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Basic RuneloreAllows magical runes of 1-2 circles to be placed on own creatures in combat, temporarily giving them new battle abilities and characteristics. Advanced RuneloreAllows magical runes of 3-4 circles to be placed on own creatures in combat, temporarily giving them new battle abilities and characteristics. Expert RuneloreAllows magical runes of 5 circles to be placed on own creatures in combat, temporarily giving them new battle abilities and characteristics. Ultimate RuneloreAllows magical runes to be placed without wasting wood and ore. |
Fine RuneThere is a 50% chance of not using up resources on rune activation. Contributes to:
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Greater RuneAllows the same rune to be activated for the second time for triple resource cost. Contributes to:
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Refresh RuneAllows a previously placed rune (random if many) to be refreshed on selected creature Contributes to:
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Absolute ProtectionNormal attacks against hero's creatures are always unlucky. Lucky attacks are turned to normal. If enemy has Absolute Luck perk, effects of both perks are nullified. 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. |
TacticsIncreases the area in which the hero can rearrange creatures before combat. Contributes to:
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Offensive FormationAttack of Dwarven creatures in hero's army increased when close to each other on the battlefield. Requires:
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RetributionTroops under hero's control deal increased amount of damage according to their moral state. 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. Contributes to:
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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. |
Shrug DarknessEnemy Dark Magic spells will be cast with only 50% of effective Spellpower. 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) |
Defensive FormationDefense of Dwarven creatures in hero's army increased when close to each other on the battlefield. Requires:
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PreparationAll the creatures, while discharging the Defend command, will retaliate any enemy, which assaults them, first, even if the enemy has “No retaliation” ability. Moreover, if the defending creature has “Unlimited Retaliation” ability, it will attack the enemy twice: Before and after it's assault. 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. Contributes to:
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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. |
IgniteFire spells casted by the hero in combat will ignite enemies, inflicting 100% of current spell damage to the target during next 3 rounds. Requires:
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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:
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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 Contributes to:
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IntelligenceIncreases normal maximum mana by 50%. |
ScholarAllows the Hero to teach various spells to other heroes, effectively trading spells between spell books. |
Tap RunesRegains some mana (depending on Knowledge) each time any rune is used. Requires:
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MentoringWhen this hero meets another friendly hero, the latter gains as much experience as he or she needs to have his or her experience become equal to 25 percent of that of the mentor's (this is only effective if that hero has less experience originally). 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. Contributes to:
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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. |
Runic AttunementIncreases creature morale by +2 for one turn after rune casting. Requires:
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EmpathyEach time when the Morale effect is triggered with any of the creatures in the hero's army, the hero moves 10 percent forward along the ATB bar. (If the creature has a negative Morale effect, the hero is moved backwards). 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. Contributes to:
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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. |
Eternal LightHero's light spells are twice harder to dispel. Opposite spells (like Slow versus Haste) applied by an enemy to Hero's creatures have 50% chance to fail. 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. |
SnatchThe hero spends no movement points to pick up resources, access buildings and other similar actions. Requires:
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Swift MindHero receives +25% bonus to Initiative at start of combat. 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. Contributes to:
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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. |
Dwarven LuckTwice more chance to resist enemy spell 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%. Contributes to:
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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 |
DistractEnemy hero will receive 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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Runic ArmourHero receives Arcane Armour spell and +4 effective Spellpower when casting it. Requires:
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ExorcismAll Destructive Damage spells against summoned and gated targets deal double the normal damage. 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 Contributes to:
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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 |
Runic MachinesIncreases initiative of all warmachines by +3 Requires:
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Triple BallistaBallista gains another extra shot (up to 3 consecutive shots total if hero is proficient with ballistas). Requires:
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Thanks to sfidanza for creating the Heroes V skills and abilities pages!
Thanks to Valeriy for image optimisation!