Restoration of Erathia Manual Page 79: Difference between revisions

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Latest revision as of 20:48, 7 December 2023

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Restoration of Erathia Tutorial manual: 1 2 3 4 5 6 7 8 9 10 11 12 Restoration of Erathia RoE manual: 1 Table of contents 3 4 5 6 7
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101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131
132 133 134 135 136 137 138 139 140 141 142 143 144 Armageddon's Blade AB manual: Table of contents 2 3 4 5 6 7 8 9 10
11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 Shadow of Death SoD manual: 1 2 Table of contents 4 5
6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36


Teleport


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

15

Instant

Target, allied troop instantly moves to an unoccupied target hex. Troop

cannot teleport over walls or moats.

Same as Basic Effect, except troop cannot teleport over walls.

Troop can move to any unoccupied hex.


Level IV

Clone


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

24

Current Battle

Creates a duplicate of target, allied troop level 1-5. The duplicate can

attack but is dispelled if it receives any damage. Creatures from a given

town are rated 1 - 7 based on their relative combat effectiveness. Thus, for

the Castle town, pikemen and halberdiers are level 1 creatures, while angels

and archangels are level 7.

Same as Basic Effect, except the duplicate may be of a level 1-6 troop.

Same as Basic Effect, except the duplicate may be of a level 1-7 troop.


Prayer


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

16

1 Round/Power

Target, allied troop's attack, defense, and speed (hexes per turn) ratings are

increased by two.

Target, allied troop's attack, defense, and speed ratings are increased by four.

All allied troop's attack, defense, and speed ratings are increased by four.


Water Walk


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Adventure

12

1 Day

The casting hero may follow a movement path across water, provided the

end destination is an unoccupied location on land. Water movement may be

up to 60% of the hero's normal movement.

Same as Basic Effect, except that water movement may be up to 80% of

the hero's normal movement.

Same as Basic Effect, except that water movement may be made at the

hero's full, normal movement.