The hero gains +2 Spellpower and a one-time bonus equal to 1000 Gold + 1 Gem for every 2 hero levels.
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.
War Machines and Golems are now affected by positive morale effects (negative morale does not apply).
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.
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.
Every time the enemy hero casts a spell, their ATB value is decreased by 0.15.
The hero gains +2 Knowledge and all casters in hero army will spend only half the required Mana to cast spells.
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.
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%.
Increases normal maximum mana by 40%. Mana regeneration rate is not increased.
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.
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.
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.
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.
The hero strikes the target creatures with a curse that decreases their attack.
Every time when a Morale effect is triggered with a creature in the hero’s army, it gains 80 Rage points.
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.
Every spell cast by the hero (including adventure spells) will have its cost reduced by a random amount between 10% and 30%.
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.
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.
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.
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.
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.
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%.
The hero learns the Rune of Exorcism, gains +2 Knowledge and qualifies for an additional free level up.
The hero learns the Sorrow spell and Luck of all enemy troops in combat is decreased by 1.
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.
Increases the hero's Attack by +4 and all creatures led by the hero inflict double damage to summoned enemies.
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.
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.
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.
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.
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.
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.
Every time the enemy hero casts a spell, their ATB value is decreased by 0.15.
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.
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.
The hero gains +2 Spellpower and will deal double damage with spells against summoned elementals, phoenixes and gated demons.
The hero gains +2 Morale and all casters in hero army will spend only half the required Mana to cast spells.
Whenever a luck bonus is triggered, the creature does x1.66 damage instead of x1.5.
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.
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.
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.
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.
The speed of all units in the hero's army is increased by 1.
The hero learns the Summon Elementals spell and from now on the spell will always summon Fire Elementals.
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.
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%.
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.
All Sylvan creatures in hero's army gain +1 to maximum damage and the hero gains +1 Luck permanently.
The Gating ability becomes more potent, bringing 5% more reinforcements than normal.
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.
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.
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.
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.
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.
Troops under hero's control get an additional +30% bonus to their defense carrying out the Defend command.
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.
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.
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.
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.
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.
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.
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.
Increases hero's Luck by 1 permanently and all damage dealt by enemy spells is reduced by 20%.
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.
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.
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.
When the effect from a Warcry is calculated, the hero is considered as being 10 levels higher.
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.
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.
Adventure Skill: The hero gains 50 movement points after every battle on land
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.
The hero acquires the Mass Deflect Missile and Magical Immunity spells on Expert level
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'
All inferno creatures spend only 50% of their turn if they use the gating ability (instead of 75%).
The Hero receives a +0.2 bonus to starting ATB value at the start of each combat, enabling them to act earlier.
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.
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.
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.
The hero casts all Lightning spells with +4 effective Spellpower.
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.
Hero gains +2 Defense permanently and a Vial of Lifeblood artifact, capable of resurrecting creatures after battle.
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.
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.
The hero learns the Summon Elementals spell and from now on the spell will always summon Air Elementals.
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.
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.
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.
Decreases damage dealt to your creatures by magic attacks by an additional 20%.
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.
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.
Being so keen to learn, the hero gains +2 Knowledge and a one time experience bonus equal to 1000 + 250 for every hero level.
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.
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.
Enemy hero is forced to spend twice more mana to cast Dark Magic spells in combat.
Enemy hero is forced to spend twice more mana to cast Light Magic spells in combat.
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).
The Hero acquires the Teleportation spell and the ability to cast it with assault effect, increasing the initiative of creature being teleported.
The Ballista gains two extra shots, dealing 4 consecutive shots in a turn.
The Summon Elementals spell will from now on always summon Water Elementals.
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.
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.
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.