Hero gains +2 to Spellpower permanently, plus an extra 1000 gold as a one-time bonus.
When attacking, the troops led by the hero will inflict an additional Fire damage that equals to 10% of the damage inflicted by this attack. (Enemies who have Immunity to Fire suffer no additional damage).
War Machines and Golems are now affected by positive morale effects (negative morale does not apply).
When attacking, the troops led by the hero will inflict an additional Fire damage that equals to 10% of the damage inflicted by this attack. (Enemies who have Immunity to Fire suffer no additional damage).
Hero qualifies for additional free level up as one-time bonus.
Enemy hero will receive 20% penalty to Initiative after casting any spell in combat.
Casters in hero army will spend only half the required mana cost to cast spells.
Creatures under Hero's control receive only 50% damage from all fire spells attacks and are immune to armor damaging effects of Master of Fire ability.
The Hero 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%.
When this hero meets another friendly hero, the latter gains as much experience as he or she needs to have his or her experience become equal to 25 percent of that of the mentor’s (this is only effective if that hero has less experience originally).
The hero calls upon forces of nature to affect enemy melee-attacking creatures. Any time an enemy creature moves it will receive some damage. Inflicted damage equals hero's level.
The hero calls upon the forces of nature to affect enemy flying creatures. Initiative and Speed of all enemy flyers is decreased by 1.
The hero calls upon the forces of fire to affect enemy casters. Any time an enemy creature casts a spell it will receive damage 10 times the hero's level.
Any standard hero's attack applies the effect of Suffering spell to the target.
Every time when a Morale effect is triggered with a creature in the hero’s army, it gains 50 Rage points.
Showing excellent progress in the field of sorcery, the hero is granted +2 Spellpower permanently and +100 temporary mana as one-time bonus.
Mana cost of spells cast by the hero is randomly reduced by up to 50% (actual reduction is determined while casting is in progress).
Enhances all undead troops under Necromancer's control with powerful ice enchantments. Any enemy creature which engages in melee combat with those troops will receive ice damage.
The hero enhances weapons of all troops in his or her army to strike with additional ice powers (Not only undead creatures receive these enchantments).
Special combat ability. Negates all effects of the next spell cast by the enemy, but drains twice the mana cost of that spell.
There's a 15-30% (depending on hero luck) chance that the gated stack will summon twice as many reinforcements as normal.
Excruciating Strike improves the hero's attack ability. There's a 30% chance that an attack performed by the hero will deal double damage to a target.
The chance of inflicting a critical hit using "Avenger" skill is increased by +10%
Hero qualifies for additional free level up as one-time bonus.
The hero has gained an ability to affect the Luck of enemy creatures. The Luck of all enemy troops is decreased by 1.
Makes Hero’s casting of the spells Ice Bolt ,Circle of Winter and Deep Freeze more powerful. Those spells will always deal the damage required to kill at least one creature in the target stack (if that creature has no Immunity to Cold) in addition to the normal spell damage.
All the creatures led by the hero inflict trice as much damage on Summoned enemies.
Increases the hero’s Defense by +2 and grants him a one-time reinforcement of Goblins. The number of Goblins depends on the current week’s number.
Defense of Dwarven creatures in hero's army increased when close to each other on the battlefield.
Searing Fires improves Hellfire ability. Fire damage dealt to enemy creatures by Hellfire ability is increased by 50%.
Hellwrath improves Hellfire ability. Additional fire damage to enemy creatures will be dealt on retaliation strikes as well.
The enemy will see only the strongest creature in hero's army with no number at all. Also this ability allows to see courage of neutral monsters and enlarges hero's field of view by 12 tiles.
Enemy hero will receive 20% penalty to Initiative after casting any spell in combat.
Superb knowledge of summoning magic allows the hero to counterbalance the combat situation when battling against skilled summoners. Each time the enemy uses the Summon Elementals spell, a small group of elementals of opposite aligment is automatically summoned to fight for the hero's cause.
All Destructive Damage spells against summoned and gated targets deal double the normal damage.
Casters in hero army will spend only half the required mana cost to cast spells.
Each time when the Morale effect is triggered with any of the creatures in the hero’s army, the hero moves 10% forward along the ATB bar. Accordingly, when a negative Morale effect is triggered, the hero moves 10% back.
The hero receives the special combat ability to encourage his troops on a battlefield, making their turns come faster.
Hero’s light spells are twice harder to dispel. Opposite spells (like Slow versus Haste) applied by an enemy to Hero’s creatures have 50% chance to fail.
As a Demon Lord consumes corpses to restore mana, corpses may suddenly explode in a burst of fire, damaging all adjacent units including those under hero's control.
Combat movement speed of all units in hero army is increased by +1.
Hero is granted the knowledge of Summon Elementals spell. Regardless of circumstances this spell will summon Fire Elementals from now on. The number of Elementals summoned is 40% greater than normal.
Creatures under Hero's control receive only 50% damage from all fire spells attacks and are immune to armor damaging effects of Master of Fire ability.
The Hero 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%.
Adds +2 to Ranger's attack permanently. War Dancers join the Ranger's army to fight for his or her cause as one-time bonus. The number of War Dancers depends upon the number of the week.
All Sylvan creatures in Ranger's army gain +1 to maximum damage.
Gating ability becomes more potent, bringing 20% more reinforcements than normal.
If there is an Ammo Cart in the hero’s army, there will be one Goblin joining his army every day.
The hero now 'feels' the location of the Tear of Asha in his or her very heart. Digging for a Tear of Asha somewhere around its actual location is much more likely to be a success.
When all the knight’s troops fall dead in combat, an Angel, summoned on a field of battle, resurrects the most powerful group of dead creatures and disappears.
After capturing an enemy mine the Necromancer is able to haunt it. Some Ghosts will appear in mine's garrison, the number of summoned Ghosts depends upon the number of the week.
All neutral creatures which join the Necromancer's army will be automatically transformed into the undead creatures of their respective level.
Troops under hero's control get an aditional +30% bonus to their defense carrying out the Defend command.
Imbue Arrow ability will now affect Ballista as well. All Ballista shots will carry Ranger's enchantments and therefore drain Ranger's mana.
Adds +2 to hero's Spellpower permanently. Hero also receives a new spell in his or her spell book.
The hero's First Aid Tent receives an ability to damage enemy creatures.
All troops under hero's control are blessed with amazing vitality. If enemy creatures attack the hero's troops and kill them all, the last of the troops will survive the attack with 1 hit point.
The Necromancer receives +1 to Knowledge due to his or her intimate understanding of Death. The Necromancy skill is also increased by 5%.
The hero’s army gets +5% Magic Proof for every point of Luck.
Luck rolls will now be applied to destructive spells cast by the hero, thus allowing a chance for double damage from spells.
All golems under hero's command have their speed and initiative increased by +2.
Delving deep into the secrets of spellcraft, hero gains +2 Spellpower permanently.
When this hero meets another friendly hero, the latter gains as much experience as he or she needs to have his or her experience become equal to 25 percent of that of the mentor’s (this is only effective if that hero has less experience originally).
When the effect from the Warcry is calculated, the Barbarian hero’s level is considered as being greater by 5 than its actual value.
Attack of Dwarven creatures in hero's army increased when close to each other on the battlefield.
Dedicated to learning all the secrets of Dark Magic, the Knight becomes a pariah among his or her own kind. Troops under knight's control suffer -1 penalty to morale, but all Dark Magic spells cast by the Knight are now more powerful (effective Spellpower is +5 for casting those spells).
The hero gets additional movement points for every victory on the map.
Should it happen that any magic spell is resisted by target, the hero gains back all the mana spent to cast that spell.
All the creatures, while discharging the Defend command, will retaliate any enemy, which assaults them, first, even if the enemy has “No retaliation” ability. Moreover, if the defending creature has “Unlimited Retaliation” ability, it will attack the enemy twice: Before and after it’s assault.
The next turn of the unit who performs gating will come twice faster than normal
Hero receives +25% bonus to Initiative at start of combat.
Allows a Necromancer to raise Skeleton Archers instead of Skeletons.
At the beginning of the combat one of the enemy War Machines comes under your control.
The troops led by the hero inflict additional melee and ranged damage if their Morale is above zero (+5% for each point of Morale).
All creatures in hero's army receive +2 movement speed if the battle is taking place on grass terrain.
Hero receives Arcane Armour spell and +4 effective Spellpower when casting it.
Increases creature morale by +2 for one turn after rune casting.
Increases initiative of all warmachines by +3
Hero gains +2 Knowledge permanently and randomly acquires one damaging spell of 1st to 3rd circle that is not yet in hero's spellbook.
Fire spells casted by the hero in combat will ignite enemies, inflicting 100% of current spell damage to the target during next 3 rounds.
Hero acquires Earthquake spell and the ability to cast it with shaking effect, damaging and stunning all creatures behind fortress wall
Enemy Dark Magic spells will be cast with only 50% of effective Spellpower.
The hero spends no movement points to pick up resources, access buildings or boats and other similar actions.
The hero calls upon forces of nature to affect enemy melee-attacking creatures. Any time an enemy creature moves it will receive some damage. Inflicted damage equals hero's level.
Damage inflicted by any Destructive Magic spells to all troops under Necromancer's command is reduced by 20% .
After every combat won, the hero earns a certain amount of money and resources, in proportion to the hiring costs of all killed enemy creatures.
The hero calls upon the forces of nature to affect enemy flying creatures. Initiative and Speed of all enemy flyers is decreased by 1.
Being so keen to learn, the hero is granted +2 Knowledge and an additional bonus of +1000 experience as one-time bonus.
Every standard hero’s attack moves the target back along the ATB bar for a little.
The hero calls upon the forces of fire to affect enemy casters. Any time an enemy creature casts a spell it will receive damage 10 times the hero's level.
Enemy hero is forced to spend twice more mana to cast Dark Magic spells in combat.
Enemy hero is forced to spend twice more mana to cast Light Magic spells in combat.
Regains some mana (depending on Knowledge) each time any rune is used.
Hero acquires Teleportation spell and the ability to cast it with assault effect, increasing the initiative of creature being teleported.
Ballista gains another extra shot (up to 3 consecutive shots total if hero is proficient with ballistas).
Catapult gains another extra shot (up to 3 consecutive shots in turn if hero is proficient with catapults).
Increases Spellpower: +3 for all spells of dark and light magic schools
Special combat ability. Deals some damage to all of the summoned or gated stacks depending on hero's level.
Any standard hero's attack applies the effect of Suffering spell to the target.
Ballista under hero's command decreases enemy defense by half and deals additional elemental fire damage. Destroyed ballista will be restored in hero's army after combat.