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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 20%.

Requires
Unlocks
Ballista Secondary Skills
Ballista

Allows manual control of the Ballista. Ballista gains one extra shot. Restores the Ballista after the battle if it was destroyed

Requires
Stamina Secondary Skills
Stamina

The hero gains +2 Defense and 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. Catapult gains one extra shot. Restores ammo cart after the battle if it was destroyed

Requires
Corrupt Dark Secondary Skills
Corrupt Dark

All Dark Magic spells cast by the enemy cost 50% more mana than usual.

Requires
Corrupt Destruction Secondary Skills
Corrupt Destruction

All Destruction Magic spells cast by the enemy cost 50% more mana than usual.

Corrupt Light Secondary Skills
Corrupt Light

All Light Magic spells cast by the enemy cost 50% more mana than usual.

Requires
Unlocks
Corrupt Summoning Secondary Skills
Corrupt Summoning

All Summoning Magic spells cast by the enemy cost 50% more mana than usual.

Detain Dark Secondary Skills
Detain Dark

If anyone casts any Dark Magic spell, his next turn is delayed by 25% longer than normal.

Requires
Detain Destruction Secondary Skills
Detain Destruction

If an enemy casts any Destruction Magic spell, his next turn is delayed by 25% longer than normal.

Detain Light Secondary Skills
Detain Light

If an enemy casts any Light Magic spell, his next turn is delayed by 25% longer than normal.

Requires
Unlocks
Detain Summoning Secondary Skills
Detain Summoning

If an enemy casts any Summoning Magic spell, his next turn is delayed by 25% longer than usual.

Diplomacy Secondary Skills
Diplomacy

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

Allows hero to learn an unknown spell used by an enemy hero or creature in combat (hero must be able to learn the spell with regards to school, level, etc.) and to see the contents of the enemy inventory.

Requires
Estates Secondary Skills
Estates

Hero contributes 250 gold pieces per day to your cause.

Requires
Evasion Secondary Skills
Evasion

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

Requires
Unlocks
First Aid Secondary Skills
First Aid

Allows manual control of the First Aid Tent. Restores the First Aid Tent after the battle if it was destroyed

Requires
Unlocks
Resourcefulness Secondary Skills
Resourcefulness

In the course of adventures the hero tends to find more gold and resources and be more lucky overall.

Requires
Battle Frenzy Secondary Skills
Battle Frenzy

Minimum and maximum damage inflicted by each creature under hero's control is increased by 1. Especially effective for armies of low level creatures.

Requires
Soldier's Luck Secondary Skills
Soldier's Luck

Guarantees that useful combat abilities of creatures in hero's army (like Squires's Bash, for example) will trigger more often.

Requires
Master of Abjuration Secondary Skills
Master of Abjuration

Grants mass effects to Deflect Missile and Endurance spells, but doubles the casting cost of these spells. Hero wastes only a halve of his current initiative to cast these spells

Requires
Master of Life Secondary Skills
Master of Life

Makes Fist of Wrath and Raise Dead spells more powerful (effective Spellpower increases by 4 for casting those spells).

Requires
Unlocks
Master of Blessings Secondary Skills
Master of Blessings

Grants mass effects to Divine Strength and area effect to Cleansing spells, but doubles the casting cost of these spells. Hero wastes only a halve of his current initiative to cast these spells

Requires
Master of Conjuration Secondary Skills
Master of Conjuration

Makes Conjure Phoenix and Summon Elementals spells more powerful (effective Spellpower is increased by 4 for casting those spells).

Requires
Master of Curses Secondary Skills
Master of Curses

Grants mass effects to Weakness and Suffering spells, but doubles the casting cost of these spells. Hero wastes only a halve of his current initiative to cast these spells

Requires
Master of Fire Secondary Skills
Master of Fire

Grants armor-damaging effect to Fireball, Firewall and Armageddon spells. Creatures affected by these spells suffer additional -50% defence penalty.

Master of Ice Secondary Skills
Master of Ice

Grants freezing effect to Ice Bolt, Circle of Winter and Deep Freeze spells.

Unlocks
Master of Storms Secondary Skills
Master of Storms

Grants stunning effect to Lightning Bolt and Chain Lightning (first target only) spells.

Master of Mind Secondary Skills
Master of Mind

Grants mass effects to Slow and Confusion spells, but doubles the casting cost of these spells. Hero wastes only a halve of his current initiative to cast these spells

Requires
Master of Earthblood Secondary Skills
Master of Earthblood

Makes Fire Trap and Earthquake spells more powerful (effective Spellpower is increased by 4 for casting those spells).

Requires
Unlocks
Master of Pain Secondary Skills
Master of Pain

Grants area effects to Decay and Vulnerability spells, but doubles the casting cost of these spells. Hero wastes only a halve of his current initiative to cast these spells. Adds +4 to effective spellpower of Unholy Word spell.

Requires
Unlocks
Master of Wrath Secondary Skills
Master of Wrath

Grants mass effects to Righteous Might and Haste spells, but doubles the casting cost of these spells. Hero wastes only a halve of his current initiative to cast these spells. Adds +4 to effective spellpower of Holy Word spell.

Requires
Pathfinding Secondary Skills
Pathfinding

Reduces penalty for moving through rough terrain by 50%.

Requires
Bloodfire Secondary Skills
Bloodfire

Every time when a creature in the hero’s army gets Rage, it gets 50% more than usual. But if a creature loses Rage, it loses 1.5 of the usual amount, too.

Protection Secondary Skills
Protection

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

Requires
Recruitment Secondary Skills
Recruitment

Increases weekly growth of 1st, 2nd and 3rd level creatures by +3, +2 and +1 respectively. Hero must be stationed within the friendly town on the last day of the week for effect to take place.

Requires
Magic Resistance Secondary Skills
Magic Resistance

Increases magic resistance of all creatures in hero's army by 15%. Creatures are more likely to avoid enemy magic.

Requires
Scholar Secondary Skills
Scholar

Allows hero to teach other heroes and learn from them, effectively trading spells between spell books.

Requires
Scouting Secondary Skills
Scouting

Hero receives +4 to his range of view and gets an ability to see precise number of creatures in neutral troops, in enemy armies, towns and garrisons within his range of view.

Requires
Tactics Secondary Skills
Tactics

Increases the area in which the hero can rearrange creatures before combat

Requires
Unlocks
Vitality Secondary Skills
Vitality

Increases hit points of all your creatures by 2 (Particularly effective for large armies)

Requires
Shout of Rage Secondary Skills
Shout of Rage

The troops gain twice as more Rage points from Warcries used by the hero (but 1.5 more for the Call of Blood Warcry).

Requires
Battle Lore Secondary Skills
Battle Lore

The Barbarian hero can learn Warcries from other heroes, even if he does not have corresponding prerequisites, and can teach other heroes those Warcries he knows, if they have corresponding prerequisites. He can also learn the Warcries used by enemy heroes in combat.

Unlocks
Weaken Dark Secondary Skills
Weaken Dark

If anyone casts any Dark Magic spell, his Spellpower is considered as 25% lower than normal.

Requires
Weaken Destruction Secondary Skills
Weaken Destruction

If an enemy casts any Destruction Magic spell, his Spellpower is considered as 25% lower than normal.

Weaken Light Secondary Skills
Weaken Light

If an enemy casts any Light Magic spell, his Spellpower is considered as 25% lower than normal.

Requires
Weaken Summoning Secondary Skills
Weaken Summoning

If an enemy casts any Summoning Magic spell, his Spellpower is considered as 25% lower than normal.

Unlocks
Magic Insight Secondary Skills
Magic Insight

Allows a hero to learn magic spells of the third circle regardless of actual skills in the respective schools of magic.

Requires
Unlocks