Demon Lord receives special combat ability to consume corpses of fallen creatures to restore mana. Consumed corpses disappear from the battlefield.
Special adventure ability. Hero spends entire day to perform the ritual and regain full mana. Can only be used at the beginning of the day.
Grants a hero an ability to call upon death itself in combat. All enemy living creatures receive -1 to morale, luck and -10% on initiative.
Creatures under Demon Lord's control are granted a 30% chance to deal additional fire damage on attack. The damage is dependent upon the number of creatures in the stack and the hero's Spellpower. Hellfire drains the Demon Lord's mana.
Demon Lord receives special combat ability to punish the target enemy creature with a powerful Mark of the Damned if that creature is about to attack, retaliate or cast any spell. Once declared, Mark of the Damned is active until the end of combat. Should target creature remain idle or move without attacking, the Mark will not be performed.
Allows Warlock to see elements on enemy creatures so that Destructive Magic spells cast by the hero can inflict additional elemental damage
All damaging spells cast by hero deal 50% more damage, but the mana cost is doubled.
Troop training in Haven towns costs 35% less than normal. Knight must be stationed within the town with Training Grounds built for this effect to take place.
The knight receives special combat ability to guard any selected creature in his army until the end of combat by inflicting direct damage to every enemy melee unit that is attacking this guarded creature.
Allows Ranger to enhance his or her arrows with attacking or cursing spells. Ranger's attacks (including special attack "Rain of Arrows") will now not only inflict damage upon enemy creatures but also will immediately cast an imbued spell, draining Ranger's mana. Imbue Arrow lasts till the end of the fight or until all Ranger's mana is drained.
Special combat ability. Caster binds himself to the target with Mark of the Wizard until the end of combat so that each subsequent spell striking that target has its effect doubled and costs as much mana as needed for this double effect. Moreover every spell striking another creature will affect this target as well. If there is not enough mana - effect is not doubled.
Every damaging or cursing spell cast by the enemy has a chance to be randomly reflected to some other target, including enemy units.
Special combat ability. Allows hero to consume artifacts equipped on friendly creatures to heal and resurrect it in combat.
All Stronghold creatures in the Barbarian's army get from 50 up to 100 rage points (randomly) at the beginning of combat.
Decreases enemy Spell power in combat in proportion with the Barbarian Spell power.
Grants Ranger an ability to attack all enemy creatures which are present in his favorite enemy list at once.
The Necromancer receives an ability to raise some of the fallen undead creatures in his or her army after combat.
Links a hero with a selected creature in his army. Every time this creature performs an attack, the hero will assault the same target. The hero’s attack is by 3 hero levels more powerful than usual and has an additional chance to inflict a critical hit.
The Knight receives special combat ability to temporarily raise the morale, initiative, attack and defense of his troops.
Allows a previously placed rune (random if many) to be refreshed on selected creature prolonging its effect, wasting only 50% of current Initiative on this action.
Increases the damage Ranger will inflict attacking enemy creatures on the battlefield. If that creature is present in Ranger’s favorite enemy list then the critical strike is fulfilled, the damage is doubled, and it always kills at least one creature.
Grants a Necromancer the ability to tie his or her own spirit to the spirits of any creatures on the battlefield until the end of combat. If linked creatures receive any damage the Necromancer will gain some mana, feeding upon those creatures' suffering.
Allows the same rune to be activated for the second time for triple resource cost.