Necromancer: Skills/Abilities

Necromancy (Unique)

Basic Allows a Necromancer to raise 10% of fallen enemy living creatures as skeletons.
Advanced Allows a Necromancer to raise 20% of fallen enemy living creatures as skeletons.
Expert Allows a Necromancer to raise 30% of fallen enemy living creatures as skeletons.
Ultimate Allows a Necromancer to raise 40% of fallen enemy living creatures as skeletons.

Necromancy:  Abilities

Death Scream Grants a hero an ability to call upon death itself in combat. All enemy living creatures receive -1 to morale and luck and -10% to initiative.
No Rest for the Wicked The Necromancer receives an ability to raise some of the fallen undead creatures in his or her army after combat.
Raise Archers Allows a Necromancer to raise Skeleton Archers instead of Skeletons.
Absolute Fear Death Scream special ability additionally dampens enemy morale by -6.
Requirements Soil Burn, Retribution, Disguise and Reckon, Death Scream, Spirit Link, Dark Revelation, Master of Curses, Lord of Undead, Raise Archers, Scholar, Chilling Steel, No Rest for the Wicked, Frenzy, Death Tread, Pathfinding

Dark Magic

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.

Dark Magic:  Abilities

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.
Spirit Link Grants a Necromancer ability to tie his or her own spirit to the spirits of any creatures on the battlefield. If linked creatures receive any damage the Necromancer will gain some spell points, feeding upon creature's suffering.
Requirements Master of Curses
Soil Burn The hero calls upon forces of nature to affect enemy melee-attacking creatures. Any time when enemy creature moves it will receive fire damage. Inflicted damage equals hero's level.
Requirements Spirit Link, Dark Revelation, Master of Curses, Lord of Undead, Raise Archers, Scholar

Defense

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%.

Defense:  Abilities

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.
Chilling Bones Enhances all undead troops under Necromancer's control with powerful ice enchantments. Any enemy creature which engages in melee combat with undead troops will receive ice damage.
Requirements Protection
Seal of Protection Hero gains +2 Defense permanently.
Requirements Chilling Bones, Raise Archers, Protection

Destructive Magic

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.

Destructive Magic:  Abilities

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.
Deadly Cold Makes Necromancer's spells Ice Bolt and Frost Ring more powerful. Now these spells will surely kill at least one creature, if that creature has no Immunity to Cold.
Requirements Master of Ice
Secrets of Destruction Hero gains +2 Knowledge permanently and randomly acquires one damaging spell of 1st to 3rd circle that is not yet in hero's spellbook.
Requirements Deadly Cold, Caster Certificate, Master of Ice, Spellproof Bones, No Rest for the Wicked, Wisdom

Leadership

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.

Leadership:  Abilities

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.
Herald of Death All neutral creatures which joined Necromancer's army will be automatically transformed into the undead creatures of respective level.
Requirements Recruitment

Learning

Basic Increases hero's earned experience by 5%.
Advanced Increases hero's earned experience by 10%.
Expert Increases hero's earned experience by 15%.

Learning:  Abilities

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.
Lord of Undead The Necromancer receives +1 to Knowledge due to his or her outstanding understanding of Death. The Necromancy skill is also increased by 5%.
Requirements Scholar
Dark Revelation Hero qualifies for additional free level up.
Requirements Lord of Undead, Raise Archers, Scholar

Light Magic

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.

Light Magic:  Abilities

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.
Twilight Increases spell power: +3 for all spells of dark and light magic schools
Requirements Master of Blessings

Logistics

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%.

Logistics:  Abilities

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.
Death Tread Hero's movement speed is increased (+2) in the siege of enemy castles.
Requirements Pathfinding
Disguise and Reckon The structure of your army is hidden from the enemy. Moreover you can see the diplomatic status of the mobs
Requirements Death Tread, Pathfinding

Luck

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.

Luck:  Abilities

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%.
Dead Luck The hero has gained an ability to affect the Luck of enemy creatures. The Luck of all enemy troops is decreased by 1.
Requirements Death Scream

Offence

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%.

Offence:  Abilities

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.
Chilling 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).
Requirements Frenzy
Retribution Troops under hero's control deal increased amount of damage according to their moral state.
Requirements Chilling Steel, No Rest for the Wicked, Frenzy

Sorcery

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%..

Sorcery:  Abilities

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.
Spellproof Bones All undead troops under Necromancer's command receive a 20% resistance to all Destructive Magic spells.
Requirements Wisdom
Caster Certificate Showing excellent progress in the field of sorcery, the hero is granted +2 Spell Power permanently and +100 temporary Spell Points.
Requirements Spellproof Bones, No Rest for the Wicked, Wisdom

Summoning Magic

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.

Summoning Magic:  Abilities

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).
Haunt Mine After capturing an enemy mine the Necromancer is able to haunt it. Some Manes will appear in mine's garrison. The number of summoned Manes depends upon the number of the week.
Requirements Master of Animation
Unsummon Special combat ability. Randomly unsummons part of the target summoned or gated stack.
Requirements Secrets of Destruction, Death Scream, Deadly Cold, Caster Certificate

War Machines

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.

War Machines:  Abilities

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
Last Aid The hero's First Aid Tent receives an ability to damage enemy creatures.
Requirements First Aid