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Basic ArtificerAllows hero to create creature equipment of the first level. Advanced ArtificerAllows hero to create creature equipment of the second level. Expert ArtificerAllows hero to create creature equipment of the third level. Ultimate ArtificerReduces the price of creating creature equipment by half. |
Consume ArtifactSpecial combat ability. Allows hero to consume artifacts equipped on friendly creatures to heal and resurrect it in combat. Contributes to:
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Magic mirrorEvery damaging or cursing spell cast by the enemy has a chance to be randomly reflected to some other target, including enemy units. Contributes to:
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Mark of the WizardSpecial combat ability. Caster binds himself to the target with Mark of the Wizard until the end of combat so that each subsequent spell striking that target has its effect doubled and costs as much mana as needed for this double effect. Moreover every spell striking another creature will affect this target as well. If there is not enough mana, the effect is not doubled. Contributes to:
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Arcane OmniscienceAll spells that are in existence will be written to the hero's spellbook and the hero will be able to cast them on expert level. 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%. Contributes to:
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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. |
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:
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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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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. Contributes to:
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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. |
Seal of DarknessEnemy hero is forced to spend twice more mana to cast Dark Magic spells in combat. Requires:
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Dark RenewalShould it happen that any magic spell is resisted by target, the hero gains back all the mana spent to cast that spell. 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) |
ResistanceHero gains +2 defense permanently. Requires:
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Power of EnduranceHero acquires Mass Endurance spell on advanced level. 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. |
Master of StormsGrants stunning effect to Lightning Bolt and Chain Lightning (first target only) spells. |
Sap MagicDamage dealt by enemy spells is reduced by 20%. Requires:
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Fiery WrathAdditional elemental fire damage is dealt to enemy units on all melee and ranged attacks. 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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Wizard's RewardHero gains +2 to Spellpower permanently, plus an extra 1000 gold as a one-time bonus. Requires:
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GraduateBeing so keen to learn, the hero is granted +2 Knowledge and an additional bonus of +1000 experience. 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. Contributes to:
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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. |
Artificial GloryWar Machines and Golems are now affected by positive morale effects (negative morale does not apply). 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. |
Suppress LightEnemy hero is forced to spend twice more mana to cast Light Magic spells in combat. Requires:
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Refined ManaCasters in hero army will spend only half the required mana cost to cast spells. 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. |
March of the GolemsAll golems under hero's command have their speed and initiative increased by +2. Requires:
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Teleport AssaultHero acquires Teleportation spell and the ability to cast it with assault effect, increasing the initiative of creature being teleported. 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. Contributes to:
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Soldier's LuckGuarantees that useful combat abilities of creatures in hero's army (like Squires' Bash, for example) will trigger more often. |
Spoils of WarFrom each victorious battle, the hero will salvage some gold and resources as spoils of war. Requires:
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Tear of Asha VisionThe hero now 'feels' the location of the Tear of Asha in his or her very heart. Digging for a Tear of Asha somewhere around its actual location is much more likely to be a success. 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 |
CounterspellSpecial combat ability. Negates all effects of the next spell cast by the enemy, but drains twice the mana cost of that spell. Requires:
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Erratic ManaMana cost of spells cast by the hero is randomly reduced by up to 50% (actual reduction is determined while casting is in progress). 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). Contributes to:
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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). |
BanishSpecial combat ability. Unsummons part of the summoned or gated stack. Requires:
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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:
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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 Contributes to:
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First AidAllows manual control of the First Aid Tent. Restores the First Aid Tent after the battle if it was destroyed |
Remote ControlAt the beginning of the combat one of the enemy War Machines comes under your control. Requires:
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TremorsHero acquires Earthquake spell and the ability to cast it with shaking effect, damaging and stunning all creatures behind fortress wall Requires:
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Thanks to sfidanza for creating the Heroes V skills and abilities pages!
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