Increases damage dealt by hero's creatures in ranged combat by 15%.
Allows manual control of the Ballista and the Ballista gains one extra shot.
The hero gains +2 Defense and increases it further by 1 for every 10 levels. The hero also receives a one-time +10% HP bonus for all creatures in his army for the next combat.
Allows manual control of the Catapult and the Catapult gains one extra shot. The hero also receives the Ammo Cart's Attack bonuses that are normally awarded only to the ranged units in the army.
All Dark Magic spells cast by the enemy cost 33% more mana than usual and the hero obtains a Shackles of War artifact at level 15, forcing enemy hero's to fight to the death.
All Destructive Magic spells cast by the enemy cost 33% more mana than usual and the hero obtains a Shackles of War artifact at level 15, forcing enemy hero's to fight to the death.
All Light Magic spells cast by the enemy cost 33% more mana than usual and the hero obtains a Shackles of War artifact at level 15, forcing enemy hero's to fight to the death.
All Summoning Magic spells cast by the enemy cost 33% more mana than usual and the hero obtains a Shackles of War artifact at level 15, forcing enemy hero's to fight to the death.
The hero's Knowledge is increased by 2 and if anyone casts a Dark Magic spell, their next turn is delayed by 15% longer than normal.
The hero's Knowledge is increased by 2 and if anyone casts a Destructive Magic spell, their next turn is delayed by 15% longer than normal.
The hero's Knowledge is increased by 2 and if anyone casts a Light Magic spell, their next turn is delayed by 15% longer than normal.
The hero's Knowledge is increased by 2 and if anyone casts a Summoning Magic spell, their next turn is delayed by 15% longer than normal.
Adventure Skill: Allows hero to effectively negotiate with hostile creatures. Increases chances and reduces costs of creatures that wish to join your army.
Enables the hero to learn any unknown spells used by an enemy hero or creature in combat, provided that all prerequisites to learn the spell is met, and to see the contents of the enemy inventory.
Allows manual control of the First Aid Tent and allows it to resurrect dead creatures.
Adventure Skill: The hero tends to find 5%-25% more resources and gold on the adventure map. Treasure chests contain 25%-50% more gold. Income from supply networks is increased on average by +1 resources or +500 gold per weekly supplier.
Increases minimum and maximum damage of each creature under hero's control by 1.
Increases normal maximum mana by 40%. Mana regeneration rate is not increased.
Combat abilities of creatures in the hero's army will be given a second chance to trigger each time.
The hero learns the Endurance spell and is granted mass effects to Deflect Missile and Endurance spells.
The hero learns the Fist of Wrath spell, and the Fist of Wrath and Firewall spells will be cast with +4 effective Spellpower.
The hero learns the Divine Strength spell and is granted mass effects to Divine Strength and area effect to Cleansing spells.
The hero learns the Summon Elementals spell, and the Conjure Phoenix, Summon Elementals and Wasp Swarm spells will be cast with +4 effective Spellpower.
The hero learns the Suffering spell and is granted mass effects to the Weakness and Suffering spells. Any standard hero's attack also casts the Suffering spell on the target, as if cast by the hero.
The hero learns the Fireball spell, and is granted armor-damaging effect to Fireball, Firewall and Armageddon spells.
The hero learns the Ice Bolt spell and is granted freezing effect to Ice Bolt, Circle of Winter and Deep Freeze spells.
The hero learns the Lightning Bolt spell, and is granted stunning effect to Lightning Bolt and Chain Lightning spells.
The hero learns the Slow spell and is granted mass effect to the Slow and Confusion spells.
The hero learns the Arcane Crystal spell, and the Arcane Crystal, Blade Barrier, Fire Trap and Earthquake spells will be cast with +4 effective Spellpower.
The hero learns the Decay spell and is granted area effects to the Decay and Rupture spells. Adds +4 to effective spellpower of the Curse of the Netherworld spell.
The hero learns the Haste spell and is granted mass effects to Righteous Might and Haste spells. Adds +4 to effective Spellpower of the Word of Light spell.
The hero is no longer burdened by terrain penalties while exploring.
Decreases damage dealt to your creatures by magic attacks by 20%.
Adventure Skill: Increases weekly growth of 1st, 2nd and 3rd level creatures in any owned town by 3, 2 and 1, respectively. For the effect to take place, the hero must be stationed within the town on the night of the last day of the week through the next day. If the hero uses any Regalia of the Legion artifacts, the effect will be calculated as if his Knowledge is 5 points higher.
Increases magic resistance of all creatures in hero's army by 12%. Magic resistance provides a chance to completely evade any spell that inflicts damage, not including magic fist, decay and rupture.
The hero can teach spells to other heroes and learn from them. The hero can also gain spells from magic schools not supported by the guilds of native towns. A random level 3 spell will be gained at level 10 and a random level 4 spell at level 20, but only if the hero has mastered an unsupported magic school at basic level or higher.
The hero gains +8 tiles to his scouting range and the ability to see the precise number of creatures in neutral stacks, enemy heroes, towns and garrisons within his scouting range. The chance for a Tier1 creature to die during scouting a battle site is decreased by 50%.
Increases the area in which the hero can rearrange creatures before combat, making a third row available for deployment. If the opponent also has Tactics, both effects are cancelled.
The hero acquires the Combat Aid Kit artifact and the Hit Points of all creatures in the hero's army are increased by 2 permanently.
The hero gains +2 Knowledge and is able to learn Warcries from other friendly heroes when meeting, or from enemy heroes in combat, even if he/she does not have corresponding prerequisites. The hero can also teach other heroes those Warcries he/she knows, but only if they have corresponding prerequisites.
The hero's Spellpower is increased by 2 and if anyone casts a Dark Magic spell, their Spellpower is considered 15% lower than normal.
The hero's Spellpower is increased by 2 and if anyone casts a Destructive Magic spell, their Spellpower is considered 15% lower than normal.
The hero's Spellpower is increased by 2 and if anyone casts a Light Magic spell, their Spellpower is considered 15% lower than normal.
The hero's Spellpower is increased by 2 and if anyone casts a Summoning Magic spell, their Spellpower is considered 15% lower than normal.