Here is a list of the promotions sorted by groups to make an overview easier.
Disired additions to FfHII for promotions:
*group field - so you can sort by groups or names in civiliopedia.
//*description field - so you will can get more info about some promotions. - might already be in, if using _PEDIA
Sorted Promotions
-----------------
By Zuul
v0.01 - Nov 09, 2007
+ = Added
* = Changed
v0.01 - Nov 09, 2007
+ Groups: Experience, Magic, Unit, Item, Spell, Race, Water
+ Missing French civiliopedia promotions text.
+ Old promotion civiliopedia text.
SortedPromotions-v0.01.rar - 2,2mb
Code:
-----------
Promotions:
-----------
(E) Experience: Some unit can get this from experience.
(M) Magic: All different mana types.
(U) Unit: Only given by special cases. Like from wonders/special unit/civs.
(I) Item: Either given by picking it up, or provided in city.
(S) Spell: Promotions gained by magic (can sometimes be gained in other ways).
(R) Race: The different race types.
(W) Water: The different settings you can make on ships.
Experience:
-----------
Accuracy
Amphibious
Barrage I
Barrage II
Barrage III
Blitz
Cannibalize
City Garrison I
City Garrison II
City Garrison III
City Raider I
City Raider II
City Raider III
Combat I
Combat II
Combat III
Combat IV
Combat V
Commando
Cover I
Cover II
Defensive
Demon Slaying
Dragon Slaying
Drill I
Drill II
Drill III
Drill IV
Dwarf Slaying
Elf Slaying
Expanded Hull
Fear
Flanking I
Flanking II
Flanking III
Formation I
Formation II
Guerilla I
Guerilla II
Heroic Defense I
Heroic Defense II
Heroic Strength I
Heroic Strength II
Magic Resistance
March
Medic I
Mobility I
Mobility II
Navigation I
Navigation II
Orc Slaying
Resist Cold
Resist Fire
Resist Lightning
Resist Poison
Scourge
Sentry
Sentry II
Shock I
Shock II
Spell Extension I
Spell Extension II
Subdue Animal
Twincast
Undead Slaying
Woodsman I
Woodsman II
Magic:
------
Air I
Air II
Air III
Body I
Body II
Body III
Chaos I
Chaos II
Chaos III
Death I
Death II
Death III
Earth I
Earth II
Earth III
Enchantment I
Enchantment II
Enchantment III
Entropy I
Entropy II
Entropy III
Fire I
Fire II
Fire III
Law I
Law II
Law III
Life I
Life II
Life III
Mind I
Mind II
Mind III
Nature I
Nature II
Nature III
Spirit I
Spirit II
Spirit III
Water I
Water II
Water III
Unit:
-----
Arcane
Boarding
Channeling I
Channeling II
Channeling III
Command
Crazed
Dexterious
Divine
Empower I
Empower II
Empower III
Empower IV
Empower V
Evangelist
Flying
Great Commander
Guardsman
Heavy
Hero
Hidden Nationality
Homeland
Horeslord
Illusionist
Immortal
Immune to Cold
Immune to Disease
Immune to Fire
Immune to Lightning
Invisible
Light
Magic Immune
Marksman
Medic II
Medic III
Nomad
Patriarch
Plague Carrier
Prophecy Mark
Puppeteer
Recruiter
Sinister
Sorcery
Spirit Guide
Starting Settler Bonus
Stigmata
Summoning
Vampirism
Vile Touch
Vulnerable to Fire
Water Walking
Werewolf
Item:
-----
Bronze Weapons
Enchanted Blade
Flaming Arrows
Iron Weapons
Mithril Weapons
Nether Blade
Nightmare
Orthus's Axe
Pieces of Barnaxus
Poisoned Blade
Sheut Stone
Shield of Faith
Spellstaff
Spiritual Hammer
Spell:
------
Blessed
Burning Blood
Charmed
Courage
Dance of Blades
Diseased
Enervated
Enraged
Fair Winds
Fatigued
Hasted
Loyalty
Moral
Mutated
Plagued
Poisoned
Regeneration
Rusted
Stoneskin
Treetop Defense
Unholy Taint
Valor
Withered
Race:
-----
Angel
Demon
Dragon
Dwarven
Elemental
Elven
Golem
Illusion
Orcish
Puppet
Undead
Water:
-----
Buccaneers
Longshoremen
Skeleton Crew
Disired additions to FfHII for promotions:
*group field - so you can sort by groups or names in civiliopedia.
//*description field - so you will can get more info about some promotions. - might already be in, if using _PEDIA
Code:
Changes:
--------
Added = +
Cnaged = *
Experience:
-----------
+Accuracy II - +30% City Bombard Damage - Needs Great Commander
+Aim I - 30% vs. Recon Units
+Aim II - 40% vs. Recon Units - Needs Great Commander
*Barrage I - +50% Collateral Damage
*Barrage II - +60% Collateral Damage
*Barrage III - +70% Collateral Damage
*Barrage IV - +80% Collateral Damage - Needs Great Commander
+Charge I - 30% vs. Siege Units
+Charge II - 40% vs. Siege Units - Needs Great Commander
*City Garrison I - +35% City Defence
*City Garrison II - +40% City Defence
*City Garrison III - +45% City Defence
*City Garrison IV - +50% City Defence - Needs Great Commander
*City Raider I - +35% City Attack
*City Raider II - +40% City Attack
*City Raider III - +45% City Attack
*City Raider IV - +50% City Attack - Needs Great Commander
Combat I - +20% Strength
Combat II - +20% Strength
Combat III - +20% Strength
*Combat IV - +20% Strength
*Combat V - +20% Strength
+Combat VI - +25% Strength - Needs Great Commander
+Concentration I - Gains 50% Experience from Combat
+Concentration II - Gains 50% Experience from Combat - Needs Great Commander
Cover I - 40% vs. Archery Units
*Cover II - 50% vs. Archery Units
+Cover III - 60% vs. Archery Units - Needs Great Commander
+Defencive II - Qvadruple the units fortification bonus - Needs Great Commander
+Demon Slaying II - +60% vs. Demon - Needs Great Commander
+Dragon Slaying II - +60% vs. Dragon - Needs Great Commander
*Drill I - 1 Extra First Strike
*Drill II - 2 Extra First Strike Chance
*Drill III - 2 Extra First Strike
*Drill IV - 3 Extra First Strike Chance
+Drill V - 3 Extra First Strike - Needs Great Commander
+Dwarf Slaying II - +60% vs. Dwarven - Needs Great Commander
+Elf Slaying II - +60% vs. Elven - Needs Great Commander
*Flanking I - +20% Withdrawal Chance, Suffers 10% less Collateral Damage
*Flanking I - +20% Withdrawal Chance, Suffers 10% less Collateral Damage
*Flanking I - +10% Withdrawal Chance, Suffers 10% less Collateral Damage, Immune to First Strikes
+Flanking I - +10% Withdrawal Chance, Suffers 20% less Collateral Damage - Needs Great Commander
*Formation I - 40% vs. Mounted Units
*Formation II - 50% vs. Mounted Units
+Formation III - 60% vs. Mounted Units - Needs Great Commander
Guerilla I - +40% Hills Defence
*Guerilla II - +50% Hills Defence, Double Movement in Hills
+Guerilla III - +60% Hills Defence, 1 Extra First Strike Chance - Needs Great Commander
*March - Can heal while moving, Heals 5% Damage/Turn in all Lands
+Medium +40% vs. Arcane Units - Needs Great Commander
+Mobility III - +1 Movement - Needs Great Commander
+Orc Slaying II - +60% vs. Orcish - Needs Great Commander
+Recover I - Heals 15% Damage/Turn in Friendly Lands, Heals 10% Damage/Turn in Neutral Lands, Heals 5% Damage/Turn in Enemy Lands
+Recover II - Heals 15% Damage/Turn in all Lands - Needs Great Commander
+Scourge II - 50% vs. Melee Units - Needs Great Commander
+Sentry III - +1 Visibility Range - Needs Great Commander
Shock I - 40% vs. Melee Units
*Shock II - 50% vs. Melee Units
+Shock III - 60% vs. Melee Units - Needs Great Commander
+Undead Slaying II - +60% vs. Undead - Needs Great Commander
Woodsman I - +30% Forest/Jungle/Ancient Forest Strength
Woodsman II - +30% Forest/Jungle/Ancient Forest Strength, Double movement in Forest/Jungle/Ancient Forest
+Woodsman III - +40% Forest/Jungle/Ancient Forest Strength - Needs Great Commander
Unit:
-----
+Empower VI - 10% Strength
Water:
-----
+Longshoremen II - +1 Movement Range, -2 Strength
Sorted Promotions
-----------------
By Zuul
v0.01 - Nov 09, 2007
+ = Added
* = Changed
v0.01 - Nov 09, 2007
+ Groups: Experience, Magic, Unit, Item, Spell, Race, Water
+ Missing French civiliopedia promotions text.
+ Old promotion civiliopedia text.
SortedPromotions-v0.01.rar - 2,2mb