Welcome Visitor [sign up] news downloads walkthroughs forums about  
Welcome to Celestial Heavens! - all things Might and Magic
sections
 
my account
Username
Password
  Forgot password?
  Home
  Submit Map
  Contact Us
 
my account
  Academy Guide 3.1
  Artifacts
  Creature Abilities
  First Month Utopia
  Hero Screen
  Inferno TotE Guide
  New Sylvan Strategy
  Screenshots
  Skill Wheel
  Spells
  Story
  Unofficial Guide
 
my account
  Hammers of Fate
  Tribes of the East
 
my account
  Academy
  Dungeon
  Fortress
  Haven
  Inferno
  Necropolis
  Sylvan
 
my account
  Maps
  Mods
  Patches
 
my account
  Forums
  Equilibris Mod
  LotA
  Thunder Maps
  Wake of Gods Mod
  More Links
 
my account
  Interviews
  Map Reviews
  Special Features
 
my account
H7: Would you prefer 2D or 3D townscreens?
2D
3D
I don't care.
game selector


Heroes of Might and Magic V  → Sylvan Hero Abilities

by

Untitled Document
CREATURES STATISTICS CREATURES ARTWORK
SKILLS ABILITIES
TOWN BUILDINGS STRATEGY
Ranger 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.

Suppress Dark

  • Enemy hero is forced to spend 50% more mana to cast Dark Magic spells in combat.
Requirements: :Imbue Arrow, Soil Burn

Soil Burn

  • The hero calls upon forces of nature to affect enemy melee-attacking creatures. Any time when enemy creature moves it will receive fire damage. Inflicted damage equals hero's level.
Requirements: Master of Sickness
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.

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: Master of Fire

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: : Imbue Arrow ,Sun Fire
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.

Storm Wind

  • The Ranger calls upon the forces of nature to affect enemy flying creatures. Initiative and Speed of all enemy flyers is decreased by 1.
Requirements: Master of Wrath

Fire Protection

  • Creatures under Hero's conrtol gain 50% resistance to all fire-based attacks and are immune to armor damaging effects of Master of Fire ability.
Requirements: Imbue Arrow, Storm Wind
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).

Fog Veil

  • The Ranger calls upon the forces of nature to affect enemy ranged-attacking creatures. Initiative of all enemy shooters is decreased by 10% and their damage is decreased by 10%.
Requirements: Master of Quakes

Fire Affinity

  • Hero is granted the knowldge of Summon Elementals spell. Regardless of circumstances this spell would summon Fire Elementals from now on. The number of Elementals summoned is 40% greater than normal.
Requirements: Fire Protection, Fog Veil
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.

Insights

  • Adds +2 to hero's Spell Power permanently. Also hero receives a new spell in his or her spell book.
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: Insights, Fire Affinity, Master of Secrets
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.

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.
Requirements: Toughness

Hold Ground

  • Troops under hero's control get an additional +2 defense bonus carrying out the Defend command.
Requirements: Last Stand, Native Terrain
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.

Forest Guard Emblem

  • Adds +2 to Ranger's Offence permanently. War Dancers joins Ranger's army to fight at his or her cause. The number of War Dancers depends upon the number of the week.
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.

Cunning Of The Woods

  • +10 % to the chance of inflicting critical hit using "Avenger" skill
Requirements: Eagle Eye

Master of Secrets

  • Delving deep into the secrets of spellcraft, hero gains +2 Spell Power permanently.
Requirements: Snipe Dead , Cunning Of The Woods
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.

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
Requirements: Disguise And Reckon

Disguise And Reckon

  • The structure of your army is hiden from the enemy. Moreover you can see the diplomatic status of the mobs
Requirements: Scouting
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%.

Dead Luck

  • The hero has gained an ability to affect the Luck of enemy creatures. The Luck of all enemy troops is decreased by 1.
Requirements: Elven Luck, Multishot

Elven Luck

  • The Luck bonus to damage is increased to 125%.
Requirements: Lucky Strike
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.

Forest Rage

  • All Rampart creatures in Ranger's army gains +1 to maximum damage.
Requirements: Frenzy

Wildfire

  • Ballista under hero command negates enemy defense and deals additional elemental fire damage.
Requirements: Forest Rage, Snipe Dead
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

Imbue Ballista

  • Imbue Arrow ability will now affect Ballistae as well. All Ballistae shots will carry Ranger's enchantments and therefore drain Ranger's spell points.
Requirements: Ballista

Triple Ballista

  • Ballista gains another extra shot (up to 3 consequtive shots total if hero is proficient with ballistas).
Requirements: Imbue Ballista, Multishot
Comments
Tyber Zann at 2013-09-19 15:23 wrote:
Some abilities are shared between hero types. Knights can get triple ballista as well (so can another I think), basically each hero type has their own combination of possible skills they can get. Hero type also affects your odds of getting a certain skill option on level up (Demons are unlikely to get light magic, etc.) It's a good system, and since the memory mentor in ToE any skill can be explored, for a fee of coarse.
Breza at 2006-03-31 09:05 wrote:
Are these all the same?

Note: You must be logged in to post comments.

Copyright 1999-2015 Celestial Heavens. All rights reserved.
site statistics