Sharp Mind: At the start of battle, the hero receives a +50% turn bonus.
Scholar: The hero can freely exchange spells with other heroes. Additionally, the hero receives (and continues to receive) +1 random level 1-2 spell every 2 levels (rounded down).
Graduate: The hero receives +2 Knowledge and 1000 experience.
Sorcerous Reward: The hero receives +2 Spell Power and 1000 gold.
Intellect: The hero's maximum mana pool increases by 40% (from 5 to 7 mana per unit of Knowledge).
Dark Revelation: The hero gains another level.
Sharp Mind
Scholar – Graduate
Scholar – Sorcerous Reward
Intellect – Dark Revelation
Sorcery: The hero spends 10/20/30% less turn on casting spells (except for mass and general versions of Light and Darkness spells), and also receives +1/2/3 Spell Power.
Distraction: The hero receives +1 Spell Power. Barbarian/Chief/Shaman instead receive +1 Knowledge. After casting, the enemy hero is pushed back an additional 20% turn (does not work against creatures). In doing so, they may occupy a negative position on the turn scale, which is immediately reset to zero when any unit or hero's turn arrives.
Counterspell: The hero gains the "Counterspell" ability (block the effect of the next spell from an enemy hero or casters for 200% mana cost).
Mysticism: The hero's daily mana regeneration rate is doubled (from 20% to 40%).
Mana Refund: If a target or area spell cast by the hero was deflected (by all targets), 100% of the spent mana is returned, and the hero restores 20% turn. Additionally, the hero restores 20% of mana spent in battle after each fight.
Secret Knowledge: The hero's spells consume only 80% mana (rounded down).
Wisdom: The hero receives one random level 3 spell from each school. The hero gains the ability to learn all level 3 spells.
Secret Revelation: The hero receives +2 Spell Power and 1 random level 1-3 spell.
Secret Art: The hero receives +2 Spell Power. The enemy hero loses 20% mana.
Distraction – Counterspell
Mysticism – Mana Refund
Mysticism – Secret Knowledge
Wisdom – Secret Revelation – Secret Art
Light Magic: The hero can study Light magic spells up to level 3/4/5. Increased/high/maximum efficiency of Light magic.
Protector: The hero's "Evasion" and "Stone Skin" spells are enhanced (if present): the hero receives special versions of these spells ("General Evasion" and "Mass Stone Skin") in addition to the regular ones, which can be cast for 200% mana cost but spending only 50% turn.
Storm Wind: Enemy flyers receive a -2 speed penalty and -20% initiative penalty.
Blesser: The hero's "Bless" and "Exorcism" spells are enhanced (if present): the hero receives special versions of these spells ("General Bless" and "Mass Exorcism") in addition to the regular ones, which can be cast for 200% mana cost but spending only 50% turn.
Eternal Light: The hero receives the "Regeneration" spell. There is a 50% chance that magical effects attempting to remove the hero's light enchantments are deflected.
Secrets of Light: Casters in the hero's army spend only 50% mana on spells (rounded down).
Wrath-Giver: The hero's "Righteous Might" and "Haste" spells are enhanced (if present): the hero receives special versions of these spells ("Mass Righteous Might" and "Mass Haste") in addition to the regular ones, which can be cast for 200% mana cost but spending only 50% turn. The "Holy Word" spell is enhanced (if present): the hero receives +4 Spell Power when using it.
Seal of Light: The hero receives the "Divine Vengeance" spell. The enemy hero's mana costs for casting Light magic spells increase to 200% (does not affect creatures).
Surprise Attack: The hero receives the "Teleport" spell. When this spell is cast, the transported creatures restore up to 50% of their turn.
Twilight: The hero receives +3 Spell Power when using Light or Darkness magic spells.
Protector – Storm Wind
Blesser – Eternal Light
Blesser – Secrets of Light
Wrath-Giver – Seal of Light – Surprise Attack
Wrath-Giver – Seal of Light – Twilight
Darkness Magic: The hero can study Darkness magic spells up to level 3/4/5. Increased/high/maximum efficiency of Darkness magic.
Master of Pain: The hero's "Destruction Ray" and "Plague" spells are enhanced (if present): the hero receives special versions of these spells ("Mass Destruction Ray" and "Mass Plague") in addition to the regular ones, which can be cast for 200% mana cost but spending only 50% turn. The "Death Wave" spell is enhanced (if present): the hero receives +4 Spell Power when using it.
Cursed Land: When moving from their position, non-flying enemy units take 3 damage per hero level.
Master of Curses: The hero's "Curse" and "Weakness" spells are enhanced (if present): the hero receives special versions of these spells ("General Curse" and "Mass Weakness") in addition to the regular ones, which can be cast for 200% mana cost but spending only 50% turn.
Balance of Darkness: The hero receives the "Vampirism" spell. The enemy hero's Spell Power is reduced by 50% when using Darkness magic spells (does not affect creatures).
Secrets of Darkness: The hero receives +5 Spell Power when using Darkness magic spells. The hero's units receive a -1 morale penalty.
Master of Mind: The hero's "Confusion" and "Slow" spells are enhanced (if present): the hero receives special versions of these spells ("General Confusion" and "Mass Slow") in addition to the regular ones, which can be cast for 200% mana cost but spending only 50% turn.
Seal of Darkness: The hero receives the "Sorrow" spell. The enemy hero's mana costs for casting Darkness magic spells increase to 200% (does not affect creatures).
Master of Pain – Cursed Land
Master of Curses – Balance of Darkness
Master of Curses – Secrets of Darkness
Master of Mind – Seal of Darkness
Destruction Magic: The hero can study Destruction magic spells up to level 3/4/5. Increased/high/maximum efficiency of Destruction magic.
Lord of Cold: The hero's Ice element spells are enhanced (if present): they freeze (disable) targets for a total of 40% turn (distributed equally among targets).
Cold Steel: The hero's units deal +10% Ice element damage. The hero receives the "Frostbite" spell.
Deadly Cold: The hero's Ice element spells are enhanced: they deal additional damage equal to the base health of a creature in the affected unit (kill 1 additional creature).
Lord of Storms: The hero's Lightning element spells are enhanced (if present): they stun the primary target by half (it loses 50% of its accumulated turn).
Mana Burst: Upon using magic, enemy casters take 10 damage per hero level.
Secrets of Destruction: The hero receives +2 Knowledge and 1 random level 1-3 Destruction magic spell.
Lord of Fire: The hero's Fire element spells are enhanced (if present): they reduce targets' defense by 50% for 1 round.
Fire Fury: The hero's units deal +10% Fire element damage. The hero (except Barbarian/Chief/Shaman) receives the "Fire Wall" spell.
Pyrokinesis: The hero's Fire element spells are enhanced: they continue to deal 33% damage over 3 turns to targets.
Lord of Cold – Cold Steel – Deadly Cold
Lord of Storms – Mana Burst
Lord of Storms – Secrets of Destruction
Lord of Fire – Fire Fury – Pyrokinesis
Creation Magic: The hero can study Creation magic spells up to level 3/4/5. Increased/high/maximum efficiency of Creation magic.
Master of Earth: The hero's "Energy Crystal", "Wall of Swords", and "Mines" spells are enhanced (if present): the hero receives +4 Spell Power when using them. The hero receives the "Earthquake" spell.
Indestructible Warriors: The hero receives the "Ethereal Shield" spell and a +4 Spell Power bonus when using it.
Master of Life: The hero's "Magic Fist" and "Reanimation" spells are enhanced (if present): the hero receives +4 Spell Power when using them.
Mist Veil: Enemy ranged units receive a -30% initiative penalty.
Master of Charms: The hero's "Summon Elementals" and "Create Phoenix" spells are enhanced (if present): the hero receives +4 Spell Power when using them.
Elemental Balance: The hero receives the "Summon Elementals" spell. When an opponent uses "Summon Elementals" or "Create Phoenix", troops of equal strength are summoned on the hero's side in response (the elemental type is opposite).
Fire Warriors: The hero's "Summon Elementals" spell is enhanced: it always summons Fire Elementals, and 40% more of them.
Master of Earth – Indestructible Warriors
Master of Life – Mist Veil
Master of Charms – Elemental Balance – Fire Warriors
Barbarian Education: The hero receives (and continues to receive) +1 to a random characteristic every 4/3/2 levels (rounded down), and also gains +5/10/15% experience in battle.
Strength vs Magic: The hero receives +2 Spell Power. Opponent's spells are weakened: when applied, their spell power is penalized by 50% of the hero's spell power (penalty rounded up).
Barbarian Might: The hero receives +1 Attack and Defense. The hero's troops receive +10% health for the next battle.
Military Knowledge: The hero receives +1 Knowledge and can freely exchange war cries with other heroes. Additionally, at the start of each day, the hero automatically unlearns all missing cries of the levels they possess.
Intellect: The hero's maximum mana pool increases by 40% (from 5 to 7 mana per unit of Knowledge).
Dark Revelation: The hero gains another level.
Strength vs Magic – Barbarian Might
Military Knowledge
Intellect – Dark Revelation
War Cries: The hero spends 10/20/30% less turn on using war cries, and also receives +1/2/3 Knowledge.
Distraction: The hero receives +1 Spell Power. Barbarian/Chief/Shaman instead receive +1 Knowledge. After casting, the enemy hero is pushed back an additional 20% turn (does not work against creatures). In doing so, they may occupy a negative position on the turn scale, which is immediately reset to zero when any unit or hero's turn arrives.
Secrets of Voice: The hero's war cries consume only 80% mana (rounded down).
Mighty Cry: The hero's war cries are enhanced: upon use, the hero gains +5 levels.
Cry of Fury: The hero's war cries are enhanced: upon use, the secondary rage bonus is increased to 200%.
Mysticism: The hero's daily mana regeneration rate is doubled (from 20% to 40%).
Distraction
Secrets of Voice – Mighty Cry
Secrets of Voice – Cry of Fury
Mysticism
Light Transformation: The hero's troops receive +0/1/2 initiative. Enemy Light magic spells are weakened: they are always cast at zero skill and with 90% spell power (30% spell power for special skill spells).
Storm Wind: Enemy flyers receive a -2 speed penalty and -20% initiative penalty.
Light Corruption: The mana costs for the enemy hero and creatures to cast Light magic spells increase to 200%.
Light Weakening: The spell power of the enemy hero and creatures is reduced by 50% when using Light magic spells.
Light Containment: The hero receives +1 Knowledge. After casting Light magic spells, the enemy hero or creatures are pushed back an additional 50% turn. In doing so, they may occupy a negative position on the turn scale, which is immediately reset to zero when any unit or hero's turn arrives.
Secrets of Light: Casters in the hero's army spend only 50% mana on spells (rounded down).
Storm Wind
Light Corruption – Light Weakening
Light Corruption – Light Containment
Secrets of Light
Darkness Transformation: The hero receives +0/2/4 Knowledge. Enemy Darkness magic spells are weakened: they are always cast at zero skill and with 90% spell power (30% spell power for special skill spells).
Cursed Land: When moving from their position, non-flying enemy units take 3 damage per hero level.
Darkness Corruption: The mana costs for the enemy hero and creatures to cast Darkness magic spells increase to 200%.
Darkness Weakening: The spell power of the enemy hero and creatures is reduced by 50% when using Darkness magic spells.
Darkness Containment: The hero receives +1 Knowledge. After casting Darkness magic spells, the enemy hero or creatures are pushed back an additional 50% turn. In doing so, they may occupy a negative position on the turn scale, which is immediately reset to zero when any unit or hero's turn arrives.
Call of Darkness: 2 Grotesque Manticores join the hero's army for each passed week (including the current one). The replenishment repeats at the start of each week (each time 2 more manticores arrive). Manticores do not arrive if their total number in the army would exceed 1 per hero level.
Cursed Land
Darkness Corruption – Darkness Weakening
Darkness Corruption – Darkness Containment
Call of Darkness
Destruction Transformation: The hero receives +0/2/4 Attack. Enemy Destruction magic spells are weakened: they are always cast at zero skill and with 90% spell power (30% spell power for special skill spells).
Mana Burst: Upon using magic, enemy casters take 10 damage per hero level.
Destruction Corruption: The mana costs for the enemy hero and creatures to cast Destruction magic spells increase to 200%.
Destruction Weakening: The spell power of the enemy hero and creatures is reduced by 50% when using Destruction magic spells.
Destruction Containment: The hero receives +1 Knowledge. After casting Destruction magic spells, the enemy hero or creatures are pushed back an additional 50% turn. In doing so, they may occupy a negative position on the turn scale, which is immediately reset to zero when any unit or hero's turn arrives.
Fire Fury: The hero's units deal +10% Fire element damage. The hero (except Barbarian/Chief/Shaman) receives the "Fire Wall" spell.
Mana Burst
Destruction Corruption – Destruction Weakening
Destruction Corruption – Destruction Containment
Fire Fury
Creation Transformation: The hero's troops receive +0/10/20% health. Enemy Creation magic spells are weakened: they are always cast at zero skill and with 90% spell power (30% spell power for special skill spells).
Mist Veil: Enemy ranged units receive a -30% initiative penalty.
Creation Corruption: The mana costs for the enemy hero and creatures to cast Creation magic spells increase to 200%.
Creation Weakening: The spell power of the enemy hero and creatures is reduced by 50% when using Creation magic spells.
Creation Containment: The hero receives +1 Knowledge. After casting Creation magic spells, the enemy hero or creatures are pushed back an additional 50% turn. In doing so, they may occupy a negative position on the turn scale, which is immediately reset to zero when any unit or hero's turn arrives.
Pack Leader: At the start of each day, 5 Great Wolves join the hero's army. Wolves do not arrive if their total number in the army would exceed 5 per hero level.
Mist Veil
Creation Corruption – Creation Weakening
Creation Corruption – Creation Containment
Pack Leader