| Warlock: Skills/Abilities | ||
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Invocation (Unique) |
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| 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. | |
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Invocation: Abilities |
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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 | ||
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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. | ||
| 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 | ||
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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. | ||
| 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 | ||
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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. | ||
| 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 | ||
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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. | ||
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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. | ||
| 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 | ||
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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. | ||
| 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 | ||
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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. | ||
| 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 | ||
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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%. | ||
| 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 | ||
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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. | ||
| 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 | ||
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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. | ||
| 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 | ||
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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 Overkill | All Destructive Damage spells against summoned and gated targets deal double the normal damage. | ||
| Requirements | Master of Conjuration | ||
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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 | ||
| 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 | ||