Heroes 5.5 (community mod): changed perks

Heroes and skills Views: 14 Last Edited
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Arcane Training Secondary Skills
Arcane Training

Reduces casting costs of all spells by 20%.

Requires
Archery Secondary Skills
Archery

Increases damage dealt by hero's creatures in ranged combat by 15%.

Requires
Unlocks
Ballista Secondary Skills
Ballista

Allows manual control of the Ballista and the Ballista gains one extra shot.

Requires
Mysticism Secondary Skills
Mysticism

Doubles the hero's knowledge based mana regeneration.

Requires
Stamina Secondary Skills
Stamina

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.

Requires
Unlocks
Catapult Secondary Skills
Catapult

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.

Requires
Shackle Dark Secondary Skills
Shackle Dark

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.

Requires
Shackle Destruction Secondary Skills
Shackle Destruction

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.

Shackle Light Secondary Skills
Shackle Light

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.

Requires
Unlocks
Shackle Summoning Secondary Skills
Shackle Summoning

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.

Detain Dark Secondary Skills
Detain Dark

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.

Requires
Detain Destruction Secondary Skills
Detain Destruction

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.

Detain Light Secondary Skills
Detain Light

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.

Requires
Unlocks
Detain Summoning Secondary Skills
Detain Summoning

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.

Diplomacy Secondary Skills
Diplomacy

Adventure Skill: Allows hero to effectively negotiate with hostile creatures. Increases chances and reduces costs of creatures that wish to join your army.

Requires
Arcane Intuition Secondary Skills
Arcane Intuition

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.

Requires
Estates Secondary Skills
Estates

The hero earns 250 gold per day + an additional amount equal to their knowledge*25. The hero also gains a one-time bonus of Wood or Ore, depending on which stock is more depleted. The amount is equal to the level of the hero.

Requires
Evasion Secondary Skills
Evasion

Decreases damage dealt to your creatures by ranged attacks by 15%.

Requires
First Aid Tent Secondary Skills
First Aid Tent

Allows manual control of the First Aid Tent and allows it to resurrect dead creatures.

Requires
Unlocks
Dwarven Treasures Secondary Skills
Dwarven Treasures

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.

Requires
Battle Frenzy Secondary Skills
Battle Frenzy

Increases minimum and maximum damage of each creature under hero's control by 1.

Requires
Intelligence Secondary Skills
Intelligence

Increases normal maximum mana by 40%. Mana regeneration rate is not increased.

Requires
Soldier's Luck Secondary Skills
Soldier's Luck

Combat abilities of creatures in the hero's army will be given a second chance to trigger each time.

Requires
Master of Abjuration Secondary Skills
Master of Abjuration

The hero learns the Endurance spell and is granted mass effects to Deflect Missile and Endurance spells.

Requires
Master of Ruin Secondary Skills
Master of Ruin

The hero learns the Fist of Wrath spell, and the Fist of Wrath and Firewall spells will be cast with +4 effective Spellpower.

Requires
Unlocks
Master of Blessings Secondary Skills
Master of Blessings

The hero learns the Divine Strength spell and is granted mass effects to Divine Strength and area effect to Cleansing spells.

Requires
Unlocks
Master of Conjuration Secondary Skills
Master of Conjuration

The hero learns the Summon Elementals spell, and the Conjure Phoenix, Summon Elementals and Wasp Swarm spells will be cast with +4 effective Spellpower.

Requires
Master of Curses Secondary Skills
Master of Curses

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.

Requires
Unlocks
Master of Fire Secondary Skills
Master of Fire

The hero learns the Fireball spell, and is granted armor-damaging effect to Fireball, Firewall and Armageddon spells.

Master of Ice Secondary Skills
Master of Ice

The hero learns the Ice Bolt spell and is granted freezing effect to Ice Bolt, Circle of Winter and Deep Freeze spells.

Master of Storms Secondary Skills
Master of Storms

The hero learns the Lightning Bolt spell, and is granted stunning effect to Lightning Bolt and Chain Lightning spells.

Master of Mind Secondary Skills
Master of Mind

The hero learns the Slow spell and is granted mass effect to the Slow and Confusion spells.

Requires
Master of Earthblood Secondary Skills
Master of Earthblood

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.

Requires
Master of Pain Secondary Skills
Master of Pain

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.

Requires
Unlocks
Master of Wrath Secondary Skills
Master of Wrath

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.

Requires
Mysticism Secondary Skills
Mysticism

Doubles the hero's knowledge based mana regeneration.

Requires
Pathfinding Secondary Skills
Pathfinding

The hero is no longer burdened by terrain penalties while exploring.

Requires
Bloodfire Secondary Skills
Bloodfire

The hero learns the Call of Blood Warcry and every time a creature in the hero’s army gains Rage, it gains 33% more Rage than usual. However, if a creature loses Rage, it also loses 33% more Rage than the usual amount.

Requires
Armorer Secondary Skills
Armorer

Decreases damage dealt to your creatures by magic attacks by 20%.

Requires
Recruitment Secondary Skills
Recruitment

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.

Requires
Magic Resistance Secondary Skills
Magic Resistance

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.

Requires
Scholar Secondary Skills
Scholar

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.

Requires
Scouting Secondary Skills
Scouting

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%.

Requires
Tactics Secondary Skills
Tactics

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.

Requires
Vitality Secondary Skills
Vitality

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.

Requires
Bloodlust Secondary Skills
Bloodlust

The hero learns the Call of Blood Warcry and all his Orc troops gain 50% more Rage from any Warcry used in battle.

Requires
Warcry Training Secondary Skills
Warcry Training

All Warcries cost 20% less mana.

Requires
Unlocks
Battle Lore Secondary Skills
Battle Lore

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.

Requires
Unlocks
Weaken Dark Secondary Skills
Weaken Dark

The hero's Spellpower is increased by 2 and if anyone casts a Dark Magic spell, their Spellpower is considered 15% lower than normal.

Requires
Weaken Destruction Secondary Skills
Weaken Destruction

The hero's Spellpower is increased by 2 and if anyone casts a Destructive Magic spell, their Spellpower is considered 15% lower than normal.

Weaken Light Secondary Skills
Weaken Light

The hero's Spellpower is increased by 2 and if anyone casts a Light Magic spell, their Spellpower is considered 15% lower than normal.

Requires
Weaken Summoning Secondary Skills
Weaken Summoning

The hero's Spellpower is increased by 2 and if anyone casts a Summoning Magic spell, their Spellpower is considered 15% lower than normal.

Unlocks