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Friends sent it by email, saying they found it on the Nival forum. I thought ours wasn't any worse – let's have it here too.
Blood Fury is a unique Barbarian ability that allows creatures from the Orcish Castle to enter a rage and gain a certain advantage in battle. Perfected Blood Fury reduces the number of points required to reach the next level of rage by 25%.
* Strength (Power) over Magic – reduces the enemy's spellpower proportionally to the Barbarian's spellpower. (Reduced by half of the Barbarian's spellpower).
* Powerful Strike – links the hero to a friendly unit. Each time this creature attacks, the Barbarian also attacks the same target. The hero's level at the time of the strike is 3 higher than his actual level. There is also an additional chance to inflict critical damage. (If the selected creature uses a ranged attack, the Barbarian deals normal damage. If the attack is melee, the level is 3 higher. 40% chance to deal double, critical damage.)
* Blood Memory – all Barbarian Castle creatures in the Barbarian's army receive 50 to 100 points of rage at the beginning of the battle (randomly). (The number is a multiple of 10, varying from 50 to 100).
* Absolute Fury – all Barbarian Castle creatures in the hero's army receive an additional 500 points of rage at the beginning of each battle. (Requires Crippling Strike, Encouragement, Brimstone, Power over Magic, Powerful Strike, Blood Memory)
Shout is a unique ability of the Orc hero. It allows you to reduce the waiting time for the hero's next turn after using any Battle Cry. (Analogous to Wizardry)
* Powerful Shout – when calculating the effect of the cry, the hero's level increases by 5 compared to his actual level.
Destruction of Light (Darkness, Chaos, Summoning) – unique abilities of the Orc hero. Reduces the opponent's knowledge level in the corresponding magic when calculating the effect of the applied spell. (That is, Adept becomes Advanced, Advanced becomes Basic). Spellpower is reduced by 25%. (I didn't translate further here because I started to doubt that the information is correct – all the numbers match, both at the Basic and Adept levels).
Next are abilities available to everyone with special Orcish skills.
Attack
* Stunning Strike – each normal attack by the hero slightly pushes the creature back on the ATB scale. (Position on the ATB scale shifts by 0.1) (Requires Battle Frenzy and Powerful Strike)
* Crippling Strike – improves the hero's attack. 30% chance that the hero's attack will deal double damage. (Requires Stunning Strike.)
Defense
* Protect Us All – the hero's defense increases by 2, and goblins are added to his army, the number of which is twice the number of Warriors, Maulers, and Warmongers in the hero's army. (Requires Steadfastness)
Luck
* Barbarian Luck – the hero's army receives 5% magic resistance for each point of luck. (Requires Magic Resistance).
Leadership
* Battle Frenzy – each time a creature in the hero's army loses morale, it receives 50 points of rage.
Education
* Tenacity – the hero receives +2 to defense, and the hit points of all creatures in the hero's army increase by 10% for the next battle.
* Fire in Blood – each time a creature in the hero's army gains rage, it is 50% more than usual. But if the rage decreases, it also decreases 1.5 times more than usual.
* Battle-Hardened – the Barbarian gains the ability to learn Battle Cries from other Barbarians, even if he does not have the required skills, and to teach other Barbarians the cries if they have the corresponding skills. He can also learn the cries used in battle by the enemy.
Machines
* Goblin Support – if the hero's army has a supply cart, one goblin will join him every day. (If the hero's army does not have upgraded goblins, a simple goblin will join. If upgraded goblins are available, the joining goblin will also be upgraded, most likely a Trapper Goblin).
Barbarian Heroes
Kragh – Crusher. At the beginning of each battle, the hero performs a special attack. In addition, all his attacks are improved by 5% for each level.
Urghat – Huntress. The hero's movement range increases by 1% for every 3 levels. The penalty for moving through non-native lands is reduced by 2% for each level.
Garuna – Bloodthirsty. Each stack of enemies killed (summoned creatures are also taken into account) increases the attack of creatures in the hero's army by 1 for every 6 levels of the hero. (The bonus is calculated as Level/6, rounded up).
Gorshak – Khan's Blade. Assassins, executioners, and Orc Chieftains receive +1 to attack for every 2 levels of the hero, starting from 1.
Shak’Karukat – Wyvern Trainer. Wyverns, carrion wyverns (Foul – stinking, nasty), and Paoka in the hero's army receive +1 to attack for each level of the hero, starting from the first. (The bonus is calculated as 2*level -1).
Haggash – Centaur Commander. Centaurs, nomad centaurs, and marauder centaurs receive +1 to attack and defense for every two levels of the hero, starting from the first. In addition, they receive +1% starting initiative for each level of the hero.
Telsek – Khan's Fist. Warriors, maulers, and warmongers in the hero's army receive +1 to attack and defense for every two levels of the hero, starting from the first.
Kilghan – Goblin King. Every week, the hero's army is replenished with goblins, the number of which is equal to the hero's level. The replenishment will not be upgraded, except in cases where the hero's army has upgraded goblins (preferably trapper goblins). Also, the chances of goblins betraying the hero are reduced by 1% for each level of the hero. (The betrayal of enemy goblins is also modified in favor of the hero. For example, at level 20, goblins will only betray when 90% of the unit is killed (betrayal threshold – 30%-20%=10%), while enemy goblins will betray him when 50% of them remain (betrayal threshold – 30%+20%=50%)).