Increases damage dealt by hero's creatures in ranged combat by 20%.
Allows manual control of the Ballista. Ballista gains one extra shot. Restores the Ballista after the battle if it was destroyed
The hero gains +2 Defense and a one-time +10% HP bonus for all creatures in his army for the next combat.
Allows manual control of the Catapult. Catapult gains one extra shot. Restores ammo cart after the battle if it was destroyed
All Dark Magic spells cast by the enemy cost 50% more mana than usual.
All Destruction Magic spells cast by the enemy cost 50% more mana than usual.
All Light Magic spells cast by the enemy cost 50% more mana than usual.
All Summoning Magic spells cast by the enemy cost 50% more mana than usual.
If anyone casts any Dark Magic spell, his next turn is delayed by 25% longer than normal.
If an enemy casts any Destruction Magic spell, his next turn is delayed by 25% longer than normal.
If an enemy casts any Light Magic spell, his next turn is delayed by 25% longer than normal.
If an enemy casts any Summoning Magic spell, his next turn is delayed by 25% longer than usual.
Allows hero to effectively negotiate with hostile creatures. Increases chances and reduces costs of creatures that wish to join your army.
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.
Allows manual control of the First Aid Tent. Restores the First Aid Tent after the battle if it was destroyed
In the course of adventures the hero tends to find more gold and resources and be more lucky overall.
Minimum and maximum damage inflicted by each creature under hero's control is increased by 1. Especially effective for armies of low level creatures.
Guarantees that useful combat abilities of creatures in hero's army (like Squires's Bash, for example) will trigger more often.
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
Makes Fist of Wrath and Raise Dead spells more powerful (effective Spellpower increases by 4 for casting those spells).
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
Makes Conjure Phoenix and Summon Elementals spells more powerful (effective Spellpower is increased by 4 for casting those spells).
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
Grants armor-damaging effect to Fireball, Firewall and Armageddon spells. Creatures affected by these spells suffer additional -50% defence penalty.
Grants freezing effect to Ice Bolt, Circle of Winter and Deep Freeze spells.
Grants stunning effect to Lightning Bolt and Chain Lightning (first target only) spells.
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
Makes Fire Trap and Earthquake spells more powerful (effective Spellpower is increased by 4 for casting those spells).
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.
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.
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.
Decreases damage dealt to your creatures by magic attacks by 15%.
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.
Increases magic resistance of all creatures in hero's army by 15%. Creatures are more likely to avoid enemy magic.
Allows hero to teach other heroes and learn from them, effectively trading spells between spell books.
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.
Increases the area in which the hero can rearrange creatures before combat
Increases hit points of all your creatures by 2 (Particularly effective for large armies)
The troops gain twice as more Rage points from Warcries used by the hero (but 1.5 more for the Call of Blood Warcry).
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.
If anyone casts any Dark Magic spell, his Spellpower is considered as 25% lower than normal.
If an enemy casts any Destruction Magic spell, his Spellpower is considered as 25% lower than normal.
If an enemy casts any Light Magic spell, his Spellpower is considered as 25% lower than normal.
If an enemy casts any Summoning Magic spell, his Spellpower is considered as 25% lower than normal.
Allows a hero to learn magic spells of the third circle regardless of actual skills in the respective schools of magic.