Add cross-links throughout Eagle0pedia (#8436)

This commit is contained in:
2026-07-11 08:39:22 -07:00
committed by GitHub
parent 8f1371dd61
commit f80718719c
5 changed files with 56 additions and 56 deletions
@@ -30,13 +30,13 @@ Most command phase actions spend the acting province's turn.
### Alms
<b>Hero requirements:</b> None. Paladins get a bonus.
<b>Hero requirements:</b> None. [Paladins](/heroes/#paladin) get a bonus.
<b>Vigor cost:</b> 15.
<b>Available when:</b> the acting province has food to give and an eligible hero with enough vigor.
<b>Effect:</b> Give up to 1000 food from the acting province as charity. The province gains 1 support per 100 food, capped by the province's maximum 100 support. Paladins multiply the support gain by 4, so a Paladin gives 4 support per 100 food. The acting hero spends vigor and gains charisma XP.
<b>Effect:</b> Give up to 1000 food from the acting province as charity. The province gains 1 [support](/provinces/#support) per 100 food, capped by the province's maximum 100 support. Paladins multiply the support gain by 4, so a Paladin gives 4 support per 100 food. The acting hero spends vigor and gains charisma XP.
<b>Selection:</b> choose an amount of food and the acting hero.
@@ -46,7 +46,7 @@ Most command phase actions spend the acting province's turn.
<b>Vigor cost:</b> 30.
<b>Available when:</b> an outlaw hero is present in the acting province and an eligible hero has enough vigor.
<b>Available when:</b> an [outlaw hero](/factions/#free-heroes) is present in the acting province and an eligible hero has enough vigor.
<b>Effect:</b> Attempt to capture the outlaw. On success, the outlaw is removed from the province's unaffiliated heroes and re-added as a prisoner with a bias against the imprisoning faction. The acting hero spends vigor, and the game creates a deferred notification/story request.
@@ -54,7 +54,7 @@ Most command phase actions spend the acting province's turn.
### Control Weather
<b>Hero requirements:</b> Mage.
<b>Hero requirements:</b> [Mage](/heroes/#mage).
<b>Vigor cost:</b> 40.
@@ -72,7 +72,7 @@ Most command phase actions spend the acting province's turn.
<b>Available when:</b> a diplomatic option is valid against another faction and an eligible messenger hero can be sent.
<b>Effect:</b> Send a hero to another faction with a diplomatic proposal. The target faction receives the offer at the end of the current round, after any battles this round have taken place. Truce, invitation, alliance, break-alliance, and ransom options create unresolved incoming offers for the target faction and story-generation requests. Most diplomacy options spend gold, remove the messenger hero from the acting province, and cost the messenger vigor.
<b>Effect:</b> Send a hero to another faction with a diplomatic proposal. The target faction receives the offer at the end of the current round, after any battles this round have taken place. Truce, invitation, alliance, break-alliance, and ransom options create [incoming diplomacy offers](/factions/#incoming-diplomacy-offers) for the target faction and story-generation requests. Most diplomacy options spend gold, remove the messenger hero from the acting province, and cost the messenger vigor.
<b>Selection:</b> choose the diplomacy option, target faction, and sent hero.
@@ -94,7 +94,7 @@ Most command phase actions spend the acting province's turn.
<b>Vigor cost:</b> None. This restores up to 10 vigor for each ruling-faction hero in the province.
<b>Available when:</b> the acting province can pay the feast cost: 20 gold per ruling-faction hero in the province, multiplied by the province price index.
<b>Available when:</b> the acting province can pay the feast cost: 20 gold per ruling-faction hero in the province, multiplied by the province [price index](/provinces/#price-index).
<b>Effect:</b> Hold a feast in the acting province. Every ruling-faction hero in the province gains up to 10 loyalty, capped at 100, and up to 10 vigor, capped by constitution. Faction leaders do not gain loyalty, but can still gain vigor. The province spends gold, the price index may change, and feast-spending quest counters can advance.
@@ -114,13 +114,13 @@ Most command phase actions spend the acting province's turn.
### Improve
<b>Hero requirements:</b> None. Engineers get a bonus.
<b>Hero requirements:</b> None. [Engineers](/heroes/#engineer) get a bonus.
<b>Vigor cost:</b> 15.
<b>Available when:</b> a hero has enough vigor and the province has an available improvement or devastation repair option.
<b>Effect:</b> Improve a province using one of the available improvement types. Economy, agriculture, and infrastructure rise toward 100; devastation repair reduces all three devastation tracks. The acting hero spends vigor and gains strength/agility XP, and the improvement can optionally be locked as the province's preferred type.
<b>Effect:</b> Improve a province using one of the available improvement types. [Economy, agriculture, and infrastructure](/provinces/#development-stats) rise toward 100; [devastation](/provinces/#devastation) repair reduces all three devastation tracks. The acting hero spends vigor and gains strength/agility XP, and the improvement can optionally be locked as the province's preferred type.
<b>Selection:</b> choose the improvement type, acting hero, and whether to lock the type.
@@ -132,7 +132,7 @@ Most command phase actions spend the acting province's turn.
<b>Available when:</b> a faction leader is acting and your faction controls more than one province. This command does not take your turn.
<b>Effect:</b> Set standing orders for your provinces. Orders guide vassal-ruled provinces during the vassal command phase; provinces led directly by faction leaders are still commanded directly. Vassals may still handle urgent problems first, such as defense, riots, severe fatigue, low support, beast suppression, loyalty management, or other immediately available crisis commands.
<b>Effect:</b> Set [standing orders](/provinces/#province-orders) for your provinces. Orders guide vassal-ruled provinces during the [Vassal Commands phase](/concepts/eagle-round-flow/#vassal-commands); provinces led directly by faction leaders are still commanded directly. Vassals may still handle urgent problems first, such as defense, riots, severe fatigue, low support, beast suppression, loyalty management, or other immediately available crisis commands.
<b>Selection:</b> submit the new province orders and the new focus province, or clear the focus province.
@@ -162,7 +162,7 @@ Look for growth or attack opportunities. The vassal first tries to march into ne
<b>Available when:</b> the acting province has movable heroes, battalions, gold, or food and at least one valid destination.
<b>Effect:</b> Move heroes, battalions, gold, and food from one province to another. The selected units and supplies leave the origin province immediately, each marching hero spends vigor and gains wisdom XP, and the destination receives an incoming moving army scheduled for the next round.
<b>Effect:</b> Move heroes, battalions, gold, and food from one province to another. The selected units and supplies leave the origin province immediately, each marching hero spends vigor and gains wisdom XP, and the destination receives an [incoming army](/provinces/#incoming-armies) scheduled for the next round.
If the destination is already ruled by your faction when the army arrives, the heroes, battalions, gold, and food enter the province during the next round's Province Move Resolution phase, before riots, vassal commands, and player commands.
@@ -193,7 +193,7 @@ If the destination is neutral or hostile, the army does not simply appear in the
### Recon
<b>Hero requirements:</b> Ranger.
<b>Hero requirements:</b> [Ranger](/heroes/#ranger).
<b>Vigor cost:</b> 30.
@@ -223,7 +223,7 @@ If the destination is neutral or hostile, the army does not simply appear in the
<b>Available when:</b> the acting province has supplies to send, an eligible hero, and a valid destination province.
<b>Effect:</b> Send gold and food from the acting province to another province. The origin province loses the full selected amount immediately, and the destination receives an incoming shipment scheduled for the next round.
<b>Effect:</b> Send gold and food from the acting province to another province. The origin province loses the full selected amount immediately, and the destination receives an [incoming shipment](/provinces/#incoming-shipments) scheduled for the next round.
Shipments arrive during the next round's Province Move Resolution phase, before riots, hero departures, vassal commands, player commands, battles, and food consumption. That means food shipped this way is available to feed the destination province later in the same round it arrives. When the shipment arrives, 10% is lost in transit and the destination receives the remaining gold and food, rounded down.
@@ -231,7 +231,7 @@ Shipments arrive during the next round's Province Move Resolution phase, before
### Start Epidemic
<b>Hero requirements:</b> Necromancer.
<b>Hero requirements:</b> [Necromancer](/heroes/#necromancer).
<b>Vigor cost:</b> 30.
@@ -247,7 +247,7 @@ Shipments arrive during the next round's Province Move Resolution phase, before
<b>Vigor cost:</b> 15 on success, plus any vigor lost to casualties. If the hero is killed, the command fails.
<b>Available when:</b> the acting province has a beast event and an eligible hero.
<b>Available when:</b> the acting province has a [beast event](/provinces/#province-events) and an eligible hero.
<b>Effect:</b> Send a hero, optionally with a battalion, to suppress beasts in the acting province. The fight rolls beast power, applies casualties to the battalion and/or hero, removes the beast event on success or failure, and creates a story notification. Success can award gold, food, support, hero XP, and battalion backstory; failure can kill the hero and destroy the battalion.
@@ -261,13 +261,13 @@ Shipments arrive during the next round's Province Move Resolution phase, before
<b>Available when:</b> the faction head is in the province, your faction has fewer than 5 faction leaders, and another hero in the province has at least 95 loyalty.
<b>Effect:</b> Choose a hero for a kinship bond. A hero who swears kinship can become a faction leader.
<b>Effect:</b> Choose a hero for a kinship bond. A hero who swears kinship becomes a [faction leader](/heroes/#faction-leaders).
<b>Selection:</b> choose the hero to swear kinship with.
### Train
<b>Hero requirements:</b> None. Champions get a bonus.
<b>Hero requirements:</b> None. [Champions](/heroes/#champion) get a bonus.
<b>Vigor cost:</b> 15.
@@ -311,7 +311,7 @@ You must use Travel before these commands appear. Once you are traveling, you ca
<b>Vigor cost:</b> None.
<b>Available when:</b> you are traveling and an unaffiliated hero quest is available in the province.
<b>Available when:</b> you are traveling and an [unaffiliated hero](/heroes/#unaffiliated-heroes) quest is available in the province.
<b>Effect:</b> Decline one of the unaffiliated hero quests available in the acting province.
@@ -325,7 +325,7 @@ You must use Travel before these commands appear. Once you are traveling, you ca
<b>Available when:</b> you are traveling, the province has gold, and there are free heroes who are not yet ready to join your faction but might be won over.
<b>Effect:</b> Spend gold to divine one or more free heroes. For each divined hero, you receive details about what could impress them enough to become recruitable. Fulfill that ask, and the hero can later appear under Recruit Heroes. Cost scales by the province price index, the province spends gold, and the price index may change.
<b>Effect:</b> Spend gold to divine one or more [free heroes](/factions/#free-heroes). For each divined hero, you receive details about what could impress them enough to become recruitable. Fulfill that ask, and the hero can later appear under Recruit Heroes. Cost scales by the province price index, the province spends gold, and the price index may change.
<b>Selection:</b> choose the heroes to divine.
@@ -421,7 +421,7 @@ These commands appear only when the game is resolving a special situation, respo
<b>Available when:</b> an attack decision is pending.
<b>Effect:</b> Choose how to respond to a pending attack opportunity or battle decision. The command shows involved armies, acting units, and the available attack decision types.
<b>Effect:</b> Choose how to respond to a pending attack opportunity or battle decision. The command shows involved armies, acting units, and the available attack decision types. See [Attack and Defense Decisions](/concepts/eagle-to-shardok/#attack-and-defense-decisions) for how this fits into battle creation.
<b>Selection:</b> choose one available attack decision.
@@ -433,7 +433,7 @@ These commands appear only when the game is resolving a special situation, respo
<b>Available when:</b> a province is under attack and can commit defenders.
<b>Effect:</b> Respond to an incoming attack by committing a defending army. The selected defenders become the province's defending army. If flee provinces are available, one must be selected as the army's fallback destination.
<b>Effect:</b> Respond to an incoming attack by committing a defending army. The selected defenders become the province's defending army. If flee provinces are available, one must be selected as the army's fallback destination. See [Attack and Defense Decisions](/concepts/eagle-to-shardok/#attack-and-defense-decisions) for what happens next.
<b>Selection:</b> choose defending units and, when available, an optional flee province.
@@ -445,7 +445,7 @@ These commands appear only when the game is resolving a special situation, respo
<b>Available when:</b> a newly captured hero needs a battle aftermath decision.
<b>Effect:</b> Decide what happens to a hero captured in battle or conquest. Captured heroes are not yet ordinary prisoners. If you imprison one, they become a normal prisoner and can later be handled with Manage Prisoners.
<b>Effect:</b> Decide what happens to a hero captured during [battle aftermath](/concepts/eagle-to-shardok/#aftermath) or conquest. Captured heroes are not yet ordinary prisoners. If you imprison one, they become a normal prisoner and can later be handled with Manage Prisoners.
<b>Selection:</b> choose the captured hero and the handling option.
@@ -485,7 +485,7 @@ These commands appear only when the game is resolving a special situation, respo
<b>Available when:</b> a province has a riot.
<b>Effect:</b> Respond to a riot in the acting province. The client presents this as one command with multiple response options. The province leader's Charisma matters, even if a different hero is selected to crack down: leader Charisma improves gift success and makes forceful crackdowns face smaller riots.
<b>Effect:</b> Respond to a [riot](/provinces/#province-events) in the acting province. The client presents this as one command with multiple response options. The [province leader](/provinces/#ruling-faction-and-ruling-hero)'s Charisma matters, even if a different hero is selected to crack down: leader Charisma improves gift success and makes forceful crackdowns face smaller riots.
If you fail to stop the riot, or if the riot is still unresolved when the riot phase ends, the riot happens. The province loses 25 support, gains 25 economy devastation, gains 25 infrastructure devastation, and the riot event is removed.
@@ -551,7 +551,7 @@ Gift success is probabilistic. The chance is based on the province leader's Char
<b>Available when:</b> another faction offers an alliance.
<b>Effect:</b> Accept or reject an incoming alliance offer.
<b>Effect:</b> Accept or reject an [incoming alliance offer](/factions/#incoming-diplomacy-offers).
<b>Selection:</b> choose the originating faction and the resolution.
@@ -623,7 +623,7 @@ Gift success is probabilistic. The chance is based on the province leader's Char
<b>Available when:</b> multiple allied attacking factions won the same province and Eagle needs to decide which claimant keeps it.
<b>Effect:</b> Decide what your surviving claimant army does after a shared victory. If no ally has claimed the province yet, you may choose **Keep Province** and become the conqueror. If an ally has already claimed it, you must withdraw.
<b>Effect:</b> Decide what your surviving claimant army does during [battle aftermath](/concepts/eagle-to-shardok/#aftermath) after a shared victory. If no ally has claimed the province yet, you may choose **Keep Province** and become the conqueror. If an ally has already claimed it, you must withdraw.
Keeping the province finalizes conquest: your surviving non-fled heroes become the new ruling heroes, surviving battalions become the province battalions, support is reset to 0, province orders reset to **Entrust**, and non-fled defenders or former ruling heroes can become prisoners.
@@ -30,7 +30,7 @@ See [Heroes](/heroes/) for professions and [Shardok commands](/shardok-commands/
## Action Points
Units act using Action Points. Moving through terrain spends AP based on the terrain and battalion type. Many major actions require a fixed AP minimum and then consume all remaining AP.
Units act using Action Points. Moving through terrain spends AP based on the terrain and battalion type. Many major actions require a fixed AP minimum and then consume all remaining AP. The [Shardok command reference](/shardok-commands/) lists each command's AP cost and requirements.
Unless a command says otherwise, a unit with morale must have at least 10 morale, and a unit with an attached hero must have at least 10 vigor.
@@ -38,7 +38,7 @@ Unless a command says otherwise, a unit with morale must have at least 10 morale
Shardok advances tactically while units move, attack, cast, hide, scout, flee, and reinforce. When a side ends its turn, control passes according to the tactical state. At the end of a tactical round, Shardok checks end-of-round victory conditions such as holding critical tiles or surviving to the round limit.
Some victory conditions, such as last player standing, can end the battle as soon as only one eligible side remains. Others wait until the end of a round so the opposing side has a chance to respond.
Some [victory conditions](/concepts/shardok-victory-conditions/), such as last player standing, can end the battle as soon as only one eligible side remains. Others wait until the end of a round so the opposing side has a chance to respond.
## Terrain
@@ -29,9 +29,9 @@ If the faction head is killed, another faction leader can take over as faction h
## Leaders
Faction leaders are the heroes you can command directly. They are different from vassals, who rule provinces for you and make their own choices.
[Faction leaders](/heroes/#faction-leaders) are the heroes you can command directly. They are different from [vassals](/heroes/#vassals), who rule provinces for you and make their own choices.
You can gain more faction leaders with **Swear Kinship**. The command is available when your faction head is in the province, your faction has fewer than 5 leaders, and another hero in the province has at least 95 loyalty. The new kinship hero becomes a faction leader.
You can gain more faction leaders with [**Swear Kinship**](/commands/#swear-kinship). The command is available when your faction head is in the province, your faction has fewer than 5 leaders, and another hero in the province has at least 95 loyalty. The new kinship hero becomes a faction leader.
Faction leaders matter for succession. If the faction head dies, the next available faction leader becomes faction head. If no surviving leader is available to take over immediately, the strongest remaining vassal can rise to become a new faction leader and faction head.
@@ -53,10 +53,10 @@ Free heroes are heroes in a province who do not currently belong to your faction
The common states are:
- **Resident:** A hero living in the province. Residents may be willing to join outright. If they are not ready, they may be divinable: use **Divine** to learn what would impress them, then fulfill that ask to make them recruitable.
- **Resident:** A hero living in the province. Residents may be willing to join outright. If they are not ready, they may be divinable: use [**Divine**](/commands/#divine) to learn what would impress them, then fulfill that ask to make them recruitable.
- **Traveler:** A hero passing through. You do not know whether a traveler would join you until a faction leader travels there and talks to them. Travelers are harder to recruit than residents, but they might still join if your prestige and other recruitment factors are strong enough. They are also likely to leave the province soon, so they are more time-sensitive than residents.
- **Prisoner:** A captured hero. Prisoners start with a strong bias against the faction holding them, but desperation can build over time. Eventually a prisoner may become willing to join, especially if your prestige is high enough.
- **Outlaw:** A hostile free hero in the province. Outlaws are not ordinary recruits and will not simply join from the Free Hero panel; you generally deal with them through commands such as **Apprehend Outlaw**.
- **Outlaw:** A hostile free hero in the province. Outlaws are not ordinary recruits and will not simply join from the Free Hero panel; you generally deal with them through commands such as [**Apprehend Outlaw**](/commands/#apprehend-outlaw).
Some free heroes are effectively unavailable until circumstances change. For example, a province without one of your faction leaders cannot recruit from the Free Hero panel, and a hero may refuse forever if they have a permanent reason not to join your faction.
@@ -80,11 +80,11 @@ Trust is a hidden number used by AI diplomacy. Higher trust makes a faction more
## Incoming Diplomacy Offers
Incoming offers are unresolved diplomatic proposals from other factions. They become reaction commands such as resolving truce offers, alliance offers, invitations, ransom offers, or alliance breaks.
Incoming offers are unresolved diplomatic proposals from other factions. They become [special and conditional commands](/commands/#special-and-conditional-commands) such as resolving truce offers, alliance offers, invitations, ransom offers, or alliance breaks.
## Focus Province
A faction can have a focus province. The focus province helps direct command flow and AI attention toward a particular province.
A faction can have a focus province. The focus province helps direct [province orders](/provinces/#province-orders) and AI attention toward a particular province.
## Faction Destruction
@@ -157,7 +157,7 @@ Infrastructure matters militarily because it caps armament. Arm Troops cannot ra
Economy and agriculture also affect which battalion types can be raised in the province. Battalion type availability checks the province's effective economy and effective agriculture against the battalion type's minimums.
Training is handled by **Train**. Armament is handled by **Arm Troops**. Organizing troop counts, creating battalions, resizing battalions, and dismissing battalions are handled by **Organize Troops**.
Training is handled by [**Train**](/commands/#train). Armament is handled by [**Arm Troops**](/commands/#arm-troops). Organizing troop counts, creating battalions, resizing battalions, and dismissing battalions are handled by [**Organize Troops**](/commands/#organize-troops).
## Heroes and Hero Cap
@@ -171,13 +171,13 @@ This is why moving heroes around is not just about command access. Keeping too m
A province can have a ruling faction and a ruling hero. The ruling hero is the local leader for the province.
If a faction leader rules the province, the player can command that leader directly. If a vassal rules it, the province acts through vassal behavior during the Vassal Commands phase unless another special phase interrupts it.
If a faction leader rules the province, the player can command that leader directly. If a [vassal](/heroes/#vassals) rules it, the province acts through vassal behavior during the [Vassal Commands phase](/concepts/eagle-round-flow/#vassal-commands) unless another special phase interrupts it.
Province leadership also matters for riots. The province leader's Charisma affects riot size and gift success, even if another hero is selected to crack down.
## Province Orders
Province orders are standing instructions for vassal-led provinces. The **Issue Orders** command changes them and can also set or clear the faction focus province.
Province orders are standing instructions for vassal-led provinces. The [**Issue Orders**](/commands/#issue-orders) command changes them and can also set or clear the faction focus province.
The main orders are:
@@ -192,13 +192,13 @@ The focus province also affects logistics. Vassals may ship excess gold and food
Incoming armies represent forces that are moving toward the province but have not arrived or resolved yet.
Friendly incoming armies arrive during Province Move Resolution if the destination is already ruled by their faction. Hostile arrivals do not simply enter the province; they can become hostile army groups and later trigger conquest, attack decisions, defense decisions, battle requests, and Shardok battles.
Friendly incoming armies arrive during [Province Move Resolution](/concepts/eagle-round-flow/#province-move-resolution) if the destination is already ruled by their faction. Hostile arrivals do not simply enter the province; they can become hostile army groups and later trigger conquest, attack decisions, defense decisions, battle requests, and [Shardok battles](/concepts/eagle-to-shardok/).
Incoming armies can carry gold and food. If supplies arrive with a friendly movement, transit loss can reduce the amount received.
## Incoming Shipments
Incoming shipments are supplies sent by **Send Supplies**.
Incoming shipments are supplies sent by [**Send Supplies**](/commands/#send-supplies).
The origin province loses the selected gold and food immediately. The destination receives an incoming shipment scheduled for the next round. During the next round's Province Move Resolution phase, the shipment arrives before food consumption. 10% is lost in transit, rounded down after loss.
@@ -218,7 +218,7 @@ Important event types include:
- **Epidemic:** damages economy, battalions, and hero vigor, and can spread or end over time.
- **Festival:** improves support and prestige while active.
Some events can be created or changed by commands. Mages can use **Control Weather** to start or end blizzards and droughts. Necromancers can use **Start Epidemic**.
Some events can be created or changed by commands. Mages can use [**Control Weather**](/commands/#control-weather) to start or end blizzards and droughts. Necromancers can use [**Start Epidemic**](/commands/#start-epidemic).
## Tactical Map and Castles
@@ -99,7 +99,7 @@ Unless noted otherwise: **10 morale**, **10 hero vigor**, and the listed **Actio
### Lightning Bolt
<b>Unit requirements:</b> Mage attached to Light Infantry, Light Cavalry, or Longbowmen. Heavy units and Undead cannot cast.
<b>Unit requirements:</b> [Mage](/heroes/#mage) attached to Light Infantry, Light Cavalry, or Longbowmen. Heavy units and Undead cannot cast.
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
@@ -111,7 +111,7 @@ Unless noted otherwise: **10 morale**, **10 hero vigor**, and the listed **Actio
### Meteor
<b>Unit requirements:</b> Mage attached to Light Infantry, Light Cavalry, or Longbowmen, with enough vigor to start the spell. Heavy units and Undead cannot cast.
<b>Unit requirements:</b> [Mage](/heroes/#mage) attached to Light Infantry, Light Cavalry, or Longbowmen, with enough vigor to start the spell. Heavy units and Undead cannot cast.
<b>Action Point cost:</b> start costs 5 AP and consumes all remaining AP; target and cancel cost 0 AP; the automatic cast step is configured as 1 AP but resolves by setting the caster to 0 AP.
@@ -123,7 +123,7 @@ Unless noted otherwise: **10 morale**, **10 hero vigor**, and the listed **Actio
### Start Fire
<b>Unit requirements:</b> a unit with an attached Mage, or an attached hero with at least 70 AGI and 70 WIS. Mages improve the odds.
<b>Unit requirements:</b> a unit with an attached [Mage](/heroes/#mage), or an attached hero with at least 70 AGI and 70 WIS. Mages improve the odds.
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
@@ -147,7 +147,7 @@ Unless noted otherwise: **10 morale**, **10 hero vigor**, and the listed **Actio
### Freeze Water
<b>Unit requirements:</b> Mage attached to Light Infantry, Light Cavalry, or Longbowmen. Heavy units and Undead cannot cast.
<b>Unit requirements:</b> [Mage](/heroes/#mage) attached to Light Infantry, Light Cavalry, or Longbowmen. Heavy units and Undead cannot cast.
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
@@ -159,7 +159,7 @@ Unless noted otherwise: **10 morale**, **10 hero vigor**, and the listed **Actio
### Build Bridge
<b>Unit requirements:</b> Engineer.
<b>Unit requirements:</b> [Engineer](/heroes/#engineer).
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
@@ -171,7 +171,7 @@ Unless noted otherwise: **10 morale**, **10 hero vigor**, and the listed **Actio
### Blow Bridge
<b>Unit requirements:</b> Engineer standing on a bridge.
<b>Unit requirements:</b> [Engineer](/heroes/#engineer) standing on a bridge.
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
@@ -183,7 +183,7 @@ Unless noted otherwise: **10 morale**, **10 hero vigor**, and the listed **Actio
### Placement
<b>Unit requirements:</b> a unit available for setup placement. Hidden placement requires a defending Ranger attached to a stealth-capable unit.
<b>Unit requirements:</b> a unit available for setup placement. Hidden placement requires a defending [Ranger](/heroes/#ranger) attached to a stealth-capable unit.
<b>Action Point cost:</b> no AP cost during setup.
@@ -195,7 +195,7 @@ Unless noted otherwise: **10 morale**, **10 hero vigor**, and the listed **Actio
### Scout
<b>Unit requirements:</b> Ranger attached to a stealth-capable unit.
<b>Unit requirements:</b> [Ranger](/heroes/#ranger) attached to a stealth-capable unit.
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
@@ -207,7 +207,7 @@ Unless noted otherwise: **10 morale**, **10 hero vigor**, and the listed **Actio
### Raise Dead
<b>Unit requirements:</b> Necromancer attached to Light Infantry, Light Cavalry, or Longbowmen, and the hero must not already control a unit. Heavy units and Undead cannot cast.
<b>Unit requirements:</b> [Necromancer](/heroes/#necromancer) attached to Light Infantry, Light Cavalry, or Longbowmen, and the hero must not already control a unit. Heavy units and Undead cannot cast.
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
@@ -231,7 +231,7 @@ Unless noted otherwise: **10 morale**, **10 hero vigor**, and the listed **Actio
### Holy Wave
<b>Unit requirements:</b> Paladin.
<b>Unit requirements:</b> [Paladin](/heroes/#paladin).
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
@@ -255,7 +255,7 @@ Unless noted otherwise: **10 morale**, **10 hero vigor**, and the listed **Actio
### Challenge Duel
<b>Unit requirements:</b> Champion.
<b>Unit requirements:</b> [Champion](/heroes/#champion).
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
@@ -267,7 +267,7 @@ Unless noted otherwise: **10 morale**, **10 hero vigor**, and the listed **Actio
### Fear
<b>Unit requirements:</b> Necromancer attached to Light Infantry, Light Cavalry, or Longbowmen. Heavy units and Undead cannot cast.
<b>Unit requirements:</b> [Necromancer](/heroes/#necromancer) attached to Light Infantry, Light Cavalry, or Longbowmen. Heavy units and Undead cannot cast.
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
@@ -279,7 +279,7 @@ Unless noted otherwise: **10 morale**, **10 hero vigor**, and the listed **Actio
### Repair
<b>Unit requirements:</b> Engineer.
<b>Unit requirements:</b> [Engineer](/heroes/#engineer).
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
@@ -291,7 +291,7 @@ Unless noted otherwise: **10 morale**, **10 hero vigor**, and the listed **Actio
### Reduce
<b>Unit requirements:</b> Engineer in a castle or fortified position.
<b>Unit requirements:</b> [Engineer](/heroes/#engineer) in a castle or fortified position.
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
@@ -339,7 +339,7 @@ Unless noted otherwise: **10 morale**, **10 hero vigor**, and the listed **Actio
### Brave Water
<b>Unit requirements:</b> a unit that can attempt brave-water movement. Ranger is not required, but rangers get an odds bonus.
<b>Unit requirements:</b> a unit that can attempt brave-water movement. [Ranger](/heroes/#ranger) is not required, but Rangers get an odds bonus.
<b>Action Point cost:</b> 8 AP; consumes all remaining AP.
@@ -375,7 +375,7 @@ Unless noted otherwise: **10 morale**, **10 hero vigor**, and the listed **Actio
### Hide
<b>Unit requirements:</b> Ranger attached to a stealth-capable unit.
<b>Unit requirements:</b> [Ranger](/heroes/#ranger) attached to a stealth-capable unit.
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
@@ -387,7 +387,7 @@ Unless noted otherwise: **10 morale**, **10 hero vigor**, and the listed **Actio
### Fortify
<b>Unit requirements:</b> Engineer.
<b>Unit requirements:</b> [Engineer](/heroes/#engineer).
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
@@ -411,7 +411,7 @@ Unless noted otherwise: **10 morale**, **10 hero vigor**, and the listed **Actio
### Evacuate Prisoners
<b>Unit requirements:</b> Warden on a unit that can flee.
<b>Unit requirements:</b> [Warden](/heroes/#warden) on a unit that can flee.
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.