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H7: Would you prefer 2D or 3D townscreens?
2D
3D
I don't care.
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Heroes of Might and Magic V  → Dungeon Hero Abilities

by

Untitled Document
CREATURES STATISTICS CREATURES ARTWORK
SKILLS ABILITIES
TOWN BUILDINGS STRATEGY
Warlock 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: : 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.

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: Retribution, Secrets of destruction

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: : Dark Ritual
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: Master of Wrath

Twilight

  • Increases spell power: +3 for all spells of dark and light magic schools
Requirements: Dark Ritual, Elite Casters
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: 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: 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: Chaotic spells, Seal of Protection, Sun Fire
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: Toughness

Seal of Protection

  • Hero gains +2 Defense permanently.
Requirements: Protection ,Power of Stone
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.
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.

Dark Revelation

  • Hero qualifies for additional free level up.
Requirements: Eagle Eye

Academy Award

  • Hero gains +2 to Spell Power permanently and extra 1000 gold as a one-time bonus.
Requirements: Elemental Vision , Dark Revelation
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.

Death Tread

  • Hero's movement speed is increased (+2) in the siege of enemy castles.
Requirements: Dark Ritual, Teleport Assault

Teleport Assault

  • Hero acquires Teleport spell and the ability to cast it with assault effect, increasing the initiative of creature being teleported.
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%.

Lucky spells

  • Luck rolls will now be applied to destructive spells cast by the hero, thus letting a chance for double damage from spells.
Requirements: Lucky Strike

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: Lucky spells, Death Tread
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.

Power of Haste

  • Hero acquires Haste spell and the ability to cast it with mass effect. (costs nothing)
Requirements: Tactics

Retribution

  • Troops under hero's control deal increased amount of damage according to their moral state.
Requirements: Power of Haste, Empowered spells
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

Last Aid

  • The hero's First Aid Tent receives an ability to damage enemy creatures.
Requirements: Shake Ground

Shake Ground

  • Hero acquires Earthquake spell and the ability to cast it with shaking effect, damaging and stunning all creatures behind fortress wall
Requirements: Cannoneer
Comments

Orfinn at 2006-03-09 11:05 wrote:
Wowow, what were we talking about? Yeah dungeon abilities, ofcourse duh!

ThunderTitan at 2006-02-23 20:26 wrote:
He asked how it worked. I gave him a real life example. If they had used Ebola or some other fast working virus it would have been faster. Also in RL you don't get healed in battle either.

DaemianLucifer at 2006-02-23 19:49 wrote:
Ever heard how the American army dealt with the natives? It's incredible what one infected blanket can do!

But that didnt happen in battle.And that tactics needed months to work.Here it works in just one turn.Ah,I get it now!Its magic!Right,thats why the game is called Heroes of Magic in the first place!

ThunderTitan at 2006-02-23 19:35 wrote:
Ever heard how the American army dealt with the natives? It's incredible what one infected blanket can do!

Panda Tar at 2006-02-23 19:32 wrote:
Last Aid...wonder how it works. Nurses going out and throwing bandages against a fiend?

ThunderTitan at 2006-02-15 19:58 wrote:
"Why is Teleport Assault tied with logistics and scouting?What does a spell have to do with logistics?And the same goes for the movement special ability(Im to lazy to search for its name now).Why is teleport tied with movement?"

As I understood the spell is not modified, just how the creature that gets summoned react. It's plausible enough.

Gaidal Cain at 2006-02-15 19:32 wrote:
Are you suggesting it should be tied to War Machines instead? It needs to be tied to something, and the only thing beside logistics that seems plausible to me is offence. I don't find it such a bad fit.

DaemianLucifer at 2006-02-15 16:02 wrote:
Why is Teleport Assault tied with logistics and scouting?What does a spell have to do with logistics?And the same goes for the movement special ability(Im to lazy to search for its name now).Why is teleport tied with movement?

Sandro123 at 2006-02-15 15:19 wrote:
teleport assault is a bit strange to me. Does it mean that if you teleport a creature near an enemy, it will attack it on the same turn? Or is it something else?...
Arzang at 2006-02-13 17:35 wrote:
why does it say warlock abilities on the top?

oh and: "Troops under hero's control deal increased amount of damage according to their moral state."

why is that skill called retribution? it seems to work outside of retaliations as well.

Gaidal Cain at 2006-02-13 09:11 wrote:
Whats the point of getting a 1st or 2nd circle spell with a skill,when those can be gotten without any skill?

Because you might not have that spell in your mage guild? B-)
King Imp at 2006-02-13 07:08 wrote:
[quote="LordHoborgXVII"]Last Aid seems ridiculous. If the tent can't move, and can't shoot, having it be able to do damage is stupid, since the enemy wouldn't come near it anyway.[/quote]

This just seems silly to me too.
What's next, an ability for the ammo cart to be rolled across the battlefield to cause damage as well?

Edited on Mon, Feb 13 2006, 00:12 by King Imp

DaemianLucifer at 2006-02-12 22:27 wrote:
Whats the point of getting a 1st or 2nd circle spell with a skill,when those can be gotten without any skill?

Sir Charles at 2006-02-12 22:19 wrote:
Nevermind what I previously wrote. :O) I didn't see the top of the page....WARLOCK abilities. hehe. My bad.
Edited on Sun, Feb 12 2006, 17:39 by Sir Charles
george137 at 2006-02-12 21:49 wrote:
Grail Vision seems quite useless because it will become an obsolete skill once the grail is found.

LordHoborgXVII at 2006-02-12 19:51 wrote:
It could be improved by having an instant effect (learn the spell during battle, rather than after it), if it allowed you to learn spells from creatures (including your own creatures), and/or if it allowed you to learn adventure map spells (summon boat, etc.).
Other conditions under which Eagle Eye could be more useful is if each faction had all-different spells (which we already have, though its absence was what bogged down eagle eye in H3), and if there were more spellcasting creatures.

Actually there was a very good article discussing Eagle Eye and its uses in H3 right here. A pretty good analysis, actually.

Orfinn at 2006-02-12 19:42 wrote:
How can it be more effective? Increasing the chance of learning a spell?

LordHoborgXVII at 2006-02-12 19:38 wrote:
Eagle Eye does come in handy sometimes, but its usefulness is much less in comparison to most other skills. It's much better to focus on other skills instead of trying to bring your Eagle Eye up to a decent level and try to utilize it. Given that most creatures don't cast spells, and having an enemy hero cast a spell that you don't know but have the capability to learn is a relatively rare occurence, I usually pick some more concrete skills rather than hoping there'll be a favorable circumstance for the Eagle Eye. I hope they'll keep it in mind for H5 and make Eagle Eye more effective.

Orfinn at 2006-02-12 19:17 wrote:
Eh many times in H3 i had some problems with tent smashing creatures, letting them near the tent will make them suffer, its good since the tents have low HP in comparison to other support tools such as ballistia and trebutchet which have lots of HP.

For me Eagle Eye is always neat to have, instead of traveling long distances between towns to learn specific spells it may be easier to learn them from enemy heroes and creatures wandering around.
Edited on Sun, Feb 12 2006, 12:21 by Orfinn

LordHoborgXVII at 2006-02-12 19:09 wrote:
Last Aid seems ridiculous. If the tent can't move, and can't shoot, having it be able to do damage is stupid, since the enemy wouldn't come near it anyway. The rest of these seem very well planned out though, but potentially unbalanced. I hope Eagle Eye will be actually useful this time around.

dragonn at 2006-02-12 17:41 wrote:
Grail Vision!? Now that's a strange ability...

Infiltrator at 2006-02-12 16:01 wrote:
Not to mention warlocks don't get a tent in their town anyway :/

Monastor at 2006-02-12 15:53 wrote:
Last Aid?
What a pure nonsense... I guess, this skill makes hostile units enter the hero's tent and get poisoned ;P Yeah... sure ;P

igoraki at 2006-02-12 14:54 wrote:
well,yes...all the unique skills and abilities are on hero pages

Infiltrator at 2006-02-12 14:44 wrote:
Dark Ritual is under Invocation, but I can't see it here..

Orfinn at 2006-02-12 13:46 wrote:
Wheres the dark ritual? It isnt on this list and some other skills require the dark ritual skill.

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