Allows all Air spells to be cast at Basic effectiveness regardless of the caster's other skills.
Increases the damage inflicted by the hero's ranged (shooting) units by 10%.
Lets the hero control the Ballista/Cannon and grants it +1 shot, with a chance for double damage.
Gives the hero control of the catapult during sieges, improving its accuracy and damage to walls.
Allows the hero to recruit a portion of wandering monster stacks that wish to join, and lowers surrender costs.
Gives a 40% chance to learn enemy-cast spells of up to 2nd level after combat.
Allows all Earth spells to be cast at Basic effectiveness regardless of the caster's other skills.
Allows all Fire spells to be cast at Basic effectiveness regardless of the caster's other skills.
Lets the hero control the First Aid Tent, healing 50 hit points of damage to a wounded unit each combat round.
Raises a number of Skeletons from enemy creatures killed in combat (10% of the slain).
Reduces the movement penalty for crossing rough terrain (25% reduction at Basic).
Gives the hero's troops a 5% chance to resist enemy spells cast against them.
Allows the hero to teach and learn spells of up to 1st level when meeting another hero.
Allows all Water spells to be cast at Basic effectiveness regardless of the caster's other skills.