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Knight 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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Weakening Strike
- Weakening Strike improves Demonic Strike ability. Now Demonic Strike not only damages the target, but also curses it with Weakness spell.
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Requirements: : Pariah,Fast and Furious |
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Pariah
- Dedicated to learn all the secrets of Dark Magic, the knight becomes a pariah among his or her own kind. Troops under knight's control suffer -1 penalty to morale, but all Dark Magic spells cast by the knight are now more powerful (effective Spell Power is +5 for casting those spells).
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Requirements: :Master of Curses |
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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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Ancient Smithy
- Additional elemental fire damage is dealt to enemy units on all melee and ranged attacks.
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Requirements: Master of Fire
,Expert Trainer |
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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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Guardian Angel
- When all the knight's troops fall dead in combat, an Angel is summoned on a field of battle to fight alongside the hero. Angel disappears when the combat ends.
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Requirements: Master of Blessings |
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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: Guardian Angel, Prayer |
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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 Balance
- Superb knowledge of summoning magic allows the knight to counterbalance the combat situation when battling against skilled summoners. Each time the enemy uses Summon Elementals spell a small group of elementals of opposite aligment is automatically summoned to fight for the knight's cause.
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Requirements: Expert Trainer, 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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Caster Certificate
- Showing excellent progress in the field of sorcery, the hero is granted +2 Spell Power permanently and +100 temporary Spell Points.
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Requirements: Prayer ,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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Last Stand
- All troops under hero's control are blessed with amazing vitality. If enemy creature attacks hero's troops and kills them all, the last of the troops will survive an attack with 1 hit point.
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Requirements: Fast and Furious, Hold Ground |
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Hold Ground
- Troops under hero's control get an additional +2 defense bonus carrying out the Defend command.
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Requirements: Toughness |
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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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Encourage
- The knight recieves special combat ability to encourage his troops on a battlefield, making their turns to come faster.
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Requirements: Retaliation Strike |
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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: Prayer, Encourage |
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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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Academy Award
- Hero gains +2 to Spell Power permanently and extra 1000 gold as a one-time bonus.
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Requirements: Student Award
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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: 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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Death Tread
- Hero's movement speed is increased (+2) in the siege of enemy castles.
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Requirements: Native Terrain, Expert Trainer
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Native Terrain
- All creatures in hero (Knight or Ranger) army recive +1 for movement speed if the battle is taking place on the grass terrain
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Requirements: Pathfinding |
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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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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: Fortunate Adventurer |
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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: Academy Award,
Grail Vision |
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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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Power of Haste
- Hero acquires Haste spell and the ability to cast it with mass effect. (costs nothing)
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Requirements: Weakening Strike, Retribution, Last Stand
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Retribution
- Troops under hero's control deal increased amount of damage according to their moral state.
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Requirements: Expert Trainer |
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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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Triple Ballista
- Ballista gains another extra shot (up to 3 consequtive shots total if hero is proficient with ballistas).
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Requirements: Retaliation Strike, Ballista
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