Ranger: Skills/Abilities

Avenger (Unique)

Basic Allows Ranger to choose 1 favored enemy from the Avenger's Guild in any Rampart town. All Ranger's troops will receive a 40% chance to inflict a critical hit upon that creature, making double damage to it. Before choosing a creature as a favored enemy, the Ranger must kill two whole populations of those creatures.
Advanced Allows Ranger to choose 2 favored enemy from the Avenger's Guild in any Rampart town. All Ranger's troops will receive a 40% chance to inflict a critical hit upon that creature, making double damage to it. Before choosing a creature as a favored enemy, the Ranger must kill two whole populations of those creatures.
Expert Allows Ranger to choose 3 favored enemy from the Avenger's Guild in any Rampart town. All Ranger's troops will receive a 40% chance to inflict a critical hit upon that creature, making double damage to it. Before choosing a creature as a favored enemy, the Ranger must kill two whole populations of those creatures.
Ultimate Allows Ranger to choose 4 favored enemy from the Avenger's Guild in any Rampart town. All Ranger's troops will receive a 40% chance to inflict a critical hit upon that creature, making double damage to it. Before choosing a creature as a favored enemy, the Ranger must kill two whole populations of those creatures.

Avenger:  Abilities

Imbue Arrow Allows Ranger to enhance his or her arrows with attacking or cursing spells. All Ranger's attacks (Multishot or Snipe Dead) will now not only inflict damage upon enemy creatures but also will immediately cast an imbued spell, draining Ranger's spell points.
Multishot Grants Ranger an ability to attack all enemy creatures which are present in his favored enemy list. The Ranger deals 3 times his or her level damage.
Snipe Dead Grants Ranger an ability to attack any enemy creatures on battlefield. The inflicted damage is 3 times his or her level. If that creature is present in Ranger's favored enemy list then the critical strike is fulfilled, the damage is doubled and it always kills at least one creature.
Absolute Luck Units in hero army always have luck rolled on attacks.
Requirements Dead Luck, Hold Ground, Wildfire, Elven Luck, Multishot, Lucky Strike, Native Terrain, Last Stand, Disguise and Reckon, Scouting, Toughness, Forest Rage, Snipe Dead, Frenzy

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.
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 Master of Sickness
Suppress Dark Enemy hero is forced to spend 50% more mana to cast Dark Magic spells in combat.
Requirements Imbue Arrow, Soil Burn, Master of Sickness

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.
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 Toughness
Hold Ground Troops under hero's control get an additional +2 defense bonus carrying out the Defend command.
Requirements Native Terrain, Last Stand, Toughness, Disguise and Reckon, Scouting

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.
Sun Fire The hero calls upon the forces of nature to affect enemy casters. Any time enemy creature is going to cast a spell it will receive fire damage. Inflicted damage equals hero's level.
Requirements Master of Fire
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 Sun Fire, Imbue Arrow, Master of Fire

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.
Forest Guard Emblem Adds +2 to Ranger's Offence permanently. War Dancers joins Ranger's army to fight at his or her cause. The number of War Dancers depends upon the number of the week.
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.
Cunning of the Woods +10 % to the chance of inflicting critical hit using "Avenger" skill
Requirements Eagle Eye
Master of Secrets Delving deep into the secrets of spellcraft, hero gains +2 Spell Power permanently.
Requirements Cunning of the Woods, Snipe Dead, Eagle Eye

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.
Storm Wind The Ranger calls upon the forces of nature to affect enemy flying creatures. Initiative and Speed of all enemy flyers is decreased by 1.
Requirements Master of Wrath
Fire Protection Creatures under Hero's control gain 50% resistance to all fire-based attacks and are immune to armor damaging effects of Master of Fire ability.
Requirements Storm Wind, Imbue Arrow, Master of Wrath

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.
Disguise and Reckon The structure of your army is hidden from the enemy. Moreover you can see the diplomatic status of the mobs
Requirements Scouting
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 Disguise and Reckon, Scouting

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%.
Elven Luck The Luck bonus to damage is increased to 125%.
Requirements Lucky Strike
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 Elven Luck, Multishot, Lucky Strike

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.
Forest Rage All Rampart creatures in Ranger's army gains +1 to maximum damage.
Requirements Frenzy
Wildfire Ballista under hero command negates enemy defense and deals additional elemental fire damage.
Requirements Forest Rage, Snipe Dead, 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.
Insights Adds +2 to hero's Spell Power permanently. Also hero receives a new spell in his or her spell book.
Requirements Mysticism
Counterspell Special combat ability. Negates all effects of the next spell cast by the enemy, but drains twice the mana cost of that spell.
Requirements Insights, Fire Affinity, Master of Secrets, Mysticism, Fog Veil, Fire Protection, Master of Quakes, Storm Wind, Imbue Arrow, Master of Wrath, Cunning of the Woods, Snipe Dead, Eagle Eye

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).
Fog Veil The Ranger 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%.
Requirements Master of Quakes
Fire Affinity Hero is granted the knowledge of Summon Elementals spell. Regardless of circumstances this spell would summon Fire Elementals from now on. The number of Elementals summoned is 40% greater than normal.
Requirements Fog Veil, Fire Protection, Master of Quakes, Storm Wind, Imbue Arrow, Master of Wrath

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
Imbue Ballista Imbue Arrow ability will now affect Ballistae as well. All Ballistae shots will carry Ranger's enchantments and therefore drain Ranger's spell points.
Requirements Ballista
Triple Ballista Ballista gains another extra shot (up to 3 consecutive shots total if hero is proficient with ballista's).
Requirements Imbue Ballista, Multishot, Ballista