400	s	H:2 A:1 HP:7 L:2 Cast on recruit group. Creates Ostralek, an Imp Hero swordsman. At start of turn, he kills the most damaged other recruit in his group and gets +1 hand damage and +2 maximum and current hit points. Cannot be targeted by Cannibalism. (Each Hero may be cast only once per game.)
401	s	H:3 A:1 HP:10 L:2 Nomadic. At start of turn, Entrail Eater is fully healed.
402	s	Cast on monster group. Group becomes neutral (but keeps previous control by computer or player). (Neutral groups move last, attack all other groups, and have "half-initiative" in combat.)
403	s	Cast on square. When monster or monster group is created in square, every new monster in group gets Rampaging (+1 attack rate and +5 maximum and current hit points), and Rampage is dispelled. (Any monsters who join this group later are not affected.)
404	s	Cast on globe. At start of turn, every monster on the board takes 1 hit point of damage. (Monsters that are off the board are not affected.) May be cast more than once.
405	s	Cast on globe. Tells caster the next five cards in opponent's hand, and on top of opponent's deck if opponent's hand has fewer than five cards.
406	s	H:2 A:1 HP:7 L:1 Cast on recruit group. Creates a Keeper swordsman.
407	s	Cast on monster or friendly recruit. Minion no longer deals hand or missile damage. If on a recruit, then at start of combat against a monster group, Blindness transfers to a random monster in the enemy group without Blindness.
408	s	Cast on globe. All owned structures create one novice each turn. Duration: Through turn of casting +3.
409	s	Cast on group. Group cannot enter a terrain type different from the one it is currently in. Structures and Sanctum entrance squares count as plains. Duration: Through turn of casting +2.
410	s	Cast on archer. When archer damages an opponent, opponent gets Karillian Venom (1 hit point of damage at the start of each combat round, cumulative; dispelled at end of combat; non-visible). Archers prefer to shoot minions without Karillian Venom.
411	s	H:0 A:3 HP:7 L:1 Cast on recruit group. Creates an Elven swordsman. Bard gets +2 armor, and does not deal hand or missile damage. Other swordsmen in Bard's group get +1 hand damage.
412	s	Cast on recruit group. Group cannot join other groups or add any new recruits.
413	s	M:3 A:3 HP:7 L:2 Cast on friendly town or colony. Creates Ogi, a Dwarven Hero archer. Ogi has Ogi's Armor, Ogi's Arrows, and Ogi's Gauntlet. These spells have no casting cost for Ogi's caster while Ogi is in play. (Each Hero may be cast only once per game.)
414	s	H:2 A:1 HP:7 L:2 Cast on recruit group. Creates Zana, a Vision Hero swordswoman. While Zana is in play, all monsters join her caster's side (but keep previous control by computer or player). (Each Hero may be cast only once per game.)
415	s	H:2 A:1 HP:7 L:2 Cast on recruit group. Creates Al Hakim, a Djinn Hero swordsman. At start of turn, Al Hakim tells his caster the next three cards at the top of his caster's deck (after caster has drawn cards this turn), and all cards in the opponent's hand (before opponent draws cards this turn). (Each Hero may be cast only once per game.)
416	s	H:2 A:1 HP:1 L:2 Cast on recruit group. Creates Khobai, a Keeper Hero swordsman. Each time a minion dies, Khobai heals 1 hit point. If undamaged, Khobai also gets +1 maximum hit point. (Each Hero may be cast only once per game.)
417	s	H:4(x2) A:2 HP:25 L:1 Player- controlled, Waterwalk. Two attacks. Cast on friendly recruit group of 3 or more not in a structure. Group disappears. Creates Karkara. Karkara executes target group's movement order on the turn it is created. If dispelled, Karkara is removed, its target group reappears, and it executes Karkara's movement order. If Karkara dies, its target group is removed from the game.
418	s	Cast on globe. Affects the outermost ring of the board that contains any non-lava squares. If this ring is the edge of the board, the next inner ring is also affected. All squares in the affected rings become lava. (Lava causes 3 hit points of damage after start of turn unless group has Firewalk.)
419	s	Cast on square. When cast, and at start of turn, square becomes any of plains, forest, barren land, ice, desert, lava, mountain, swamp, volcano, or water, at random. On and after turn of casting +2, square may also become Void.
420	s	Cast on forest. Affects all contiguous forest squares. Squares become barren land.
421	s	H:2 A:1 HP:7 L:2 Cast on recruit group. Creates Ngozi, a Human Hero swordswoman. Before movement, and when Ngozi moves, the four squares adjacent to her group become barren land. ("Moves" effects happen before any "enters square" effects.) (Each Hero may be cast only once per game.)
422	s	Cast on recruit. When recruit is dying, recruit returns to life, is fully healed, has all individual spells dispelled, and changes into an Imp. Dispelled when triggered.
423	s	Cast on friendly town or colony. When structure creates any novices, those novices are eliminated, and 1 Djinn archer is created in structure. This archer gets +1 armor and +1 level, and cannot gain a level from experience.
424	s	Cast on globe. The player without Initiative gains Initiative.
425	s	Cast on recruit group. At start of combat against a group in a structure, Siege Engine inflicts 4 hit points of damage on each member of opposing group. Dispelled when triggered.
426	s	Cast on friendly town or colony. Five random non-structure squares in the 5x5 diamond centered on structure become lava. (Lava causes 3 hit points of damage after start of turn unless group has Firewalk.)
427	s	H:2 A:1 HP:9 L:2 Cast on recruit group. Creates Fingle, a Misfit Hero swordsman. Every player- controlled group in the eight squares surrounding Fingle moves in a random legal direction. (Each Hero may be cast only once per game.)
428	s	H:2(x4) A:2 HP:16 L:0 Nomadic. Neutral. Four attacks. If Fingle's Folly dies in combat, it casts Fireball (5 hit points of damage) on opposing group.
429	s	Cast on forest. Affects all contiguous forest squares. When cast, and at start of turn, groups in all affected squares have all spells dispelled. When group enters square, group has all spells dispelled. May be cast more than once.
430	s	Cast on mountain. Before combat, mountain has a 60% chance to move to a random adjacent non-structure, non-mountain square, leaving plains. Any group on the mountain moves with it. Any group in the new square is removed from the game. If mountain enters Void, it falls in (mountain, and any group on the mountain, are removed from the game). (This does not trigger any death effects.)
431	s	H:4 A:0 HP:12 L:1 Territorial, Firewalk. Target square becomes lava. (Lava causes 3 hit points of damage after start of turn unless group has Firewalk.)
432	s	Cast on archer. When archer damages a monster, monster is killed.
433	s	Cast on recruit group of three or less not in a structure. Group leaves player control, and becomes neutral. (Neutral groups move last, attack all other groups, and have "half-initiative" in combat. Neutral recruit groups cannot enter structures.)
434	s	H:2 A:1 HP:9 L:2 Cast on friendly town or colony. Creates Dracha, a Gargoyle Hero swordsman. Cannot be targeted by individual spells. When he dies, he creates a friendly colony if his square is empty, and his group withdraws at the start of the next round, ending combat. (Each Hero may be cast only once per game.)
435	s	H:2(x2) A:3 HP:18 L:1 Immobile. Two attacks. (Immobile monsters cannot be moved.)
436	s	Cast on square. Affects a 3x3 diamond centered on square. Summoning spells must be targeted within this area. (This prevents globe-targeted summoning spells as well.) Duration: Through turn of casting +5. May be cast more than once.
437	s	H:2 A:0 HP:15 L:3 Immobile. Cast on water. Plains, forest, desert, and barren land in the four squares adjacent to Undine attract non-friendly player-controlled groups. (Groups adjacent to attracting squares before movement must move toward one of them.) Undine dies if not in water. (Immobile monsters cannot be moved.)
438	s	H:2 A:1 HP:7 L:2 Cast on friendly, unoccupied town or colony. Creates Nihil, a Shadow Hero swordsman. Cannot join groups or add recruits. When hit by a minion for 1 or more damage (before checking armor), the attacking minion gets Nihil's Curse (cumulative, -3 hand and missile damage, regains +1 damage per turn for 3 turns). (Each Hero may be cast only once per game.)
439	s	H:2 A:0 HP:7 L:2 Territorial. Gorgon's hits give Gorgon's Gaze (-1 damage and +1 armor, cumulative. A minion who gets three or more Gorgon's Gaze is killed). If killed by a swordsman, swordsman gets Gorgon's Head (swordsman's hits give Gorgon's Gaze; transfers to a swordsman who kills its owner).
440	s	M:2 A:0 HP:7 L:2 Cast on recruit group in forest. Creates Lienna, an Elven Hero archer. While Lienna is in play, her caster's side has Initiative. (When Lienna leaves play, her caster's side does not automatically lose Initiative.) (Each Hero may be cast only once per game.)
441	s	H:2 A:0 HP:7(x3) L:1 Territorial. Creates three Unicorns. If a Unicorn is killed by a recruit, recruit gets Unicorn's Blood (recruit is set to level 0 and cannot gain levels).
442	s	Cast on recruit. When recruit dies, one new recruit of the same nation and class is created in the recruit owner's Sanctum. (If the recruit cannot be created this turn, it is lost.)
443	s	Cast on monster. Plains, forest, desert, and barren land in the four squares adjacent to monster attract non-friendly player-controlled groups. (Groups adjacent to attracting squares before movement must move toward one of them.)
444	s	H:2 A:1 HP:12 L:1 Nomadic, Desertwalk. Target square becomes desert. Sand Sphinx seeks opponent's Sanctum. When Sand Sphinx moves, its new square becomes desert. (Desert causes 1 hit point of damage after start of turn unless group has Desertwalk.) ("Moves" effects happen before any "enters square" effects.)
445	s	Cast on friendly swordsman. When swordsman damages an opponent, opponent is killed. When Touch of Death expires, swordsman dies. Duration: Through turn of casting +2.
446	s	H:3 A:1 HP:13 L:2 Cast on recruit group. Creates Olotus, a Cyclops Hero swordsman. When Olotus is cast, all Cyclopes on the board (including Olotus) get Rite of Growth (+1 hand damage and +4 maximum and current hit points). (Each Hero may be cast only once per game.)
447	s	H:2 A:4 HP:14 L:1 Territorial, Desertwalk.
448	s	H:3(x2) A:0 L:0 Two attacks. Cast on swordsman. At start of turn, swordsman changes randomly between Bear and recruit form. The Bear form gets +1 attack rate, +1 hand damage, -1 armor, and -1 level.
449	s	H:3(x3) A:0 HP:15 L:2 Three attacks. Cast on globe. Creates Loch Dweller off the board. Before combat, it appears in a water square, or a square adjacent to a friendly town or colony, that is also adjacent to a non-friendly group. After all combat, it disappears again. Withdraws at the start of combat round 3. Dispelled when killed. May be cast more than once.
450	s	H:0 A:0 HP:7 L:2 Cast on recruit group. Creates Diomesia, a Satyr Hero swordswoman. All swordsmen in her group and any opposing group do not deal hand damage. (Each Hero may be cast only once per game.)
451	s	H:3 A:1 HP:7 L:1, H:1 A:0 HP:3 L:2, H:2 A:0 HP:5 L:1 Territorial. Creates three different Simian Warriors.
452	s	Cast on group. Group moves twice each turn in its direction of travel. Group gains Flight. (Group may cross any terrain, and is immune to adverse terrain effects.) Duration: Through turn of casting +2.
453	s	M:2 A:1 HP:7(x2) L:1 Cast on recruit group. At start of combat, two level 1 Vision archers are created in group. (If group is in a structure, all structure spells affect the new recruits.) After all combat, they are removed from the game. (This does not trigger any death effects.) Dispelled when triggered.
454	s	Cast on water. Square becomes ice. (When group enters ice, group slides in its direction of travel to the first non-ice square, or the first square that blocks movement. A sliding group ignores other groups in all squares except the last square, and all spells in squares except the first ice square and the last square. Flight does not prevent sliding.)
456	s	Cast on non-neutral town or colony. Creates four level 0 Vision swords- men off the board. Before combat, they appear in structure if structure is empty and a non-friendly group is adjacent. After all combat, they disappear again. They gain experience levels normally. Enemy groups cannot enter structure. Dispelled when killed or if structure is captured.
457	s	Cast on town or colony. Groups cannot enter or exit structure. Duration: Through turn of casting +1.
458	s	Cast on town or colony. Structure creates one novice each turn. Duration: Through turn of casting +6.
459	s	Cast on square. Square and its occupants cannot be targeted by any spells. Minions get +1 level while in square.
460	s	Cast on globe. All non-structure terrain is randomly regenerated, according to the realm of the current game.

400	f	Ostralek is mighty, but demands tribute. The practiced Infernalist ritually sacrifices his own warriors without blinking an eye.
401	f	"The dissection of these beasts is challenging (hands have been lost to the devouring pods) but a fascinating example of anatomic Strife." -- Panoman Jar, Vivisectionist Second Class
402	f	Twists the mind of the monster to madness, until it lashes out at all around it.
403	f	"The monster snorted columns of flame that were visible over the trees of Arboria; we did not wait for it to approach, but fled in terror." -- Diary of Vlad Hrothgar
404	f	"We watched from the gates as the manticore devoured the screaming slave. 'The plague is out now,' I told Varnash-Zul. 'And it will run its course.'" -- Diary of Sharul-Nar
405	f	"Time is not an illusion; everything else is " -- Al Hakim
406	f	The Keeper communication network, the Dark Whispering, functions wherever there are graves.
407	f	Even the fiercest creature can be blinded by a blighted heart.
408	f	"This chalice we seek may be only a dream, but then the creatures of Hope are dreams too in their way." -- Journal of Lienna: Volume III
409	f	"'Ah, you do not love my Lady, Justicar,' a silver voice whispered from the trees. 'Then love the ground you stand on, and love it well.'" -- Ballad of the Justicar
410	f	Satyr archers cultivate the poison from the glands of these venomous Karillian tree frogs; they use a distillate to tip their arrows.
411	f	An Elven bard can stir great valor from the troops. Is it the music or the thought of being immortalized in song that drives them so?
412	f	A penalty of Justicar adjudication. Any group so condemned is shunned among nations. Even the Misfits will not take them in.
413	f	"It is no mystery why I, greatest of the Guildsmen, do not seek the crown. I could be King for only 200 years; I can be Kingmaker forever." -- Ogi
414	f	Known also as ZHNH, Z'naa, or simply the Maiden. It was said of Zana that "where she walked, light and love sprang up; the hardest hearts turned toward her outstretched hand".
415	f	Founder of the Musqatbal Academy; it is said he has transcended time entirely, and manifests his physical form whenever he wishes.
416	f	"His reign ended in the Third Year of his Second Death. Khobai may yet gather the strength to challenge the Pretender." -- The Kandra Lineage Scrolls
417	f	This three-man vehicle was designed for the most hazardous tasks; deep sea mining, earth- moving, and (of course) combat. Dwarves sometimes hold mock Karkara battles for royal audiences.
418	f	"Look not to the right or left; you are surrounded by the Nine Hells." -- the Infernalist Javhakr
419	f	These roiling turbulent areas are thought to spontaneously create Misfits. And perhaps that is why Misfits create Changing Lands wherever they can.
420	f	"In areas where long-range weapons are useless, torches are sometimes best." -- Ngozi, The Book of War
421	f	Humans tell of Ngozi, the greatest general who ever lived. Her manuscript, "The Book of War", is considered the textbook of all strategists.
422	f	Imp larvae lie dormant in a host for years. The putrefaction of dead flesh feeds them and they burst forth, fully grown and covered with entrails.
423	f	Kumatru Academy, 7th year subjects: Focus, Teleontology, Convergence, Rhetoric, Silence, Tactics, Analysis of Forms, Emanative Dynamics.
424	f	Elven women kept the Dwarven nation from extinction after the Great Wasting. This gift to Adriel, the Elven Protectress of Life, was created soon after.
425	f	Engines of this type are often crafted to resemble Dragons, Rocs and other giant monsters. The engineers cleave to natural forms, knowing the fear and confusion this can create.
426	f	The last project Fingle completed before his exile was intended to draw metal from the heavens, but proved more sensible for defense. Some Guilds seek to ban its use.
427	f	The Guildmaster who tried to undo the Great Wasting that afflicted all the Dwarven women by study and practice of Chaos. His quest changed him forever, and he was exiled.
428	f	In exile, before he had accepted the Chaos, Fingle tried to build a friend. He lost both arms to his folly 
429	f	This eerie creature is nourished by enchantment. The more magic it devours the blacker it becomes, whispering a low dissonant gurgle.
430	f	"A little wanderlust is good for those stodgy mountainy things and -- hey trala! -- for their overlords in House of Making." -- Ovo, Brass of the Sky
431	f	Salamander is a fire elemental, known among the Human nations as the "Bringer of Fire". They credit him with the birth of civilization.
432	f	Khulainn, the great hero of the Northern Nations, slew an ancient Obsidian Dragon at Olmstead. To this day, "Son of Khulainn" is a title of respect conferred upon great archers.
433	f	"Humans. They are constantly splitting into factions, nursing small grievances, rising up and killing one another. What's the point?" -- The Journey of Tansek
434	f	DRXH, in Elvish 'Dracha', most feared among the Gargoyles, is as enigmatic as all his race. Some say that he is the physical incarnation of Justice itself.
435	f	Carved from the deep ebon pits of the Well of Souls, the Guardian neither blinks nor moves from her watch.
436	f	Ancient stones demarcate the permitted Ground. While the Court of Being is in session, no creature, however mad, will respond to a Mage's call from proscribed territory.
437	f	"The voice sang that there was no death, that the water would enfold us in loving arms. Every man among us longed for that embrace." -- Dwarven scout's report
438	f	"He reached out toward us, stumbling, and we moved away, firing upon him repeatedly. Nothing seemed to damage him. He just kept coming." -- Account of an Elven archer, Battle of Thrgal
439	f	"I found the blind shaman weeping for her friends among a circle of strange stones. She would not speak of what she heard that day." -- Journal of Lienna: Volume IV
440	f	They sang her praises, and profited from the love she inspired in the people; but the Seelie Court is a cloistered world, and they never truly trust an outsider.
441	f	"Who harms the Unicorn, maims his own soul." -- Alicar, Elven bard
442	f	Elvish peasants often name their daughters Lienna in the hope of "catching her spirit". While the elite find this crass, the court, who know Lienna did not die, find it hilarious.
443	f	"I am your torment, your destruction, and the cold fire of your longing. Never more will you know hearth and beloved, but only suffering and oblivion in my embrace. Come to me " -- Adoni, Merrow
444	f	The traditional mount of the Lich-Kings of Bes-Tharal.
445	f	It is a great honor to be endowed with the Touch, and the warrior who has it is called 'The Generous'. Not all foes appreciate his generosity.
446	f	Olotus was the eldest son of Xia. Rash and arrogant, he tried to steal sacred blood from the matriarchs. Xia banished him to the Cessao, but when he is needed, he returns.
447	f	"The Priodont is highly regarded among the nomads for its ability to travel long distances without water; they call it Voda Macao, Grandfather World-Walker." -- Uyden's Handbook
448	f	In this ritual the warrior takes on the spirit of the bear. Voda Ursa is a powerful totem animal among the Cyclopes.
449	f	It is said that Azimuth Fand'autherasaj kept one as a pet in an octagon of force, but his son fell in love with the creature and, unwisely, released it.
450	f	"Come, join in the vast dance of nature, drink from our skins and raise your voice with our pipes. Lose yourself, and join Nature." -- Call of Diomesia
451	f	"Structural similarities suggest that Simians and Humans share a common ancestry, though neither group is eager to acknowledge this theory." -- Zaduth-Jar, Lecturer in Xenology
452	f	"Best value Carpets of Zin! Guaranteed not to unravel!" -- Djinni sign in a Human bazaar
453	f	"The terrible foe confronted us before the grime-encrusted walls of Vask, and we were sore afraid. Then we heard voices lifted in song and the whine of arrows, and we knew that our prayers had been answered." -- Alicar, Elven bard
454	f	"The blood of the patriarch's heart congealed, the light of his eyes died, and all the lakes around the city were frozen all that summer." -- The Ballad of Odar
456	f	"I despise the arrogance of would-be tyrants; underestimate me, and I will spit in your eye." -- Ngozi's Manifesto
457	f	Under the cold, unblinking gaze of the Gargoyles, martial law is swiftly and efficiently enforced.
458	f	The control the Cyclops tribe exercises over its own reproduction indicates a powerful herbal pharmacology. Childless for long treks with few resources, a tribe will seemingly reproduce overnight when occasion demands.
459	f	The harmonics of living Stone can be used by the clever Geomancer. Dwarven stonesmiths have tried to duplicate the effect through engineering, with no success.
460	f	There have ever been cycles of climatic change. Geomancy simply hastens Nature's abundant renewal.

401	m	Nomadic. At start of turn, Entrail Eater is fully healed.
417	m	Player-controlled, Waterwalk. Two attacks.
428	m	Nomadic. Neutral. Four attacks. If Fingle's Folly dies in combat, it casts Fireball (5 hit points of damage) on opposing group.
431	m	Territorial, Firewalk.
435	m	Immobile. Two attacks. (Immobile monsters cannot be moved.)
437	m	Immobile. Plains, forest, desert, and barren land in the four squares adjacent to Undine attract non-friendly player-controlled groups. (Groups adjacent to attracting squares before movement must move toward one of them.) Undine dies if not in water. (Immobile monsters cannot be moved.)
439	m	Territorial. Gorgon's hits give Gorgon's Gaze (-1 damage and +1 armor, cumulative. A minion who gets three or more Gorgon's Gaze is killed). If killed by a swordsman, swordsman gets Gorgon's Head (swordsman's hits give Gorgon's Gaze; transfers to a swordsman who kills its owner).
441	m	Territorial. If a Unicorn is killed by a recruit, recruit gets Unicorn's Blood (recruit is set to level 0 and cannot gain levels).
444	m	Nomadic, Desertwalk. Sand Sphinx seeks opponent's Sanctum. When Sand Sphinx moves, its new square becomes desert. (Desert causes 1 hit point of damage after start of turn unless group has Desertwalk.) ("Moves" effects happen before any "enters square" effects.)
447	m	Territorial, Desertwalk.
449	m	Three attacks. Before combat, Loch Dweller appears in a water square, or a square adjacent to a friendly town or colony, that is also adjacent to a non-friendly group. After all combat, it disappears again. Withdraws at the start of combat round 3. Dispelled when killed.
451	m	Territorial.

403	n	Rampaging
403	h	Monster gets +1 attack rate and +5 maximum and current hit points because it was created in a square with Rampage.
417	n	Karkara Crew
417	h	 When this spell is dispelled, Karkara is removed from the game, and its target recruit group reappears, with all damage and spells intact, and that group executes Karkara's movement order that turn. (This does not trigger any death effects.) If Karkara dies, its target recruit group is removed from the game.
438	n	Nihil's Curse
438	h	Minion gets -N hand and missile damage for having hit Nihil in combat, where N is the number of turns remaining. Duration: Through turn of casting +2. May be cast more than once on the same minion.
439	n	Gorgon's Head
439	h	Swordsman's hits give Gorgon's Gaze (-1 damage and +1 armor, cumulative. A minion who gets three or more Gorgon's Gaze is killed). Gorgon's Head transfers to a swordsman who kills its owner.
441	n	Unicorn's Blood
441	h	Recruit is set to level 0 and cannot gain levels for having killed a Unicorn.

411	m	Bard is a swordsman. Bard gets +2 armor, and does not deal hand or missile damage. Other swordsmen in Bard's group get +1 hand damage.
400	m	Ostralek is a Hero swordsman. At start of turn, he kills the most damaged other recruit in his group and gets +1 hand damage and +2 maximum and current hit points. Cannot be targeted by Cannibalism. (Each Hero may be cast only once per game.)
413	m	Ogi is a Hero archer. Ogi has Ogi's Armor, Ogi's Arrows, and Ogi's Gauntlet. These spells have no casting cost for Ogi's caster while Ogi is in play. (Each Hero may be cast only once per game.)
414	m	Zana is a Hero swordswoman. While Zana is in play, all monsters join her caster's side (but keep previous control by computer or player). (Each Hero may be cast only once per game.)
415	m	Al Hakim is a Hero swordsman. At start of turn, Al Hakim tells his caster the next three cards at the top of his caster's deck (after caster has drawn cards this turn), and all cards in the opponent's hand (before opponent draws cards this turn). (Each Hero may be cast only once per game.)
416	m	Khobai is a Hero swordsman. Each time a minion dies, Khobai heals 1 hit point. If undamaged, Khobai also gets +1 maximum hit point. (Each Hero may be cast only once per game.)
421	m	Ngozi is a Hero swordswoman. Before movement, and when Ngozi moves, the four squares adjacent to her group become barren land. ("Moves" effects happen before any "enters square" effects.) (Each Hero may be cast only once per game.)
427	m	Fingle is a Hero swordsman. Every player-controlled group in the eight squares surrounding Fingle moves in a random legal direction. (Each Hero may be cast only once per game.)
434	m	Dracha is a Hero swordsman. Cannot be targeted by individual spells. When he dies, he creates a friendly colony if his square is empty, and his group withdraws at the start of the next round, ending combat. (Each Hero may be cast only once per game.)
438	m	Nihil is a Hero swordsman. Cannot join groups or add recruits. When hit by a minion for 1 or more damage (before checking armor), the attacking minion gets Nihil's Curse (cumulative, -3 hand and missile damage, regains +1 damage per turn for 3 turns). (Each Hero may be cast only once per game.)
440	m	Lienna is a Hero archer. While Lienna is in play, her caster's side has Initiative. (When Lienna leaves play, her caster's side does not automatically lose Initiative.) (Each Hero may be cast only once per game.)
446	m	Olotus is a Hero swordsman. When Olotus is cast, all Cyclopes on the board (including Olotus) get Rite of Growth (+1 hand damage and +4 maximum and current hit points). (Each Hero may be cast only once per game.)
450	m	Diomesia is a Hero swordswoman. All swordsmen in her group and any opposing group do not deal hand damage. (Each Hero may be cast only once per game.)

454	n	Ice
454	h	When group enters ice, group slides in its direction of travel to the first non-ice square, or the first square that blocks movement. A sliding group ignores other groups in all squares except the last square, and all spells in squares except the first ice square and the last square. Flight does not prevent sliding.
346	n	Desert
346	h	Desert causes 1 hit point of damage after start of turn unless group has Desertwalk.
431	n	Lava
431	h	Lava causes 3 hit points of damage after start of turn unless group has Firewalk.
420	n	Barren Land
420	h
