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#1
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Today Nival Interactive has spoken regarding the "Special Abilities of Creatures" in Heroes Of Might And Magic 5.

I decided to create a more convenient navigation system for this information by adding links and sorting them alphabetically, while also adding an index (basically, a good hour of time was spent on this).

The info follows:

A B V G D Zh Z I K L M N O P R S T U Kh Sh E Ya 

Table of Contents:
  1. Fear Attack
  2. Six-Head Attack
  3. Fighter Aura
  4. Magic Resistance Aura
  5. Infinite Retaliation
  6. Incorporeality
  7. Combat Parry
  8. Large Shield
  9. Armor
  10. Explosion
  11. Rebirth
  12. Ally Resurrection
  13. Enemy Does Not Resist
  14. Chain Shot
  15. Deadly Grip
  16. Demon
  17. Dragon Breath
  18. Living Creature
  19. Ally Protection
  20. Sign of Fire
  21. Mana Drain
  22. Acid Breath
  23. Crippling Wound
  24. Sorcerer
  25. Mana Stealer
  26. Crystalline Scales
  27. Flying Creature
  28. Magic Attack
  29. Mechanism
  30. Taxpayer
  31. Curse Casting
  32. Charge
  33. Unexpected Storm
  34. Undead
  35. Air Element Immunity
  36. Blindness Immunity
  37. Cold Immunity
  38. Earth Element Immunity
  39. Fire Immunity
  40. Lightning Immunity
  41. Magic Immunity
  42. Mind Control Immunity
  43. Slow Immunity
  44. Water Immunity
  45. Magic Penetration 50%
  46. Magic Penetration 75%
  47. No Melee Penalty
  48. Stunning Blow
  49. Fire Shield
  50. Entangling Roots
  51. Weakening Blow
  52. Blinding
  53. Draining
  54. Stopping Arrows
  55. Counter-Shot
  56. Poisoning
  57. Mana Transfer
  58. Cross Attack
  59. Mana Absorber
  60. Repair
  61. Cave Lord Summoning
  62. Regeneration
  63. Knightly Duel
  64. Random Spell
  65. Death Blow
  66. Deadly Cloud
  67. Shield Wall
  68. Shooter
  69. Lobbed Shot
  70. No Penalty Shooting
  71. Slicing Sword
  72. Precise Shot
  73. Deadly Splashes
  74. Storm Strike
  75. Lightning Strike
  76. Strike and Return
  77. Paw Strike
  78. Strike from the Heavens
  79. Charging Strike
  80. Double Attack
  81. Terrible Neighborhood
  82. Lizard Bite
  83. Rooting
  84. Whip Strike
  85. Bravery
  86. Shooting Penalty
  87. Elemental
  88. Elven Double Shot
  89. Energy Channel
  90. Rage
  91. Berserker Rage


Acid Breath:
When attacking, the creature deals damage not only to the target but also to any creature directly behind it.


Magic Resistance Aura:
For friendly squads located near the creature, magic resistance is increased by 30%.


Cave Lord Summoning:
Once during battle, the creature can summon a cave lord to replace its fallen comrades. The number of summoned cave lords depends on the number of creatures using this ability.


Stunning Blow:
During each attack, the creature has a chance to stun the opponent so that they cannot deliver a counter-attack and lose their initiative (does not work on mechanical creatures).


Strike from the Heavens:
Creatures attack a selected area of the battlefield from the air, dealing double damage to any creature in that area, including friendly ones. After the attack, the creature returns to a random cell on the field.


Blinding:
When a creature attacks an opponent, there is a chance it will blind them. Blinded creatures cannot move or attack, but they regain sight if they are attacked. The ability does not work against undead, elementals, and mechanical creatures.


Bravery:
The creature always has positive morale (no less than +1).


Lightning Strike:
Creatures release lightning that causes magic damage to the selected target. Can be used instead of shooting.


Sorcerer:
This creature can use a set of magic spells from those available to the hero. Mana reserves are limited, but always full at the start of battle. "Spellcasting" depends on the number of these creatures.


Chain Shot:
The creature deals damage to a selected target and three other targets near it. Each subsequent attack on an opponent deals half the damage of the previous one.


Crystalline Scales:
The Crystal Dragon is immune to direct killing techniques such as "Deadly Grip", "Slicing Sword", "Precise Shot", etc.


Curse Casting:
During an attack, a curse is placed on the victim, reducing the amount of damage they can deal. With each subsequent attack, the curse is renewed.


Charge:
After using this ability, creatures skip one turn, but after the effect takes hold, they move more frequently.


Death Blow:
There is a 25% probability that an attack by this creature will kill half of the creatures in the enemy squad.


Deadly Cloud:
The deadly cloud affects not only the target but also any creature caught under it that is not undead.


Demon:
This creature belongs to the Inferno faction. Chain Shot does not affect it, but it is vulnerable to the "Holy Word" spell.


Double Attack:
Creatures deliver two hits to a target at once.


Elemental:
These creatures are not living and cannot be poisoned, blinded, or brought under control. They also cannot be resurrected or healed in the first aid tent.


Elven Double Shot:
Nothing will stop the creature from making two shots at an enemy instead of one.


Energy Channel:
If there is a creature with such an ability in the hero's army, he spends 25% less mana when casting spells.


Rage:
The "Attack" parameter of the creature increases sharply if any friendly squad dies (except those consisting of resurrected or summoned creatures).


Entangling Roots:
The creature entangles the enemy with its roots, leaving them immobilized, and can do this to several warriors simultaneously. However, the effect lasts until the creature moves away from its victims.


Explosion:
The creature deals damage to everyone around it but remains intact itself.


Fear Attack:
There is a probability that an enemy attacked by this creature will be frightened and run to the edge of the battle arena, trying to move as far away from the creature as possible and losing all initiative accumulated up to that time. (Does not work on creatures immune to mind control spells.)


Dragon Breath:
When attacking, the creature deals damage not only to the target but also to any creature directly behind it.


Fire Shield:
When a creature is attacked in melee combat, the fire shield deals damage to the attacker, regardless of whether they have the ability to counter-attack or not.


Living Creature:
This is a living creature of flesh and blood, so it can be resurrected.


Flying Creature:
This creature can move to any part of the game field during its turn regardless of obstacles in its path.


Terrible Neighborhood:
There is a probability that an enemy attacked by this creature will be frightened and run to the edge of the battle arena, trying to move as far away from the creature as possible and losing all initiative accumulated up to that time. (Does not work on creatures immune to mind control spells.)


Fighter Aura:
All enemies within 3 game cells of this creature will have their morale decreased by 3 units (does not affect creatures whose morale is always neutral).


Deadly Grip:
When the creature attacks, it always kills at least one warrior in any enemy squad. Additionally, it removes all positive spells cast on the creature.


Air Element Immunity:
Air magic spells cannot damage this creature.


Blindness Immunity:
This creature cannot be blinded.


Cold Immunity:
Spells using cold cannot damage this creature.


Earth Element Immunity:
Spells using the Earth element cannot damage this creature.


Fire Immunity:
Spells using the Fire element cannot damage this creature.


Lightning Immunity:
Lightning cannot damage this creature.


Magic Immunity:
The creature is immune to any magical effects (including spells with a positive effect).


Mind Control Immunity:
This creature is immune to mind control spells.


Slow Immunity:
The movements of this creature cannot be slowed.


Water Immunity:
Spells using the Water element cannot damage this creature.


Incorporeality:
This creature has no body, so any physical attack against it will be successful only 50% of the time.


Knightly Duel:
The creature deals 10% more damage for each cell it traveled during the attack.


Large Shield:
Creatures receive only 50% damage from all shots made without the help of magic.


Draining:
While attacking an enemy, this creature can drink its life and use it to restore its own or resurrect several fallen comrades.


Lizard Bite:
Creatures attack an enemy that attacks a neighboring creature (within range) and deal damage equal to half of the maximum.


Magic Attack:
The creature hits all squads on the line of attack with a shot, including friendly ones.


Magic Penetration 50%:
Offensive spells deal 50% less damage to this creature.


Magic Penetration 75%:
Offensive spells deal 75% less damage to this creature.


Mana Absorber:
The creature destroys part of the enemy hero's mana at the start of battle. The amount of destroyed mana depends on the number of creatures.


Mana Drain:
Attacking an enemy, this creature can absorb its mana and use it to restore its own health or even resurrect fallen comrades.


Mana Transfer:
The creature can transfer its mana reserve to its own hero.


Mana Stealer:
At the start of battle, the creature takes part of the mana from the enemy hero and transfers it to its own hero. The amount of stolen mana depends on the number of creatures.


Mechanism:
This creature is not living (like all golems, for example), and its morale is always constant. It cannot be affected by spells that attempt to poison, blind, or take the creature's mind under control. These creatures cannot be resurrected or treated in the first aid tent.


Enemy Does Not Resist:
Enemies never retaliate after this creature's melee attack.


No Melee Penalty:
The shooter fights in melee combat at full strength.


No Penalty Shooting:
The shooter deals maximum damage with their shot, regardless of the distance to the target.


Poisoning:
During an attack, the enemy will be poisoned and take some damage over the next three turns.


Precise Shot:
When shooting from a short distance (three cells to the target), creatures deal heavy damage because the target's defense is ineffective.


Random Spell:
Creatures use a random spell against a selected target. Spells can be cast on friendly (with positive effects) and hostile (with negative effect) creatures.


Counter-Shot:
Creatures fire in response to an opponent's shot if they are not blocked by the enemy and have an unused opportunity to deliver a counter-attack.


Shooting Penalty:
Shooters always deal only half of the usual damage to the target, but fight at full strength in melee combat.


Rebirth:
After death, a creature can be reborn. The number of revived creatures equals the number of deceased ones.


Regeneration:
Each turn, creatures restore 30 — 50 units of health.


Repair:
This creature can repair friendly mechanical creatures (golems) and war machines.


Ally Resurrection:
Creatures are able to resurrect a friendly squad once, if the cell was not occupied by another creature.


Charging Strike:
For each cell the creature traveled during the attack to the target, the latter's defense is reduced by 20%.


Lobbed Shot:
A shot that covers all creatures (including friendly ones) within a certain area (3 by 3 cells). The amount of damage dealt to each creature is equal to half the damage of a precise shot.


Ally Protection:
All friendly creatures on adjacent cells receive only 50% damage from shots made without using magic.


Shooter:
This creature can deal damage from afar. When more than half the arena is between it and the target, the enemy receives only half of the usual damage. Shooters cannot shoot when blocked by an opponent's creature. If there is no ammunition cart in the army, the number of shots is limited.


Six-Head Attack:
The creature simultaneously attacks six adjacent cells, dealing damage to all enemy creatures occupying those cells.


Deadly Splashes:
The creature simultaneously attacks three adjacent cells occupied by the opponent.


Strike and Return:
The creature attacks and returns to its previous position.


Rooting:
When the creature is given a command to wait or defend, its defense increases by 50% and it gains the ability to counter-attack all enemies until the next turn.


Taxpayer:
Every day the hero receives as many gold pieces as he has such creatures in his army and castles.


Undead:
This creature is not living (like other creatures from the Necropolis faction), and therefore its morale is always constant. It cannot be affected by spells using poisoning, blinding effects or attempting to take its mind under control.


Infinite Retaliation:
Creatures always deliver a counter-attack after a melee attack, except in cases where the attack was carried out by creatures with the "Enemy Does Not Resist" ability.


Slicing Sword:
Each attack or counter-attack of this creature is guaranteed to kill at least one enemy warrior.


Stopping Arrows:
This creature shoots enchanted arrows. In addition to normal damage, these arrows have a chance to stun the opponent and delay their turn.


Combat Parry:
Creatures simultaneously attack enemies located on eight adjacent cells. The main opponent receives normal damage, others receive half.


Weakening Blow:
With each successful attack, the "Attack" and "Defense" parameters of the attacked creature are reduced by 2 units (cannot be lower than zero).


Whip Strike:
There is a probability that during a melee attack this creature will use one of the following spells: "Slow", "Weaken" or "Berserk" (spells do not work on undead, elementals and mechanics).


Armor:
This creature is immune to all spells and effects that reduce "Defense".


Shield Wall
Damage received by this creature from an enemy attack is reduced by 10% for each cell traveled by the opponent before the hit.


Crippling Wound
In case of a successful attack, the creature has a chance to reduce the victim's "Speed" by 50% and "Initiative" by 30%.


Paw Strike
When attacking, this creature has a chance to knock an enemy squad back one cell and additionally destroy all its accumulated initiative. The chance depends on the number of cells this creature had to travel to attack the target.


Berserker Rage
When using this ability, the creature's "Defense" is temporarily reduced to zero, and "Attack" is increased by the number of defense units. The creature automatically attacks the nearest opponent without being subject to a counter-attack. However, if there are no enemy squads within movement range, it attacks the nearest friendly squad.


Sign of Fire
During an attack, the creature has a chance to curse the victim, as a result of which for a certain period of time, fire damage dealt to them will be doubled.


Cross Attack
The creature's attack area is in the shape of a cross.


Storm Strike
In addition to normal damage, this creature hits the victim with lightning (non-magical damage), which then strikes the next enemy creature if it stands near the victim. The chain of strikes continues until the chain is broken. Lightning damage equals the same as the usual damage dealt by the creature.


Unexpected Storm
Once per battle, this creature can attack any selected target with a "Storm Strike".

Information updated. Special abilities that appeared with Hammers of Fate are now present in the list.

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#4
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found repetitions

Immune to Mind Control
Immune to Mind Control:

Entangling Roots
Entangling Roots:

Death Cloud
Death Cloud:
Rean's Ghost :smile24:
#6
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When will information about the abilities of the Dwarf creatures be available? Or, if it's already available, where can I find it?
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#8
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If such a question arises, I will post a document describing the special abilities of the creatures in the Fortress faction. The description is provided in two versions. First, a list of all creatures and their abilities, and then simply in alphabetical order.

P.S. The esteemed Admin doesn't have time yet to move the data to this thread and format it as it was done for the original. Therefore, for now, it will be in this format.

P.P.S. I hope this will be useful.
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Тьма - это то, что позволяет смертным не забывать, как ярок бывает свет.
In reply to Alan
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#9
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Information about the special abilities of creatures from the Fortress castle has already been added to the list provided in the first post of this thread.

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