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Updated most of remaining bonus type docs
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@ -226,6 +226,14 @@ TODO: blesses and curses with id = val dependent on unit's level
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- subtype: 0 or 1 for Coronius
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- subtype: 0 or 1 for Coronius
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### SPECIAL_ADD_VALUE_ENCHANT
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TODO: specialty spell like Aenin has, increased effect of spell, additionalInfo = value to add
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### SPECIAL_FIXED_VALUE_ENCHANT
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TODO: specialty spell like Melody has, constant spell effect (i.e. 3 luck), additionalInfo = value to fix.
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### SPECIAL_UPGRADE
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### SPECIAL_UPGRADE
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Allows creature upgrade for affected armies
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Allows creature upgrade for affected armies
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@ -689,8 +697,16 @@ Affected unit can cast randomly selected beneficial spell on its turn (Master Ge
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- val - spell mastery level
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- val - spell mastery level
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### CASTS
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Determines how many times per combat affected creature can cast its targeted spell
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- val: number of casts available per combat
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### SPELL_AFTER_ATTACK
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### SPELL_AFTER_ATTACK
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TODO:
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- subtype - spell id
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- subtype - spell id
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- value - chance %
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- value - chance %
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- additional info - \[X, Y\]
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- additional info - \[X, Y\]
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@ -699,167 +715,196 @@ Affected unit can cast randomly selected beneficial spell on its turn (Master Ge
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### SPELL_BEFORE_ATTACK
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### SPELL_BEFORE_ATTACK
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TODO:
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- subtype - spell id
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- subtype - spell id
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- value - chance %
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- value - chance %
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- additional info - \[X, Y\]
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- additional info - \[X, Y\]
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- X - spell level
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- X - spell level
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- Y = 0 - all attacks, 1 - shot only, 2 - melee only
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- Y = 0 - all attacks, 1 - shot only, 2 - melee only
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### CASTS
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how many times creature can cast activated spell
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### SPECIFIC_SPELL_POWER
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### SPECIFIC_SPELL_POWER
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- value used for Thunderbolt and Resurrection casted by units, also
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TODO:
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for Healing secondary skill (for core:spell.firstAid used by First
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Aid tent)
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- value used for Thunderbolt and Resurrection casted by units, also for Healing secondary skill (for core:spell.firstAid used by First Aid tent)
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- subtype - spell id
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- subtype - spell id
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### CREATURE_SPELL_POWER
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### CREATURE_SPELL_POWER
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TODO:
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- value per unit, divided by 100 (so faerie Dragons have 500)
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- value per unit, divided by 100 (so faerie Dragons have 500)
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### CREATURE_ENCHANT_POWER
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### CREATURE_ENCHANT_POWER
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TODO:
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total duration of spells casted by creature
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total duration of spells casted by creature
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### REBIRTH
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### REBIRTH
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Affected stack will resurrect after death
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TODO: recheck math
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- val - percent of total stack HP restored
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- val - percent of total stack HP restored
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- subtype = 0 - regular, 1 - at least one unit (sacred Phoenix)
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- subtype = 0 - regular, 1 - at least one unit (sacred Phoenix)
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### ENCHANTED
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### ENCHANTED
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Stack is permanently enchanted with spell subID of skill level = val, if val > 3 then spell is mass and has level of val-3. Enchantment is refreshed every turn.
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Affected unit is permanently enchanted with a spell, that is cast again every turn
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- subtype: spell identifier
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- val: spell mastery level. If above 3, then spell has mass effect with mastery level of (val-3)
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## Spell immunities
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## Spell immunities
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### LEVEL_SPELL_IMMUNITY
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### LEVEL_SPELL_IMMUNITY
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creature is immune to all spell with level below or equal to value of this bonus
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Affected unit is immune to all spell with level below or equal to value of this bonus
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- val: level to which this unit is immune to
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TODO: additional info?
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### MAGIC_RESISTANCE
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### MAGIC_RESISTANCE
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- value - percent
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Affected unit has a chance to resist hostile spell and avoid its effects
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- val: chance to trigger, percentage
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### SPELL_DAMAGE_REDUCTION
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### SPELL_DAMAGE_REDUCTION
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eg. golems
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Affected unit receives decreased damage from spells of specific school (Golems)
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- value - reduction in %
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- val: reduction to damage, percentage
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- subtype - spell school; -1 - all, 0 - air, 1 - fire, 2 - water, 3 -
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- subtype - spell school identifier
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earth
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### MORE_DAMAGE_FROM_SPELL
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### MORE_DAMAGE_FROM_SPELL
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- value - damage increase in %
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Affected unit receives increased damage from specific spell
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- subtype - spell id
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### FIRE_IMMUNITY,WATER_IMMUNITY, EARTH_IMMUNITY, AIR_IMMUNITY
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- val: increase to damage, percentage
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- subtype: spell identifer
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- subtype 0 - all, 1 - all except positive, 2 - only damage spells
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### MIND_IMMUNITY
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### MIND_IMMUNITY
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Creature is immune to all mind spells.
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Affected creature is immune to all mind spells and receives reduced damage from Mind Elemental
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### SPELL_IMMUNITY
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### SPELL_IMMUNITY
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- subtype - spell id
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Affected unit is completely immune to effects of specific spell
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- ainfo - 0 - normal, 1 - absolute
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- subid: identifier of spell to which unit is immune
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### RECEPTIVE
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### RECEPTIVE
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WoG ability. Creature accepts all friendly spells even though it would
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Affected unit can be affected by all friendly spells even it would be normally immune to such spell.
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be normally immune to it.
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# Spell effects
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# Spell effects
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### POISON
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### POISON
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TODO: describe
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- val - max health penalty from poison possible
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- val - max health penalty from poison possible
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### SLAYER
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### SLAYER
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- value - spell level
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Affected unit will deal increased damage to creatures with KING bonus
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### BIND_EFFECT
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- val: skill mastery of Slayer spell, only creatures with lower or equal value of KING bonus are affected
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doesn't do anything particular, works as a marker
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### FORGETFULL
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### FORGETFULL
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forgetfulness spell effect
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Affected unit has its ranged attack power reduced (Forgetfulness)
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- value - level
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- val: if 0 or 1, damage is reduced by 50%. If greater than 1 then creature can not use ranged attacks
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### NOT_ACTIVE
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### NOT_ACTIVE
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Affected unit can not act and is excluded from turn order (Blind, Stone Gaze, Paralyze)
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### ALWAYS_MINIMUM_DAMAGE
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### ALWAYS_MINIMUM_DAMAGE
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unit does its minimum damage from range
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Affected creature always deals its minimum damage
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- subtype: -1 - any attack, 0 - melee, 1 - ranged
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- val: additional decrease to unit's minimum damage, points. Can not reduce damage to zero
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- value: additional damage penalty (it'll subtracted from dmg)
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- additional info - multiplicative anti-bonus for dmg in % \[eg 20
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means that creature will inflict 80% of normal minimal dmg\]
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### ALWAYS_MAXIMUM_DAMAGE
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### ALWAYS_MAXIMUM_DAMAGE
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eg. bless effect
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Affected creature always deals its maximum damage. If unit is also affected by ALWAYS_MINIMUM_DAMAGE then only additional bonus to damage will be applied
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- subtype: -1 - any attack, 0 - melee, 1 - ranged
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- val: additional increase to unit's maximum damage, points
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- value: additional damage
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- additional info - multiplicative bonus for dmg in %
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### ATTACKS_NEAREST_CREATURE
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### ATTACKS_NEAREST_CREATURE
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while in berserk
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Affected unit can not be controlled by player and instead it will attempt to move and attack nearest unit, friend or foe
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### IN_FRENZY
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### IN_FRENZY
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- value - level
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Affected unit's defence is reduced to 0 and is transferred to attack with specified multiplier
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- val: multiplier factor with which defence is transferred to attack (percentage)
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### HYPNOTIZED
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### HYPNOTIZED
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Affected unit is considered to be hypnotized and will be controlled by enemy player
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### NO_RETALIATION
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### NO_RETALIATION
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Eg. when blinded or paralyzed.
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Affected unit will never retaliate to an attack (Blind, Paralyze)
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# Undocumented
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# Others
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### LEVEL_COUNTER
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for commander artifacts
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### BLOCK_MAGIC_ABOVE
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### BLOCK_MAGIC_ABOVE
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blocks casting spells of the level > value
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Blocks casting spells of the level above specified one in battles affected by this bonus
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- val: level above which spellcasting is blocked
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### BLOCK_ALL_MAGIC
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### BLOCK_ALL_MAGIC
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blocks casting spells
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### SPELL_IMMUNITY
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Blocks casting of all spells in battles affected by this bonus
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subid - spell id
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### GENERAL_DAMAGE_PREMY
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### GENERAL_DAMAGE_PREMY
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Affected unit will deal more damage in all attacks (Adela specialty)
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- val: additional damage, percentage
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### DISGUISED
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### DISGUISED
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subtype - spell level
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Affected heroes will be under effect of Disguise spell, hiding some of their information from opposing players
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- subtype: spell mastery level
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### VISIONS
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### VISIONS
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subtype - spell level
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### SYNERGY_TARGET
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Affected heroes will be under effect of Visions spell, revealing information of enemy objects in specific range
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dummy skill for alternative upgrades mod
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- val: multiplier to effect range. Information is revealed within (val \* hero spell power) range
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### BLOCK_MAGIC_BELOW
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### BLOCK_MAGIC_BELOW
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blocks casting spells of the level < value
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### SPECIAL_ADD_VALUE_ENCHANT
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Blocks casting spells of the level below specified one in battles affected by this bonus
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specialty spell like Aenin has, increased effect of spell, additionalInfo = value to add
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### SPECIAL_FIXED_VALUE_ENCHANT
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- val: level below which spellcasting is blocked
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specialty spell like Melody has, constant spell effect (i.e. 3 luck), additionalInfo = value to fix.
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### BIND_EFFECT
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Dummy bonus that acts as marker for Dendroid's Bind ability
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### SYNERGY_TARGET
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Dummy skill for alternative upgrades mod
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### TOWN_MAGIC_WELL
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### TOWN_MAGIC_WELL
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one-time pseudo-bonus to implement Magic Well in the town
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Internal bonus, do not use
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### LEVEL_COUNTER
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Internal bonus, do not use
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