Your Hero gains 6 Mana for each stack (ally or enemy) destroyed during combat.
When Sanctuary creatures do not attack in a turn, they gain 5 Initiative and 28% Damage (Might) for 1 turn. +5 Initiative and +28% Damage (Might) for 1 turn.
When channeled by the servants of Urgash, Magic is tainted by Chaos, which makes it less stable and predictable. All spells cast by the Hero have 50% chance to get their Mana cost reduced by 20%.
Each time an enemy stack dies, all surviving enemies are confronted with a vision of their own death. Reduces their Damage by 5%, increases their vulnerability to Might and Magic effects by 10%, and decreases Morale and Luck by 8 for 1 turn.
Each faction's unique racial ability used in combat, powered by a gauge that fills during battle; it has four levels unlocked as the hero reaches levels 1, 5, 15 and 25.
Increases Damage by 10% and Movement by 1 for all Stronghold creatures in the Hero's army when the first blood is spilled (ie: when the first friendly creature is wounded in a given combat). Lasts for 2 turns. Increases Damage by 10% and Movement by 1. Lasts for 2 turns.
Creatures under the Hero's control are granted a 50% chance to deal additional 4% damage (Fire) on attacks and retaliations.
When Sanctuary creatures do not attack in a turn, they gain 28% Damage (Magic) and 21 Magic Defense bonus for the next turn. +28% Damage (Magic) and +21 Magic Defense bonus for the next turn.
The hero's moral path between the Blood of the Dragon (aggressive and offensive) and the Tears of the Dragon (defensive and reactive); higher Reputation strengthens path-related abilities and unlocks advanced classes.