|
|||||
---|---|---|---|---|---|
Basic AvengerUnique Ranger's skill. Allows Ranger to choose 1 favored enemy from the Avenger's Guild in any Sylvan town. All Ranger's troops will receive a 40% chance to inflict a critical hit upon that creature, giving double damage to it. Before choosing a creature as a favored enemy, the Ranger must kill two whole populations of those creatures. Advanced AvengerUnique Ranger's skill. Allows Ranger to choose 2 favored enemy from the Avenger's Guild in any Sylvan town. All Ranger's troops will receive a 40% chance to inflict a critical hit upon that creature, giving double damage to it. Before choosing a creature as a favored enemy, the Ranger must kill two whole populations of those creatures. Expert AvengerUnique Ranger's skill. Allows Ranger to choose 3 favored enemy from the Avenger's Guild in any Sylvan town. All Ranger's troops will receive a 40% chance to inflict a critical hit upon that creature, giving double damage to it. Before choosing a creature as a favored enemy, the Ranger must kill two whole populations of those creatures. Ultimate AvengerUnique Ranger's skill. Allows Ranger to choose 4 favored enemy from the Avenger's Guild in any Sylvan town. All Ranger's troops will receive a 40% chance to inflict a critical hit upon that creature, giving double damage to it. Before choosing a creature as a favored enemy, the Ranger must kill two whole populations of those creatures. |
Deadeye ShotGrants Ranger an ability to attack any enemy creatures on battlefield. The inflicted damage is + 3 of his or her level. If that creature is present in Ranger's favorite enemy list then the critical strike is fulfilled, the damage is doubled and it always kills at least one creature. Contributes to:
|
Imbue ArrowAllows Ranger to enhance his or her arrows with attacking or cursing spells. All Ranger's attacks (Multishot or Deadeye Shot) will now not only inflict damage upon enemy creatures but also will immediately cast an imbued spell, draining Ranger's mana. Imbue Arrow lasts till the end of the fight or until all Ranger's mana is drained. Contributes to:
|
Rain of ArrowsGrants Ranger an ability to attack all enemy creatures which are present in his favorite enemy list. The Ranger deals + 3 of his or her level damage. Contributes to:
|
Nature's LuckUnits in hero army always have luck rolled on attacks. Requires:
|
|
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:
|
TacticsIncreases the area in which the hero can rearrange creatures before combat. |
Nature's WrathAll Sylvan creatures in Ranger's army gain +1 to maximum damage. Requires:
Contributes to:
|
Flaming ArrowsBallista under hero's command negates enemy defense and deals additional elemental fire damage. Destroyed ballista will be restored in hero's army after combat. Requires:
Contributes to:
|
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. Contributes to:
|
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:
Contributes to:
|
Seal of DarknessEnemy hero is forced to spend twice more mana to cast Dark Magic spells in combat. Requires:
|
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%. |
VitalityIncreases hit points of all your creatures by 2 (Particularly effective for large armies) Contributes to:
|
Last StandAll troops under hero's control are blessed with amazing vitality. If enemy creatures attack the hero's troops and kill them all, the last of the troops will survive the attack with 1 hit point. Requires:
Contributes to:
|
Stand Your GroundTroops under hero's control get +60% bonus to their defense carrying out the Defend command. Requires:
Contributes to:
|
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. Contributes to:
|
Master of IceGrants freezing effect to Ice Bolt and Circle of Winter spells. |
Master of StormsGrants stunning effect to Lightning Bolt and Chain Lightning (first target only) spells. |
Mana BurstThe hero calls upon the forces of nature to affect enemy casters. Any time an enemy creature casts a spell it will receive damage 10 times the hero's level. Requires:
Contributes to:
|
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:
|
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 Contributes to:
|
IntelligenceIncreases normal maximum mana by 50%. |
ScholarAllows the Hero to teach various spells to other heroes, effectively trading spells between spell books. |
Know Your EnemyThe chance of inflicting a critical hit using "Avenger" skill is increased by +10%. Requires:
Contributes to:
|
Arcane ExaltationDelving deep into the secrets of spellcraft, hero gains +2 Spellpower permanently. Requires:
Contributes to:
|
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:
|
Battle CommanderAdds +2 to Ranger's attack permanently. War Dancers join the Ranger's army to fight for his or her cause. The number of War Dancers depends upon the number of the week. Requires:
|
|
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. |
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. Contributes to:
|
Storm WindThe Ranger calls upon the forces of nature to affect enemy flying creatures. Initiative and Speed of all enemy flyers is decreased by 1. Requires:
Contributes to:
|
Fire ResistanceCreatures under Hero's control receive only 50% damage from all fire-based Requires:
Contributes to:
|
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%. |
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. Contributes to:
|
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:
Contributes to:
|
Familiar GroundAll creatures in hero (Knight or Ranger) army receive +1 for movement speed if the battle is taking place on grassy terrain Requires:
Contributes to:
|
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. Contributes to:
|
Elven LuckThe Luck bonus to damage is increased by 25%. Requires:
Contributes to:
|
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:
Contributes to:
|
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. |
Mana RegenerationDoubles mana regeneration Contributes to:
|
Arcane BrillanceAdds +2 to hero's Spellpower permanently. Hero also receives a new spell in his or her spell book. Requires:
Contributes to:
|
CounterspellSpecial combat ability. Negates all effects of the next spell cast by the enemy, but drains twice the mana cost of that spell. Requires:
|
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). Contributes to:
|
Master of LifeMakes Fist of Wrath and Raise Dead spells more powerful (effective Spellpower increases by 4 for casting those spells). |
Wall of FogThe Hero calls upon the forces of nature to affect enemy ranged-attacking creatures. Initiative of all enemy shooters is decreased by 10% and their damage is decreased by 10%. Requires:
Contributes to:
|
Fire WarriorsHero is granted the knowledge of Summon Elementals spell. Regardless of circumstances this spell will summon Fire Elementals from now on. The number of Elementals summoned is 40% greater than normal. Requires:
Contributes to:
|
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 Contributes to:
|
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 |
Imbue BallistaImbue Arrow ability will now affect Ballista as well. All Ballista shots will carry Ranger's enchantments and therefore drain Ranger's mana. Requires:
Contributes to:
|
Triple BallistaBallista gains another extra shot (up to 3 consecutive shots total if hero is proficient with ballistas). Requires:
|
You can discuss Heroes V skills, abilities and hero specialties with the Heroes Community.
Thanks to sfidanza for creating the Heroes V skills and abilities pages!
Thanks to Valeriy for image optimisation!