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There are four resources in the game: Gold, Metal, Stone, and Crystal, which are needed for building and unit production. These resources are produced at the resource buildings: Gold mines, Ore mines, Quarries and Crystal mines, which are found at set locations on the

map. Each mine can be level 1,2 or 3. The higher the level, the more resources it has, and the faster it will give them to you. Resources can also be given as a reward for completing a quest.

You cannot build any more resource buildings during the game, only convert them. Resource collection is automatic once you own a resource building. You do not need to send units out to collect resources, but you can boost your resource collection by placing basic builder units in your mines. You can also gain a one time boost in resources by razing a mine, or locating resource carts, described under "Items" on page 35.

Putting Units to Work

You can increase the productivity of your mines by stocking them with workers. For every builder unit you place into a mine, you get +1 to that resource every five seconds. Up to eight units can be put into each mine, but only certain units are eligible, described in "The Bestiary" on page 51.

To place a builder unit into a mine, select the unit, and move the cursor over a mine. The cursor changes into a hand; right-click on the mine, and the unit disappears into it. In the Control Panel, to the left of the building display area, there is a unit counter. Once a unit is placed in a mine, it is not available for selection again, and is eliminated if the mine is converted or destroyed.

Stockpiling Resources

In order to build some of the more powerful buildings and units, and to research high-level spells, you will need a sizeable number of resources. Your resource totals are displayed in the top right corner of the game screen, showing from left to right: Gold, Metal, Stone, and Crystal stockpiles. As you receive more resources and spend them, you will see these values increase and decrease.

The maximum number of resources you can stockpile is 500 of each resource plus 500 for each level of the highest level Keep you own. For example, if you own a level four Keep, you can have 2,500 of each of the four resources.

Defense Buildings

Each race can build their own towers, walls or ramparts for defence. To build any of these, select the Build Wall or Tower button from the Control Panel. See page 21 for more details.

Guardians are also defense buildings, but cannot be built. They are summoned by Alchemists, or placed by the creator of the map in the Editor. The Guardians - Clay, Stone and Iron, range from weakest to strongest and shoot bolts of energy.

The Wall of Thorns and Wall of Ice are basic wall sections that can only be summoned by magic.

Summoned Buildings

Two buildings only 4 4

appear on the map ^ temporarily, as they U^M^Lt are summoned by a Vjfl^^^^B^ spell. The Black W^HgL} Portal is summoned by Necromancers to aid in many necromantic spells, such as the summoning of Undead. The Circle of Power is created by Summoners to aid in many of their spells, such as the summoning of creatures.


Cows, sheep, camels, geese and penguins can be present on any game map. While they are harmless creatures, they have their uses. For example, cows can be hurtled by Catapults, and cause greater damage than usual ammunition. Sheep can be thrown by Trolls, also wreaking a large amount of havoc. In addition, all Minotaur units feed on animals to obtain healing, often raising sheep in Pens specifically for this purpose.


Items can be found at various locations on the map, or given as a reward for completing a quest. Resource items look like carts, with gold, metal, stone or crystal inside. Special items appear in a treasure chest.

To pick up a resource item, simply move your hero next to the cart, and the resource is automatically added to your total.

To pick up a special item, move your hero next to the chest, and the hero's Inventory Screen appears automatically. The name of the item, along with its effects when in use are displayed in the bottom left of the Inventory Screen. Click on an item in the chest, then click on any green highlighted square on your hero's outline to equip it, or place it in your backpack. Note that while you can carry several similar items, such as two helmets and a crown, your hero can only have one equipped at a time. Your hero does not get the benefits of an item unless it is equipped. If a hero is killed, you keep all the equipped items, but any items in the backpack are lost, and appear on the map in a treasure chest.

There are also eight sets of ancient artifacts, which when equipped give the hero a special power. They can occasionally be found in treasure chests on a skirmish map, or are given as rewards for Duels in the campaign. There are three items in each set, and they are easily identified by the gold sparkles on them.

At any time in the game, you can view your hero's inventory by clicking on the pouch on the left of the hero portrait, or pressing the I key. You can close the inventory by pressing the same key.


Quests are special missions performed by heroes in order to gain Allies and other rewards. Only heroes can receive quests from the two special buildings -Mausoleum and Shrine.

To receive a quest, select your hero, and move the cursor over one of the special buildings until it changes into a key. Right-click on the building, and when the hero reaches it, a Dialogue Screen with the quest appears automatically. You have the choice to accept or decline the quest. If you decline this quest, another quest does not become available to you at this building for about five minutes.

If you accept this quest, a grail (cup) appears on your Hero Portrait. You generally have about five minutes (300 seconds) to complete the quest and return to the same building from which you got the quest to receive the reward. The exact time remaining to complete an accepted quest is shown, in seconds, as a counter next to the grail in the center of the hero portrait. When this counter reaches zero, the quest expires.

If you want to check on the requirements for the quest, click on the grail, or press the Q key.


In Warlords Battlecry II, heroes, and some units, have the ability to cast spells. Only heroes have a spellbook and the ability to learn new spells. A hero's mana points are indicated in the Control Panel, below the small blue orb on the right of the hero picture. Left-clicking on this orb, clicking on the Spellbook button in the Control Panel, or pressing the S key, brings up the spellbook.

Run the cursor over a spell name to see a description of its effects £ on the right side of your spellbook. To cast a spell, M simply click on it.

Each spell has a casting cost associated with it. This is deducted from the m caster's mana points each | time the spell is cast, no matter if the outcome is a success or failure. If the caster does not have enough mana points, the spell cannot be cast. Mana points regenerate over time, at a speed which depends upon the caster's magery skill level. Spells you cannot cast because you don't have enough mana are grayed out in the spellbook.

Spheres of Magic

There are ten spheres of magic that can be studied, each of which hasten spells. There are four Level 1 spells, three Level 2 spells, two Level 3 spells, and one very rare Level 4 spell. The spells must be learned in level order. There are also three common spells, which are automatically known by every spellcaster. Most spellcasters specialize in one or two spheres.

A level 1 hero generally cannot cast spells. When a hero reaches level 2, and chooses a profession of either Wizard or Priest, they automatically learn the three common spells. At level 3, the hero chooses a speciality, and automatically learns the first level 1 spell from that sphere of magic. Any further spells must be bought with ability points when the hero reaches level 4 and above.

For detailed descriptions and costs of all the spells, see the "Battlecry II Spells.chm' documentation included on the Warlords Battlecry II CD.

Sphere of Magic



Very basic protection, attack & command spells.


Healing, resurrection, protection from poison/disease.


Raise undead, drain hit points.


Fire spells - damage & protection.


Lightning, animal summoning.


Create items and potions, engineering.


Summon extra-planar creatures, teleport.


Invisibility, alteration.


Stone spells & item creation.


Ice spells - damage & protection.


Strange random effects, mana & health drain.

Spell Effects and Weather

From time to time, your units may be negatively affected by other units. The weather can have a negative or positive effect on your units' combat ability.

Psychological Effects, Poison & Disease

These effects are caused naturally by some units, or by heroes casting spells. For example, Slayer Knights cause Chaos. There are six effects, as described below. For details on each race's vulnerability and resistance to these effects, see page 39.


Effect on Enemy Units



Half speed & loss of any ranged attack

30 sec.


Half damage & -4 to speed

45 sec.


Run away from enemies, & -2 to speed

15 sec.


No positive bonuses apply, & armor is reduced to zero

30 sec.


Hit points degenerate to one-eighth of maximum

10 min.


No hit point regeneration, combat and speed degenerate to one

Changes in weather conditions affect a unifs combat skill. A table with the bonuses and penalties to each race's combat skill in each of the four weather conditions is in the "Battlecry II Appendix.chm" documentation included on the Warlords Battlecry II CD. For example, after looking at the table, if you are Human, you really do not want to fight the Undead on a stormy night!

By default, the weather conditions are fine and daytime. Spells cast by heroes, some units, or particular buildings can alter these conditions. The effects of the spell only last a certain time, then the weather changes back to fine daytime. You can have random weather effects by turning on this option under the More Options button on the Side Selection Screen, see page 10 for details.

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