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CREATURES STATISTICS CREATURES ARTWORK
SKILLS ABILITIES
TOWN BUILDINGS STRATEGY
Wizard Abilities
from Dark Magic

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: :Suppress Dark, Ancient Smithy

Suppress Dark

  • Enemy hero is forced to spend 50% more mana to cast Dark Magic spells in combat.
Requirements: : Master of Mind
from Destructive Magic

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 Bond, Magic Cushion
from Light Magic

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: Supress Light, Payback, Shake Ground

Supress Light

  • Enemy hero is forced to spend 50% more mana to cast Light Magic spells in combat.
Requirements: Master of Abjuration
from Summoning Magic

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 increaes 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: Magic Bond, Unsummon

Unsummon

  • Special combat ability. Randomly unsummons part of the target summoned or gated stack.
Requirements: Master of Conjuration
from Sorcery

Arcane Training

  • Reduces casting costs of all spells by 20%..

Mysticism

  • Doubles spell ponts 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: Counterspell, Magic mirror

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
from Defense

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: Seal of Protection, Magic mirror

Seal of Protection

  • Hero gains +2 Defense permanently.
Requirements: Protection
from Leadership

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.
D

Artifical Glory

  • War Machines and Gollems 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
from Learning

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.

Student Award

  • Being so keen at learning, the hero is granted +2 Knowledge and an additional bonus of +1000 experience.
Requirements: Academy Award

Academy Award

  • Hero gains +2 to Spell Power permanently and extra 1000 gold as a one-time bonus.
Requirements: Scholar
from Logistics

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
from Luck

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: Melt artifact , Spoils of War
from Offence

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.

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

Wildfire

  • Ballista under hero command negates enemy defense and deals additional elemental fire damage.
Requirements: Archery
from War Machines

Ballista

  • Allows manual control of the Ballista. Ballista gains one extra shot. Restores the balista 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