Heroes 5.5 (community mod): changed special perks

Heroes and skills Views: 18 Last Edited
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Academy Award Secondary Skills
Academy Award

The hero gains +2 Spellpower and a one-time bonus equal to 1000 Gold + 1 Gem for every 2 hero levels.

Requires
Fiery Wrath Secondary Skills
Fiery Wrath

The hero gains +2 Attack and all creatures led by the hero will inflict additional Fire damage equal to 10% of the damage inflicted by their attacks. Enemies who are Immune to Fire suffer no additional damage.

Artificial Glory Secondary Skills
Artificial Glory

War Machines and Golems are now affected by positive morale effects (negative morale does not apply).

Class
Requires
Scorched Earth Secondary Skills
Scorched Earth

The hero gains the Fireball spell, +3 Spellpower and all creatures led by the hero will inflict additional Fire damage equal to 10% of the damage inflicted by their attacks. Enemies who are Immune to Fire suffer no additional damage. The hero becomes a pariah among his own kind resulting in a -1 Morale penalty.

Class
Elder Chief Secondary Skills
Elder Chief

The hero gains +2 Knowledge, an extra levelup and from now on at the start of every week, a quantity of Slayers, Executioners or Warlords will join the hero's army provided he already has some of these troops in his army. The amount is 1 + 0.33 * Knowledge.

Class
Requires
Distract Secondary Skills
Distract

Every time the enemy hero casts a spell, their ATB value is decreased by 0.15.

Class
Requires
Arcane Allies Secondary Skills
Arcane Allies

The hero gains +2 Knowledge and all casters in hero army will spend only half the required Mana to cast spells.

Class
Requires
Fire Resistance Secondary Skills
Fire Resistance

The hero gains +4 Defense and all creatures under the hero's control receive only 50% damage from all fire spells and are immune to armor damaging effects of Master of Fire ability.

Class
Requires
Fog Veil Secondary Skills
Fog Veil

The Hero calls upon the forces of nature to affect enemy ranged-attacking creatures. Initiative of all enemy shooters is decreased by 10% and their damage is decreased by 25%.

Class
Requires
Intelligence Secondary Skills
Intelligence

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

Class
Requires
Unlocks
Mentoring Secondary Skills
Mentoring

Adventure Skill: The hero becomes a mentor. When a mentor meets another friendly hero, the latter gains as much additional experience as needed to have his or her total experience become equal to 10% of that of the mentor's.

Class
Requires
Cursed Ground Secondary Skills
Cursed Ground

Mother Earth curses the ground on which enemy creatures walk. Any time a non-flying enemy creature moves, it will receive damage equal to Hero Level * 8.

Class
Requires
Storm Wind Secondary Skills
Storm Wind

The hero calls upon the forces of nature to affect enemy flying creatures. Initiative of all enemy flyers is decreased by 2 and their speed by 1.

Class
Requires
Mana Burst Secondary Skills
Mana Burst

The hero learns the Earthquake spell and calls upon the forces of nature to punish enemy casters. Any time an enemy creature casts a spell it will receive damage 30 times the hero's level.

Class
Agonizing Strike Secondary Skills
Agonizing Strike

The hero strikes the target creatures with a curse that decreases their attack.

Class
Battle Elation Secondary Skills
Battle Elation

Every time when a Morale effect is triggered with a creature in the hero’s army, it gains 80 Rage points.

Class
Tribal Rituals Secondary Skills
Tribal Rituals

The hero gains +2 Spellpower and increases it further by 1 for every 5 levels. The hero also gains +4 Mana regeneration and a one-time bonus of +100 Mana.

Requires
Erratic Mana Secondary Skills
Erratic Mana

Every spell cast by the hero (including adventure spells) will have its cost reduced by a random amount between 10% and 30%.

Requires
Chilling Bones Secondary Skills
Chilling Bones

The hero gains +2 Defense and all undead troops under the hero’s control are enhanced with ice enchantments returning 10% of all melee damage taken back to the attacker.

Class
Requires
Cold Steel Secondary Skills
Cold Steel

The hero enhances weapons of all troops in his or her army to strike with additional ice powers (not only undead creatures receive these enchantments). The target suffers elemental water damage equal to 10% of the primary damage dealt.

Requires
Counterspell Secondary Skills
Counterspell

The hero obtains a special combat ability that negates all effects of the next spell cast by the enemy, but drains double the mana cost of that spell.

Urgash's Call Secondary Skills
Urgash's Call

The hero can now gate Devils, Archdevils and Archdemons and there is a chance that any gated stack summons 10% more reinforcements. The chance is equal to the hero's Luck * 20% and zero if Luck isn't positive.

Class
Requires
Martial Arts Secondary Skills
Martial Arts

The hero prefers his weapon instead of magic. There's a 70% chance that the hero performs a critical strike dealing double damage to the target.

Requires
Unlocks
Dark Avenger Secondary Skills
Dark Avenger

The hero learns the Confusion spell, gains +2 Knowledge and the chance of inflicting a critical hit using the Avenger skill is increased by 10%.

Class
Requires
Rune Research Secondary Skills
Rune Research

The hero learns the Rune of Exorcism, gains +2 Knowledge and qualifies for an additional free level up.

Requires
Fateweaver Secondary Skills
Fateweaver

The hero learns the Sorrow spell and Luck of all enemy troops in combat is decreased by 1.

Requires
Cold Death Secondary Skills
Cold Death

The hero gains +2 Spellpower and all Frost spells will be more powerful. In addition to the normal spell damage, Frost spells will always deal the damage required to kill exactly one creature in the target stack.

Requires
Back to the Void Secondary Skills
Back to the Void

Increases the hero's Attack by +4 and all creatures led by the hero inflict double damage to summoned enemies.

Class
Requires
Siege Master Secondary Skills
Siege Master

All hero's troops gain +3 speed during the siege of an enemy castle and the catapult gains a total of 4 shots per turn.

Requires
Defend Us All Secondary Skills
Defend Us All

Increases the hero's Defense by +2 and at level 10, one Warrior, Mauler or Warmonger will join the hero's army every day, provided that the hero has some of these creatures in his army already.

Class
Requires
Defensive Formation Secondary Skills
Defensive Formation

The hero gains +2 Defense and the defense of all creatures in the hero's army is increased when standing close to each other on the battlefield.

Class
Requires
Hold the Line Secondary Skills
Hold the Line

The hero learns the Rune of Resurrection and gains +2 Defense. Furthermore, two Defenders, Shieldguards or Mountain Guards will join the hero's army every day, provided that the hero has some of these creatures in his army already.

Class
Hellwrath Secondary Skills
Hellwrath

The hero gains +2 Attack and the Hellfire ability is more effective. Additional fire damage to enemy creatures will also be dealt on retaliation strikes.

Class
Requires
Spymaster Secondary Skills
Spymaster

The hero controls the flow of information in conquered territory and hides information from their enemies. Whenever a friendly hero anywhere on the map learns a new spell, rune or warcry the hero will also learn it the next day if they have the required magic skills. Enemies will see only the strongest creature in the hero's army with no number at all unless they have the scouting ability. The hero can also see the courage of neutrals.

Requires
Distract Secondary Skills
Distract

Every time the enemy hero casts a spell, their ATB value is decreased by 0.15.

Warrior's Luck Secondary Skills
Warrior's Luck

Friendly creatures gain a second chance to resist an enemy spell. Warrior’s Luck works like Soldier's Luck, by giving the stack's magic resistance 2 chances to trigger.

Class
Requires
Elemental Balance Secondary Skills
Elemental Balance

The hero learns the Summon Elementals spell and each time the enemy summons elementals, the hero will immediately summon the same amount of opposite alignment. If a Phoenix is summoned, the hero summons a perfect clone.

Exorcism Secondary Skills
Exorcism

The hero gains +2 Spellpower and will deal double damage with spells against summoned elementals, phoenixes and gated demons.

Requires
Unlocks
Arcane Allies Secondary Skills
Arcane Allies

The hero gains +2 Morale and all casters in hero army will spend only half the required Mana to cast spells.

Requires
Unlocks
Critical Hit Secondary Skills
Critical Hit

Whenever a luck bonus is triggered, the creature does x1.66 damage instead of x1.5.

Class
Unlocks
Empathy Secondary Skills
Empathy

Each time when the Morale effect is triggered with any of the creatures in the hero's army, the hero moves 5% forward along the ATB bar. Accordingly, when a negative Morale effect is triggered, the hero moves 5% back.

Requires
Encourage Secondary Skills
Encourage

A special combat ability to encourage friendly troops on the battlefield, making their turns come faster. The ATB value of the target is increased by 0.4, capped to 1. The hero's ATB value resets to 0.1 after use.

Searing Light Secondary Skills
Searing Light

The hero learns the Blindness spell and Divine Strength will now make creatures immune to weakness. The hero's mana regeneration is also increased by 6.

Cult Master Secondary Skills
Cult Master

Adventure Skill: Additional Spellcasters will join the hero's army every week. The number of Spellcasters is equal to Rounded(multiplier*hero knowledge), in which the multiplier = 0.17/0.25/0.33/0.42 based on weekly growth.

Class
Requires
Aura of Swiftness Secondary Skills
Aura of Swiftness

The speed of all units in the hero's army is increased by 1.

Requires
Fire Affinity Secondary Skills
Fire Affinity

The hero learns the Summon Elementals spell and from now on the spell will always summon Fire Elementals.

Fire Resistance Secondary Skills
Fire Resistance

The hero gains +4 Defense and all creatures under the hero's control receive only 50% damage from all fire spells and are immune to armor damaging effects of Master of Fire ability.

Fog Veil Secondary Skills
Fog Veil

The Hero calls upon the forces of nature to affect enemy ranged-attacking creatures. Initiative of all enemy shooters is decreased by 10% and their damage is decreased by 25%.

Forest Guardian Secondary Skills
Forest Guardian

Adventure Skill: Adds +2 to the hero's Attack permanently and a group of War Dancers will join the hero's army immediately. Furthermore, at level 10, one Blade Dancer, War Dancer or Wind Dancer will join the hero's army every day, provided that the hero has some of these creatures in his army already.

Class
Requires
Nature's Wrath Secondary Skills
Nature's Wrath

All Sylvan creatures in hero's army gain +1 to maximum damage and the hero gains +1 Luck permanently.

Class
Requires
Gate Master Secondary Skills
Gate Master

The Gating ability becomes more potent, bringing 5% more reinforcements than normal.

Class
Requires
Goblin Support Secondary Skills
Goblin Support

Adventure Skill: If there is an Ammo Cart in the hero's army, there will be 1 Goblins joining his army every day and the hero gains 0.5 gold per day for every goblin in his army.

Class
Requires
Mining Secondary Skills
Mining

As an expert in mining, the hero is able to dig for resources everywhere and produces a single random resource every day. The resource can be of any type except gold. If the hero has 20 Knowledge or more he digs up 2 resources per day. Additionally, digging for a Tear of Asha somewhere around its actual location is much more likely to be a success.

Divine Guardian Secondary Skills
Divine Guardian

The hero gains +2 Defense, learns the Regeneration spell and if all the hero's troops have died in combat, an Angel will appear and cast a resurrection spell on the most powerful stack of dead creatures.

Class
Haunted Mines Secondary Skills
Haunted Mines

After capturing an enemy mine the Necromancer is able to haunt it. Some Ghosts will appear in mine's garrison, the number of summoned Ghosts depends upon the number of the week.

Class
Herald Of Death Secondary Skills
Herald Of Death

Adventure Skill: The hero gains +100 Movement points after every battle and all neutral creatures which join the hero's army will be automatically transformed into undead creatures of their respective level and upgrade type.

Class
Unlocks
Stand Your Ground Secondary Skills
Stand Your Ground

Troops under hero's control get an additional +30% bonus to their defense carrying out the Defend command.

Requires
Imbue Ballista Secondary Skills
Imbue Ballista

The Imbue Arrow ability will now affect the Ballista as well. All Ballista shots will carry the hero's enchantments, and therefore drain his or her Mana.

Class
Arcane Brilliance Secondary Skills
Arcane Brilliance

The hero gains +2 Spellpower and increases it further by 1 for every 10 levels. The hero also learns a new random spell of level 1-3, for which he or she has the skill prerequisites.

Plague Tent Secondary Skills
Plague Tent

The First Aid Tent gains the ability to damage enemy creatures. The damage dealt is the same as the tent's healing power. Plague shots do not consume healing shots, but will be depleted when there are no healing shots left.

Requires
Righteous Fortitude Secondary Skills
Righteous Fortitude

The hero gains +2 Defense, learns the Regeneration spell and the hero's army will fight to the ultimate end. If the enemy kills a full stack, the last creature will survive the attack with 1 hit point. The stack must have contained at least 5 creatures when the last blow was dealt for this ability to trigger.

Lord of the Undead Secondary Skills
Lord of the Undead

The hero gains +2 Knowledge, +5% raised creatures to necromancy and earns 0.5 Gold per day for every skeleton in his army. Necropolis heroes also raise an additional amount of skeletons every week. The amount is equal to their Knowledge.

Class
Unlocks
Chaotic Absorption Secondary Skills
Chaotic Absorption

All creatures in the hero's army get an additional 40% magic proof but only as long as the luck of the hero is positive.

Class
Requires
Caster's Luck Secondary Skills
Caster's Luck

Luck rolls will now be applied to all direct damaging spells cast by the hero, resulting in a damage increase of 25% + 1% per hero level. The chance to do extra damage is the same as for creatures.

Protection Secondary Skills
Protection

Increases hero's Luck by 1 permanently and all damage dealt by enemy spells is reduced by 20%.

Requires
March of the Golems Secondary Skills
March of the Golems

All Golems under hero's command have their Speed increased by 2. Iron & Steel Golems also have their initiative increased by 2. Furthermore, at level 10, one Iron Golem, Steel Golem or Magnetic Golem will join the hero's army every day, provided that the hero has some of these creatures in his army already.

Class
Requires
Silver City Magistrate Secondary Skills
Silver City Magistrate

The hero gains +2 Spellpower and at the start of every week additional Djinns, Djinn Sultans or Djinn Viziers will join the hero's army, provided they already have some of them in their army already. The amount is equal to 0.33 * hero level.

Requires
Mentoring Secondary Skills
Mentoring

Adventure Skill: The hero becomes a mentor. When a mentor meets another friendly hero, the latter gains as much additional experience as needed to have his or her total experience become equal to 10% of that of the mentor's.

Mighty Shout Secondary Skills
Mighty Shout

When the effect from a Warcry is calculated, the hero is considered as being 10 levels higher.

Class
Requires
Unlocks
Offensive Formation Secondary Skills
Offensive Formation

The hero gains +2 Attack and the attack of all creatures in the hero's army is increased when standing close to each other on the battlefield.

Class
Requires
Pariah Secondary Skills
Pariah

A living hero will gain the Vampirism spell and a Necropolis hero will gain the Reanimation spell. The hero also gains +5 Spellpower when casting Dark Magic spells, but this dedication makes him a pariah among his own kind resulting in a -1 Morale penalty.

Class
Pillager Secondary Skills
Pillager

Adventure Skill: The hero gains 50 movement points after every battle on land

Requires
Arcane Renewal Secondary Skills
Arcane Renewal

The hero's mana regeneration is increased by 5 and the hero will never waste any mana in combat. The hero gains back all mana spent on completely resisted spells and their ATB value resets to 0.2/0.3/0.4/0.5 depending on Sorcery skill mastery after a failed cast. Doesn't work for partially resisted spells.

Requires
Unlocks
Power of Speed Secondary Skills
Power of Speed

Hero acquires the Mass Haste spell on Expert level

Requires
Power of Deflection Secondary Skills
Power of Deflection

The hero acquires the Mass Deflect Missile and Magical Immunity spells on Expert level

Requires
Preparation Secondary Skills
Preparation

The hero carefully prepares the position of his army on the battlefield. All friendly creatures while discharging the Defend command will retaliate pre-emptively (but once as usual) against any enemy that assaults them, but not if the enemy has 'No enemy Retaliation'

Swift Gating Secondary Skills
Swift Gating

All inferno creatures spend only 50% of their turn if they use the gating ability (instead of 75%).

Class
Requires
Swift Mind Secondary Skills
Swift Mind

The Hero receives a +0.2 bonus to starting ATB value at the start of each combat, enabling them to act earlier.

Requires
Skeleton Archers Secondary Skills
Skeleton Archers

Allows the hero to raise Skeleton Archers instead of Skeletons.

Remote Control Secondary Skills
Remote Control

At the beginning of the combat one of the enemy War Machines comes under your control. One War Machine is randomly picked, excluding the Catapult.

Class
Retribution Secondary Skills
Retribution

The troops led by the hero inflict additional melee and ranged damage if their Morale is above zero (+3% for each point of Morale). The bonus is limited to 15%. For Necropolis heroes, the skill increases Attack by 3.

Master of the Hunt Secondary Skills
Master of the Hunt

Adventure Skill: All creatures in hero's army receive +1 movement speed if the battle is taking place on dirt terrain and Necropolis heroes raise an additional amount of Ghosts every week. The amount is equal to their Knowledge and will be added to their army instead of the skeletons from the Lord of the Undead perk.

Requires
Unlocks
Electrocute Secondary Skills
Electrocute

The hero casts all Lightning spells with +4 effective Spellpower.

Class
Runic Attunement Secondary Skills
Runic Attunement

The hero learns the Rune of Dragonform and will increase a creature's Morale by 2 for two turns after casting a Rune on it.

Class
Requires
Engineering Secondary Skills
Engineering

Increases initiative of all war machines by +2.

Class
Requires
Vial of Lifeblood Secondary Skills
Vial of Lifeblood

Hero gains +2 Defense permanently and a Vial of Lifeblood artifact, capable of resurrecting creatures after battle.

Requires
Arcane Secrets Secondary Skills
Arcane Secrets

The hero gains +2 Knowledge and increases it further by 1 for every 10 levels. The hero also acquires one random damaging spell of 1st to 3rd circle that is not yet in his or her spellbook.

Requires
Unlocks
Ignite Secondary Skills
Ignite

Fire spells cast by the hero will ignite enemies, inflicting an extra 66% of current spell damage to the target over the next 2 turns.

Requires
Air Affinity Secondary Skills
Air Affinity

The hero learns the Summon Elementals spell and from now on the spell will always summon Air Elementals.

Requires
Emissary of Darkness Secondary Skills
Emissary of Darkness

Enemy Dark Magic spells will be cast with only 50% of effective Spellpower. A living Emissary of Darkness will not be disobeyed and gains a permanent +3 bonus to morale.

Requires
Snatch Secondary Skills
Snatch

The hero spends no movement points to pick up resources, to access buildings or boats, and for other similar actions. Snatch also works at sea; loading into a ship uses no movement points, but landing costs a standard movement.

Corrupted Soil Secondary Skills
Corrupted Soil

The hero calls upon forces of nature to affect the soil on which enemy creatures walk. Any time a non-flying enemy creature moves, it will receive damage equal to Hero Level * 8.

Requires
Unlocks
Forge Master Secondary Skills
Forge Master

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

Class
Requires
Imp Scavengers Secondary Skills
Imp Scavengers

Adventure Skill: Two Imps, Familiars or Vermins will join the hero's army every day, provided that the hero has some of these creatures in his army already and after every battle won, Imps will collect a certain amount of gold and (one random type of) resources.

Storm Wind Secondary Skills
Storm Wind

The hero calls upon the forces of nature to affect enemy flying creatures. Initiative of all enemy flyers is decreased by 2 and their speed by 1.

Requires
Graduate Secondary Skills
Graduate

Being so keen to learn, the hero gains +2 Knowledge and a one time experience bonus equal to 1000 + 250 for every hero level.

Requires
Stunning Strike Secondary Skills
Stunning Strike

Every standard hero's attack moves the target back along the ATB bar for a little. The target's ATB value is decreased by 0.2.

Class
Mana Burst Secondary Skills
Mana Burst

The hero learns the Earthquake spell and calls upon the forces of nature to punish enemy casters. Any time an enemy creature casts a spell it will receive damage 30 times the hero's level.

Requires
Seal of Darkness Secondary Skills
Seal of Darkness

Enemy hero is forced to spend twice more mana to cast Dark Magic spells in combat.

Requires
Suppress Light Secondary Skills
Suppress Light

Enemy hero is forced to spend twice more mana to cast Light Magic spells in combat.

Tap Runes Secondary Skills
Tap Runes

The hero learns the Rune of Etherealness and each time a rune is cast the hero will restore some Mana, equal to Knowledge/2 (rounded down).

Class
Requires
Teleport Assault Secondary Skills
Teleport Assault

The Hero acquires the Teleportation spell and the ability to cast it with assault effect, increasing the initiative of creature being teleported.

Unlocks
Quadruple Ballista Secondary Skills
Quadruple Ballista

The Ballista gains two extra shots, dealing 4 consecutive shots in a turn.

Requires
Water Affinity Secondary Skills
Water Affinity

The Summon Elementals spell will from now on always summon Water Elementals.

Requires
Unlocks
Twilight Secondary Skills
Twilight

The hero learns the Eldritch Arrow and the Empowered Eldritsch Arrow spells, even if they haven't learned occultism, effective Spellpower is increased by 3 when casting spells of Dark and Light Magic schools.

Requires
Banish Secondary Skills
Banish

The hero gains +2 Spellpower and a special combat ability that deals heavy damage to all summoned and gated stacks, the damage is equal to 120 + (40 * Hero Level). The ability costs 20 mana and resets the hero's ATB value to 0.24 after use.

Unlocks
Blood Rituals Secondary Skills
Blood Rituals

The hero gains +2 Knowledge and a Heart of Darkness, an artifact the hero can use to perform resurrections on deceased living creatures after battles.

Requires
Flaming Arrows Secondary Skills
Flaming Arrows

The Ballista under hero's command ignores 50% of enemy defense and inflicts additional fire damage. The amount per shot is equal to the level of the hero. A destroyed Ballista will be restored in hero's army after combat.

Requires
Unlocks