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SkillPoints


Light Magic

Makes Light spells more effective and increases the hero's Arcane Knowledge by 1.
Makes Light spells more effective and increases the hero's Arcane Knowledge by additional 2.
Makes Light spells more effective and increases the hero's Arcane Knowledge by additional 3.
+3 Leadership for every Light spell cast. Lasts until the end of combat.
Uplifting Light
Heal is now cast on creatures in target 4x4 area. Sun Beam additionally decreases hit creatures' Attack and Defence by 0.5 for 3 turns.
Light Knowledge I
Reduces mana cost of Light spells by 40%
Light Scholar
Celestial Armour is now cast on creatures in target 3x3 area. Cleansing Light is now cast on creatures in target 4x4 area.
Light Knowledge II
+5 Magic for Light spells. Every other wisdom ability adds +5 Magic to this bonus.
Light Wisdom
Retribution is now cast on creatures in target 4x4 area. Sun Burst additionally decreases hit creatures' Attack and Defence by 0.5 for 3 turns.
Light Knowledge III
Whenever the hero casts a positive Light spell on a friendly creature it gets 5 Attack 5 Defence 10 Morale 10 Luck and deals maximum damage until the end of the current turn.
Chosen of the Light

Prime Magic

Makes Prime spells more effective and increases the hero's Arcane Knowledge by 1.
Makes Prime spells more effective and increases the hero's Arcane Knowledge by additional 2.
Makes Prime spells more effective and increases the hero's Arcane Knowledge by additional 3.
The hero gains 40 Mana after a combat.
Renewal
Fortune and Time Control are now cast on creatures in target 4x4 area.
Prime Knowledge I
Reduces mana cost of Prime spells by 40%
Prime Scholar
Teleport additionally increases the target creature's Initiative by +50 for 2 turns. Dispel Magic is now cast on creatures in target 3x3 area.
Prime Knowledge II
+2 Magic +2 Spirit
Arcane Exaltation
Implosion repeats itself on the same target at start of the next combat round as if cast on rank Expert. The number of elementals summoned with Summon Elemental increases at start of the next combat round by 4.
Prime Knowledge III
The hero regenerates twice as much Mana per day. The Mana for the first spell cast a day is returned to the hero.
Mana Bloom

Righteousness

Whenever a friendly creature has good morale, all other friendly creatures get +3 Morale until they have good morale. This effect can stack up.
The Righteousness Morale bonus is increased by additional +3 Morale.
The Righteousness Morale bonus is increased by additional +3 Morale.
Neighbouring friendly creatures get +1 Defence.
United We Stand
If an enemy creature stack dies, the next friendly creature will have good morale. Another friendly creature which may become active earlier (because Initiative changed) is not affected by this ability.
Coordinated Effort
The Healing Sister heals two times each turn. The target for the second heal is newly selected.
Sisters of Mercy
Friendly creatures retaliate with +6 Attack.
Rightful Justice
Whenever a friendly creature is the target of a positive spell it gets +20 Morale until it has good morale. This effect can stack up.
Blessed Words
Whenever a friendly creature has good morale, all other friendly creatures next to it get +15 Morale until they have good morale. This effect can stack up.
Brothers in Arms
Friendly creatures deal 75% damage and have 75% Movement during morale turns, instead of half damage and Movement.
Victorious Streak

Exploration

Increases the hero's Movement by 1
Increases the hero's Movement by additional 1
Increases the hero's Movement by additional 1
The hero does not spend Movement to pick up resources, access buildings and other similar actions.
Snatch
Governor: Your heroes move 9.1% faster in this town's area of control while moving on land.
Native Terrain
The hero is 33.4% faster when sailing with a ship.
Navigation
The hero’s scouting range is increased by 2 The hero can see the precise creature numbers of armies and enemy heroes' boosts if they are in scouting range.
Scouting
Reduces the penalty for moving on rough terrain by 50.
Pathfinding
Temporary attribute boosts from sites are doubled for the hero.
Rover

Leadership

Increases the hero's Leadership by 10
Increases the hero's Leadership by additional 10
Increases the hero's Leadership by additional 10
The hero can deploy creatures in the first 3 rows.
Tactics
When a friendly creature wouldn't be able to act during its turn because of bad morale, it gets a half turn instead.
Resolution
Governor: All friendly heroes in this town's area of control get +30 Leadership.
Patriot
The hero can deploy up to 9 creature stacks.
Outnumbering
+15 Morale and +3 Initiative to friendly creatures during the first 3 combat rounds.
Rousing Speech
After the hero attacks an enemy creature, all friendly creatures get +10 Attack while attacking the same creature during this combat round.
Leading by Example

Economy

250 Gold per day.
Additional 250 Gold per day.
Additional 250 Gold per day.
Governor: The Gold costs of buildings in this town are decreased by -20%
Architect
Governor: The production of Sawmills and Ore Pits in this town's area of control is increased by +1
Foreman
The hero enhances the rates for trading resources as having one additional marketplace.
Merchant
+1 Dragon Blood Crystal, Dragon Steel, Shadowsteel or Starsilver at random per day.
Alchemist
Governor: You can build two buildings a day in this town.
Town Planner
Governor: Recruiting creatures in this town costs -15% less Gold.
Recruiter

Diplomacy

+15% higher chance that neutral armies offer to join the hero.
Additional +15% higher chance that neutral armies offer to join the hero.
Additional +15% higher chance that neutral armies offer to join the hero.
Halves the Gold cost to recruit neutral creatures from Elemental Conflux and Magic Menagerie.
Silver-Tongued
Surrender in combat is for free now.
Amnesty
When the hero's army contains creatures from different factions each creature gets +5 Morale instead of a -10 Morale penalty.
Necessary Alliance
When outside of any friendly town's area of control the hero gets +5 Defence.
Diplomatic Immunity
Neutral armies ask for 75% less Gold when they offer to join the hero.
Golden-Tongued

Destiny

Increases the hero's Destiny by 10
Increases the hero's Destiny by additional 10
Increases the hero's Destiny by additional 10
Governor: All friendly heroes in this town's area of control get +30 Destiny.
Blessed Ground
Treasure Chests picked up by the hero contain +25% more Gold.
Treasure Finder
The hero gets a random temporary boost every week.
Traveller's Luck
Critical hits of friendly creatures cannot be retaliated.
Perfect Strike
The hero has a luck roll based on Destiny when casting a damage spell. A successful roll increases the spell's damage by +50% +75% with Deadly Strike).
Chaos Magic

Air Magic

Makes Air spells more effective and increases the hero's Arcane Knowledge by 1.
Makes Air spells more effective and increases the hero's Arcane Knowledge by additional 2.
Makes Air spells more effective and increases the hero's Arcane Knowledge by additional 3.
+8 Magic for the first Air spell cast in combat.
Gathering Storm
Storm Arrows is now cast on creatures in target 4x4 area and allows creatures to shoot with full range. Lightning Burst doesn't damage friendly units anymore and sets hit units Initiative to 1
Air Knowledge I
Reduces mana cost of Air spells by 40%
Air Scholar
Gust of Wind additionally deals 20 to 200 Air damage to the target creature. Lightning Bolt additionally sets the target creature's Initiative to 1 for 3 turns and deals 15 to 150 Air damage to adjacent enemy units.
Air Knowledge II
+5 Magic for Air spells. Every other wisdom ability adds +5 Magic to this bonus.
Air Wisdom

Paragon

The hero gains 5% more experience.
The hero gains additional 5% more experience.
The hero gains additional 5% more experience.
+2 Might +2 Defence
Fighter
+2 Magic +2 Spirit
Dragon Blood
Governor: All friendly heroes in this town's area of control gain +30% more experience.
Enlightened Leader
+2 Arcane Knowledge. The hero has a 50% chance to learn spells cast by enemy heroes during combat. The Arcane Knowledge requirement of the spells must still be fulfilled.
Arcane Intuition
+30% maximum Mana
Magic Affinity