Sangokushi Taisen 2		
		
Card List and Translation Version 1.01		
		
		
		
---------------------------------Introduction---------------------------------
		
Hello again. This is the third time I'm writing up something for the 		
Sangokushi Taisen series, and this would be a complete list of cards for the
2nd version of the game that was released on the 24th of May 2006 in Japan.
We expect that this version would be released overseas either by the end
of this year or early 2007, and I'll most likely be adding more information
and detailed explainations once we get our hands on the game. 		
Meanwhile the information complied here should be enough to get a good head
start on the game when it arrives.		
		
		
		
----------------------------------Background----------------------------------
		
There is quite a number of new features added to the game, and these include
elephant troops, chaining tactics, tactics requiring charging and another
general ability which I'll call recuiting. I'll explain the basics of these
new features, and include further details at a later update.
		
Firstly, the format of the list would be as as such:		
		
<Card number> <Japanese Name>
<Rarity>      <Type>
<Cost>        <Strength>        <Intelligence>
<Ability>
<Tactics Cost>                  <Tactics AoE>
<Japanese name of Tactics>
<Translation of Tactics effect>
		
		
The abilities of a general can include: Valor, Ambush, Resurrection,		
Fence, Charm, Recuit and Chain.		
		
The new ability recuit allows a general to recover health (troops actually) by
not moving. The recovery will take place as long as the general is not sieging
or engaged in combat.		
		
Chaining is a bit more confusing. This ability has no effect on the general by
itself, but what is does is that it changes the area of effect for tactics 
that have the chaining feature. For example instead of the usual circle AoE,
if there is another general that has the chain ability on the field, the AoE
now also stretches between the generals.		
		
		
		
Tactics AoE Explanation:
For the AoE (area of effect), the area would be centered around the general
unless otherwise mentioned. "Forward" would be added if the area is in front
of the general. 		
		
Wide would refer to rectangles, and "Circle" the obvious. The other terms I
have used are "Self", when the effect is only on the general, "All", when the
effect is on the entire board, and "Dance", where general using the skill
cannot move after, and the effects lasts until she dies.

For easy reference I have also added "Charge" and "Chain" in the AoE.		
		
		
		
-----------------------------------Listing------------------------------------
		
		
		
-------------------------------------Wei--------------------------------------
		
		
Wei 001	˜°‹Ö	
Rarity: UC	Type: Cavalry	
Cost: 1.5	Strength: 5	Intelligence: 6
Ambush, Chain		
Tactics Cost: 3	Tactics AoE:	Self
é°•‚Ì‹­•º		
Increases strength by 3. 		
Lasts 29.5 counts with 3 intelligence and 47.5 counts with 6 intelligence.
		
		
Wei 002	‰¤ˆÙ	
Rarity: SR	Type: Archer	
Cost: 1.5	Strength: 4	Intelligence: 8
Fence, Charm		
Tactics Cost: 5	Tactics AoE:	Circle, Forward
–\—E‚Ì•ñ‚¢		
Decrease the strength of enemy generals within range by 10 		
and movement speed to 0.4 times.		
		
		
Wei 003	æÉƒN	
Rarity: SR	Type: Cavalry	
Cost: 1 	Strength: 1	Intelligence: 9
Ambush		
Tactics Cost: 6	Tactics AoE:	Circle, Forward
—£ŠÔ‚ÌŒv		
Decrease the strength of enemy generals within range by 4, intelligence by 3,
and movement speed to 0.6 times. If there is only one enemy general in range,
strength is decreased by 2, intelligence by 1, and movement speed to 		
0.6 times instead.		
		
		
Wei 004	Šs‰Ã	
Rarity: R	Type: Cavalry	
Cost: 1.5	Strength: 4	Intelligence: 8
Ambush		
Tactics Cost: 4	Tactics AoE:	Circle, Forward
Œã•ûŽwŠö		
Increases the strength of generals within range by 3. Lasts 7 counts.		
		
		
Wei 005	Šsc@	
Rarity: C	Type: Archer	
Cost: 1 	Strength: 2	Intelligence: 7
Charm		
Tactics Cost: 4	Tactics AoE:	Circle, Chain
Žã‘̉»‚̘AŒv		
Decreases the strength of enemy generals within range by 4.		
		
		
Wei 006	Šyi	
Rarity: R	Type: Cavalry	
Cost: 1 	Strength: 4	Intelligence: 3
None		
Tactics Cost: 3	Tactics AoE:	Self
é°•‚Ì‹­•º		
Increases strength by 3. 		
Lasts 29.5 counts with 3 intelligence and 47.5 counts with 6 intelligence.
		
		
Wei 007	‰ÄŒò•£	
Rarity: R	Type: Archer	
Cost: 2  	Strength: 7	Intelligence: 6
Valor, Charm		
Tactics Cost: 3	Tactics AoE:	Self
é°•‚Ì‹­•º		
Increases strength by 3. 		
Lasts 29.5 counts with 3 intelligence and 47.5 counts with 6 intelligence.
		
		
Wei 008	‰ÄŒò•£	
Rarity: UC	Type: Cavalry	
Cost: 2  	Strength: 8	Intelligence: 4
None		
Tactics Cost: 4	Tactics AoE:	Self
_‘¬í–@		
Increases strength by 3 and movement speed by 2 times. 		
Lasts 6 counts with 4 intelligence and 9 counts with 8 intelligence.		
		
		
Wei 009	‰ÄŒò“Õ	
Rarity: R	Type: Cavalry	
Cost: 2  	Strength: 7	Intelligence: 6
Valor, Charm		
Tactics Cost: 5	Tactics AoE:	Circle
ÇŠá‚ÌáÉ‚Ý		
Decreases the strength of enemy generals within range by 5. 		
AoE is slightly to the right.		
		
		
Wei 010	‰ÄŒò“Õ	
Rarity: UC	Type: Cavalry	
Cost: 2.5	Strength: 8	Intelligence: 6
Valor		
Tactics Cost: 4	Tactics AoE:	Self
‹­‰»í–@		
Increases strength by 4. Lasts 2 plus intelligence counts.		
		
		
Wei 011	ŠÖ‰H	
Rarity: SR	Type: Cavalry	
Cost: 2.5	Strength: 9	Intelligence: 5
Valor		
Tactics Cost: 5	Tactics AoE:	Self
‹S_~—Õ		
For every 1 more enemy general on the field than your other generals 		
that are alive, strength increased by 5. 		
If strength is increased by 15 or more, speed is also doubled. 		
If you have more generals than the enemy, strength is only increased by 1.
Last 7 counts.		
		
		
Wei 012	‹–ƒ`ƒ‡	
Rarity: R	Type: Archer	
Cost: 2.5	Strength: 9	Intelligence: 1
Fence, Recruit		
Tactics Cost: 3	Tactics AoE:	Self
™‹“߂̉ö—Í		
Increases strength by 8. 		
Lasts 2.5 counts with 1 intelligence and 3 counts with 2 intelligence.		
		
		
Wei 013	‹–ƒ`ƒ‡	
Rarity: UC	Type: Archer	
Cost: 2  	Strength: 8	Intelligence: 2
Recruit		
Tactics Cost: 4	Tactics AoE:	Self
–hŒìí–@		
Reduces combat damage dealt to the general. 		
Lasts 4 counts with 2 intelligence and 5 counts with 3 intelligence.		
		
		
Wei 014	äï•¶•P	
Rarity: UC	Type: Cavalry	
Cost: 1  	Strength: 1	Intelligence: 7
Charm		
Tactics Cost: 5	Tactics AoE:	Dance
”ò“V‚Ì•‘‚¢		
Increases the movement speed of all your generals by 2 times.		
		
		
Wei 015	Ži”nœò	
Rarity: R	Type: Cavalry	
Cost: 2  	Strength: 6	Intelligence: 10
Ambush, Charm		
Tactics Cost: 6	Tactics AoE:	Circle, Forward
UŽçŽ©Ý		
If you have more generals than the enemy within range, this increases the
strength of your generals by 4 and movement speed by 1.5 times.		
Otherwise, the strength of enemy generals within range is reduced by 4 		
and intelligence by 5. Lasts 11 counts.		
		
		
Wei 016	Ži”nœò	
Rarity: UC	Type: Cavalry	
Cost: 1.5	Strength: 4	Intelligence: 9
Ambush		
Tactics Cost: 6	Tactics AoE:	Circle, Chain
‹•’E‚̘AŒv		
Decreases the strength of enemy generals within range by 4 		
and movement speed to 0.6 times.		
		
		
Wei 017	ä¤ú¹	
Rarity: R	Type: Archer	
Cost: 1  	Strength: 1	Intelligence: 9
None		
Tactics Cost: 3	Tactics AoE:	Line
Œº–­‚Ȃ锽Œv		
Counters the tactics of enemy generals within range. 		
Also reflects damage from elemental spells.		
		
		
Wei 018	䤿	
Rarity: UC	Type: Archer	
Cost: 1.5	Strength: 3	Intelligence: 8
Fence		
Tactics Cost: 7	Tactics AoE:	Wide, Forward
‘å…Œv		
Deals water damage to enemy generals within range.		
		
		
Wei 019	™W	
Rarity: R	Type: Cavalry	
Cost: 2  	Strength: 7	Intelligence: 5
Revive, Chain		
Tactics Cost: 4	Tactics AoE:	Self
_‘¬í–@		
Increases strength by 3 and movement speed by 2 times. 		
Lasts 6 counts with 4 intelligence and 9 counts with 8 intelligence.		
		
		
Wei 020	áJc@	
Rarity: SR	Type: Cavalry	
Cost: 1  	Strength: 2	Intelligence: 6
Charm		
Tactics Cost: 6	Tactics AoE:	Dance
”߈£‚Ì•‘‚¢		
Increases the strength of all your generals by 2 for every other 		
general evacuated. Power up lasts 8 counts.		
		
		
Wei 021	áJc@	
Rarity: R	Type: Archer	
Cost: 1  	Strength: 2	Intelligence: 5
Charm		
Tactics Cost: 4	Tactics AoE:	Dance
ŒÛ•‘‚Ì•‘‚¢		
Doubles the morale generation rates.		
		
		
Wei 022	‘‚ã	
Rarity: C	Type: Cavalry	
Cost: 1  	Strength: 3	Intelligence: 4
None		
Tactics Cost: 3	Tactics AoE:	All
“aAŽ„‚Ì”n‚ðI		
Increases the strength of your highest power general by 5, 		
and movement speed by 2 times. Evacuates after activation. Lasts 6 counts.
		
		
Wei 023	‘‚^	
Rarity: UC	Type: Archer	
Cost: 1.5	Strength: 6	Intelligence: 4
None		
Tactics Cost: 4	Tactics AoE:	Self
“ÁUí–@		
Increases strength by 4 and sieging damage by 2.1 times, 		
but will be forced to move forward. Lasts 10 counts.		
		
		
Wei 024	‘‚²	
Rarity: C	Type: Spearmen	
Cost: 1.5	Strength: 5	Intelligence: 3
Valor		
Tactics Cost: 4	Tactics AoE:	Self
–hŒìí–@		
Reduces combat damage dealt to the general. 		
Lasts 4 counts with 2 intelligence and 5 counts with 3 intelligence.		
		
		
Wei 025	‘‚A	
Rarity: C	Type: Archer	
Cost: 1  	Strength: 1	Intelligence: 6
Fence, Charm		
Tactics Cost: 3	Tactics AoE:	Circle
򉻂̌v		
Removes enemy effects on your generals within range.		
		
		
Wei 026	‘‚m	
Rarity: R	Type: Cavalry	
Cost: 1.5	Strength: 5	Intelligence: 6
None		
Tactics Cost: 3	Tactics AoE:	Circle
™‹“߂̆—ß		
Increases the strength of generals within range by 4. Lasts 3.5 counts.		
		
		
Wei 027	‘‚m	
Rarity: UC	Type: Cavalry	
Cost: 1.5	Strength: 6	Intelligence: 4
None		
Tactics Cost: 4	Tactics AoE:	Self
_‘¬í–@		
Increases strength by 3 and movement speed by 2 times. 		
Lasts 6 counts with 4 intelligence and 9 counts with 8 intelligence.		
		
		
Wei 028	‘‚‘€	
Rarity: SR	Type: Cavalry	
Cost: 3  	Strength: 8	Intelligence: 10
Ambush, Charm, Revive		
Tactics Cost: 6	Tactics AoE:	Wide
é°•‚̑冗ß		
Increases the strength of Wei generals within range by 3. Lasts 45 counts.
		
		
Wei 029	‘‚‘€	
Rarity: SR	Type: Cavalry	
Cost: 2.5	Strength: 8	Intelligence: 9
Charm		
Tactics Cost: 6	Tactics AoE:	Wide
”eŽÒ‚Ì‹S		
Increases the strength of Wei generals within range by 5. Lasts 8.5 counts.
		
		
Wei 030	‘‚‘€	
Rarity: R	Type: Cavalry	
Cost: 2  	Strength: 7	Intelligence: 8
Charm		
Tactics Cost: 6	Tactics AoE:	Wide
“ÁU‚̑冗ß		
Increases the strength of generals within range by 3 		
and sieging damage by 1.45 times, but will be forced to move forward. 		
Lasts 10 counts.		
		
		
Wei 031	’£ƒRƒE	
Rarity: R	Type: Spearmen	
Cost: 2  	Strength: 7	Intelligence: 5
None		
Tactics Cost: 3	Tactics AoE:	Circle
™‹“߂̔S‚è		
Reduces combat damage for all generals within range. Lasts 3 counts.		
		
		
Wei 032	’£t‰Ø	
Rarity: SR	Type: Archer	
Cost: 1  	Strength: 2	Intelligence: 7
Ambush, Charm		
Tactics Cost: 6	Tactics AoE:	Circle, Forward
‰_ŽU–¶Á‚ÌŒv		
Removes enemy effects and reduces the strength of enemy generals 		
within range by 3.		
		
		
Wei 033	’£—É	
Rarity: SR	Type: Cavalry	
Cost: 2.5	Strength: 9	Intelligence: 6
None		
Tactics Cost: 7	Tactics AoE:	Wide
_‘¬‚̑冗ß		
Increases strength for cavalry by 3 and movement speed by 2 times. 		
Lasts 7.5 counts.		
		
		
Wei 034	’Âã¸	
Rarity: C	Type: Archer	
Cost: 1  	Strength: 2	Intelligence: 7
None		
Tactics Cost: 3	Tactics AoE:	Circle, Forward
‰_ŽU‚ÌŒv		
Removes enemy effects on enemy generals within range.		
		
		
Wei 035	’öúc	
Rarity: UC	Type: Spearmen	
Cost: 1  	Strength: 1	Intelligence: 7
Ambush		
Tactics Cost: 2	Tactics AoE:	Circle
”½Œv		
Counters the tactics of enemy generals within range. 		
Also reflects damage from elemental spells.		
		
		
Wei 036	“Tèè	
Rarity: R	Type: Spearmen	
Cost: 2.5	Strength: 9	Intelligence: 1
Fence		
Tactics Cost: 3	Tactics AoE:	All
g‘ã‚í‚è		
Revives a random general with 100% health before evacuating.		
		
		
Wei 037	“Tèè	
Rarity: UC	Type: Spearmen	
Cost: 2  	Strength: 7	Intelligence: 2
Valor		
Tactics Cost: 3	Tactics AoE:	Self
™‹“߂̉ö—Í		
Increases strength by 8. 		
Lasts 2.5 counts with 1 intelligence and 3 counts with 2 intelligence.		
		
		
Wei 038	•¶ãÙ	
Rarity: C	Type: Archer	
Cost: 1.5	Strength: 5	Intelligence: 2
Fence, Recruit		
Tactics Cost: 4	Tactics AoE:	Self
‹­‰»í–@		
Increases strength by 4. Lasts 2 plus intelligence counts.		
		
		
Wei 039	é¸M	
Rarity: C	Type: Archer	
Cost: 1.5	Strength: 5	Intelligence: 4
None		
Tactics Cost: 4	Tactics AoE:	Self
‹­‰»í–@		
Increases strength by 4. Lasts 2 plus intelligence counts.		
		
		
Wei 040	ƒzƒE“¿	
Rarity: SR	Type: Cavalry	
Cost: 2  	Strength: 8	Intelligence: 4
Valor		
Tactics Cost: 4	Tactics AoE:	Self
“ÁUí–@		
Increases strength by 4 and sieging damage by 2.1 times, 		
but will be forced to move forward. Lasts 10 counts.		
		
		
Wei 041	–ž’ž	
Rarity: C	Type: Spearmen	
Cost: 1.5	Strength: 4	Intelligence: 7
Ambush		
Tactics Cost: 5	Tactics AoE:	Circle, Forward
˜AŠÂ‚̬Œv		
Decreases the movement speed of enemy generals within range to 0.6 times.
		
		
Wei 042	—k•Œ	
Rarity: C	Type: Cavalry	
Cost: 1  	Strength: 2	Intelligence: 7
None		
Tactics Cost: 4	Tactics AoE:	Circle, Forward
Žã‘̉»‚̬Œv		
Decreases the strength of enemy generals within range by 4.		
		
		
Wei 043	—›’Ê	
Rarity: UC	Type: Cavalry	
Cost: 1  	Strength: 3	Intelligence: 3
Valor, Chain		
Tactics Cost: 4	Tactics AoE:	Self
_‘¬í–@		
Increases strength by 3 and movement speed by 2 times. 		
Lasts 6 counts with 4 intelligence and 9 counts with 8 intelligence.		
		
		
Wei 044	—›“T	
Rarity: C	Type: Archer	
Cost: 1  	Strength: 3	Intelligence: 6
None		
Tactics Cost: 2	Tactics AoE:	Circle
ŠÅ”j		
Counters the tactics of enemy generals within range.		
		
		
Rarity: LE001	Ži”nœò	
Rarity: LE	Type: Cavalry	
Cost: 2  	Strength: 6	Intelligence: 10
Ambush, Charm		
Tactics Cost: 6	Tactics AoE:	Circle, Forward
UŽçŽ©Ý		
If you have more generals than the enemy within range, this increases 		
the strength of your generals by 4 and movement speed by 1.5 times. 		
Otherwise, the strength of enemy generals within range is reduced by 4 		
and intelligence by 5. Lasts 11 counts.		
		
		
Hero 001	‘‚‘€	
Special		Type: Cavalry	
Cost: 1.5	Strength: 5	Intelligence: 5
Charm		
Tactics Cost: 5	Tactics AoE:	Wide
ŽwŠö		
Increases the strength of generals within range by 3. Lasts 7 counts.		
		
		
		
-------------------------------------Shu-------------------------------------
		
		
Shu 001	‰¤•½	
Rarity: C	Type: Spearmen	
Cost: 1.5	Strength: 5	Intelligence: 5
Fence		
Tactics Cost: 4	Tactics AoE:	Self
‘åŽÔ—Öí–@		
Increases strength by 4 and spears protrude in all directions. 		
Lasts 6 counts with 3 intelligence and 8 counts with 5 intelligence.		
		
		
Shu 002	‰ÄŒòŒŽ•P	
Rarity: C	Type: Spearmen	
Cost: 1  	Strength: 2	Intelligence: 7
Charm		
Tactics Cost: 6	Tactics AoE:	Circle, Forward
—Ž—‹		
3 bolts of lightning strike enemy generals within range.		
		
		
Shu 003	ŠÖ‰H	
Rarity: R	Type: Spearmen	
Cost: 3  	Strength: 9	Intelligence: 8
Valor, Fence, Recruit		
Tactics Cost: 6	Tactics AoE:	Wide
ŽÔ—ւ̑冗ß		
Increases the strength of spearmen by 3 and spears protrude in all directions.
Lasts 10 counts.		
		
		
Shu 004	ŠÖ‰H	
Rarity: UC	Type: Spearmen	
Cost: 2.5	Strength: 8	Intelligence: 6
Valor		
Tactics Cost: 4	Tactics AoE:	Self
‹­‰»í–@		
Increases strength by 4. Lasts 2 plus intelligence counts.		
		
		
Shu 005	ŠÖ‹â› 	
Rarity: R	Type: Spearmen	
Cost: 1  	Strength: 3	Intelligence: 5
Valor, Charm		
Tactics Cost: 3	Tactics AoE:	Self
Žá‚«ŒŒ‚Ì–ÚŠo‚ß		
Increases strength, and if strength is increased by more than 7, 		
spears surround the general. Amount of strength increased is the 		
total strength of all Shu generals divided by 2. Lasts 8 counts.		
		
		
Shu 006	ŠÃc@	
Rarity: UC	Type: Swordsmen	
Cost: 1  	Strength: 1	Intelligence: 4
Charm		
Tactics Cost: 7	Tactics AoE:	Dance
‰ñ•œ‚Ì•‘‚¢		
Heals all other generals gradually.		
		
		
Shu 007	ŠÖ•½	
Rarity: C	Type: Spearmen	
Cost: 1.5	Strength: 5	Intelligence: 5
Recruit		
Tactics Cost: 3	Tactics AoE:	Self
•±Œƒí–@		
Increases strength by 3 and recovers 50% health. 		
Lasts 6 counts with 4 intelligence and 7 counts with 5 intelligence.		
		
		
Shu 008	ŠÈè´	
Rarity: C	Type: Spearmen	
Cost: 1  	Strength: 2	Intelligence: 3
Ambush, Charm		
Tactics Cost: 3	Tactics AoE:	Self
–³ŒŒŠJé		
Decreases strength, but greatly increases siege damage. 		
Effect is stronger the lesser the time is left. Lasts 8 counts.		
		
		
Shu 009	é°‰„	
Rarity: R	Type: Cavalry	
Cost: 1.5	Strength: 6	Intelligence: 4
None		
Tactics Cost: 4	Tactics AoE:	Self
”½‹t‚̘T‰Œ		
Evacuates another general to increase strength by 10. 		
If there is no other general, strength is increased by 1. 		
Lasts 6 counts for 4 intelligence and 8 counts for 6 intelligence.		
		
		
Shu 010	›IˆÛ	
Rarity: R	Type: Spearmen	
Cost: 2  	Strength: 7	Intelligence: 7
Recruit		
Tactics Cost: 3	Tactics AoE:	Circle, Forward
’§”­		
Enemy generals within range are forced to move towards the general.		
		
		
Shu 011	›IˆÛ	
Rarity: UC	Type: Spearmen	
Cost: 1  	Strength: 4	Intelligence: 4
None		
Tactics Cost: 3	Tactics AoE:	Self
Ž¿ŽÀ„Œ’		
Increases strength by 3 and is immune to enemy tactics. 		
Last 7 counts with 4 intelligence and 10 counts with 7 intelligence.		
		
		
Shu 012	ŒµŠç	
Rarity: UC	Type: Cavalry	
Cost: 1.5	Strength: 5	Intelligence: 4
Valor, Recruit		
Tactics Cost: 3	Tactics AoE:	Self
•±Œƒí–@		
Increases strength by 3 and recovers 50% health. 		
Lasts 6 counts with 4 intelligence and 7 counts with 5 intelligence.		
		
		
Shu 013	‰©ŒŽ‰p	
Rarity: SR	Type: Siege Engine	
Cost: 1.5	Strength: 1	Intelligence: 9
Charm		
Tactics Cost: 4	Tactics AoE:	Self
‰©Ž®‰Á‘¬‘•’u		
Increases speed by 4 times. Lasts 11 counts.		
		
		
Shu 014	‰©ŒŽ‰p	
Rarity: UC	Type: Siege Engine	
Cost: 1.5	Strength: 4	Intelligence: 8
Fence, Charm		
Tactics Cost: 5	Tactics AoE:	Circle, Forward
’‰‹`‚̉‡•º		
Recovers the health of generals within range and can heal up to 200% of
normal health. Heals 30% with 6 intelligence and 50% with 8 intelligence.
		
		
Shu 015	‰©’‰	
Rarity: R	Type: Archer	
Cost: 2  	Strength: 7	Intelligence: 4
Fence		
Tactics Cost: 4	Tactics AoE:	Self
—ë‹——£í–@		
Increases strength by 7 but reduces arrow range by 0.25 times. 		
Lasts 6 counts with 3 intelligence and 7 counts with 4 intelligence.		
		
		
Shu 016	‰©’‰	
Rarity: UC	Type: Cavalry	
Cost: 2  	Strength: 7	Intelligence: 5
Valor, Recruit		
Tactics Cost: 5	Tactics AoE:	Self
•sš•s‹ü		
Increases strength by 5 and recovers full health. Lasts 8 counts.		
		
		
Shu 017	¹–€žh	
Rarity: C	Type: Archer	
Cost: 1.5	Strength: 5	Intelligence: 3
Valor		
Tactics Cost: 4	Tactics AoE:	Self
—ë‹——£í–@		
Increases strength by 7 but reduces arrow range by 0.25 times. 		
Lasts 6 counts with 3 intelligence and 7 counts with 4 intelligence.		
		
		
Shu 018	Žü‘q	
Rarity: UC	Type: Spearmen	
Cost: 1.5	Strength: 6	Intelligence: 3
Valor		
Tactics Cost: 4	Tactics AoE:	Self
‘åŽÔ—Öí–@		
Increases strength by 4 and spears protrude in all directions. 		
Lasts 6 counts with 3 intelligence and 8 counts with 5 intelligence.		
		
		
Shu 019	”Š‹—º	
Rarity: SR	Type: Spearmen	
Cost: 1.5	Strength: 3	Intelligence: 10
Ambush, Charm		
Tactics Cost: 6	Tactics AoE:	Circle, Forward
”ªŒT‚Ìw–@		
Effect depends on the number of your generals within range. 		
1 general: Increases strength by 8 and movement speed by 2. 		
2 generals: Increases strength by 5 and generals are immune to enemy tactics.
3 generals: Increases strength by 3 and gradually recovers health. 		
4 or more: Recovers 95% health. 		
All effects lasts 11 counts.		
		
		
Shu 020	”Š‹—º	
Rarity: R	Type: Archer	
Cost: 1.5	Strength: 3	Intelligence: 9
Fence		
Tactics Cost: 4	Tactics AoE:	Square, Forward
를ӻw		
Enemy generals within range are forced to move randomly.		
		
		
Shu 021	™Ž	
Rarity: R		Type: Cavalry
Cost: 1.5	Strength: 3	Intelligence: 6
Ambush		
Tactics Cost: 6	Tactics AoE:	Circle, Forward
—Ž—‹		
3 bolts of lightning strike enemy generals within range.		
		
		
Shu 022	‘·®	
Rarity: SR	Type: Archer	
Cost: 1.5	Strength: 5	Intelligence: 4
Charm		
Tactics Cost: 3	Tactics AoE:	Circle, Forward
“IŠm‚ȉ‡•º		
Recovers the health of the highest strength general within range by 60%.
		
		
Shu 023	æâ‰_	
Rarity: SR	Type: Cavalry	
Cost: 2.5	Strength: 8	Intelligence: 8
Valor, Charm, Revive		
Tactics Cost: 4	Tactics AoE:	Self
_‘¬í–@		
Increases strength by 3 and movement speed by 2 times. 		
Lasts 6 counts with 4 intelligence and 9 counts with 8 intelligence.		
		
		
Shu 024	æâ‰_	
Rarity: R	Type: Spearmen	
Cost: 2  	Strength: 8	Intelligence: 4
Recruit		
Tactics Cost: 3	Tactics AoE:	Self
Ž¿ŽÀ„Œ’		
Increases strength by 3 and is immune to enemy tactics. 		
Last 7 counts with 4 intelligence and 10 counts with 7 intelligence.		
		
		
Shu 025	’£¼	
Rarity: C	Type: Cavalry	
Cost: 1  	Strength: 1	Intelligence: 6
None		
Tactics Cost: 3	Tactics AoE:	Circle, Forward
冂ւ̗U“±		
Enemy generals within range are forced to move towards the general.		
		
		
Shu 026	’£”ò	
Rarity: R	Type: Spearmen	
Cost: 2.5	Strength: 9	Intelligence: 3
Valor		
Tactics Cost: 6	Tactics AoE:	Circle
’·â‹´‚Ìm‰¤		
Increases strength by 7, 		
and enemy generals within range are forced to move towards the general.
Power up lasts 6 counts.		
		
		
Shu 027	’£”ò	
Rarity: UC	Type: Spearmen	
Cost: 2  	Strength: 8	Intelligence: 3
Valor		
Tactics Cost: 4	Tactics AoE:	Self
‘åŽÔ—Öí–@		
Increases strength by 4 and spears protrude in all directions. 		
Lasts 6 counts with 3 intelligence and 8 counts with 5 intelligence.		
		
		
Shu 028	æâ—Ý	
Rarity: C	Type: Spearmen	
Cost: 1  	Strength: 3	Intelligence: 6
None		
Tactics Cost: 5	Tactics AoE:	Circle, Forward
’‰‹`‚̉‡•º		
Recovers the health of generals within range and can heal up to 200% of
normal health. Heals 30% with 6 intelligence and 50% with 8 intelligence.		
		
Shu 029	”næŒ	
Rarity: R	Type: Archer	
Cost: 2  	Strength: 4	Intelligence: 7
Ambush		
Tactics Cost: 5	Tactics AoE:	
‹ƒŽa”næŒ		
Evacuates to increase morale by 8.		
		
		
Shu 030	”n‘Ð	
Rarity: UC	Type: Cavalry	
Cost: 1.5	Strength: 5	Intelligence: 7
Ambush		
Tactics Cost: 3	Tactics AoE:	Self
Ž¿ŽÀ„Œ’		
Increases strength by 3 and is immune to enemy tactics. 		
Last 7 counts with 4 intelligence and 10 counts with 7 intelligence.		
		
		
Shu 031	”n’´	
Rarity: SR	Type: Cavalry	
Cost: 2.5	Strength: 9	Intelligence: 5
Charm		
Tactics Cost: 6	Tactics AoE:	Self
”’‹â‚ÌŽ‚Žq		
Increases strength by 5, movement speed by 1.8 times, 		
and adds 25 damage when dashing. Lasts 7 counts.		
		
		
Shu 032	”n’´	
Rarity: R	Type: Cavalry	
Cost: 2  	Strength: 8	Intelligence: 3
Valor		
Tactics Cost: 5	Tactics AoE:	Self
ˆê‹R“–ç		
Increases strength by 7 and is immune to enemy tactics. Lasts 6.5 counts.
		
		
Shu 033	êgޱ	
Rarity: UC	Type: Cavalry	
Cost: 1  	Strength: 2	Intelligence: 7
None		
Tactics Cost: 3	Tactics AoE:	Circle, Forward
“IŠm‚ȉ‡•º		
Recovers the health of the highest strength general within range by 60%.
		
		
Shu 034	êg•vl	
Rarity: C	Type: Archer	
Cost: 1  	Strength: 1	Intelligence: 6
Fence, Charm		
Tactics Cost: 3	Tactics AoE:	All
g‘ã‚í‚è		
Revives a random general with 100% health before evacuating.		
		
		
Shu 035	–@³	
Rarity: UC	Type: Spearmen	
Cost: 1.5	Strength: 4	Intelligence: 8
Ambush		
Tactics Cost: 3	Tactics AoE:	Circle, Forward
’§”­		
Enemy generals within range are forced to move towards the general.		
		
		
Shu 036	ƒzƒE“	
Rarity: SR	Type: Spearmen	
Cost: 1.5	Strength: 4	Intelligence: 8
Ambush		
Tactics Cost: 6	Tactics AoE:	Wide
˜AŠÂ‚̃XƒXƒ		
Decreases the movement speed of enemy generals within range to 0.2 times
and intelligence by 8.		
		
		
Shu 037	ƒzƒE“	
Rarity: R	Type: Spearmen	
Cost: 1  	Strength: 1	Intelligence: 9
Ambush		
Tactics Cost: 6	Tactics AoE:	Circle, Forward
˜AŠÂ‚ÌŒv		
Decreases the movement speed of enemy generals within range to 0.2 times.
		
		
Shu 038	–sc@	
Rarity: UC	Type: Cavalry	
Cost: 1  	Strength: 1	Intelligence: 5
Charm		
Tactics Cost: 4	Tactics AoE:	Dance
’‰½‚Ì•‘‚¢		
Increases the maximum health of your generals by 200%.		
		
		
Shu 039	–Ð’B	
Rarity: C	Type: Spearmen	
Cost: 1  	Strength: 3	Intelligence: 5
Chain		
Tactics Cost: 4	Tactics AoE:	Self
”½‹t‚̘T‰Œ		
Evacuates another general to increase strength by 10. 		
If there is no other general, strength is increased by 1. 		
Lasts 6 counts for 4 intelligence and 8 counts for 6 intelligence.		
		
		
Shu 040	—«”õ	
Rarity: SR	Type: Spearmen	
Cost: 2  	Strength: 6	Intelligence: 7
Charm, Revive, Recruit		
Tactics Cost: 6	Tactics AoE:	Circle
—«”õ‚̑哿		
Increases the strength of Shu generals within range by 5. Lasts 8.5 counts.
		
		
Shu 041	—«”õ	
Rarity: R	Type: Spearmen	
Cost: 1.5	Strength: 4	Intelligence: 7
Charm, Recruit		
Tactics Cost: 7	Tactics AoE:	Circle
“‰€‚̾‚¢		
Increases the strength of generals within range by 10, 		
but if one general is evacuated, all affected would be evacuated. 		
Lasts 8.5 counts.		
		
		
Shu 042	—«••	
Rarity: C	Type: Cavalry	
Cost: 1.5	Strength: 5	Intelligence: 4
None		
Tactics Cost: 4	Tactics AoE:	Self
‹­‰»í–@		
Increases strength by 4. Lasts 2 plus intelligence counts.		
		
		
Shu 043	œ@‰»	
Rarity: C	Type: Cavalry	
Cost: 1  	Strength: 3	Intelligence: 4
None		
Tactics Cost: 3	Tactics AoE:	Self
•±Œƒí–@		
Increases strength by 3 and recovers 50% health. 		
Lasts 6 counts with 4 intelligence and 7 counts with 5 intelligence.		
		
		
Rarity: LE002	ŠÖ‰H	
Rarity: LE	Type: Spearmen	
Cost: 3  	Strength: 9	Intelligence: 8
Valor, Fence, Recruit		
Tactics Cost: 6	Tactics AoE:	Wide
ŽÔ—ւ̑冗ß		
Increases the strength of spearmen by 3 and spears protrude in all directions.
Lasts 10 counts.		
		
		
Rarity: LE003	ŠÖ‰H	
Rarity: LE	Type: Spearmen	
Cost: 3  	Strength: 9	Intelligence: 8
Valor, Fence, Recruit		
Tactics Cost: 6	Tactics AoE:	Wide
ŽÔ—ւ̑冗ß		
Increases the strength of spearmen by 3 and spears protrude in all directions.	
Lasts 10 counts.		
		
		
Rarity: LE004	”Š‹—º	
Rarity: LE	Type: Spearmen	
Cost: 1.5	Strength: 3	Intelligence: 10
Ambush, Charm		
Tactics Cost: 6	Tactics AoE:	Circle, Forward
”ªŒT‚Ìw–@		
Effect depends on the number of your generals within range. 		
1 general: Increases strength by 8 and movement speed by 2. 		
2 generals: Increases strength by 5 and generals are immune to enemy tactics.
3 generals: Increases strength by 3 and gradually recovers health. 		
4 or more: Recovers 95% health. 		
All effects lasts 11 counts.		
		
		
Rarity: LE005	æâ‰_	
Rarity: LE	Type: Cavalry	
Cost: 2.5	Strength: 8	Intelligence: 8
Valor, Charm, Revive		
Tactics Cost: 4	Tactics AoE:	Self
_‘¬í–@		
Increases strength by 3 and movement speed by 2 times. 		
Lasts 6 counts with 4 intelligence and 9 counts with 8 intelligence.		
		
		
Rarity: LE006	’£”ò	
Rarity: LE	Type: Spearmen	
Cost: 2  	Strength: 8	Intelligence: 3
Valor		
Tactics Cost: 4	Tactics AoE:	Self
‘åŽÔ—Öí–@		
Increases strength by 4 and spears protrude in all directions. 		
Lasts 6 counts with 3 intelligence and 8 counts with 5 intelligence.		
		
		
Rarity: LE007	’£”ò	
Rarity: LE	Type: Spearmen	
Cost: 2.5	Strength: 9	Intelligence: 3
Valor		
Tactics Cost: 6	Tactics AoE:	Circle
’·â‹´‚Ìm‰¤		
Increases strength by 7, 		
and enemy generals within range are forced to move towards the general.
Power up lasts 6 counts.		
		
		
Rarity: LE008	—«”õ	
Rarity: LE	Type: Spearmen	
Cost: 2  	Strength: 6	Intelligence: 7
Charm, Revive, Recruit		
Tactics Cost: 6	Tactics AoE:	Circle
—«”õ‚̑哿		
Increases the strength of Shu generals within range by 5. Lasts 8.5 counts.
		
		
Rarity: LE009	—«”õ	
Rarity: LE	Type: Spearmen	
Cost: 1.5	Strength: 4	Intelligence: 7
Charm, Recruit		
Tactics Cost: 7	Tactics AoE:	Circle
“‰€‚̾‚¢		
Increases the strength of generals within range by 10, 		
but if one general is evacuated, all affected would be evacuated. 		
Lasts 8.5 counts.		
		
		
Hero 002	—«”õ	
Special		Type: Spearmen	
Cost: 1.5	Strength: 5	Intelligence: 5
Charm		
Tactics Cost: 5	Tactics AoE:	Wide
ŽwŠö		
Increases the strength of generals within range by 3. Lasts 7 counts.		
		
		
		
--------------------------------------Wu--------------------------------------
		
		
Wu 001	ƒJƒ“‘ò	
Rarity: C	Type: Spearmen	
Cost: 1  	Strength: 2	Intelligence: 6
Ambush		
Tactics Cost: 2	Tactics AoE:	All
–½‚ª‚¯‚Ì„‹“		
Increases the intelligence of your highest strength general by 5 		
before evacuating. Lasts 8 counts.		
		
		
Wu 002	ŠØ“–	
Rarity: UC	Type: Archer	
Cost: 1  	Strength: 3	Intelligence: 3
Fence		
Tactics Cost: 4	Tactics AoE:	Self
‹­‰»í–@		
Increases strength by 4. Lasts 2 plus intelligence counts.		
		
		
Wu 003	ŠÃ”J	
Rarity: R	Type: Archer	
Cost: 2  	Strength: 8	Intelligence: 2
Valor		
Tactics Cost: 5	Tactics AoE:	Self
‘o‹|–ƒáƒ–îí–@		
Increases strength by 4, arrows reduce enemy generals speed by 0.4 times,
and arrows attack up to two enemy generals within range. Lasts 6 counts.
		
		
Wu 004	ŠÃ”J	
Rarity: UC	Type: Archer	
Cost: 2.5	Strength: 8	Intelligence: 6
Valor		
Tactics Cost: 4	Tactics AoE:	Self
‹­‰»í–@		
Increases strength by 4. Lasts 2 plus intelligence counts.		
		
		
Wu 005	‹ñ–|	
Rarity: C	Type: Archer	
Cost: 1  	Strength: 1	Intelligence: 7
Fence		
Tactics Cost: 7	Tactics AoE:	Line
‰ÎŒv		
Deals fire damage to enemy generals within range.		
		
		
Wu 006	‰©ŠW	
Rarity: UC	Type: Spearmen	
Cost: 1.5	Strength: 6	Intelligence: 4
None		
Tactics Cost: 4	Tactics AoE:	Self
‹­‰»í–@		
Increases strength by 4. Lasts 2 plus intelligence counts.		
		
		
Wu 007	ŒàŒi	
Rarity: C	Type: Archer	
Cost: 1  	Strength: 3	Intelligence: 5
None		
Tactics Cost: 4	Tactics AoE:	Self
‰“‹|–ƒáƒ–îí–@		
Increases strength by 2, arrow range by 1.6 times, 		
and arrows reduce the enemy general's speed by 0.4 times. Lasts 7 counts.
		
		
Wu 008	Œà‘‘¾	
Rarity: R	Type: Spearmen	
Cost: 1  	Strength: 1	Intelligence: 5
Fence, Charm		
Tactics Cost: 3	Tactics AoE:	All
–hò¬ÄŒš		
Rebuilds a random broken fence.		
		
		
Wu 009	Œà•vl	
Rarity: SR	Type: Archer	
Cost: 1  	Strength: 1	Intelligence: 8
Fence, Charm		
Tactics Cost: 5	Tactics AoE:	Circle, Forward
Œ«•ê‚Ì•‚¯		
Increases the strength of generals within range by 2 and intelligence by 4.
Lasts 9 counts		
		
		
Wu 010	Žü•P	
Rarity: SR	Type: Archer	
Cost: 1  	Strength: 2	Intelligence: 8
Charm		
Tactics Cost: 5	Tactics AoE:	Line, Charge
‰ú‚߂̉Š		
Charges for 2.5 counts and direction can be altered during charge. 		
Fire damage to enemy generals within range.		
		
		
Wu 011	Žü‘×	
Rarity: R	Type: Spearmen	
Cost: 2  	Strength: 7	Intelligence: 4
Fence		
Tactics Cost: 4	Tactics AoE:	Self
Š¿‚̈Ӓn		
Increases strength by 10, but evacuates after effect. 		
Lasts 5.5 counts with 3 intelligence and 7 counts with 4 intelligence.		
		
		
Wu 012	Žüàï	
Rarity: SR	Type: Archer	
Cost: 3  	Strength: 8	Intelligence: 10
Ambush, Charm		
Tactics Cost: 4	Tactics AoE:	Line
ÅŠú‚̋ƉŠ		
Deals fire damage to enemy generals within range.		
		
		
Wu 013	Žüàï	
Rarity: R	Type: Archer	
Cost: 2  	Strength: 6	Intelligence: 9
Ambush, Charm		
Tactics Cost: 7	Tactics AoE:	Line
ԕǂ̑å‰Î		
Deals fire damage to enemy generals within range.		
		
		
Wu 014	ŽéŠº	
Rarity: C	Type: Archer	
Cost: 1.5	Strength: 5	Intelligence: 6
None		
Tactics Cost: 7	Tactics AoE:	Line
‰ÎŒv		
Deals fire damage to enemy generals within range.		
		
		
Wu 015	Žé‘R	
Rarity: UC	Type: Archer	
Cost: 1.5	Strength: 4	Intelligence: 7
Fence		
Tactics Cost: 6	Tactics AoE:	All
–hòÄŒš		
Rebuilds all broken and unbroken fences.		
		
		
Wu 016	ŽéŽ¡	
Rarity: C	Type: Archer	
Cost: 1  	Strength: 2	Intelligence: 6
None		
Tactics Cost: 4	Tactics AoE:	All
Ä‹N‚Ì—iŒìŽÒ		
Revives a general with 100% health and increases its strength by 2. 		
Power up lasts 10 counts.		
		
		
Wu 017	¬‹ª	
Rarity: R	Type: Swordsmen	
Cost: 1  	Strength: 2	Intelligence: 4
Fence, Charm		
Tactics Cost: 2	Tactics AoE:	All
]“Œ‚̬‰Ø		
Removes all effects on your highest strength general.		
		
		
Wu 018	¬‹ª	
Rarity: UC	Type: Swordsmen	
Cost: 1.5	Strength: 2	Intelligence: 4
Fence, Charm		
Tactics Cost: 5	Tactics AoE:	Fort, Charge
—¬¯‚Ì‹VŽ®		
Charges for 8 counts and deals 22% damage to the opponent's fort.		
		
		
Wu 019	™·	
Rarity: UC	Type: Archer	
Cost: 2  	Strength: 7	Intelligence: 7
Fence		
Tactics Cost: 4	Tactics AoE:	Self
–ƒáƒ–îí–@		
Increases strength by 4, 		
and arrows reduce the enemy general's speed by 0.4 times. 		
Lasts 6 counts with 4 intelligence and 9 counts with 7 intelligence.		
		
		
Wu 020	‘c–Î	
Rarity: C	Type: Cavalry	
Cost: 1.5	Strength: 5	Intelligence: 4
None		
Tactics Cost: 3	Tactics AoE:	All
‘·•‚Ìg‘ã‚í‚è		
Revives a random Wu general with 100% health before evacuating.		
		
		
Wu 021	‘·Šº	
Rarity: UC	Type: Spearmen	
Cost: 1  	Strength: 3	Intelligence: 6
None		
Tactics Cost: 7	Tactics AoE:	Line
‰ÎŒv		
Deals fire damage to enemy generals within range.		
		
		
Wu 022	‘·Œ˜	
Rarity: SR	Type: Spearmen	
Cost: 2.5	Strength: 8	Intelligence: 7
Valor, Charm		
Tactics Cost: 5	Tactics AoE:	Circle, Forward
‰ä‚ªŽr‚ð‰z‚¦‚æ		
Increases the strength of generals within range by 8 before evacuating.
Lasts 9 counts.		
		
		
Wu 023	‘·Œ˜	
Rarity: R	Type: Cavalry	
Cost: 2  	Strength: 7	Intelligence: 6
Charm		
Tactics Cost: 7	Tactics AoE:	Wide
“VŒ[‚ÌŒ¶		
Increases the strength of general within range by 10, 		
but generals evacuate at end of effect. Lasts 7 counts.		
		
		
Wu 024	‘·Œ 	
Rarity: R	Type: Archer	
Cost: 1.5	Strength: 5	Intelligence: 6
Charm		
Tactics Cost: 6	Tactics AoE:	Wide
Žá‚«‰¤‚ÌŽè˜r		
Increases the strength of Wu generals within range by 5. Lasts 7 counts.
		
		
Wu 025	‘·Œ 	
Rarity: UC	Type: Archer	
Cost: 1.5	Strength: 4	Intelligence: 6
Fence, Charm		
Tactics Cost: 4	Tactics AoE:	Own base territory
Žç¬‚Ì–¼ŒN		
Reduces the siege damage from all enemy generals 		
in a row in front of your fort by half.		
		
		
Wu 026	‘·ô	
Rarity: SR	Type: Cavalry	
Cost: 2.5	Strength: 9	Intelligence: 3
Valor, Charm		
Tactics Cost: 5	Tactics AoE:	Self
¬”e‰¤‚ÌiŒ‚		
Increases strength by 5, intelligence by 4, movement speed by 1.8 times,
adds 25 dash damage, and recovers 10% health. Evacuates when effect is over.
Lasts 6 counts.		
		
		
Wu 027	‘·ô	
Rarity: R	Type: Cavalry	
Cost: 2  	Strength: 7	Intelligence: 4
Valor, Charm		
Tactics Cost: 5	Tactics AoE:	Self
¬”e‰¤‚̔ؗE		
Increases strength by 10, and movement speed by 2 times. 		
Evacuates when effect is over. Lasts 7 counts.		

		
Wu 028	‘·ô	
Rarity: R	Type: Spearmen	
Cost: 2  	Strength: 7	Intelligence: 4
Valor, Charm		
Tactics Cost: 4	Tactics AoE:	Self, Charge
—Y”ò‚ÌŽž		
Charges for 1 count. Increases strength by 10. Lasts 7 counts.		
		
		
Wu 029	Ԍܻ	
Rarity: R	Type: Archer	
Cost: 1  	Strength: 2	Intelligence: 4
Charm		
Tactics Cost: 4	Tactics AoE:	Circle
]“Œ‚Ì‘å‰Ø		
Removes all effects on your generals within range.		
		
		
Wu 030	Ԍܻ	
Rarity: UC	Type: Archer	
Cost: 1  	Strength: 2	Intelligence: 6
Charm		
Tactics Cost: 4	Tactics AoE:	Dance
‰“‹|‚Ì•‘‚¢		
Arrow ranges increases by 1.6 times.		
		
		
Wu 031	‘¾ŽjŽœ	
Rarity: SR	Type: Archer	
Cost: 2.5	Strength: 9	Intelligence: 4
Valor		
Tactics Cost: 4	Tactics AoE:	Self
—‚ꌂ‚¿		
Increases strength by 4 and arrows attack all enemy generals within range.
Lasts 7 counts.		
		
		
Wu 032	‘¾ŽjŽœ	
Rarity: R	Type: Archer	
Cost: 2  	Strength: 8	Intelligence: 4
Valor		
Tactics Cost: 6	Tactics AoE:	Self
“Vˆß–³–D		
Increases strength by 10, intelligence by 4 and movement speed by 1.5 times.
Lasts 6 counts		
		
		
Wu 033	’•	
Rarity: C	Type: Spearmen	
Cost: 1.5	Strength: 5	Intelligence: 3
Valor		
Tactics Cost: 4	Tactics AoE:	Self
Š¿‚̈Ӓn		
Increases strength by 10, but evacuates after effect. 		
Lasts 5.5 counts with 3 intelligence and 7 counts with 4 intelligence.		
		
		
Wu 034	’ö•	
Rarity: UC	Type: Archer	
Cost: 1.5	Strength: 5	Intelligence: 5
Fence		
Tactics Cost: 4	Tactics AoE:	Self
‰“‹|í–@		
Increases strength by 5 and arrow range by 1.6 times. Lasts 7 counts.		
		
		
Wu 035	’š•ò	
Rarity: C	Type: Archer	
Cost: 1.5	Strength: 6	Intelligence: 4
None		
Tactics Cost: 4	Tactics AoE:	Self
–ƒáƒ–îí–@		
Increases strength by 4, 		
and arrows reduce the enemy general's speed by 0.4 times. 		
Lasts 6 counts with 4 intelligence and 9 counts with 7 intelligence		
		
		
Wu 036	àNàö	
Rarity: C	Type: Spearmen	
Cost: 1  	Strength: 3	Intelligence: 5
Ambush		
Tactics Cost: 4	Tactics AoE:	Self
‹­‰»í–@		
Increases strength by 4. Lasts 2 plus intelligence counts.		
		
		
Wu 037	—¤‘»	
Rarity: R	Type: Spearmen	
Cost: 2  	Strength: 5	Intelligence: 9
Fence		
Tactics Cost: 7	Tactics AoE:	Line, Wide
ˆÎ—˂̉Š		
Deals fire damage to enemy generals within range.		
		
		
Wu 038	—½“	
Rarity: C	Type: Spearmen	
Cost: 1.5	Strength: 5	Intelligence: 4
None		
Tactics Cost: 4	Tactics AoE:	Self
‹­‰»í–@		
Increases strength by 4. Lasts 2 plus intelligence counts.		
		
		
Wu 039	˜C”Í	
Rarity: C	Type: Swordsmen	
Cost: 1  	Strength: 2	Intelligence: 7
Ambush		
Tactics Cost: 7	Tactics AoE:	Line
‰ÎŒv		
Deals fire damage to enemy generals within range.		
		
		
Wu 040	˜C–Ö	
Rarity: SR	Type: Archer	
Cost: 2.5	Strength: 8	Intelligence: 9
Fence		
Tactics Cost: 7	Tactics AoE:	Wide
–ƒáƒ–î‚̑冗ß		
Increases the strength of archers within range by 4, 		
and arrows or melee combat reduces enemy generals speed by 0.4 times. 		
Lasts 10 counts.		
		
		
Wu 041	˜C–Ö	
Rarity: UC	Type: Spearmen	
Cost: 1.5	Strength: 5	Intelligence: 5
None		
Tactics Cost: 5	Tactics AoE:	Self
Œà‰º‚̈¢–Ö		
Increases strength gradually. 		
Lasts 9 counts to increase to 28 strength normally.		
		
		
Wu 042	˜Dl	
Rarity: R	Type: Spearmen	
Cost: 1.5	Strength: 4	Intelligence: 8
Fence		
Tactics Cost: 2	Tactics AoE:	All
“¯–¿’÷Œ‹		
Increases maximum morale by 3 per activation until the end of the battle,
up to the maximum of 12.		
		
		
Hero 003	‘·Œ 	
Special		Type: Archer	
Cost: 1.5	Strength: 5	Intelligence: 5
Charm		
Tactics Cost: 5	Tactics AoE:	Wide
ŽwŠö		
Increases the strength of generals within range by 3. Lasts 7 counts.		
		
		
EX008	—½“	
EX		Type: Cavalry	
Cost: 1.5	Strength: 5	Intelligence: 2
None		
Tactics Cost: 4	Tactics AoE:	Self
‹w“¢‚¿		
Increases str. Effect is stronger the more gnerals you have evacuated.		
		
		
EX009	‘·ô	
EX		Type: Swordsmen	
Cost: 2  	Strength: 8	Intelligence: 3
Valor		
Tactics Cost: 5	Tactics AoE:	Self
¬”e‰¤‚̔ؗE		
Increases strength by 10, and movement speed by 2 times. 		
Evacuates when effect is over. Lasts 7 counts.		
		
		
		
-----------------------------------Xi Liang-----------------------------------

		
Liang 001	è…s	
Rarity: UC	Type: Cavalry	
Cost: 1.5	Strength: 6	Intelligence: 4
None		
Tactics Cost: 4	Tactics AoE:	Self
åo–Þ‚Ì”@‚­		
Increases strength by 2 and movement speed by 2 times. 		
Furthermore, strength is increased gradually when dashing. Lasts 8 counts.
		
		
Liang 002	‰¤ˆÙ	
Rarity: R	Type: Cavalry	
Cost: 1.5	Strength: 4	Intelligence: 5
Fence, Charm		
Tactics Cost: 4	Tactics AoE:	Fort, Charge
‹àé“S•Ç		
Charges for 9 counts and recovers 22% of fort guage.		
		
		
Liang 003	æÉƒN	
Rarity: R	Type: Cavalry	
Cost: 1.5	Strength: 4	Intelligence: 8
Ambush		
Tactics Cost: 5	Tactics AoE:	Circle, Forward
‹•—U‰†ŽE‚ÌŒv		
Increases the strength of generals within range by 2 to 8. 		
Effect is stronger the lower your opponent's morale. Lasts 8 counts.		
		
		
Liang 004	‰Ø—Y	
Rarity: R	Type: Cavalry	
Cost: 2  	Strength: 8	Intelligence: 4
Valor		
Tactics Cost: 3	Tactics AoE:	Self
ˆ«‹S‚Ì–\Œ•		
Increases strength by 10, 		
but your fort receives a total of 21.2% damage over time. Lasts 6 counts.
		
		
Liang 005	ŠØ‹	
Rarity: C	Type: Cavalry	
Cost: 1.5	Strength: 5	Intelligence: 6
None		
Tactics Cost: 4	Tactics AoE:	Self
”½‹t‚̘T‰Œ		
Evacuates another general to increase strength by 10. 		
If there is no other general, strength is increased by 1. 		
Lasts 6 counts for 4 intelligence and 8 counts for 6 intelligence.		
		
		
Liang 006	é°‘±	
Rarity: C	Type: Archer	
Cost: 1  	Strength: 3	Intelligence: 4
None		
Tactics Cost: 3	Tactics AoE:	Self
”Ú‹ü‚È‹}P		
Increases strength by 1 to 12. 		
Effect is stronger the lower your opponent's morale. Lasts 5.5 counts.		
		
		
Liang 007	‹•ã	
Rarity: C	Type: Cavalry	
Cost: 1  	Strength: 3	Intelligence: 3
None		
Tactics Cost: 3	Tactics AoE:	Self
”Ú‹ü‚È‹}P		
Increases strength by 1 to 12. 		
Effect is stronger the lower your opponent's morale. Lasts 5.5 counts.		
		
		
Liang 008	‚‡	
Rarity: UC	Type: Cavalry	
Cost: 2  	Strength: 8	Intelligence: 2
None		
Tactics Cost: 3	Tactics AoE:	Self
Š×w‰c		
Increases strength. Effect is stronger the lower your fort gauge. 		
Also increases sieging damage by 2.1 times, will destroy fences with one hit,
but will be forced to move forward. Lasts 8 counts.		
		
		
Liang 009	Œò¬	
Rarity: C	Type: Cavalry	
Cost: 1  	Strength: 4	Intelligence: 1
None		
Tactics Cost: 4	Tactics AoE:	Self
‹­‰»í–@		
Increases strength by 4. Lasts 2 plus intelligence counts.		
		
		
Liang 010	äï•¶•P	
Rarity: SR	Type: Archer	
Cost: 1  	Strength: 2	Intelligence: 7
Charm		
Tactics Cost: 5	Tactics AoE:	Circle
–]‹½‚̉Ì		
Enemy generals within range receives damage over time 		
until they return to base. You fort also receives damage depending 		
on the number of generals that are affected. 		
If casted more than once, only the damage to enemy generals is stacked.		
		
		
Liang 011	äƒE	
Rarity: C	Type: Cavalry	
Cost: 1  	Strength: 1	Intelligence: 8
Fence		
Tactics Cost: 3	Tactics AoE:	Circle, Forward
••ˆó‚ÌŒv		
Enemy generals within range cannot use tactics.		
		
		
Liang 012	ç¾	
Rarity: UC	Type: Swordsmen	
Cost: 1  	Strength: 2	Intelligence: 7
Ambush, Charm		
Tactics Cost: 5	Tactics AoE:	Dance
‘Â—Ž‚Ì•‘‚¢		
Decreases the maximum morale for both players. 		
Maximum morale becomes 6, if one fraction is used, 5 if two fractions are used,
and 4 for more than three fractions.		
		
		
Liang 013	äh”e	
Rarity: C	Type: Cavalry	
Cost: 1  	Strength: 3	Intelligence: 4
Valor		
Tactics Cost: 4	Tactics AoE:	Self
‰ÎŽ–ê‚Ì”nŽ­—Í		
Increases strength by 4 to 20. Effect is stronger the lower your fort gauge.
Lasts 6 counts with 4 intelligence and 7 counts with 5 intel.		
		
		
Liang 014	æ¸ä	
Rarity: SR	Type: Archer	
Cost: 1.5	Strength: 2	Intelligence: 5
Charm		
Tactics Cost: 7	Tactics AoE:	Dance
ŒX‘‚Ì•‘‚¢		
Deals 9% damage to the opponent's fort every 3.5 counts.		
		
		
Liang 015	’£—É	
Rarity: R	Type: Cavalry	
Cost: 2  	Strength: 7	Intelligence: 6
None		
Tactics Cost: 3	Tactics AoE:	Self
l”nˆê‘Ì		
Increases strength by 2 and movement speed by 1.8 times. 		
Cannot be countered by spears. Lasts 7 counts.		
		
		
Liang 016	’‹{	
Rarity: UC	Type: Archer	
Cost: 1.5	Strength: 4	Intelligence: 7
Fence		
Tactics Cost: 3	Tactics AoE:	All
”j–Å“I‚ÈŒ£ô		
Increases the strength of your highest power general by 10, 		
but deal damage to your fort gauge gradually. 		
Lasts 8 counts to deal 20.5% damage to fort.		
		
		
Liang 017	“Ÿ‘ì	
Rarity: SR	Type: Cavalry	
Cost: 2  	Strength: 7	Intelligence: 7
Charm		
Tactics Cost: 5	Tactics AoE:	Wide
–\‹s‚È‚é”e“¹		
Increases the strength of generals within range by 6 		
and movement speed by 1.5 times. 		
Your fort receives a total of 9.8% damage over time for every general affected.
Lasts 6.5 counts.		
		
		
Liang 018	“Ÿ‘ì	
Rarity: R	Type: Cavalry	
Cost: 2.5	Strength: 8	Intelligence: 7
Charm		
Tactics Cost: 7	Tactics AoE:	Wide
l”n‚̑冗ß		
Increases the strength of cavalry within range by 3, movement speed 		
by 1.8 times. Generals cannot be countered by spears. Lasts 7.5 counts.		
		
		
Liang 019	“Ÿ”’	
Rarity: UC	Type: Cavalry	
Cost: 1  	Strength: 2	Intelligence: 5
Charm		
Tactics Cost: 2	Tactics AoE:	Circle, Forward
‘Þ˜HŽÕ’f		
Enemy generals within range cannot return to fort.		
		
		
Liang 020	”nŠß	
Rarity: C	Type: Cavalry	
Cost: 1.5	Strength: 5	Intelligence: 5
None		
Tactics Cost: 4	Tactics AoE:	Self
‰ÎŽ–ê‚Ì”nŽ­—Í		
Increases strength by 4 to 20. Effect is stronger the lower your fort gauge.
Lasts 6 counts with 4 intelligence and 7 counts with 5 intel.		
		
		
Liang 021	”n‘Ð	
Rarity: R	Type: Cavalry	
Cost: 1.5	Strength: 6	Intelligence: 5
None		
Tactics Cost: 3	Tactics AoE:	Self
•s‹ü‚Ì’‰‹`		
Recovers 95% health		
		
		
Liang 022	”n’´	
Rarity: R	Type: Cavalry	
Cost: 2.5	Strength: 9	Intelligence: 5
Valor		
Tactics Cost: 7	Tactics AoE:	Wide
‘SŒR“ËŒ‚		
Increases the strength of cavalry within range by 2, movement speed 		
by 1.8 times, and adds 20 damage when dashing. Lasts 6.5 counts.		
		
		
Liang 023	”n“«	
Rarity: UC	Type: Cavalry	
Cost: 1.5	Strength: 5	Intelligence: 5
Valor, Charm		
Tactics Cost: 4	Tactics AoE:	All
¼•û‚Ì—		
Revives a general with 100% health and increases its strength by 4 		
and movement speed by 2 times. Revived general evacuates at end of effect.
Lasts 7 counts.		
		
		
Liang 024	ƒzƒE“¿	
Rarity: UC	Type: Cavalry	
Cost: 2  	Strength: 8	Intelligence: 3
None		
Tactics Cost: 3	Tactics AoE:	Self
’–“Ë–Òi		
Increases strength by 6 and movement speed by 3 times, 		
but moves towards the direction it was facing. Lasts 7 counts.		
		
		
Liang 025	—›ƒJƒN•Šsúö	
Rarity: C	Type: Archer	
Cost: 1.5	Strength: 6	Intelligence: 2
None		
Tactics Cost: 3	Tactics AoE:	Self
”Ú‹ü‚È‹}P		
Increases strength by 1 to 12. 		
Effect is stronger the lower your opponent's morale. Lasts 5.5 counts.		
		
		
Liang 026	—›Žò	
Rarity: UC	Type: Archer	
Cost: 1  	Strength: 1	Intelligence: 8
Fence		
Tactics Cost: 4	Tactics AoE:	Circle, Forward
ˆÃŽE‚Ì“Å		
Poisons enemy generals within range for 2% damage per second. 		
Effects ends when affected generals return to fort.		
		
		
Liang 027	˜C•P	
Rarity: SR	Type: Cavalry	
Cost: 1.5	Strength: 5	Intelligence: 3
Valor, Charm		
Tactics Cost: 5	Tactics AoE:	Self
“V‰º–³‘oE‰ü		
Increases strength by 10, movement speed by 1.8 times, and recovers 30% health.
Lasts 5 counts.		
		
		
Liang 028	˜C•z	
Rarity: SR	Type: Cavalry	
Cost: 3  	Strength: 10	Intelligence: 2
Valor		
Tactics Cost: 4	Tactics AoE:	Self
Ô“e™ôšK		
Increases strength by 25 and triples speed, 		
but moves towards the direction it was facing. Lasts 3 counts.		
		
		
Liang 029	˜C•z	
Rarity: R	Type: Archer	
Cost: 2.5	Strength: 10	Intelligence: 2
Valor		
Tactics Cost: 4	Tactics AoE:	Self
”ò«‚Ì_‹|		
Evacuates all other generals on the field and increases strength by 4 plus
the total strength of the generals evacuated. 		
If strength increases by more than 11, he gains long range paralysis arrows.
Lasts 8 counts.		
		
		
		
-------------------------------------Yuan-------------------------------------

		
Yuan 001	åÍp	
Rarity: UC	Type: Archer	
Cost: 1  	Strength: 1	Intelligence: 4
Fence, Recruit		
Tactics Cost: 3	Tactics AoE:	All
‹U’é‚Ì’º–½		
Increases the strength of your highest power general by 10 		
but reduces the health gradually. Lasts 5 counts to reduce the health by 80%.
		
		
Yuan 002	åÍÐ	
Rarity: SR	Type: Spearmen	
Cost: 1.5	Strength: 5	Intelligence: 5
Charm, Recruit		
Tactics Cost: 6	Tactics AoE:	Wide
‘啺—͂̑唚i		
Increases the strength of generals within range by 1 plus 		
the number of generals affected. Lasts 8.5 counts		
		
		
Yuan 003	åÍÐ	
Rarity: R	Type: Cavalry	
Cost: 1.5	Strength: 5	Intelligence: 5
Charm, Recruit		
Tactics Cost: 6	Tactics AoE:	Wide
‰hŒõ‚̑冗ß		
Increases the strength of generals within range by 2 plus 		
the amount of morale left after activation. Lasts 8 counts.		
		
		
Yuan 004	‰—•v—…	
Rarity: UC	Type: Cavalry	
Cost: 1  	Strength: 3	Intelligence: 3
None		
Tactics Cost: 4	Tactics AoE:	Self
‘½¨‚ÌU‚ß		
Inceases strength by 2 plus the number of your generals on the field. 		
Lasts 5 counts with 3 intelligence and 6 counts with 4 intelligence.		
		
		
Yuan 005	Šç—Ç	
Rarity: R	Type: Cavalry	
Cost: 2  	Strength: 8	Intelligence: 3
Valor		
Tactics Cost: 5	Tactics AoE:	Self
æw‚Ì—_‚ê		
Increases strength by 5 and restores 4 morale at end of effect 		
if the general was not evacuated and the tactic was not removed. 		
Lasts 4.5 counts.		
		
		
Yuan 006	‹`	
Rarity: UC	Type: Spearmen	
Cost: 1  	Strength: 3	Intelligence: 3
None		
Tactics Cost: 4	Tactics AoE:	Self
‘½¨‚ÌU‚ß		
Inceases strength by 2 plus the number of your generals on the field. 		
Lasts 5 counts with 3 intelligence and 6 counts with 4 intelligence.		
		
		
Yuan 007	‹–¿	
Rarity: C	Type: Siege Engine	
Cost: 1  	Strength: 3	Intelligence: 6
Chain		
Tactics Cost: 2	Tactics AoE:	Self
ŽÔí–@		
Increases movement speed by 3 times, but will be forced to move forward.
		
		
Yuan 008	‹I—ì	
Rarity: UC	Type: Cavalry	
Cost: 1.5	Strength: 6	Intelligence: 4
Recruit		
Tactics Cost: 4	Tactics AoE:	Self
‘½¨‚ÌU‚ß		
Inceases strength by 2 plus the number of your generals on the field. 		
Lasts 5 counts with 3 intelligence and 6 counts with 4 intelligence.		
		
		
Yuan 009	‚——	
Rarity: C	Type: Spearmen	
Cost: 1  	Strength: 3	Intelligence: 3
None		
Tactics Cost: 3	Tactics AoE:	Self
ˆê”Ô‘„		
Increases strength by 2 and restores 2 morale at end of effect 		
if the general was not evacuated and the tactic was not removed. 		
Lasts 4.5 counts with 3 intelligence and 6.5 counts with 5 intel.		
		
		
Yuan 010	~˜°àù	
Rarity: UC	Type: Spearmen	
Cost: 1.5	Strength: 6	Intelligence: 3
Recruit		
Tactics Cost: 4	Tactics AoE:	Self
‰G‘ƒ‚Ì’f–––‚		
Increases strength by 1 to 20. Effect is stronger the higher your morale,
but morale becomes zero if the general is evacuated. Lasts 6 counts.		
		
		
Yuan 011	R”z	
Rarity: C	Type: Swordsmen	
Cost: 1  	Strength: 2	Intelligence: 7
Fence		
Tactics Cost: 6	Tactics AoE:	Own base territory
ŠO–xŒˆ‰ó		
Deals water damage to all enemy generals a row in front of your fort.		
		
		
Yuan 012	áJ—Œ	
Rarity: SR	Type: Archer	
Cost: 1  	Strength: 2	Intelligence: 5
Charm		
Tactics Cost: 3	Tactics AoE:	Circle
򉻂̌v		
Removes enemy effects on your generals within range.		
		
		
Yuan 013	ŸœŽö	
Rarity: C	Type: Archer	
Cost: 1  	Strength: 1	Intelligence: 9
Fence		
Tactics Cost: 3	Tactics AoE:	Circle, Forward
••ˆó‚ÌŒv		
Enemy generals within range cannot use tactics.		
		
		
Yuan 014	’£ŒM	
Rarity: UC	Type: Cavalry	
Cost: 1.5	Strength: 5	Intelligence: 2
Recruit		
Tactics Cost: 4	Tactics AoE:	All
‘å—ʶŽY		
Revives all siege engines with 80% health 		
and increases movement speed by 2 times. Lasts 5 counts.		
		
		
Yuan 015	’£ƒRƒE	
Rarity: UC	Type: Spearmen	
Cost: 1.5	Strength: 6	Intelligence: 5
None		
Tactics Cost: 3	Tactics AoE:	Self
ˆê”Ô‘„		
Increases strength by 2 and restores 2 morale at end of effect 		
if the general was not evacuated and the tactic was not removed. 		
Lasts 4.5 counts with 3 intelligence and 6.5 counts with 5 intel.		
		
		
Yuan 016	’—Ô	
Rarity: R	Type: Spearmen	
Cost: 1  	Strength: 2	Intelligence: 8
None		
Tactics Cost: 3	Tactics AoE:	Circle
žú•¶		
Enemy generals within range are forced to move towards the general.		
		
		
Yuan 017	“c–L	
Rarity: R	Type: Swordsmen	
Cost: 1.5	Strength: 4	Intelligence: 9
Ambush		
Tactics Cost: 5	Tactics AoE:	Circle, Forward
Œ„–³‚«U¨		
Increases the strength of generals within range by 3 		
and restores one morale for every general affected that was not evacuated
and the tactic not removed at the end of effect. Lasts 9.5 counts.		
		
		
Yuan 018	“c–L	
Rarity: UC	Type: Siege Engine	
Cost: 1  	Strength: 2	Intelligence: 8
Ambush		
Tactics Cost: 7	Tactics AoE:	Wide, Forward
…Œv		
Deals water damage to enemy generals within range.		
		
		
Yuan 019	ƒgƒE“Ú	
Rarity: C	Type: Archer	
Cost: 1.5	Strength: 6	Intelligence: 3
None		
Tactics Cost: 4	Tactics AoE:	Self
‹­‰»í–@		
Increases strength by 4. Lasts 2 plus intelligence counts.		
		
		
Yuan 020	•¶X	
Rarity: R	Type: Cavalry	
Cost: 2  	Strength: 8	Intelligence: 3
Valor		
Tactics Cost: 4	Tactics AoE:	Self
Žm‹C‰ ·		
Increases strength by 2 to 16. Effect is stronger the higher your morale.
Lasts 6.5 counts.		
		
		
Yuan 021	ˆ§‹I	
Rarity: C	Type: Siege Engine	
Cost: 1  	Strength: 3	Intelligence: 7
None		
Tactics Cost: 3	Tactics AoE:	Circle
Ž©”š		
Deals fire damage to enemy generals within range and evacuates.		
		
		
Yuan 022	—«”õ	
Rarity: UC	Type: Spearmen	
Cost: 1.5	Strength: 5	Intelligence: 5
Charm, Revive		
Tactics Cost: 3	Tactics AoE:	Circle
v‘¬‚È“]i		
Returns all your generals back to fort. 		
Does not affect dancing or ambushing generals.		
		
		
		
--------------------------------------Ta--------------------------------------
		
		
Ta 001	ˆ¢‰ïšf	
Rarity: C	Type: Cavalry	
Cost: 1  	Strength: 3	Intelligence: 1
Revive		
Tactics Cost: 4	Tactics AoE:	Self
‹­‰»í–@		
Increases strength by 4. Lasts 2 plus intelligence counts.		
		
		
Ta 002	˜°‹g	
Rarity: R	Type: Swordsmen	
Cost: 1  	Strength: 1	Intelligence: 8
Ambush		
Tactics Cost: 3	Tactics AoE:	All
~‰J		
Causes rain. Morale required for water and lightning spells is reduced by 2,
and damage is increase by 1.25 times. 		
Damage for fire spells are also reduced by half. Lasts 19.5 counts.		
		
		
Ta 003	‰¤ˆò	
Rarity: UC	Type: Archer	
Cost: 1  	Strength: 2	Intelligence: 8
None		
Tactics Cost: 5	Tactics AoE:	Circle, Forward
˜AŠÂ‚̬Œv		
Decreases the movement speed of enemy generals within range to 0.6 times.
		
		
Ta 004	Š{à…	
Rarity: C	Type: Swordsmen	
Cost: 1.5	Strength: 7	Intelligence: 2
Valor		
Tactics Cost: 4	Tactics AoE:	Self
‹­‰»í–@		
Increases strength by 4. Lasts 2 plus intelligence counts.		
		
		
Ta 005	‰Ø˜Ç	
Rarity: SR	Type: Swordsmen	
Cost: 1.5	Strength: 6	Intelligence: 8
None		
Tactics Cost: 5	Tactics AoE:	Circle, Forward
_ˆã		
Increases the strength of generals within range by 4 		
and remove all effects from enemy tactics. Lasts 9 counts.		
		
		
Ta 006	‹àŠÂŽOŒ‹	
Rarity: C	Type: Elephant	
Cost: 1  	Strength: 3	Intelligence: 1
Revive		
Tactics Cost: 4	Tactics AoE:	Self
‹­‰»í–@		
Increases strength by 4. Lasts 2 plus intelligence counts.		
		
		
Ta 007	ΣՎ	
Rarity: R	Type: Swordsmen	
Cost: 1  	Strength: 1	Intelligence: 5
Fence, Charm		
Tactics Cost: 4	Tactics AoE:	All
’º–½		
Increases the strength of your highest power general by 8. Lasts 6 counts.
		
		
Ta 008	Œö‘·ƒTƒ“	
Rarity: UC	Type: Cavalry	
Cost: 1.5	Strength: 5	Intelligence: 5
Charm, Recruit		
Tactics Cost: 4	Tactics AoE:	Wide
”’”nw		
Increases the movement speed of generals within range by 1.7 times. 		
Lasts 12.5 counts.		
		
		
Ta 009	c•á“	
Rarity: UC	Type: Spearmen	
Cost: 1.5	Strength: 5	Intelligence: 5
None		
Tactics Cost: 5	Tactics AoE:	Wide
‘¯ŒR“¢”°—ß		
Increases the strength of generals within range by 		
the number of enemy generals on the field. Lasts 7 counts.		
		
		
Ta 010	™Y“Ëœ	
Rarity: R	Type: Elephant	
Cost: 2.5	Strength: 9	Intelligence: 1
None		
Tactics Cost: 5	Tactics AoE:	Circle
–Òi‚̑冗ß		
Increases the strength of generals within range by 6 		
and movement speed by 3 times, but generals move towards the direction 		
that they were facing. Lasts 7 counts.		
		
		
Ta 011	Ži”n‹J	
Rarity: R	Type: Archer	
Cost: 1  	Strength: 1	Intelligence: 8
None		
Tactics Cost: 3	Tactics AoE:	Wide
Žt‚Ì‹³‚¦		
Increases intelligence by 6. Lasts 10 counts.		
		
		
Ta 012	Žü‘q	
Rarity: C	Type: Spearmen	
Cost: 1  	Strength: 3	Intelligence: 1
Revive		
Tactics Cost: 4	Tactics AoE:	Self
‹­‰»í–@		
Increases strength by 4. Lasts 2 plus intelligence counts.		
		
		
Ta 013	j—Z	
Rarity: R	Type: Elephant	
Cost: 2  	Strength: 7	Intelligence: 3
Charm		
Tactics Cost: 3	Tactics AoE:	Self
‹Û–Òi		
Increases strength by 8 and movement speed by 3 times, 		
but moves towards the direction it was facing. Lasts 7 counts.		
		
		
Ta 014	‘Ñ—ˆ“´Žå	
Rarity: C	Type: Elephant	
Cost: 1.5	Strength: 5	Intelligence: 3
Revive		
Tactics Cost: 3	Tactics AoE:	Self
‚Í‚¶‚«í–@		
Increases strength by 4 and movement speed by 2 times. 		
Also increases the distance knocked away. 		
Lasts 2.5 counts with 1 int, and 3.5 counts with 3 intelligence.		
		
		
Ta 015	žSŽv‘剤	
Rarity: UC	Type: Elephant	
Cost: 1.5	Strength: 5	Intelligence: 6
Ambush		
Tactics Cost: 4	Tactics AoE:	Circle, Forward
“Åò‚ÌŒv		
Poisons the highest strength enemy general within range for 2% damage 
per second and reduces strength by 4. 		
The poison effect ends when the general returns to fort.		
		
		
Ta 016	’£Šp	
Rarity: SR	Type: Swordsmen	
Cost: 1  	Strength: 2	Intelligence: 8
Charm		
Tactics Cost: 6	Tactics AoE:	All
‘¾•½—vp		
Revives all generals with 60% health.		
		
		
Ta 017	’£”C	
Rarity: C	Type: Archer	
Cost: 1.5	Strength: 6	Intelligence: 6
Ambush		
Tactics Cost: 4	Tactics AoE:	Self
‹­‰»í–@		
Increases strength by 4. Lasts 2 plus intelligence counts.		
		
		
Ta 018	’£•ó	
Rarity: C	Type: Swordsmen	
Cost: 1  	Strength: 3	Intelligence: 7
None		
Tactics Cost: 3	Tactics AoE:	
‘å•—		
Causes wind. Morale required for fire spells is reduced by 1, 		
and damage is increase by 1.25 times. Lasts 24 counts.		
		
		
Ta 019	’£—À	
Rarity: C	Type: Swordsmen	
Cost: 1  	Strength: 5	Intelligence: 1
None		
Tactics Cost: 3	Tactics AoE:	Self
‰©‹Ð‚ÌŒQ‚ê		
Recovers 50% health.		
		
		
Ta 020	“Ÿä¶“ß	
Rarity: C	Type: Archer	
Cost: 1  	Strength: 3	Intelligence: 1
Revive		
Tactics Cost: 4	Tactics AoE:	Self
‹­‰»í–@		
Increases strength by 4. Lasts 2 plus intelligence counts.		
		
		
Ta 021	–Z‰å’·	
Rarity: UC	Type: Elephant	
Cost: 1.5	Strength: 5	Intelligence: 2
Valor		
Tactics Cost: 4	Tactics AoE:	Self
_‘¬í–@		
Increases strength by 3 and movement speed by 2 times. 		
Lasts 6 counts with 4 intelligence and 9 counts with 8 intelligence.		
		
		
Ta 022	–ØŽ­‘剤	
Rarity: UC	Type: Elephant	
Cost: 2  	Strength: 8	Intelligence: 1
Valor		
Tactics Cost: 3	Tactics AoE:	Self
‚Í‚¶‚«í–@		
Increases strength by 4 and movement speed by 2 times. 		
Also increases the distance knocked away. 		
Lasts 2.5 counts with 1 int, and 3.5 counts with 3 intelligence.		
		
		
Ta 023	–Њl	
Rarity: SR	Type: Elephant	
Cost: 2.5	Strength: 6	Intelligence: 2
Revive x 3		
Tactics Cost: 5	Tactics AoE:	Wide
“ì”Ø‰¤‚̑冗ß		
Increases the strength of you Ta generals within range by 5. 		
Lasts 5.5 counts.		
		
		
Ta 024	–ЗD	
Rarity: C	Type: Elephant	
Cost: 1.5	Strength: 6	Intelligence: 2
None		
Tactics Cost: 3	Tactics AoE:	Self
Û‚Ì‹x‘§		
Recovers 45% health		
		
		
Ta 025	—«•\	
Rarity: C	Type: Archer	
Cost: 1  	Strength: 1	Intelligence: 7
Fence, Charm		
Tactics Cost: 3	Tactics AoE:	Circle, Forward
ŽwŽ­ˆ×”n‚ÌŒv		
Decreases the intelligence of enemy generals within range by 10.		
		
		
Ta 026	˜C•z	
Rarity: SR	Type: Cavalry	
Cost: 3  	Strength: 10	Intelligence: 1
Valor		
Tactics Cost: 6	Tactics AoE:	Self
“V‰º–³‘o		
Increases strength by 14, movement speed by 2 times, and recovers 50% health.
Lasts 5 counts.		
		
		
Ta 027	á¸A	
Rarity: UC	Type: Cavalry	
Cost: 1.5	Strength: 3	Intelligence: 8
Fence		
Tactics Cost: 3	Tactics AoE:	Wide
Žt‚Ì‹³‚¦		
Increases intelligence by 6. Lasts 10 counts.		
		
		
EX007	˜C•z	
EX		Type: Cavalry	
Cost: 1.5	Strength: 3	Intelligence: 1
None		
Tactics Cost: 6	Tactics AoE:	Self
‚Ä‚ñ‚©‚Þ‚µ‚å`		
Increases strength by 10, movement speed by 1.8 times, and recovers 30% health.
Lasts 3 counts.		
		
		
		
End of List.		
		
		
		
-----------------------------------Credits------------------------------------
		
All of the information here was gathered and translated from the 		
official Sangokushi Taisen 2 web site at 		
http://www.sangokushi-taisen.com/		
and at the Sangokushi Taisen Wiki at		
http://www.wikihouse.com/sangokushi/index.php?FrontPage		
		
		
		
---------------------------------Ending Notes---------------------------------
		
Once again I hope you find this useful, and if you do find any mistakes,
please send me a mail at tel_arin at hotmail. I'm also Kirua at the Sg Magic
forums, which address is now at http://www.sgcardgames.com/, 		
and on the GameFAQs boards.		
		
This FAQ is free to be used for non-profit purposes, but if you are		
planning to use it, please send me an email a mail when you do.
		
Copyright 2006 Lim Yi Ming		
		
All trademarks and copyrights contained in this document are owned		
by their respective trademark and copyright holders.		
		
		
		
EoF