increased by 4 for casting those spells). |
![]() Master of LifeMakes Fist of Wrath and Raise Dead spells more powerful (effective Spellpower increases by 4 for casting those spells). |
![]() Wind WarriorsHero is granted the knowledge of Summon Elementals spell. Regardless of circumstances this spell will summon Air Elementals from now on. The number of Elementals summoned is 40% greater than normal. Requires:
Contributes to:
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![]() Elemental BalanceSuperb knowledge of summoning magic allows the hero to counterbalance the combat situation when battling against skilled summoners. Each time the enemy uses the Summon Elementals spell, a small group of elementals of opposite aligment is automatically summoned to fight for the hero's cause. Requires:
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![]() Basic War MachinesMakes war machines more effective overall. Increases Attack, defense and Damage of Ballista. Increases Catapult's Damage and grants it a 30% chance to hit. The First Aid Tent receives increased Healing Power. Ammo Cart gains an ability to increase Attack of ranged units in hero's army by 1. ![]() Advanced War MachinesMakes war machines more effective overall. Increases Attack, defense and Damage of Ballista. Increases Catapult's Damage and grants it a 40% chance to hit. The First Aid Tent receives increased Healing Power. Ammo Cart gains an ability to increase Attack of ranged units in hero's army by 2. ![]() Expert War MachinesMakes war machines more effective overall. Increases Attack, Defense and Damage of Ballista. Increases Catapult's Damage and grants it a 50% chance to hit. The First Aid Tent receives increased Healing Power. Ammo Cart gains an ability to increase Attack of ranged units in hero's army by +3. |
![]() BallistaAllows manual control of the Ballista. Ballista gains one extra shot. Restores the Ballista after the battle if it was destroyed |
![]() CatapultAllows manual control of the Catapult. Catapult gains one extra shot. Restores ammo cart after the battle if it was destroyed Contributes to:
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![]() First AidAllows manual control of the First Aid Tent. Restores the First Aid Tent after the battle if it was destroyed |
![]() Greek FireCatapults shots surround the walls with fire, harming all creatures adjacent to the targeted wall. Requires:
Contributes to:
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![]() Brimstone RainCatapult gains another extra shot (up to 3 consecutive shots in turn if hero is proficient with catapults). Requires:
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You can discuss Bastion with the Heroes Community.
© All rights reserved to Talek Do'Lorn (TDL) and HeroesofMightandMagic.com
Dearest and special thanks go to:
Alcibiades for consulting and eager discussions on abilities,
GenieLord for some help and support, and
Daystar for creating the visuals for the Bastion.
Other pictures are taken from various sites (hero portraits are screenshots from copyrighted Gothic 3 game by Piranha Bytes) - deepest appreciation and respect.