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Academy - Wizard Dungeon - Warlock Haven - Knight Inferno - Demon Lord Necropolis - Necromancer Sylvan - Ranger Fortress - Runemage Hero Specials
Skills & Abilities

Basic Artificer

Allows hero to create creature equipment of the first level.

Advanced Artificer

Allows hero to create creature equipment of the second level.

Expert Artificer

Allows hero to create creature equipment of the third level.

Ultimate Artificer

Reduces the price of creating creature equipment by half.

Artificer

Consume Artifact

Special combat ability. Allows hero to consume artifacts equipped on friendly creatures to heal and resurrect it in combat.

Contributes to:

  • Luck
    Tear of Asha Vision

  • War Machines
    Tremors

  • Light Magic
    Refined Mana

Magic mirror

Every damaging or cursing spell cast by the enemy has a chance to be randomly reflected to some other target, including enemy units.

Contributes to:

  • Destructive Magic
    Sap Magic

  • Defense
    Power of Endurance

  • Sorcery
    Erratic Mana

  • Destructive Magic
    Fiery Wrath

  • Dark Magic
    Dark Renewal

  • Light Magic
    Refined Mana

  • Artificer
    Arcane Omniscience

Mark of the Wizard

Special 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:

  • Destructive Magic
    Fiery Wrath

  • Attack
    Cold Steel

  • Summoning Magic
    Wall of Fog

  • Logistics
    Teleport Assault

  • Dark Magic
    Dark Renewal

  • Light Magic
    Refined Mana

  • Artificer
    Arcane Omniscience

Arcane Omniscience

All 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:

  • Sorcery
    Erratic Mana

  • Summoning Magic
    Wall of Fog

  • Enlightenment
    Graduate

  • Attack
    Cold Steel

  • Sorcery
    Counterspell

  • Artificer
    Magic mirror

  • Sorcery
    Arcane Training

  • Summoning Magic
    Banish

  • Artificer
    Mark of the Wizard

  • Summoning Magic
    Master of Conjuration

  • Enlightenment
    Wizard's Reward

  • Enlightenment
    Scholar

  • Attack
    Flaming Arrows

  • Attack
    Archery

Basic Attack

Increases damage dealt by your creatures in melee combat by 5%.

Advanced Attack

Increases damage dealt by your creatures in melee combat by 10%.

Expert Attack

Increases damage dealt by your creatures in melee combat by 20%.

Attack

Archery

Increases damage dealt by hero's creatures in ranged combat by 20%.

Contributes to:

  • Attack
    Flaming Arrows

  • Attack
    Cold Steel

  • Artificer
    Arcane Omniscience

Battle Frenzy

Minimum and maximum damage inflicted by each creature under hero's control is increased by 1. Especially effective for armies of low level creatures.

Tactics

Increases the area in which the hero can rearrange creatures before combat.

Flaming Arrows

Ballista 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:

  • Attack
    Archery
Contributes to:

  • Attack
    Cold Steel

  • Artificer
    Arcane Omniscience

Cold Steel

The 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:

  • Attack
    Flaming Arrows

  • Artificer
    Mark of the Wizard

  • Attack
    Archery
Contributes to:

  • Artificer
    Arcane Omniscience

Basic Dark Magic

Allows hero to learn Dark Magic spells of the third circle and makes Dark Magic more effective overall.

Advanced Dark Magic

Allows hero to learn Dark Magic spells of the fourth circle and makes Dark Magic even more effective.

Expert Dark Magic

Allows hero to learn Dark Magic spells of the fifth circle and gives maximum power to Dark Magic.

Dark Magic

Master of Curses

Grants 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 Mind

Grants 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:

  • Dark Magic
    Seal of Darkness

  • Dark Magic
    Dark Renewal

  • Light Magic
    Refined Mana

Master of Pain

Grants 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 Darkness

Enemy hero is forced to spend twice more mana to cast Dark Magic spells in combat.

Requires:

  • Dark Magic
    Master of Mind
Contributes to:

  • Dark Magic
    Dark Renewal

  • Light Magic
    Refined Mana

Dark Renewal

Should it happen that any magic spell is resisted by target, the hero gains back all the mana spent to cast that spell.

Requires:

  • Destructive Magic
    Fiery Wrath

  • Dark Magic
    Seal of Darkness

  • Destructive Magic
    Sap Magic

  • Artificer
    Mark of the Wizard

  • Artificer
    Magic mirror

  • Dark Magic
    Master of Mind
Contributes to:

  • Light Magic
    Refined Mana

Basic Defense

Decreases damage dealt to your creatures in melee combat by 10%.

Advanced Defense

Decreases damage dealt to your creatures in melee combat by 20%.

Expert Defense

Decreases damage dealt to your creatures in melee combat by 30%.

Defense

Evasion

Decreases damage dealt to your creatures by ranged attacks by 20%.

Protection

Decreases damage dealt to your creatures by magic attacks by 15%.

Contributes to:

  • Defense
    Resistance

  • Defense
    Power of Endurance

Vitality

Increases hit points of all your creatures by 2 (Particularly effective for large armies)

Resistance

Hero gains +2 defense permanently.

Requires:

  • Defense
    Protection
Contributes to:

  • Defense
    Power of Endurance

Power of Endurance

Hero acquires Mass Endurance spell on advanced level.

Requires:

  • Defense
    Resistance

  • Artificer
    Magic mirror

  • Defense
    Protection

Basic Destructive Magic

Allows hero to learn Destructive Magic spells of the third circle and makes Destructive Magic more effective overall.

Advanced Destructive Magic

Allows hero to learn Destructive Magic spells of the fourth circle and makes Destructive Magic even more effective.

Expert Destructive Magic

Allows hero to learn Destructive Magic spells of the fifth circle and gives maximum power to Destructive Magic.

Destructive Magic

Master of Fire

Grants armor-damaging effect to Fireball and Armageddon spells. Creatures affected by these spells suffer additional -50% defense penalty.

Master of Ice

Grants freezing effect to Ice Bolt and Circle of Winter spells.

Master of Storms

Grants stunning effect to Lightning Bolt and Chain Lightning (first target only) spells.

Sap Magic

Damage dealt by enemy spells is reduced by 20%.

Requires:

  • Artificer
    Magic mirror
Contributes to:

  • Destructive Magic
    Fiery Wrath

  • Dark Magic
    Dark Renewal

  • Light Magic
    Refined Mana

Fiery Wrath

Additional elemental fire damage is dealt to enemy units on all melee and ranged attacks.

Requires:

  • Destructive Magic
    Sap Magic

  • Artificer
    Mark of the Wizard

  • Artificer
    Magic mirror
Contributes to:

  • Dark Magic
    Dark Renewal

  • Light Magic
    Refined Mana

Basic Enlightenment

Hero 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 Enlightenment

Hero 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 Enlightenment

Hero receives +1 to one of his primary stats for every two levels including the levels already got and + 15% bonus to the experience gained.

Enlightenment

Arcane Intuition

Allows hero to learn an unknown spell used by an enemy hero or by any creature in combat (hero must be able to learn the spell with regards to his level in this school of magic).

Intelligence

Increases normal maximum mana by 50%.

Scholar

Allows the Hero to teach various spells to other heroes, effectively trading spells between spell books.

Contributes to:

  • Enlightenment
    Wizard's Reward

  • Enlightenment
    Graduate

  • Artificer
    Arcane Omniscience

Wizard's Reward

Hero gains +2 to Spellpower permanently, plus an extra 1000 gold as a one-time bonus.

Requires:

  • Enlightenment
    Scholar
Contributes to:

  • Enlightenment
    Graduate

  • Artificer
    Arcane Omniscience

Graduate

Being so keen to learn, the hero is granted +2 Knowledge and an additional bonus of +1000 experience.

Requires:

  • Enlightenment
    Wizard's Reward

  • Enlightenment
    Scholar
Contributes to:

  • Artificer
    Arcane Omniscience

Basic Leadership

Increases moral of all creatures in hero's army by 1.

Advanced Leadership

Increases moral of all creatures in hero's army by 2.

Expert Leadership

Increases moral of all creatures in hero's army by 3.

Leadership

Diplomacy

Allows hero to effectively negotiate with hostile creatures. Increases chances and reduces costs of creatures that wish to join your army.

Estates

Hero contributes 250 gold pieces per day to your cause.

Contributes to:

  • Leadership
    Artificial Glory

Recruitment

Increases 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 Glory

War Machines and Golems are now affected by positive morale effects (negative morale does not apply).

Requires:

  • Leadership
    Estates

Basic Light Magic

Allows hero to learn Light Magic spells of the third circle and makes Light Magic more effective overall.

Advanced Light Magic

Allows hero to learn Light Magic spells of the fourth circle and makes Light Magic even more effective.

Expert Light Magic

Allows hero to learn Light Magic spells of the fifth circle and gives maximum power to Light Magic.

Light Magic

Master of Abjuration

Grants 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:

  • Light Magic
    Suppress Light

  • Light Magic
    Refined Mana

Master of Blessings

Grants 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 Wrath

Grants 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 Light

Enemy hero is forced to spend twice more mana to cast Light Magic spells in combat.

Requires:

  • Light Magic
    Master of Abjuration
Contributes to:

  • Light Magic
    Refined Mana

Refined Mana

Casters in hero army will spend only half the required mana cost to cast spells.

Requires:

  • War Machines
    Tremors

  • Light Magic
    Suppress Light

  • Dark Magic
    Dark Renewal

  • Artificer
    Consume Artifact

  • War Machines
    Remote Control

  • War Machines
    Catapult

  • Light Magic
    Master of Abjuration

  • Destructive Magic
    Fiery Wrath

  • Dark Magic
    Seal of Darkness

  • Destructive Magic
    Sap Magic

  • Artificer
    Mark of the Wizard

  • Artificer
    Magic mirror

  • Dark Magic
    Master of Mind

Basic Logistics

Increases hero's movement speed over land by 10%.

Advanced Logistics

Increases hero's movement speed over land by 20%.

Expert Logistics

Increases hero's movement speed over land by 30%.

Logistics

Navigation

Increases hero's movement speed at sea by 50%.

Pathfinding

Reduces penalty for moving through rough terrain by 50%.

Contributes to:

  • Logistics
    March of the Golems

  • Logistics
    Teleport Assault

Scouting

Hero 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 Golems

All golems under hero's command have their speed and initiative increased by +2.

Requires:

  • Logistics
    Pathfinding
Contributes to:

  • Logistics
    Teleport Assault

Teleport Assault

Hero acquires Teleportation spell and the ability to cast it with assault effect, increasing the initiative of creature being teleported.

Requires:

  • Logistics
    March of the Golems

  • Artificer
    Mark of the Wizard

  • Logistics
    Pathfinding

Basic Luck

Increases luck of all creatures in hero's army by 1.

Advanced Luck

Increases luck of all creatures in hero's army by 2.

Expert Luck

Increases luck of all creatures in hero's army by 3.

Luck

Magic Resistance

Increases magic resistance of all creatures in hero's army by 15%. Creatures are more likely to avoid enemy magic.

Resourcefulness

In the course of adventures the hero tends to find more gold and resources and be more lucky overall.

Contributes to:

  • Luck
    Spoils of War

  • Luck
    Tear of Asha Vision

Soldier's Luck

Guarantees that useful combat abilities of creatures in hero's army (like Squires' Bash, for example) will trigger more often.

Spoils of War

From each victorious battle, the hero will salvage some gold and resources as spoils of war.

Requires:

  • Luck
    Resourcefulness
Contributes to:

  • Luck
    Tear of Asha Vision

Tear of Asha Vision

The 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:

  • Luck
    Spoils of War

  • Artificer
    Consume Artifact

  • Luck
    Resourcefulness

Basic Sorcery

Speeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 10%.

Advanced Sorcery

Speeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 20%.

Expert Sorcery

Speeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 30%.

Sorcery

Arcane Training

Reduces casting costs of all spells by 20%.

Contributes to:

  • Sorcery
    Counterspell

  • Sorcery
    Erratic Mana

  • Artificer
    Arcane Omniscience

Magic Insight

Allows a hero to learn magic spells of the third circle regardless of actual skills in the respective schools of magic.

Mana Regeneration

Doubles mana regeneration

Counterspell

Special combat ability. Negates all effects of the next spell cast by the enemy, but drains twice the mana cost of that spell.

Requires:

  • Sorcery
    Arcane Training
Contributes to:

  • Sorcery
    Erratic Mana

  • Artificer
    Arcane Omniscience

Erratic Mana

Mana cost of spells cast by the hero is randomly reduced by up to 50% (actual reduction is determined while casting is in progress).

Requires:

  • Sorcery
    Counterspell

  • Artificer
    Magic mirror

  • Sorcery
    Arcane Training
Contributes to:

  • Artificer
    Arcane Omniscience

Basic Summoning Magic

Allows hero to learn Summoning Magic spells of the third circle and makes Summoning Magic more effective overall.

Advanced Summoning Magic

Allows hero to learn Summoning Magic spells of the fourth circle and makes Summoning Magic even more effective.

Expert Summoning Magic

Allows hero to learn Summoning Magic spells of the fifth circle and gives maximum power to Summoning Magic.

Summoning Magic

Master of Conjuration

Makes Conjure Phoenix and Summon Elementals spells more powerful (effective Spellpower is increased by 4 for casting those spells).

Contributes to:

  • Summoning Magic
    Banish

  • Summoning Magic
    Wall of Fog

  • Artificer
    Arcane Omniscience

Master of Earthblood

Makes Fire Trap and Earthquake spells more powerful (effective Spellpower is increased by 4 for casting those spells).

Master of Life

Makes Fist of Wrath and Raise Dead spells more powerful (effective Spellpower increases by 4 for casting those spells).

Banish

Special combat ability. Unsummons part of the summoned or gated stack.

Requires:

  • Summoning Magic
    Master of Conjuration
Contributes to:

  • Summoning Magic
    Wall of Fog

  • Artificer
    Arcane Omniscience

Wall of Fog

The 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:

  • Summoning Magic
    Banish

  • Artificer
    Mark of the Wizard

  • Summoning Magic
    Master of Conjuration
Contributes to:

  • Artificer
    Arcane Omniscience

Basic War Machines

Makes 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 Machines

Makes 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 Machines

Makes 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.

War Machines

Ballista

Allows manual control of the Ballista. Ballista gains one extra shot. Restores the Ballista after the battle if it was destroyed

Catapult

Allows manual control of the Catapult. Catapult gains one extra shot. Restores ammo cart after the battle if it was destroyed

Contributes to:

  • War Machines
    Remote Control

  • War Machines
    Tremors

  • Light Magic
    Refined Mana

First Aid

Allows manual control of the First Aid Tent. Restores the First Aid Tent after the battle if it was destroyed

Remote Control

At the beginning of the combat one of the enemy War Machines comes under your control.

Requires:

  • War Machines
    Catapult
Contributes to:

  • War Machines
    Tremors

  • Light Magic
    Refined Mana

Tremors

Hero acquires Earthquake spell and the ability to cast it with shaking effect, damaging and stunning all creatures behind fortress wall

Requires:

  • Artificer
    Consume Artifact

  • War Machines
    Remote Control

  • War Machines
    Catapult
Contributes to:

  • Light Magic
    Refined Mana
This information comes from the Heroes V release version (v2.1).

Thanks to sfidanza for creating the Heroes V skills and abilities pages!
Thanks to Valeriy for image optimisation!

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