| Wizard: Skills/Abilities | ||
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Artificer (Unique) |
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| Basic | Allows to create creature equipment of the first level. | |
| Advanced | Allows to create creature equipment of the second level. | |
| Expert | Allows to create creature equipment of the third level. | |
| Ultimate | Reduces the price of creating creature equipment by half. | |
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Artificer: Abilities |
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Magic Bond | Special combat ability. Caster binds himself to the target with Magic Bonds so that each further spell landed on that target has its effect doubled. | |
| Magic Mirror | Every damaging or cursing spell cast by the enemy hero has a chance to be randomly reflected to some other target, including enemy units. | ||
| Melt Artifact | Special combat ability. Allows to melt artifacts equipped on friendly creatures to regain mana in combat. | ||
| Absolute Wizardry | All spells that are in existance will be written to hero's spellbook. | ||
| Requirements | Chaotic Spells, Student Award, Chilling Steel, Elemental Overkill, Counterspell, Magic Mirror, Arcane Training, Academy Award, Scholar, Wildfire, Magic Bond, Archery, Unsummon, Master of Conjuration | ||
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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. | ||
| Suppress Dark | Enemy hero is forced to spend 50% more mana to cast Dark Magic spells in combat. | ||
| Requirements | Master of Mind | ||
| 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 | Suppress Dark, Ancient Smithy, Master of Mind, Magic Cushion, Magic Bond, Magic Mirror | ||
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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. | ||
| Seal of Protection | Hero gains +2 Defense permanently. | ||
| Requirements | Protection | ||
| Power of Stone | Hero acquires Stoneskin spell and the ability to cast it with mass effect. Costs nothing | ||
| Requirements | Seal of Protection, Magic Mirror, Protection | ||
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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. | ||
| Magic Cushion | Damage dealt by enemy spells is reduced by 20%. | ||
| Requirements | Magic Mirror | ||
| Ancient Smithy | Additional elemental fire damage is dealt to enemy units on all melee and ranged attacks. | ||
| Requirements | Magic Cushion, Magic Bond, Magic Mirror | ||
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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. | ||
| Artificial Glory | War Machines and Golems are now affected by positive morale effects (negative morale does not apply though). | ||
| Requirements | Estates | ||
| Fast and Furious | Combat movement speed of all units in hero army is increased by +1. | ||
| 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. | ||
| Academy Award | Hero gains +2 to Spell Power permanently and extra 1000 gold as a one-time bonus. | ||
| Requirements | Scholar | ||
| Student Award | Being so keen at learning, the hero is granted +2 Knowledge and an additional bonus of +1000 experience. | ||
| Requirements | Academy Award, Scholar | ||
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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. | ||
| Suppress Light | Enemy hero is forced to spend 50% more mana to cast Light Magic spells in combat. | ||
| Requirements | Master of Abjuration | ||
| Elite Casters | Casters in hero army will spend only half the required mana cost to cast spells. | ||
| Requirements | Suppress Light, Payback, Shake Ground, Master of Abjuration, Remote Control, Melt Artifact, Cannoneer, Suppress Dark, Ancient Smithy, Master of Mind | ||
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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. | ||
| March of the Machines | All golems under hero command have their speed and initiative increased by +2. | ||
| Requirements | Pathfinding | ||
| Teleport Assault | Hero acquires Teleport spell and the ability to cast it with assault effect, increasing the initiative of creature being teleported. | ||
| Requirements | March of the Machines, Magic Bond, Pathfinding | ||
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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%. | ||
| Spoils of War | From each battle won, the hero will salvage some gold and resources as spoils of war. | ||
| Requirements | Fortunate Adventurer | ||
| 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 | Spoils of War, Melt Artifact, Fortunate Adventurer | ||
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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. | ||
| Wildfire | Ballista under hero command negates enemy defense and deals additional elemental fire damage. | ||
| Requirements | Archery | ||
| 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 | Wildfire, Magic Bond, Archery | ||
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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. | ||
| 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 | Arcane Training | ||
| 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 | Counterspell, Magic Mirror, Arcane Training | ||
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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). | ||
| Unsummon | Special combat ability. Randomly unsummons part of the target summoned or gated stack. | ||
| Requirements | Master of Conjuration | ||
| Elemental Overkill | All Destructive Damage spells against summoned and gated targets deal double the normal damage. | ||
| Requirements | Unsummon, Magic Bond, 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 | ||
| Remote Control | At the beginning of the combat one of the enemy War Machines comes under your control. | ||
| Requirements | Cannoneer | ||
| Shake Ground | Hero acquires Earthquake spell and the ability to cast it with shaking effect, damaging and stunning all creatures behind fortress wall | ||
| Requirements | Remote Control, Melt Artifact, Cannoneer | ||