| Knight: Skills/Abilities | ||
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Training (Unique) |
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| Basic | Allows to upgrade human troops up the tier. Only works within Haven towns where Training Grounds facility has been built. Besides, damage dealt by knight's troops on retaliation strikes is increased by 5%. | |
| Advanced | Allows to upgrade human troops up the tier. Only works within Haven towns where Training Grounds facility has been built. Besides, damage dealt by knight's troops on retaliation strikes is increased by 10%. | |
| Expert | Allows to upgrade human troops up the tier. Only works within Haven towns where Training Grounds facility has been built. Besides, damage dealt by knight's troops on retaliation strikes is increased by 20%. | |
| Ultimate | Allows to upgrade human troops up the tier. Only works within Haven towns where Training Grounds facility has been built. Besides, damage dealt by knight's troops on retaliation strikes is increased by 25%. | |
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Training: Abilities |
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Expert Trainer | Troop training in Haven towns costs 10% less than normal. Knight must be stationed within the town with Training Grounds built for this effect to take place. | |
| Retaliation Strike | The knight receives special combat ability to guard any selected creature in his army for one turn by inflicting direct damage to every enemy that is attacking this guarded creature. | ||
| Prayer | The knight receives special combat ability to temporarily raise the morale (+1), initiative (+10%), attack (+1) and defense (+1) of his troops. | ||
| Absolute Charge | Hero Holy Charge ability makes triple damage. | ||
| Requirements | Elite Casters, Death Tread, Spoils of War, Retaliation Strike, Guardian Angel, Prayer, Master of Blessings, Native Terrain, Expert Trainer, Pathfinding, Grail Vision, Academy Award, Fortunate Adventurer, Student Award, Scholar | ||
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Dark Magic |
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| Basic | Allows to learn Dark Magic spells of the third circle and makes Dark Magic more effective overall. | |
| Advanced | Allows to learn Dark Magic spells of the fourth circle and makes Dark Magic even more effective. | |
| Expert | Allows to learn Dark Magic spells of the fifth circle and makes Dark Magic ultimately powerful. | |
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Dark Magic: Abilities |
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Master of Curses | Grants mass effects to Curse and Disrupting Ray spells, but doubles the casting cost of these spells. | |
| Master of Mind | Grants mass effects to Slow and Forgetfulness spells, but doubles the casting cost of these spells. | ||
| Master of Sickness | Grants mass effects to Plague and Weakness spells, but doubles the casting cost of these spells. | ||
| Pariah | Dedicated to learn all the secrets of Dark Magic, the knight becomes a pariah among his or her own kind. Troops under knight's control suffer -1 penalty to morale, but all Dark Magic spells cast by the knight are now more powerful (effective Spell Power is +5 for casting those spells). | ||
| Requirements | Master of Curses | ||
| Weakening Strike | Weakening Strike improves Demonic Strike ability. Now Demonic Strike not only damages the target, but also curses it with Weakness spell. | ||
| Requirements | Pariah, Fast and Furious, Master of Curses, Encourage, Prayer, Retaliation Strike | ||
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Defense |
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| Basic | Decreases damage dealt to your creatures in melee combat by 10%. | |
| Advanced | Decreases damage dealt to your creatures in melee combat by 20%. | |
| Expert | Decreases damage dealt to your creatures in melee combat by 30%. | |
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Defense: Abilities |
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Evasion | Decreases damage dealt to your creatures by ranged attacks by 20%. | |
| Protection | Decreases damage dealt to your creatures by magic attacks by 15%. | ||
| Toughness | Increases hit points of all your creatures by 2. Especially effective for armies of great number. | ||
| Hold Ground | Troops under hero's control get an additional +2 defense bonus carrying out the Defend command. | ||
| Requirements | Toughness | ||
| Last Stand | All troops under hero's control are blessed with amazing vitality. If enemy creature attacks hero's troops and kills them all, the last of the troops will survive an attack with 1 hit point. | ||
| Requirements | Hold Ground, Fast and Furious, Toughness, Encourage, Prayer, Retaliation Strike | ||
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Destructive Magic |
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| Basic | Allows to learn Destructive Magic spells of the third circle and makes Destructive Magic more effective overall. | |
| Advanced | Allows to learn Destructive Magic spells of the fourth circle and makes Destructive Magic even more effective. | |
| Expert | Allows to learn Destructive Magic spells of the fifth circle and makes Destructive Magic ultimately powerful. | |
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Destructive Magic: Abilities |
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Master of Fire | Grants armor-damaging effect to Fireball and Armageddon spells. | |
| Master of Ice | Grants freezing effect to Ice Bolt and Frost Ring spells. | ||
| Master of Lightnings | Grants stunning effect to Lightning Bolt and Chain Lightning spells. | ||
| Ancient Smithy | Additional elemental fire damage is dealt to enemy units on all melee and ranged attacks. | ||
| Requirements | Master of Fire, Expert Trainer | ||
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Leadership |
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| Basic | Increases moral of all creatures in hero's army by 1. | |
| Advanced | Increases moral of all creatures in hero's army by 2. | |
| Expert | Increases moral of all creatures in hero's army by 3. | |
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Leadership: Abilities |
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Diplomacy | Allows 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. | ||
| 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 for the last day of the week for effect to take place. | ||
| Encourage | The knight receives special combat ability to encourage his troops on a battlefield, making their turns to come faster. | ||
| Requirements | Retaliation Strike | ||
| Fast and Furious | Combat movement speed of all units in hero army is increased by +1. | ||
| Requirements | Encourage, Prayer, Retaliation Strike | ||
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Learning |
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| Basic | Increases hero's earned experience by 5%. | |
| Advanced | Increases hero's earned experience by 10%. | |
| Expert | Increases hero's earned experience by 15%. | |
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Learning: Abilities |
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Eagle Eye | Allows your hero to learn any unknown spell used by an enemy hero or by any creature in combat (hero must be legally able to learn the spell). | |
| Intelligence | Increases normal maximum spell points by 50%. | ||
| Scholar | Allows heroes to teach each other various spells, effectively trading spells between spell books. | ||
| Student Award | Being so keen at learning, the hero is granted +2 Knowledge and an additional bonus of +1000 experience. | ||
| Requirements | Scholar | ||
| Academy Award | Hero gains +2 to Spell Power permanently and extra 1000 gold as a one-time bonus. | ||
| Requirements | Student Award, Scholar | ||
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Light Magic |
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| Basic | Allows to learn Light Magic spells of the third circle and makes Light Magic more effective overall. | |
| Advanced | Allows to learn Light Magic spells of the fourth circle and makes Light Magic even more effective. | |
| Expert | Allows to learn Light Magic spells of the fifth circle and makes Light Magic ultimately powerful. | |
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Light Magic: Abilities |
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Master of Abjuration | Grants mass effects to Deflect Arrows and Stoneskin spells, but doubles the casting cost of these spells. | |
| Master of Blessings | Grants mass effects to Dispel and Bless spells, but doubles the casting cost of these spells. | ||
| Master of Wrath | Grants mass effects to Bloodlust and Haste spells, but doubles the casting cost of these spells. | ||
| Guardian Angel | When all the knight's troops fall dead in combat, an Angel is summoned on a field of battle to fight alongside the hero. Angel disappears when the combat ends. | ||
| Requirements | Master of Blessings | ||
| Elite Casters | Casters in hero army will spend only half the required mana cost to cast spells. | ||
| Requirements | Guardian Angel, Prayer, Master of Blessings | ||
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Logistics |
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| Basic | Increases hero's movement speed over land by 10%. | |
| Advanced | Increases hero's movement speed over land by 20%. | |
| Expert | Increases hero's movement speed over land by 30%. | |
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Logistics: Abilities |
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Navigation | Increases hero's movement speed at sea by 50%. | |
| Pathfinding | Reduces penalty for moving through rough terrain by 50%. | ||
| Scouting | Allows the hero to see much farther over terrain. | ||
| Native Terrain | All creatures in hero (Knight or Ranger) army receive +1 for movement speed if the battle is taking place on the grass terrain | ||
| Requirements | Pathfinding | ||
| Death Tread | Hero's movement speed is increased (+2) in the siege of enemy castles. | ||
| Requirements | Native Terrain, Pathfinding, Expert Trainer | ||
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Luck |
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| Basic | Increases luck of all creatures in hero's army by 1. | |
| Advanced | Increases luck of all creatures in hero's army by 2. | |
| Expert | Increases luck of all creatures in hero's army by 3. | |
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Luck: Abilities |
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Fortunate Adventurer | In the course of adventures the hero tends to find more gold and resources and be more lucky overall. | |
| Lucky Strike | More chances to trigger for useful combat abilities of creatures in hero's army (like footmen's Shield Bash, for example) | ||
| Resistance | Increases magic resistance of all creatures in hero's army by 15%. | ||
| Grail Vision | The hero now 'feels' the location of the Grail by his or her very heart. Digging for Grail somewhere around its actual location is much more likely to be a success. | ||
| Requirements | Fortunate Adventurer | ||
| Spoils of War | From each battle won, the hero will salvage some gold and resources as spoils of war. | ||
| Requirements | Grail Vision, Academy Award, Fortunate Adventurer, Student Award, Scholar | ||
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Offence |
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| Basic | Increases damage dealt by your creatures in melee combat by 5%. | |
| Advanced | Increases damage dealt by your creatures in melee combat by 10%. | |
| Expert | Increases damage dealt by your creatures in melee combat by 15%. | |
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Offence: Abilities |
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Archery | Increases damage dealt by hero's creatures in ranged combat by 20%. | |
| 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 | Allows you to rearrange your creatures just before combat in additional area. | ||
| Retribution | Troops under hero's control deal increased amount of damage according to their moral state. | ||
| Requirements | Expert Trainer | ||
| Power of Haste | Hero acquires Haste spell and the ability to cast it with mass effect. (costs nothing) | ||
| Requirements | Retribution, Weakening Strike, Last Stand, Expert Trainer, Hold Ground, Fast and Furious, Pariah | ||
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Sorcery |
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| Basic | Speeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 10%. | |
| Advanced | Speeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 20%. | |
| Expert | Speeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 30%.. | |
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Sorcery: Abilities |
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Arcane Training | Reduces casting costs of all spells by 20%.. | |
| Mysticism | Doubles spell point regeneration. | ||
| Wisdom | Allows a hero to learn magic spells of the third circle regardless of actual skills in respective schools of magic. | ||
| Caster Certificate | Showing excellent progress in the field of sorcery, the hero is granted +2 Spell Power permanently and +100 temporary Spell Points. | ||
| Requirements | Arcane Training, Prayer | ||
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Summoning Magic |
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| Basic | Allows to learn Summoning Magic spells of the third circle and makes Summoning Magic more effective overall. | |
| Advanced | Allows to learn Summoning Magic spells of the fourth circle and makes Summoning Magic even more effective. | |
| Expert | Allows to learn Summoning Magic spells of the fifth circle and makes Summoning Magic ultimately powerful. | |
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Summoning Magic: Abilities |
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Master of Animation | Makes Raise Dead and Magic First spells more powerful (effective Spell Power increases by 4 for casting those spells). | |
| Master of Conjuration | Makes Conjure Phoenix and Summon Elementals spells more powerful (effective Spell Power increases by 4 for casting those spells). | ||
| Master of Quakes | Makes Land Mines and Earthquake spells more powerful (effective Spell Power increases by 4 for casting those spells). | ||
| Elemental Balance | Superb knowledge of summoning magic allows the knight to counterbalance the combat situation when battling against skilled summoners. Each time the enemy uses Summon Elementals spell a small group of elementals of opposite alignment is automatically summoned to fight for the knight's cause. | ||
| Requirements | Master of Conjuration, Expert Trainer | ||
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War Machines |
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| Basic | Makes war machines more effective overall. Increases Offence, Defense and Damage of Ballistae. 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 offence of ranged units in hero's army by 1. | |
| Advanced | Makes war machines more effective overall. Increases Offence, Defense and Damage of Ballistae. 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 offence of ranged units in hero's army by 2. | |
| Expert | Makes war machines more effective overall. Increases Offence, Defense and Damage of Ballistae. 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 offence of ranged units in hero's army by 3. | |
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War Machines: Abilities |
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Ballista | Allows manual control of the Ballista. Ballista gains one extra shot. Restores the ballista after the battle if it was destroyed. | |
| Cannoneer | Allows manual control of the Catapult. Catapult gains one extra shot. Restores ammo cart after the battle if it was destroyed | ||
| First Aid | Allows manual control of the First Aid Tent. Restores the First Aid Tent after the battle if it was destroyed | ||
| Triple Ballista | Ballista gains another extra shot (up to 3 consecutive shots total if hero is proficient with ballista's). | ||
| Requirements | Ballista, Retaliation Strike | ||