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Wizard Abilities |
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from Dark Magic |
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Master of Curses
- Grants mass effects to Curse and Disrupting Ray spells, but doubles the casting cost of these spells.
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Master of Mind
- Grants mass effects to Slow and Forgetfulness spells, but doubles the casting cost of these spells.
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Master of Sickness
- Grants mass effects to Plague and Weakness spells, but doubles the casting cost of these spells.
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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.
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Requirements: :Suppress Dark, Ancient Smithy
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Suppress Dark
- Enemy hero is forced to spend 50% more mana to cast Dark Magic spells in combat.
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Requirements: : Master of Mind |
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from Destructive Magic |
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Master of Fire
- Grants armor-damaging effect to Fireball and Armageddon spells.
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Master of Ice
- Grants freezing effect to Ice Bolt and Frost Ring spells.
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Master of Lightnings
- Grants stunning effect to Lightning Bolt and Chain Lightning spells.
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Magic Cushion
- Damage dealt by enemy spells is reduced by 20%.
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Requirements: Magic mirror |
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Ancient Smithy
- Additional elemental fire damage is dealt to enemy units on all melee and ranged attacks.
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Requirements: : Magic Bond, Magic Cushion |
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from Light Magic |
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Master of Abjuration
- Grants mass effects to Deflect Arrows and Stoneskin spells, but doubles the casting cost of these spells.
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Master of Blessings
- Grants mass effects to Dispel and Bless spells, but doubles the casting cost of these spells.
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Master of Wrath
- Grants mass effects to Bloodlust and Haste spells, but doubles the casting cost of these spells.
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Elite Casters
- Casters in hero army will spend only half the required mana cost to cast spells.
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Requirements: Supress Light, Payback, Shake Ground
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Supress Light
- Enemy hero is forced to spend 50% more mana to cast Light Magic spells in combat.
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Requirements: Master of Abjuration |
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from Summoning Magic |
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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).
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Master of Conjuration
- Makes Conjure Phoenix and Summon Elementals spells more powerful (effective Spell Power increaes by 4 for casting those spells).
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Master of Quakes
- Makes Land Mines and Earthquake spells more powerful (effective Spell Power increases by 4 for casting those spells).
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Elemental Overkill
- All Destructive Damage spells against summoned and gated targets deal double the normal damage.
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Requirements: Magic Bond,
Unsummon |
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Unsummon
- Special combat ability. Randomly unsummons part of the target summoned or gated stack.
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Requirements: Master of Conjuration |
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from Sorcery |
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Arcane Training
- Reduces casting costs of all spells by 20%..
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Mysticism
- Doubles spell ponts regeneration.
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Wisdom
- Allows a hero to learn magic spells of the third circle regardless of actual skills in respective schools of magic.
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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).
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Requirements: Counterspell, Magic mirror |
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Counterspell
- Special combat ability. Negates all effects of the next spell cast by the enemy, but drains twice the mana cost of that spell.
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Requirements: Arcane Training
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from Defense |
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Evasion
- Decreases damage dealt to your creatures by ranged attacks by 20%.
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Protection
- Decreases damage dealt to your creatures by magic attacks by 15%.
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Toughness
- Increases hit points of all your creatures by 2. Especially effective for armies of great number.
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Power of Stone
- Hero acquires Stoneskin spell and the ability to cast it with mass effect. Costs nothing
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Requirements: Seal of Protection, Magic mirror
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Seal of Protection
- Hero gains +2 Defense permanently.
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Requirements: Protection
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from Leadership |
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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.
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Estates
- Hero contributes 250 gold pieces per day to your cause.
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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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Artifical Glory
- War Machines and Gollems are now affected by positive morale effects (negative morale does not apply though).
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Requirements: Estates |
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Fast and Furious
- Combat movement speed of all units in hero army is increased by +1.
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Requirements: Recruitment
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from Learning |
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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).
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Intelligence
- Increases normal maximum spell points by 50%.
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Scholar
- Allows heroes to teach each other various spells, effectively trading spells between spell books.
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Student Award
- Being so keen at learning, the hero is granted +2 Knowledge and an additional bonus of +1000 experience.
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Requirements: Academy Award
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Academy Award
- Hero gains +2 to Spell Power permanently and extra 1000 gold as a one-time bonus.
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Requirements: Scholar |
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from Logistics |
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Navigation
- Increases hero's movement speed at sea by 50%.
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Pathfinding
- Reduces penalty for moving through rough terrain by 50%.
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Scouting
- Allows the hero to see much farther over terrain.
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March of the Machines
- All golems under hero command have their speed and initiative increased by +2.
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Requirements: Pathfinding |
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Teleport Assault
- Hero acquires Teleport spell and the ability to cast it with assault effect, increasing the initiative of creature being teleported.
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Requirements: March of the Machines, Magic Bond |
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from Luck |
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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.
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Lucky Strike
- More chances to trigger for useful combat abilities of creatures in hero's army (like footmen's Shield Bash, for example)
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Resistance
- Increases magic resistance of all creatures in hero's army by 15%.
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Spoils of War
- From each battle won, the hero will salvage some gold and resources as spoils of war.
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Requirements: Fortunate Adventurer |
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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.
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Requirements: Melt artifact
, Spoils of War |
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from Offence |
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Archery
- Increases damage dealt by hero's creatures in ranged combat by 20%.
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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.
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Tactics
- Allows you to rearrange your creatures just before combat in additional area.
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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).
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Requirements: Wildfire, Magic Bond
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Wildfire
- Ballista under hero command negates enemy defense and deals additional elemental fire damage.
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Requirements: Archery
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from War Machines |
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Ballista
- Allows manual control of the Ballista. Ballista gains one extra shot. Restores the balista after the battle if it was destroyed.
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Cannoneer
- Allows manual control of the Catapult. Catapult gains one extra shot. Restores ammo cart after the battle if it was destroyed
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First Aid
- Allows manual control of the First Aid Tent. Restores the First Aid Tent after the battle if it was destroyed
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Remote Control
- At the beginning of the combat one of the enemy War Machines comes under your control.
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Requirements: Cannoneer |
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Shake Ground
- Hero acquires Earthquake spell and the ability to cast it with shaking effect, damaging and stunning all creatures behind fortress wall
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Requirements: Remote Control, Melt artifact |
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