- Starting Attack
- 1
- Starting Defense
- 2
- Starting Spell Power
- 1
- Starting Knowledge
- 1
All Griffins, Imperial Griffins and Battle Griffins in hero's army gain +1 to their Attack and Defense for every two levels of the hero, starting on first level. Griffins get Battle Dive Ability.
- Starting Attack
- 1
- Starting Defense
- 2
- Starting Spell Power
- 1
- Starting Knowledge
- 1
Cavaliers, Paladins and Champions in hero's army get additional jousting bonus as hero gains new levels. Hero's "Retaliation Strike" ability is more powerful.
- Starting Attack
- 1
- Starting Defense
- 2
- Starting Spell Power
- 1
- Starting Knowledge
- 1
Ballista receive +1 to their offence for every level of hero. Catapult's chance to hit the wall is increased by 2% for every hero level.
- Starting Attack
- 1
- Starting Defense
- 2
- Starting Spell Power
- 1
- Starting Knowledge
- 1
All Archers, Marksmen and Crossbowmen in hero's army gain +1 to their Attack and Defence for every two levels of the hero, starting on first level.
- Starting Attack
- 1
- Starting Defense
- 2
- Starting Spell Power
- 1
- Starting Knowledge
- 1
All Footmen, Squires and Vindicators in hero's army gain +1 to their Attack and Defense for every two levels of the hero, starting on first level.
- Starting Attack
- 1
- Starting Defense
- 2
- Starting Spell Power
- 1
- Starting Knowledge
- 1
Running as the Wind The effect of the "Haste" spell increases by 1% with each new level of the hero.
- Starting Attack
- 1
- Starting Defense
- 2
- Starting Spell Power
- 1
- Starting Knowledge
- 1
Hero's movement points are increased by 1% per every two hero level.
- Starting Attack
- 1
- Starting Defense
- 2
- Starting Spell Power
- 1
- Starting Knowledge
- 1
All Peasants, Conscripts and Brutes in hero's army gain +1 to their Attack and Defense for every two levels of the hero, starting on first level. Also, all Peasants, Conscripts and Brutes in hero's army earn another +1 gold piece in kingdom treasury every day, in addition to their Tax Payer ability.
- Starting Attack
- 1
- Starting Defense
- 2
- Starting Spell Power
- 1
- Starting Knowledge
- 1
The effect of Haste spell is increased by 1% for every hero level.
- Starting Attack
- 1
- Starting Defense
- 2
- Starting Spell Power
- 1
- Starting Knowledge
- 1
Ballista receive +1 to their Attack for every level of the hero. Catapult's chance to hit the wall is increased by 2% for every hero level.
- Starting Attack
- 1
- Starting Defense
- 2
- Starting Spell Power
- 1
- Starting Knowledge
- 1
All Footmen, Squires and Vindicators in hero's army gain +1 to their Attack and Defense for every two levels of the hero, starting on first level.
- Starting Attack
- 1
- Starting Defense
- 2
- Starting Spell Power
- 1
- Starting Knowledge
- 1
Cavaliers, Paladins and Champions in hero's army get additional jousting bonus as hero gains new levels. Hero's "Retaliation Strike" ability is more powerful.
- Starting Attack
- 1
- Starting Defense
- 2
- Starting Spell Power
- 1
- Starting Knowledge
- 1
All Griffins, Imperial Griffins and Battle Griffins in hero's army gain +1 to their Attack and Defense for every two levels of the hero, starting on first level. Griffins get Battle Dive Ability.
- Starting Attack
- 1
- Starting Defense
- 2
- Starting Spell Power
- 1
- Starting Knowledge
- 1
The effect of Benediction increases as hero gains new levels. Mana used for casting Light Magic spells are reduced by 1.
- Starting Attack
- 1
- Starting Defense
- 2
- Starting Spell Power
- 1
- Starting Knowledge
- 1
Hero's movement points are increased by 1% per every two hero level.
- Starting Attack
- 1
- Starting Defense
- 2
- Starting Spell Power
- 1
- Starting Knowledge
- 1
Hero contributes 250 gold pieces in kingdom treasury per day. Hero has a 2% per level discount for troop training in Haven towns.
- Starting Attack
- 1
- Starting Defense
- 2
- Starting Spell Power
- 1
- Starting Knowledge
- 1
All Footmen, Squires and Vindicators in hero's army gain +1 to their Attack and Defense for every two levels of the hero, starting on first level.
- Starting Attack
- 1
- Starting Defense
- 2
- Starting Spell Power
- 1
- Starting Knowledge
- 1
All Archers, Marksmen and Crossbowmen in hero's army gain +1 to their Attack and Defence for every two levels of the hero, starting on first level.
- Starting Attack
- 1
- Starting Defense
- 2
- Starting Spell Power
- 1
- Starting Knowledge
- 1
Hero contributes 250 gold pieces in kingdom treasury per day. Hero has a 2% per level discount for troop training in Haven towns.
- Starting Attack
- 1
- Starting Defense
- 2
- Starting Spell Power
- 1
- Starting Knowledge
- 1
All Griffins, Imperial Griffins and Battle Griffins in hero's army gain +1 to their Attack and Defense for every two levels of the hero, starting on first level. Griffins get Battle Dive Ability.
- Starting Attack
- 1
- Starting Defense
- 2
- Starting Spell Power
- 1
- Starting Knowledge
- 1
Hero's movement points are increased by 1% per every two hero level.
- Starting Attack
- 2
- Starting Defense
- 2
- Starting Spell Power
- 2
- Starting Knowledge
- 2
Hero has been trained by a wizard. He starts with the Enlightenment Skill and the Intelligence ability.
- Starting Attack
- 1
- Starting Defense
- 2
- Starting Spell Power
- 1
- Starting Knowledge
- 1
The effect of Haste spell is increased by 1% for every hero level.
- Starting Attack
- 1
- Starting Defense
- 2
- Starting Spell Power
- 1
- Starting Knowledge
- 1
Each time the Hero casts any spell belonging to the school of Light magic, "Divine Vengeance" spell will also be cast on a random enemy stack that meets the criteria for being affected by Divine Vengeance (it has killed someone during the combat).