| Ranger: Skills/Abilities | ||
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Avenger (Unique) |
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| 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. | |
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Avenger: Abilities |
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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 | ||
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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. | ||
| 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 | ||
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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. | ||
| 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 | ||
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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. | ||
| 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 | ||
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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. | ||
| 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 | ||
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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. | ||
| 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 | ||
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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. | ||
| 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 | ||
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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. | ||
| 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 | ||
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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%. | ||
| 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 | ||
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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. | ||
| 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 | ||
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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. | ||
| 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 | ||
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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). | ||
| 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 | ||
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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 | ||
| 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 | ||