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Author:Alexrom66
taken from here: http://heroes.ag.ru/heroes5/advices/03/
Didn't know what the specialization of a particular hero does? Then read this guide
<creature name> in the hero's army receive +1 to defense and attack for every two hero levels, starting from the first.
There is a large group of heroes with similar creature-based specializations.
For all such heroes, the "Attack" and "Defense" parameters of the "specialized" creatures increase by (1+ level/2). Rounded down.
For example, for a 20th-level hero, "specialized" creatures receive +10 to "Attack" and +10 to "Defense".
Mystic/Mystic
Nur, Maahir(campaign)
The hero is able to replenish their mana pool independently in battle. The replenishment rate depends on the hero's level.
After each of the hero's turns in battle, (level/3) units of mana are restored. Rounded up.
For example, at 20th level, the hero will restore 7 mana after each turn.
Mana is restored only for the hero, not for caster units.
Disrupter/Disrupter
Faiz
Masterfully handles the "Vulnerability" spell, which not only reduces the victim's defense but also deals damage. The amount of the latter depends on the hero's level.
Damage = 10*(1+trunc(level/3))
, where trunc() is the removal of the fractional part of the number.
For example, at 20th level, Vulnerability will deal damage = 10*(1+trunc[20/3]) = 10*7= 70.
With Mass Vulnerability, damage is dealt in an area.
The Vulnerability spell cast by caster units deals no damage.
Windspeaker/Windspeaker
Jhora
The hero's turn order in battle arrives faster depending on their level.
Hero "Initiative" characteristic = (10+0.05*level). (i.e., initiative increases by 0.5% per level).
No rounding occurs ("initiative" in the game is the only "floating-point" characteristic, but despite this, it is displayed rounded to the nearest integer).
For example, at 20th level, "Initiative" = 11.0; at 30th = 11.5.
The Sorcery skill gives Jhora an additional advantage over a "normal" hero in "initiative for the last turn".
(The Sorcery bonus applies only if the hero casts a spell. With Expert Sorcery, for example, after "casting", the hero is not pushed to the end of the ATB scale, but to a position on the scale = 70%).
For example, with Expert Sorcery and Jhora at 20th level, her "initiative per turn" will be = 11/0.7=15.7 ("physical meaning" - Jhora will spend as much "time" until her next turn as a normal stack with initiative 15.7 would take to traverse the entire ATB scale). A normal hero with Expert Sorcery has "initiative per turn" = 10/0.7 = 14.2.
Spell Twister/Spell Twister
Galib, Cyrus (campaign)
The "Spell Twister" ability increases the chance that redirected enemy spells will hit one of their own units.
Magic Mirror has a higher chance to "redirect" a spell to enemy stacks rather than its own:
Chance% = 40%+2%*level.
But the chance that a spell is deflected by the "mirror" is the same for all Wizard heroes and = 10%+2%*level.
For example, at 20th level, the chance of redirecting a spell = 10%+2%*20 = 50%, and the chance that the spell will be redirected to an enemy stack = 40%+2%*20 = 80%.
The "mirror" works on all non-mass and non-area spells from Dark Magic and Destructive Magic (from both the enemy hero and enemy caster units).
Flame Wielder/Flame Wielder
Nathir
The hero's effective magical power increases when casting spells based on the Fire element. The higher the hero's level, the stronger the spell.
For Fireball and Armageddon spells, the hero's SpellPower is considered higher by (level/3). Rounded up.
For example, at 20th level, SP increases by 7 for these spells. And with Expert Destructive Magic, the Fireball spell will deal 20*7=140 more damage, and Armageddon – 30*7=210.
The specialization bonus does NOT apply to Eldritch Arrow.
The specialization provides no bonus for caster units' spells.
Gremlin Master/Gremlin Master
Havez
Common and Elder Gremlins in the hero's army receive +1 to defense and attack for every two hero levels, starting from the first.
Golem Crafter/Golem Crafter
Razzak
Iron and Steel Golems in the hero's army receive +1 to defense and attack for every two hero levels, starting from the first.
Mentor/Mentor
Narxes
Master of magic. The effectiveness of Mages and Archmages increases depending on the hero's level.
Dark Mystic/Dark Mystic
Yrbeth, Segref(campaign)
The "Dark Ritual" ability is strengthened, allowing the hero to absorb more mana than they could under normal conditions. The amount of additional mana depends on the hero's level.
Dark Ritual gives (2*level) units of mana beyond the maximum value.
For example, for a 20th-level hero, it will give 40 mana beyond the maximum.
The game does not allow "performing" Dark Ritual if the hero's mana value is greater than (or equal to) the maximum, but less than what the specialization bonus can provide.
Lizard Breeder/Lizard Breeder
Sorgal
The riders' special attack "Lizard Bite" deals more damage. The higher the hero's level, the greater the damage.
Grim Raiders receive increased damage from the Lizard Bite ability.
Damage for Lizard Bite = "normal damage" * (0.6 + 0.005* level). (60% plus 0.5% per level of normal damage).
For example, at 20th level, the Lizard Bite ability deals 70% of normal damage.
The specialization does not provide "Attack" and "Defense" bonuses for Dark Riders/Grim Raiders.
Coven Mistress/Coven Mistress
Eruina
Twilight Witches and Shadow Matriarchs have a chance to make an additional shot at the hero's target. The higher the hero's level, the greater the chance.
Chance% = (10%+2%*level) for each of the witch stacks; when the hero casts any damage-dealing spell, the stack will make a "shot" at the point where the spell is applied.
For example, at 20th level, the chance of a "shot" = 50%.
Witches shoot with "full power", meaning damage is calculated as in a normal ranged attack on the target. The "number of shots" for the witch stack decreases by 1.
Only damage-dealing spells are "supported" by witches – all from Destructive Magic; "strike" spells from Summoning Magic; Decay and Mass Decay from Dark Magic.
"Direct" attacks by the hero are NOT supported.
A witch stack can "support" the hero not only when casting a spell with a single target. Area of Effect (AoE) spells are also "supported" – in this case, witches shoot at the "central" point of the spell area.
Mass spells (Armageddon, Word of Light, Curse of the Netherworld) are NOT supported (even if a stack is standing at the central point of the battlefield).
If an enemy hero's Magic Mirror triggers, the witches shoot at the "new" target (even themselves).
Poison Master/Poison Master
Lethos
Each enemy unit may enter battle already poisoned. The higher the hero's level, the greater the chance of this happening.
The chance for each enemy unit that Lethos will automatically apply the Decay spell to it at the start of battle = 10%+2%*level.
For example, at 20th level, the chance = 50%.
The spell is applied with the exact same power as when cast normally by Lethos. The "auto-applied" spell does not consume mana from the hero. Magic Resistance may work against the spell, but Magic Mirror cannot.
Catalyst/Catalyst
Sinitar
The amount of mana consumed for empowered spells is reduced by 10% + 2% per hero level.
Mana = Mana * (1 - (0.1+0.02*level) ). Rounded down.
For example, at 20th level, Empowered Spells will cost mana * (1-(0.1+0.02*20)) = mana*0.5. That is, like "normal" spells.
Empowered spells cannot cost less than their "normal" counterparts (i.e., after 20th level, the ability provides no additional bonus).
Black Hand/Black Hand
Vayshan
Stalkers and Assassins in the hero's army receive +1 to defense and attack for every two hero levels, starting from the first.
Blood Mistress/Blood Mistress
Yrwanna
Beasts and Furies in the hero's army receive +1 to defense and attack for every two hero levels, starting from the first.
Slave Driver/Slave Driver
Kythra
All Minotaurs and Minotaur Guards in the hero's army receive +1 to defense and attack for every two hero levels, starting from the first.
Siege Engineer/Siege Engineer
Vittorio, Glen(campaign)
Ballistas receive +1 to attack for every two hero levels. The chance of a catapult hitting the wall increases by 2% per hero level.
The ballista's "Attack" increases by = (1*level).
(For normal heroes, the ballista's "Attack" depends only on the War Machines skill level).
For example, at 20th level with Expert War Machines, the ballista's "Attack" will be = 15+1*20=35.
The catapult hits its target more often (not verified). Chance = base%+2%*level (???).
Base% = ???/30%/40%/50% depending on the War Machines skill level.
Despite the specialization, the ballista for this hero is not too strong. The reason is that the ballista's "Damage" characteristic depends on the hero's "Attack" and "Knowledge". For the Knight class, the "Attack" characteristic is merely secondary (approximately 25% chance of "dropping" upon leveling up), and the "Knowledge" characteristic is not a primary characteristic at all (chance of "dropping" is approximately 10-15%).
Windrider/Windrider
Maeve, Freyda(campaign)
The effect of the "Haste" spell increases by 1% with each new hero level.
The Haste spell increases a stack's "Initiative" by = (base%+1%*level).
Base% depends on the Light Magic skill level = 10%/20%/30%/40%.
For example, at 20th level with Expert Light Magic, Haste will increase initiative by 40%+1%*20=60%.
The bonus also applies to the Haste spell of caster units (Inquisitors).
For example, at 20th level, Inquisitors will cast Haste with an "initiative" increase of 30%+1%*20 = 50%.
Pathfinder/Pathfinder
Rutger
The hero's movement range increases by 1% for every two hero levels.
Provides a bonus to the hero's Movement Points = (1+(level-1)/2)%. Rounded down.
The bonus is multiplied with other MP bonuses (from Logistics, artifacts, etc.).
For example, at 20th level, the bonus will be = (1+(20-1)/2) = 10%. With Expert Logistics, the hero's MP value will be = 2500*1.1*1.3 = 2500 * 1.43 = 3757 MP.
Cavalry Commander/Cavalry Commander
Klaus, Giar(campaign)
As the hero's level grows, knights and paladins in their army receive additional advantages. The effect of the "Oversight" ability increases.
Cavaliers/Paladins receive increased damage from the Jousting ability.
Damage modifier for Jousting = (1 + bonus*"number of cells traveled before attack"), where bonus = 0.12+0.02* level.
That is, the specialization gives a Jousting bonus = (12+2* level)% damage per cell traveled.
For example, at 20th level, the Jousting bonus will be = 52%*"number of cells traveled before attack".
The specialization does not provide "Attack" and "Defense" bonuses for Cavaliers/Paladins.
Damage dealt by Retaliation Strike = damage*(1+0.01*level). (increases by +1% per level).
(For a normal Knight hero, the Retaliation Strike damage is calculated exactly like the direct damage of a Ranger with the Snipe Dead ability. That is, the hero's level in the damage calculation increases by 3.)
Griffin Trainer/Griffin Trainer
Irina
All common and royal griffins in the hero's army receive +1 to defense and attack for every two hero levels, starting from the first. Common griffins gain the "Battle Dive" ability.
"Non-upgraded" Griffins gain the Battle Dive ability.
(In early versions of the game, griffins under this hero's control "fell" faster after a Battle Dive. In the release, this feature was removed.)
Beloved of the People/Beloved of the People
Ellaine
All peasants and militia in the hero's army receive +1 to defense and attack for every two hero levels, starting from the first. Additionally, all peasants bring an extra +1 gold daily to the kingdom's treasury beyond what is allowed by the "Taxpayer" ability.
Peasants in the hero's army will bring +2 gold per day.
Archer Commander/Archer Commander
Dougal
All archers and crossbowmen in the hero's army receive +1 to defense and attack for every two hero levels, starting from the first.
Infantry Commander/Infantry Commander
Laszlo, Nicolai(campaign)
All infantry and swordsmen in the hero's army receive +1 to defense and attack for every two hero levels, starting from the first.
Rusher/Rusher
Grok, Gamor(campaign)
The hero's movement value immediately increases by 5% plus 1% for every four levels. The cost of the "Teleport" spell is reduced by half.
Provides a bonus to the hero's Movement Points = (6+(level-1)/4)%. Rounded down.
The bonus is multiplied with other MP bonuses (from Logistics, artifacts, etc.).
For example, at level 20, the bonus will be = (6+(20-1)/4) = 10%. With Expert Logistics, the hero's MP value will be = 2500*1.1*1.3 = 2500 * 1.43 = 3757 MP.
Additionally, the teleport spell costs half as much
.
Made of Steel/Iron Maiden
Deleb
A projectile fired from a ballista explodes like a fireball upon impact. The shock power of the fireball increases by +1 unit for every four levels of the hero.
The ballista, in addition to normal damage, casts FireBall on the target at Expert Destructive Magic level with damage = 20+20*SP.
SP depends on the hero's level and = (level+1)/4. Rounded down. The SP value cannot be less than 1.
For the first 6 levels of the hero, SP for FireBall = 2 (damage = 40). For example, at hero level 20, SP=5 (damage = 120).
The ballista's FireBall is NOT affected by the hero's Fire Mastery ability.
Magic Resistance may trigger on the target against the ballista's FireBall.
If the first ballista shot destroys the target, a second shot is not made (the Ballista ability grants the possibility of a second shot).
Deleb's ballista is the strongest in the game: first, the ballista has Fireball; second, the Demon Lord class is the most "suitable" class for the ballista. (Their main characteristics "Attack" and "Knowledge" directly affect the ballista's "Damage" characteristic.)
Chosen of Chaos/Chosen of Chaos
Nebiros
The Luck of all the hero's troops increases by 1 unit. Additionally, the enemy hero cannot use the "Tactics" ability in battle.
"Luck" increases by 1 (for both the troops and the hero himself – for Swarming Gate, for example).
The hero himself can use the Tactics ability (he is given it at the start), but enemy heroes cannot.
Gate Keeper/Gate Keeper
Nymus, Biara(campaign)
The number of creatures summoned via "Dimensional Gate" increases by 1% with each new hero level.
Number of summoned creatures = base%*(1+level*0.01).
Base% depends on the Gating skill level and = 25%/30%/35%/40% (from Basic to Ultimate).
If there are other hero abilities that increase Gating (Swarming Gate, Gate Master), all bonuses are multiplied.
For example, at hero level 20 with Expert Gating and the Gate Master ability, 35%*1.2*(1+20*0.01)=35%*1.2*1.2= 50.4% of creatures will be summoned.
Mindreaver/Mindreaver
Alastor, Guarg(campaign)
The "Confusion" spell gains an additional effect, reducing the victim's mana pool by one unit for each hero level.
Caster units in the enemy army have their mana reduced by (1*level).
Mass Confusion reduces mana for all stacks with caster units simultaneously.
When the spell is cast again, mana is deducted once more.
For example, at hero level 20, Mass Confusion deducts 20 units of mana from each enemy stack. That is, practically, all enemy stacks will be left without mana (and, moreover, will not shoot or respond to attacks).
The Confusion spell cast by caster units (Shadow Matriarch) does NOT destroy the mana of enemy stacks.
Spellbreaker/Spellbreaker
Marbas
All creatures in the hero's army immediately receive 5% magic resistance plus 1% for each hero level.
Hero's Magic Resistance = 5%+1%*level. (Not verified)
Temptress/Temptress
Jezebeth
All succubi and demonesses in the hero's army receive +1 unit to defense and attack for every two levels of the hero, starting from the first.
Hound Master/Hound Master
Grawl
All hellhounds and cerberi in the hero's army receive +1 unit to defense and attack for every two levels of the hero, starting from the first.
Banshee/Banshee
Deirdre
Thanks to this ability, the hero gains new levels faster.
Error in description.
Strengthens the hero's Banshee Howl: -2 morale, -2 Luck, -20% Initiative for all enemy stacks. Duration = (2+level*0.25) turns.
Embalmer/Embalmer
Kaspar
With each new hero level, the first aid tent will heal 5 units of damage more. Damage will also increase if the "Plague Tent" ability is present.
Souldrinker/Souldrinker
Raven
The "Weakness" spell not only reduces the damage dealt by an enemy squad but also lowers its defense by 1 unit for every three levels of the hero, starting from the first.
Weakness and Mass Weakness spells additionally reduce the "Defense" parameter of the "cursed" stack by a value = (level/3). Rounded up.
For example, at level 20, the "Defense" parameter will be reduced by 7.
The hero's specialization extends to the Weakness spell of Archliches and the Cursing Attack ability of Spectral Dragons.
The effect is not cumulative.
Spellwringer/Spellwringer
Zoltan
A spell cast by the opponent can be blocked so that this spell can no longer be used in this battle. The blocking probability increases as the hero's level grows. However, the higher the spell circle, the harder it is to block.
Chance% = 100/(spell_level+1) + (zoltan_level - enemy_hero_level)
, where Chance% is the chance to "block" subsequent casts of the spell in battle;
spell_level is the level of the spell (1-5);
zoltan_level, enemy_hero_level are the levels of Zoltan and the enemy hero (1-40).
That is, if Zoltan's level = the enemy hero's level, then spells of levels 1-5 have a chance to be blocked of 50%, 33%, 25%, 20%, 16%. For each point of difference in hero levels, the chance changes by 1% in either direction.
Only enemy heroes' spells are blocked. Caster units' spells are not. "Active" abilities of heroes (Benediction, Banshee Howl, etc.) are not.
In version 1.1 bug: in the formula, Zoltan's level and the enemy hero's level were swapped. That is, the higher Zoltan's level relative to the enemy hero's level, the lower the probability of blocking a spell...
Reanimator/Reanimator
Vladimir, Nicolai(campaign)
The effect of the "Raise Dead" spell is strengthened. The "casting power" for this spell increases by 1 unit for every three levels of the hero, starting from the first.
Hero's SpellPower for the Raise Dead spell increases by (level/3). Rounded up.
For example, at level 20, SP for Raise Dead will increase by 7 (with Expert Summoning Magic, an additional 7*30=210 HP will be restored).
Soulhunter/Soulhunter
Naadir
Every time a group of enemy creatures dies, it is replaced for the duration of the battle by a group of friendly ghosts. The number of ghosts depends on the hero's level.
When each stack in an enemy army dies, a stack of 1*level Ghost creatures appears in its place.
Furthermore, it does not matter what type of creature was in the killed stack – living, undead, golems/gargoyles.
Also, it does not matter how strong the creatures in the stack were (i.e., as many Ghosts will "rise" from a killed stack of peasants as from a killed stack of Black Dragons).
If there were fewer than 1*level creatures in the killed enemy stack, the number of Ghosts is limited to that amount.
Vampire Princess/Vampire Princess
Lucretia
All ordinary and higher vampires in the hero's army receive +1 unit to attack and defense for every two levels of the hero, starting from the first.
Zombie Lord/Zombie Lord
Orson
All ordinary and plague zombies in the hero's army receive +1 unit to attack and defense for every two levels of the hero, starting from the first.
Swarm Queen/Swarm Queen
Dirael
The higher the hero's level, the more effective the "Wasp Swarm" spell becomes.
Wasp Swarm damage = damage * (1+0.02*level) (i.e., damage increases by +2% per level).
Also, the Wasp Swarm spell pushes back on the ATB scale as a percentage of the scale size.
Stack "push-back" on the ATB scale = base%*(1+0.01*level/3). (i.e., basic "push-back" increases by 1% every 3 levels).
Base% depends on the Summoning Magic level and = 0%/20%/40%/60%.
For example, at hero level 20 with Expert Summoning Magic, the "push-back" will be = 60%*(1+0.01*20/3) = 64%. With a hero's SpellPower = 3 (which is normal for a level 20 Ranger), damage will be = (40+8*3)*(1+0.02*20) = 64*1.4 = 89.
The specialization does NOT apply to the Wasp Swarm spell of caster units in the hero's army (Pixie/Sprite).
Elven Fury/Elven Fury
Talanar, Alaron(campaign)
Blade Dancers, Death Dancers, Elven Archers, Bowmasters, Druids, and High Druids receive the "Fury" ability.
Sword of Sylanna/Sword of Sylanna
Anwen
All Sylvan creatures under the hero's command deal 2% more damage to a sworn enemy for each level of the hero.
Damage = damage * (1+ level*0.02) (+2% per hero level) when attacking favored enemies.
For example, at level 20, damage against favored enemies will increase by 40%.
The damage increase occurs during any attack against favored enemies and does not depend on the "roll" of a double strike.
Battle-Hardened/Battle-Hardened
Vinrael
All experience that the hero receives after battles is increased by 2% for each of his levels.
exp=exp*(1+0.02*level).
The bonus applies only to experience gained from battles.
If the Enlightenment skill is present (which is given at the start), the bonuses are multiplied.
According to approximate calculations: from level 12 to 25, this hero will be 2 levels higher than an ordinary hero (without Enlightenment).
Swift Striker/Swift Striker
Wyngaal
At the start of battle, creatures from the hero's army receive a 2% increase in initiative.
Error in description.
For Wyngaal, the range of initial stack placement on the ATB scale = [75%-100%]–2%* level.
(For an "ordinary" hero – the range is [75%-100%]).
For example, at Wyngaal's level 20, his stacks will be located on the scale in the range [35%-60%].
Consider a simplified case. Two stacks have the same "initiative" – one from Wyngaal's army, the second from an ordinary hero's army.
The average "initiative per turn" in the first turn of battle for a stack from Wyngaal's army will be 87.5%/(87.5%-2%*level) times greater than that of an ordinary hero's stack.
For example, at Wyngaal's level 20, the "initiative for the first turn" of his stack is 1.8 times higher than that of an "ordinary" hero's stack.
This can be interpreted differently - the enemy stack's initiative must be 1.8 times greater than Wyngaal's stack for both stacks to have equal chances of moving first.
Blade Master/Blade Master
Gilraen
All Blade Dancers and Death Dancers in the hero's army receive +1 unit to attack and defense for every two levels of the hero, starting from the first.
Master of the Hunt/Master of the Hunt
Ossir
All Elven Archers and Bowmasters in the hero's army receive +1 unit to defense and attack for every two levels of the hero, starting from the first.
Unicorn Maiden/Unicorn Maiden
Ylthin
All ordinary and combat unicorns in the hero's army receive +1 unit to defense and attack for every two levels of the hero, starting from the first
taken from here: http://heroes.ag.ru/heroes5/advices/03/
Didn't know what the specialization of a particular hero does? Then read this guide
Guide to Unique Hero Specializations
General.
Heroes with specializations in specific creatures.<creature name> in the hero's army receive +1 to defense and attack for every two hero levels, starting from the first.
There is a large group of heroes with similar creature-based specializations.
For all such heroes, the "Attack" and "Defense" parameters of the "specialized" creatures increase by (1+ level/2). Rounded down.
For example, for a 20th-level hero, "specialized" creatures receive +10 to "Attack" and +10 to "Defense".
Academy
Mystic/Mystic
Nur, Maahir(campaign)
The hero is able to replenish their mana pool independently in battle. The replenishment rate depends on the hero's level.
After each of the hero's turns in battle, (level/3) units of mana are restored. Rounded up.
For example, at 20th level, the hero will restore 7 mana after each turn.
Mana is restored only for the hero, not for caster units.
Disrupter/Disrupter
Faiz
Masterfully handles the "Vulnerability" spell, which not only reduces the victim's defense but also deals damage. The amount of the latter depends on the hero's level.
Damage = 10*(1+trunc(level/3))
, where trunc() is the removal of the fractional part of the number.
For example, at 20th level, Vulnerability will deal damage = 10*(1+trunc[20/3]) = 10*7= 70.
With Mass Vulnerability, damage is dealt in an area.
The Vulnerability spell cast by caster units deals no damage.
Windspeaker/Windspeaker
Jhora
The hero's turn order in battle arrives faster depending on their level.
Hero "Initiative" characteristic = (10+0.05*level). (i.e., initiative increases by 0.5% per level).
No rounding occurs ("initiative" in the game is the only "floating-point" characteristic, but despite this, it is displayed rounded to the nearest integer).
For example, at 20th level, "Initiative" = 11.0; at 30th = 11.5.
The Sorcery skill gives Jhora an additional advantage over a "normal" hero in "initiative for the last turn".
(The Sorcery bonus applies only if the hero casts a spell. With Expert Sorcery, for example, after "casting", the hero is not pushed to the end of the ATB scale, but to a position on the scale = 70%).
For example, with Expert Sorcery and Jhora at 20th level, her "initiative per turn" will be = 11/0.7=15.7 ("physical meaning" - Jhora will spend as much "time" until her next turn as a normal stack with initiative 15.7 would take to traverse the entire ATB scale). A normal hero with Expert Sorcery has "initiative per turn" = 10/0.7 = 14.2.
Spell Twister/Spell Twister
Galib, Cyrus (campaign)
The "Spell Twister" ability increases the chance that redirected enemy spells will hit one of their own units.
Magic Mirror has a higher chance to "redirect" a spell to enemy stacks rather than its own:
Chance% = 40%+2%*level.
But the chance that a spell is deflected by the "mirror" is the same for all Wizard heroes and = 10%+2%*level.
For example, at 20th level, the chance of redirecting a spell = 10%+2%*20 = 50%, and the chance that the spell will be redirected to an enemy stack = 40%+2%*20 = 80%.
The "mirror" works on all non-mass and non-area spells from Dark Magic and Destructive Magic (from both the enemy hero and enemy caster units).
Flame Wielder/Flame Wielder
Nathir
The hero's effective magical power increases when casting spells based on the Fire element. The higher the hero's level, the stronger the spell.
For Fireball and Armageddon spells, the hero's SpellPower is considered higher by (level/3). Rounded up.
For example, at 20th level, SP increases by 7 for these spells. And with Expert Destructive Magic, the Fireball spell will deal 20*7=140 more damage, and Armageddon – 30*7=210.
The specialization bonus does NOT apply to Eldritch Arrow.
The specialization provides no bonus for caster units' spells.
Gremlin Master/Gremlin Master
Havez
Common and Elder Gremlins in the hero's army receive +1 to defense and attack for every two hero levels, starting from the first.
Golem Crafter/Golem Crafter
Razzak
Iron and Steel Golems in the hero's army receive +1 to defense and attack for every two hero levels, starting from the first.
Mentor/Mentor
Narxes
Master of magic. The effectiveness of Mages and Archmages increases depending on the hero's level.
Dungeon
Dark Mystic/Dark Mystic
Yrbeth, Segref(campaign)
The "Dark Ritual" ability is strengthened, allowing the hero to absorb more mana than they could under normal conditions. The amount of additional mana depends on the hero's level.
Dark Ritual gives (2*level) units of mana beyond the maximum value.
For example, for a 20th-level hero, it will give 40 mana beyond the maximum.
The game does not allow "performing" Dark Ritual if the hero's mana value is greater than (or equal to) the maximum, but less than what the specialization bonus can provide.
Lizard Breeder/Lizard Breeder
Sorgal
The riders' special attack "Lizard Bite" deals more damage. The higher the hero's level, the greater the damage.
Grim Raiders receive increased damage from the Lizard Bite ability.
Damage for Lizard Bite = "normal damage" * (0.6 + 0.005* level). (60% plus 0.5% per level of normal damage).
For example, at 20th level, the Lizard Bite ability deals 70% of normal damage.
The specialization does not provide "Attack" and "Defense" bonuses for Dark Riders/Grim Raiders.
Coven Mistress/Coven Mistress
Eruina
Twilight Witches and Shadow Matriarchs have a chance to make an additional shot at the hero's target. The higher the hero's level, the greater the chance.
Chance% = (10%+2%*level) for each of the witch stacks; when the hero casts any damage-dealing spell, the stack will make a "shot" at the point where the spell is applied.
For example, at 20th level, the chance of a "shot" = 50%.
Witches shoot with "full power", meaning damage is calculated as in a normal ranged attack on the target. The "number of shots" for the witch stack decreases by 1.
Only damage-dealing spells are "supported" by witches – all from Destructive Magic; "strike" spells from Summoning Magic; Decay and Mass Decay from Dark Magic.
"Direct" attacks by the hero are NOT supported.
A witch stack can "support" the hero not only when casting a spell with a single target. Area of Effect (AoE) spells are also "supported" – in this case, witches shoot at the "central" point of the spell area.
Mass spells (Armageddon, Word of Light, Curse of the Netherworld) are NOT supported (even if a stack is standing at the central point of the battlefield).
If an enemy hero's Magic Mirror triggers, the witches shoot at the "new" target (even themselves).
Poison Master/Poison Master
Lethos
Each enemy unit may enter battle already poisoned. The higher the hero's level, the greater the chance of this happening.
The chance for each enemy unit that Lethos will automatically apply the Decay spell to it at the start of battle = 10%+2%*level.
For example, at 20th level, the chance = 50%.
The spell is applied with the exact same power as when cast normally by Lethos. The "auto-applied" spell does not consume mana from the hero. Magic Resistance may work against the spell, but Magic Mirror cannot.
Catalyst/Catalyst
Sinitar
The amount of mana consumed for empowered spells is reduced by 10% + 2% per hero level.
Mana = Mana * (1 - (0.1+0.02*level) ). Rounded down.
For example, at 20th level, Empowered Spells will cost mana * (1-(0.1+0.02*20)) = mana*0.5. That is, like "normal" spells.
Empowered spells cannot cost less than their "normal" counterparts (i.e., after 20th level, the ability provides no additional bonus).
Black Hand/Black Hand
Vayshan
Stalkers and Assassins in the hero's army receive +1 to defense and attack for every two hero levels, starting from the first.
Blood Mistress/Blood Mistress
Yrwanna
Beasts and Furies in the hero's army receive +1 to defense and attack for every two hero levels, starting from the first.
Slave Driver/Slave Driver
Kythra
All Minotaurs and Minotaur Guards in the hero's army receive +1 to defense and attack for every two hero levels, starting from the first.
Haven
Siege Engineer/Siege Engineer
Vittorio, Glen(campaign)
Ballistas receive +1 to attack for every two hero levels. The chance of a catapult hitting the wall increases by 2% per hero level.
The ballista's "Attack" increases by = (1*level).
(For normal heroes, the ballista's "Attack" depends only on the War Machines skill level).
For example, at 20th level with Expert War Machines, the ballista's "Attack" will be = 15+1*20=35.
The catapult hits its target more often (not verified). Chance = base%+2%*level (???).
Base% = ???/30%/40%/50% depending on the War Machines skill level.
Despite the specialization, the ballista for this hero is not too strong. The reason is that the ballista's "Damage" characteristic depends on the hero's "Attack" and "Knowledge". For the Knight class, the "Attack" characteristic is merely secondary (approximately 25% chance of "dropping" upon leveling up), and the "Knowledge" characteristic is not a primary characteristic at all (chance of "dropping" is approximately 10-15%).
Windrider/Windrider
Maeve, Freyda(campaign)
The effect of the "Haste" spell increases by 1% with each new hero level.
The Haste spell increases a stack's "Initiative" by = (base%+1%*level).
Base% depends on the Light Magic skill level = 10%/20%/30%/40%.
For example, at 20th level with Expert Light Magic, Haste will increase initiative by 40%+1%*20=60%.
The bonus also applies to the Haste spell of caster units (Inquisitors).
For example, at 20th level, Inquisitors will cast Haste with an "initiative" increase of 30%+1%*20 = 50%.
Pathfinder/Pathfinder
Rutger
The hero's movement range increases by 1% for every two hero levels.
Provides a bonus to the hero's Movement Points = (1+(level-1)/2)%. Rounded down.
The bonus is multiplied with other MP bonuses (from Logistics, artifacts, etc.).
For example, at 20th level, the bonus will be = (1+(20-1)/2) = 10%. With Expert Logistics, the hero's MP value will be = 2500*1.1*1.3 = 2500 * 1.43 = 3757 MP.
Cavalry Commander/Cavalry Commander
Klaus, Giar(campaign)
As the hero's level grows, knights and paladins in their army receive additional advantages. The effect of the "Oversight" ability increases.
Cavaliers/Paladins receive increased damage from the Jousting ability.
Damage modifier for Jousting = (1 + bonus*"number of cells traveled before attack"), where bonus = 0.12+0.02* level.
That is, the specialization gives a Jousting bonus = (12+2* level)% damage per cell traveled.
For example, at 20th level, the Jousting bonus will be = 52%*"number of cells traveled before attack".
The specialization does not provide "Attack" and "Defense" bonuses for Cavaliers/Paladins.
Damage dealt by Retaliation Strike = damage*(1+0.01*level). (increases by +1% per level).
(For a normal Knight hero, the Retaliation Strike damage is calculated exactly like the direct damage of a Ranger with the Snipe Dead ability. That is, the hero's level in the damage calculation increases by 3.)
Griffin Trainer/Griffin Trainer
Irina
All common and royal griffins in the hero's army receive +1 to defense and attack for every two hero levels, starting from the first. Common griffins gain the "Battle Dive" ability.
"Non-upgraded" Griffins gain the Battle Dive ability.
(In early versions of the game, griffins under this hero's control "fell" faster after a Battle Dive. In the release, this feature was removed.)
Beloved of the People/Beloved of the People
Ellaine
All peasants and militia in the hero's army receive +1 to defense and attack for every two hero levels, starting from the first. Additionally, all peasants bring an extra +1 gold daily to the kingdom's treasury beyond what is allowed by the "Taxpayer" ability.
Peasants in the hero's army will bring +2 gold per day.
Archer Commander/Archer Commander
Dougal
All archers and crossbowmen in the hero's army receive +1 to defense and attack for every two hero levels, starting from the first.
Infantry Commander/Infantry Commander
Laszlo, Nicolai(campaign)
All infantry and swordsmen in the hero's army receive +1 to defense and attack for every two hero levels, starting from the first.
Inferno
Rusher/Rusher
Grok, Gamor(campaign)
The hero's movement value immediately increases by 5% plus 1% for every four levels. The cost of the "Teleport" spell is reduced by half.
Provides a bonus to the hero's Movement Points = (6+(level-1)/4)%. Rounded down.
The bonus is multiplied with other MP bonuses (from Logistics, artifacts, etc.).
For example, at level 20, the bonus will be = (6+(20-1)/4) = 10%. With Expert Logistics, the hero's MP value will be = 2500*1.1*1.3 = 2500 * 1.43 = 3757 MP.
Additionally, the teleport spell costs half as much
.
Made of Steel/Iron Maiden
Deleb
A projectile fired from a ballista explodes like a fireball upon impact. The shock power of the fireball increases by +1 unit for every four levels of the hero.
The ballista, in addition to normal damage, casts FireBall on the target at Expert Destructive Magic level with damage = 20+20*SP.
SP depends on the hero's level and = (level+1)/4. Rounded down. The SP value cannot be less than 1.
For the first 6 levels of the hero, SP for FireBall = 2 (damage = 40). For example, at hero level 20, SP=5 (damage = 120).
The ballista's FireBall is NOT affected by the hero's Fire Mastery ability.
Magic Resistance may trigger on the target against the ballista's FireBall.
If the first ballista shot destroys the target, a second shot is not made (the Ballista ability grants the possibility of a second shot).
Deleb's ballista is the strongest in the game: first, the ballista has Fireball; second, the Demon Lord class is the most "suitable" class for the ballista. (Their main characteristics "Attack" and "Knowledge" directly affect the ballista's "Damage" characteristic.)
Chosen of Chaos/Chosen of Chaos
Nebiros
The Luck of all the hero's troops increases by 1 unit. Additionally, the enemy hero cannot use the "Tactics" ability in battle.
"Luck" increases by 1 (for both the troops and the hero himself – for Swarming Gate, for example).
The hero himself can use the Tactics ability (he is given it at the start), but enemy heroes cannot.
Gate Keeper/Gate Keeper
Nymus, Biara(campaign)
The number of creatures summoned via "Dimensional Gate" increases by 1% with each new hero level.
Number of summoned creatures = base%*(1+level*0.01).
Base% depends on the Gating skill level and = 25%/30%/35%/40% (from Basic to Ultimate).
If there are other hero abilities that increase Gating (Swarming Gate, Gate Master), all bonuses are multiplied.
For example, at hero level 20 with Expert Gating and the Gate Master ability, 35%*1.2*(1+20*0.01)=35%*1.2*1.2= 50.4% of creatures will be summoned.
Mindreaver/Mindreaver
Alastor, Guarg(campaign)
The "Confusion" spell gains an additional effect, reducing the victim's mana pool by one unit for each hero level.
Caster units in the enemy army have their mana reduced by (1*level).
Mass Confusion reduces mana for all stacks with caster units simultaneously.
When the spell is cast again, mana is deducted once more.
For example, at hero level 20, Mass Confusion deducts 20 units of mana from each enemy stack. That is, practically, all enemy stacks will be left without mana (and, moreover, will not shoot or respond to attacks).
The Confusion spell cast by caster units (Shadow Matriarch) does NOT destroy the mana of enemy stacks.
Spellbreaker/Spellbreaker
Marbas
All creatures in the hero's army immediately receive 5% magic resistance plus 1% for each hero level.
Hero's Magic Resistance = 5%+1%*level. (Not verified)
Temptress/Temptress
Jezebeth
All succubi and demonesses in the hero's army receive +1 unit to defense and attack for every two levels of the hero, starting from the first.
Hound Master/Hound Master
Grawl
All hellhounds and cerberi in the hero's army receive +1 unit to defense and attack for every two levels of the hero, starting from the first.
Necropolis
Banshee/Banshee
Deirdre
Thanks to this ability, the hero gains new levels faster.
Error in description.
Strengthens the hero's Banshee Howl: -2 morale, -2 Luck, -20% Initiative for all enemy stacks. Duration = (2+level*0.25) turns.
Embalmer/Embalmer
Kaspar
With each new hero level, the first aid tent will heal 5 units of damage more. Damage will also increase if the "Plague Tent" ability is present.
Souldrinker/Souldrinker
Raven
The "Weakness" spell not only reduces the damage dealt by an enemy squad but also lowers its defense by 1 unit for every three levels of the hero, starting from the first.
Weakness and Mass Weakness spells additionally reduce the "Defense" parameter of the "cursed" stack by a value = (level/3). Rounded up.
For example, at level 20, the "Defense" parameter will be reduced by 7.
The hero's specialization extends to the Weakness spell of Archliches and the Cursing Attack ability of Spectral Dragons.
The effect is not cumulative.
Spellwringer/Spellwringer
Zoltan
A spell cast by the opponent can be blocked so that this spell can no longer be used in this battle. The blocking probability increases as the hero's level grows. However, the higher the spell circle, the harder it is to block.
Chance% = 100/(spell_level+1) + (zoltan_level - enemy_hero_level)
, where Chance% is the chance to "block" subsequent casts of the spell in battle;
spell_level is the level of the spell (1-5);
zoltan_level, enemy_hero_level are the levels of Zoltan and the enemy hero (1-40).
That is, if Zoltan's level = the enemy hero's level, then spells of levels 1-5 have a chance to be blocked of 50%, 33%, 25%, 20%, 16%. For each point of difference in hero levels, the chance changes by 1% in either direction.
Only enemy heroes' spells are blocked. Caster units' spells are not. "Active" abilities of heroes (Benediction, Banshee Howl, etc.) are not.
In version 1.1 bug: in the formula, Zoltan's level and the enemy hero's level were swapped. That is, the higher Zoltan's level relative to the enemy hero's level, the lower the probability of blocking a spell...
Reanimator/Reanimator
Vladimir, Nicolai(campaign)
The effect of the "Raise Dead" spell is strengthened. The "casting power" for this spell increases by 1 unit for every three levels of the hero, starting from the first.
Hero's SpellPower for the Raise Dead spell increases by (level/3). Rounded up.
For example, at level 20, SP for Raise Dead will increase by 7 (with Expert Summoning Magic, an additional 7*30=210 HP will be restored).
Soulhunter/Soulhunter
Naadir
Every time a group of enemy creatures dies, it is replaced for the duration of the battle by a group of friendly ghosts. The number of ghosts depends on the hero's level.
When each stack in an enemy army dies, a stack of 1*level Ghost creatures appears in its place.
Furthermore, it does not matter what type of creature was in the killed stack – living, undead, golems/gargoyles.
Also, it does not matter how strong the creatures in the stack were (i.e., as many Ghosts will "rise" from a killed stack of peasants as from a killed stack of Black Dragons).
If there were fewer than 1*level creatures in the killed enemy stack, the number of Ghosts is limited to that amount.
Vampire Princess/Vampire Princess
Lucretia
All ordinary and higher vampires in the hero's army receive +1 unit to attack and defense for every two levels of the hero, starting from the first.
Zombie Lord/Zombie Lord
Orson
All ordinary and plague zombies in the hero's army receive +1 unit to attack and defense for every two levels of the hero, starting from the first.
Sylvan
Swarm Queen/Swarm Queen
Dirael
The higher the hero's level, the more effective the "Wasp Swarm" spell becomes.
Wasp Swarm damage = damage * (1+0.02*level) (i.e., damage increases by +2% per level).
Also, the Wasp Swarm spell pushes back on the ATB scale as a percentage of the scale size.
Stack "push-back" on the ATB scale = base%*(1+0.01*level/3). (i.e., basic "push-back" increases by 1% every 3 levels).
Base% depends on the Summoning Magic level and = 0%/20%/40%/60%.
For example, at hero level 20 with Expert Summoning Magic, the "push-back" will be = 60%*(1+0.01*20/3) = 64%. With a hero's SpellPower = 3 (which is normal for a level 20 Ranger), damage will be = (40+8*3)*(1+0.02*20) = 64*1.4 = 89.
The specialization does NOT apply to the Wasp Swarm spell of caster units in the hero's army (Pixie/Sprite).
Elven Fury/Elven Fury
Talanar, Alaron(campaign)
Blade Dancers, Death Dancers, Elven Archers, Bowmasters, Druids, and High Druids receive the "Fury" ability.
Sword of Sylanna/Sword of Sylanna
Anwen
All Sylvan creatures under the hero's command deal 2% more damage to a sworn enemy for each level of the hero.
Damage = damage * (1+ level*0.02) (+2% per hero level) when attacking favored enemies.
For example, at level 20, damage against favored enemies will increase by 40%.
The damage increase occurs during any attack against favored enemies and does not depend on the "roll" of a double strike.
Battle-Hardened/Battle-Hardened
Vinrael
All experience that the hero receives after battles is increased by 2% for each of his levels.
exp=exp*(1+0.02*level).
The bonus applies only to experience gained from battles.
If the Enlightenment skill is present (which is given at the start), the bonuses are multiplied.
According to approximate calculations: from level 12 to 25, this hero will be 2 levels higher than an ordinary hero (without Enlightenment).
Swift Striker/Swift Striker
Wyngaal
At the start of battle, creatures from the hero's army receive a 2% increase in initiative.
Error in description.
For Wyngaal, the range of initial stack placement on the ATB scale = [75%-100%]–2%* level.
(For an "ordinary" hero – the range is [75%-100%]).
For example, at Wyngaal's level 20, his stacks will be located on the scale in the range [35%-60%].
Consider a simplified case. Two stacks have the same "initiative" – one from Wyngaal's army, the second from an ordinary hero's army.
The average "initiative per turn" in the first turn of battle for a stack from Wyngaal's army will be 87.5%/(87.5%-2%*level) times greater than that of an ordinary hero's stack.
For example, at Wyngaal's level 20, the "initiative for the first turn" of his stack is 1.8 times higher than that of an "ordinary" hero's stack.
This can be interpreted differently - the enemy stack's initiative must be 1.8 times greater than Wyngaal's stack for both stacks to have equal chances of moving first.
Blade Master/Blade Master
Gilraen
All Blade Dancers and Death Dancers in the hero's army receive +1 unit to attack and defense for every two levels of the hero, starting from the first.
Master of the Hunt/Master of the Hunt
Ossir
All Elven Archers and Bowmasters in the hero's army receive +1 unit to defense and attack for every two levels of the hero, starting from the first.
Unicorn Maiden/Unicorn Maiden
Ylthin
All ordinary and combat unicorns in the hero's army receive +1 unit to defense and attack for every two levels of the hero, starting from the first