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Basic NecromancyUnique Necromancer's skill. Allows a Necromancer to raise 20% of fallen enemy living creatures as own soldiers (A limited number of creatures can be raised per week). Influences the number of dark energy points. Advanced NecromancyUnique Necromancer's skill. Allows a Necromancer to raise 30% of fallen enemy living creatures as own soldiers (A limited number of creatures can be raised per week). Increases the number of dark energy points. Expert NecromancyUnique Necromancer's skill. Allows a Necromancer to raise 40% of fallen enemy living creatures as own soldiers (A limited number of creatures can be raised per week). Increases the number of dark energy points. Ultimate NecromancyUnique Necromancer's skill. Allows a Necromancer to raise 50% of fallen enemy living creatures as own soldiers (A limited number of creatures can be raised per week). Increases the number of dark energy points. |
Banshee HowlGrants a hero an ability to call upon death itself in combat. All enemy living creatures receive -1 to morale, luck and -10% on initiative. Contributes to:
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Eternal ServitudeThe Necromancer receives an ability to raise some of the fallen undead creatures in his or her army after combat. Contributes to:
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Mark of the NecromancerGrants a Necromancer the ability to tie his or her own spirit to the spirits of any creatures on the battlefield until the end of combat. If linked creatures receive any damage the Necromancer will gain some mana, feeding upon those creatures' suffering. Contributes to:
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Howl of TerrorBanshee Howl special ability additionally dampens enemy morale by -6. Requires:
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Basic AttackIncreases damage dealt by your creatures in melee combat by 5%. Advanced AttackIncreases damage dealt by your creatures in melee combat by 10%. Expert AttackIncreases damage dealt by your creatures in melee combat by 20%. |
ArcheryIncreases damage dealt by hero's creatures in ranged combat by 20%. |
Battle FrenzyMinimum and maximum damage inflicted by each creature under hero's control is increased by 1. Especially effective for armies of low level creatures. Contributes to:
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TacticsIncreases the area in which the hero can rearrange creatures before combat. |
Cold SteelThe hero enhances weapons of all troops in his or her army to strike with additional ice powers (Not only undead creatures receive these enchantments). Requires:
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Power of SpeedHero acquires Mass Haste spell on advanced level. Requires:
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Basic Dark MagicAllows hero to learn Dark Magic spells of the third circle and makes Dark Magic more effective overall. Advanced Dark MagicAllows hero to learn Dark Magic spells of the fourth circle and makes Dark Magic even more effective. Expert Dark MagicAllows hero to learn Dark Magic spells of the fifth circle and gives maximum power to Dark Magic. |
Master of CursesGrants mass effects to Weakness and Suffering spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells. |
Master of MindGrants mass effects to Slow and Confusion spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells. |
Master of PainGrants area effects to Decay and Vulnerability spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells. Adds +4 to effective spellpower of Unholy Word spell. |
Corrupted SoilThe hero calls upon forces of nature to affect enemy melee-attacking creatures. Any time an enemy creature moves it will receive some damage. Inflicted damage equals hero's level. Requires:
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Basic DefenseDecreases damage dealt to your creatures in melee combat by 10%. Advanced DefenseDecreases damage dealt to your creatures in melee combat by 20%. Expert DefenseDecreases damage dealt to your creatures in melee combat by 30%. |
EvasionDecreases damage dealt to your creatures by ranged attacks by 20%. |
ProtectionDecreases damage dealt to your creatures by magic attacks by 15%. Contributes to:
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VitalityIncreases hit points of all your creatures by 2 (Particularly effective for large armies) |
Chilling BonesEnhances all undead troops under Necromancer's control with powerful ice enchantments. Any enemy creature which engages in melee combat with those troops will receive ice damage. Requires:
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ResistanceHero gains +2 defense permanently. Requires:
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Basic Destructive MagicAllows hero to learn Destructive Magic spells of the third circle and makes Destructive Magic more effective overall. Advanced Destructive MagicAllows hero to learn Destructive Magic spells of the fourth circle and makes Destructive Magic even more effective. Expert Destructive MagicAllows hero to learn Destructive Magic spells of the fifth circle and gives maximum power to Destructive Magic. |
Master of FireGrants armor-damaging effect to Fireball and Armageddon spells. Creatures affected by these spells suffer additional -50% defense penalty. |
Master of IceGrants freezing effect to Ice Bolt and Circle of Winter spells. Contributes to:
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Master of StormsGrants stunning effect to Lightning Bolt and Chain Lightning (first target only) spells. |
Cold DeathMakes Necromancer's spells Ice Bolt and Circle of Winter more powerful. Those spells will kill at least one creature, if that creature has no Immunity to Cold. Requires:
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Secrets of destructionHero gains +2 Knowledge permanently and randomly acquires one damaging spell of 1st to 3rd circle that is not yet in hero's spellbook. Requires:
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Basic EnlightenmentHero receives +1 to one of his primary stats for every four levels including the levels already got and + 5% bonus to the experience gained. Advanced EnlightenmentHero receives +1 to one of his primary stats for every three levels including the levels already got and + 10% bonus to the experience gained. Expert EnlightenmentHero receives +1 to one of his primary stats for every two levels including the levels already got and + 15% bonus to the experience gained. |
Arcane IntuitionAllows hero to learn an unknown spell used by an enemy hero or |
IntelligenceIncreases normal maximum mana by 50%. |
ScholarAllows the Hero to teach various spells to other heroes, effectively trading spells between spell books. Contributes to:
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Lord of the UndeadThe Necromancer receives +1 to Knowledge due to his or her intimate understanding of Death. The Necromancy skill is also increased by 5%. Requires:
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Dark RevelationHero qualifies for additional free level up. Requires:
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Basic LeadershipIncreases moral of all creatures in hero's army by 1. Advanced LeadershipIncreases moral of all creatures in hero's army by 2. Expert LeadershipIncreases moral of all creatures in hero's army by 3. |
DiplomacyAllows hero to effectively negotiate with hostile creatures. Increases chances and reduces costs of creatures that wish to join your army. |
EstatesHero contributes 250 gold pieces per day to your cause. |
RecruitmentIncreases weekly growth of 1st, 2nd and 3rd level creatures by +3, +2 and +1 respectively. Hero must be stationed within the friendly town on the last day of the week for effect to take place. Contributes to:
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Herald Of DeathAll neutral creatures which join the Necromancer's army will be automatically transformed into the undead creatures of their respective level. Requires:
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Basic Light MagicAllows hero to learn Light Magic spells of the third circle and makes Light Magic more effective overall. Advanced Light MagicAllows hero to learn Light Magic spells of the fourth circle and makes Light Magic even more effective. Expert Light MagicAllows hero to learn Light Magic spells of the fifth circle and gives maximum power to Light Magic. |
Master of AbjurationGrants mass effects to Deflect Missile and Endurance spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells. |
Master of BlessingsGrants mass effects to Divine Strength and area effect to Cleansing spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells. Contributes to:
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Master of WrathGrants mass effects to Righteous Might and Haste spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells. Adds +4 to effective spellpower of Holy Word spell. |
TwilightIncreases Spellpower: +3 for all spells of dark and light magic schools. Requires:
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Basic LogisticsIncreases hero's movement speed over land by 10%. Advanced LogisticsIncreases hero's movement speed over land by 20%. Expert LogisticsIncreases hero's movement speed over land by 30%. |
NavigationIncreases hero's movement speed at sea by 50%. |
PathfindingReduces penalty for moving through rough terrain by 50%. Contributes to:
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ScoutingHero receives +4 to his range of view and gets an ability to see precise number of creatures in neutral troops, in enemy armies, towns and garrisons within his range of view. |
Death MarchAll hero's troops gain +4 speed during the siege of an enemy castle Requires:
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Silent StalkerThe enemy will see only the strongest creature in hero's army with no number at all. Also this ability allows to see courage of neutral monsters and enlarges hero's field of view by 12 tiles. Requires:
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Basic LuckIncreases luck of all creatures in hero's army by 1. Advanced LuckIncreases luck of all creatures in hero's army by 2. Expert LuckIncreases luck of all creatures in hero's army by 3. |
Magic ResistanceIncreases magic resistance of all creatures in hero's army by 15%. Creatures are more likely to avoid enemy magic. |
ResourcefulnessIn the course of adventures the hero tends to find more gold and resources and be more lucky overall. |
Soldier's LuckGuarantees that useful combat abilities of creatures in hero's army (like Squires' Bash, for example) will trigger more often. |
Dead Man's CurseThe hero has gained an ability to affect the Luck of enemy creatures. The Luck of all enemy troops is decreased by 1. Requires:
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Basic SorcerySpeeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 10%. Advanced SorcerySpeeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 20%. Expert SorcerySpeeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 30%. |
Arcane TrainingReduces casting costs of all spells by 20%. |
Magic InsightAllows a hero to learn magic spells of the third circle regardless of actual skills in the respective schools of magic. Contributes to:
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Mana RegenerationDoubles mana regeneration |
BonewardDamage inflicted by any Destructive Magic spells to all troops under Necromancer's command is reduced by 20% . Requires:
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Arcane ExcellenceShowing excellent progress in the field of sorcery, the hero is granted +2 Spellpower permanently and +100 temporary mana. Requires:
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Basic Summoning MagicAllows hero to learn Summoning Magic spells of the third circle and makes Summoning Magic more effective overall. Advanced Summoning MagicAllows hero to learn Summoning Magic spells of the fourth circle and makes Summoning Magic even more effective. Expert Summoning MagicAllows hero to learn Summoning Magic spells of the fifth circle and gives maximum power to Summoning Magic. |
Master of ConjurationMakes Conjure Phoenix and Summon Elementals spells more powerful (effective Spellpower is increased by 4 for casting those spells). |
Master of EarthbloodMakes Fire Trap and Earthquake spells more powerful (effective Spellpower is increased by 4 for casting those spells). |
Master of LifeMakes Fist of Wrath and Raise Dead spells more powerful (effective Spellpower increases by 4 for casting those spells). Contributes to:
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BanishSpecial combat ability. Unsummons part of the summoned or gated stack. Requires:
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Haunted MinesAfter capturing an enemy mine the Necromancer will haunt it. Some Ghosts will appear in mine's garrison, the number of summoned Ghosts depends upon the number of the week. Requires:
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Basic War MachinesMakes war machines more effective overall. Increases Attack, defense and Damage of Ballista. Increases Catapult's Damage and grants it a 30% chance to hit. The First Aid Tent receives increased Healing Power. Ammo Cart gains an ability to increase Attack of ranged units in hero's army by 1. Advanced War MachinesMakes war machines more effective overall. Increases Attack, defense and Damage of Ballista. Increases Catapult's Damage and grants it a 40% chance to hit. The First Aid Tent receives increased Healing Power. Ammo Cart gains an ability to increase Attack of ranged units in hero's army by 2. Expert War MachinesMakes war machines more effective overall. Increases Attack, Defense and Damage of Ballista. Increases Catapult's Damage and grants it a 50% chance to hit. The First Aid Tent receives increased Healing Power. Ammo Cart gains an ability to increase Attack of ranged units in hero's army by +3. |
BallistaAllows manual control of the Ballista. Ballista gains one extra shot. Restores the Ballista after the battle if it was destroyed |
CatapultAllows manual control of the Catapult. Catapult gains one extra shot. Restores ammo cart after the battle if it was destroyed |
First AidAllows manual control of the First Aid Tent. Restores the First Aid Tent after the battle if it was destroyed Contributes to:
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Plague TentThe hero's First Aid Tent receives an ability to damage enemy creatures. Requires:
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