Warlock: Skills/Abilities

Invocation (Unique)

Basic Partially negates magic protection and allows to deal 20% of normal spell damage to otherwise resistant creatures.
Advanced Notably negates magic protection and allows to deal 40% of normal spell damage to otherwise resistant creatures.
Expert Drastically negates magic protection and allows to deal 50% of normal spell damage to otherwise resistant creatures.
Ultimate Effectively negates magic protection and allows to deal 75% of normal spell damage to otherwise resistant creatures.

Invocation:  Abilities

Dark Ritual Special adventure ability. Hero spends entire day to perform the ritual and regain full mana. Can only be used at the beginning of the day.
Elemental Vision Allows Warlock to see elements associated with each creature to willfully plan on building and blowing up elemental chains.
Empowered Spells All damaging spells cast by hero deal 50% more damage, but the mana cost is doubled.
Absolute Chains Elemental chain effects inflict double damage.
Requirements Last Aid, Grail Vision, Academy Award, Shake Ground, Cannoneer, Lucky Spells, Death Tread, Lucky Strike, Teleport Assault, Dark Ritual, Scouting, Dark Revelation, Elemental Vision, Eagle Eye 

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.
Payback Should it happen that the Dark Magic spell is resisted by target, the hero gains back all the mana spent to cast that spell.
Requirements Master of Mind

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.
Power of Stone Hero acquires Stoneskin spell and the ability to cast it with mass effect. Costs nothing.
Requirements Toughness
Seal of Protection Hero gains +2 Defense permanently.
Requirements Protection, Power of Stone, Toughness

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.
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 Dark Ritual
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 Secrets of Destruction, Retribution, Dark Ritual, Power of Haste, Empowered Spells, Tactics

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.

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.
Dark Revelation Hero qualifies for additional free level up.
Requirements Eagle Eye
Academy Award Hero gains +2 to Spell Power permanently and extra 1000 gold as a one-time bonus.
Requirements Dark Revelation, Elemental Vision, 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.
Elite Casters Casters in hero army will spend only half the required mana cost to cast spells.
Requirements Master of Wrath
Twilight Increases spell power: +3 for all spells of dark and light magic schools
Requirements Elite Casters, Dark Ritual, 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.
Teleport Assault Hero acquires Teleport spell and the ability to cast it with assault effect, increasing the initiative of creature being teleported.
Requirements Scouting
Death Tread Hero's movement speed is increased (+2) in the siege of enemy castles.
Requirements Teleport Assault, Dark Ritual, 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%.
Lucky Spells Luck rolls will now be applied to destructive spells cast by the hero, thus letting a chance for double damage from spells.
Requirements Lucky Strike
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 Lucky Spells, Death Tread, Lucky Strike, Teleport Assault, Dark Ritual, Scouting

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.
Power of Haste Hero acquires Haste spell and the ability to cast it with mass effect. (costs nothing)
Requirements Tactics
Retribution Troops under hero's control deal increased amount of damage according to their moral state.
Requirements Power of Haste, Empowered Spells, Tactics

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.
Chaotic Spells Mana cost of spells cast by the hero is randomly reduced by up to 50% (actual reduction is determined while casting is in progress).
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 Chaotic Spells, Seal of Protection, Sun Fire, Mysticism, Protection, Power of Stone, Toughness, Secrets of Destruction, Retribution, Dark Ritual, Power of Haste, Empowered Spells, Tactics

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).
Elemental Overkill All Destructive Damage spells against summoned and gated targets deal double the normal damage.
Requirements Master of Conjuration

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
Shake Ground Hero acquires Earthquake spell and the ability to cast it with shaking effect, damaging and stunning all creatures behind fortress wall
Requirements Cannoneer
Last Aid The hero's First Aid Tent receives an ability to damage enemy creatures.
Requirements Shake Ground, Cannoneer