Skills

Skill Mastery

Primary Skills

Secondary Skills

Nobility

NobilityPrimary skill, makes the hero Governor of certain town, and improves the weekly creature generation.

Basic: Basic Nobility increases all creature growth by 10% in the town that recognizes the hero as its governor. It also allows the hero to learn Advanced Estates, Advanced Mining, and Advanced Diplomacy.

Advanced: Advanced Nobility increases all creature growth by 20% in the town that recognizes the hero as its governor. It also allows the hero to learn Master Estates, Master Mining, and Master Diplomacy.

Expert: Expert Nobility increases all creature growth by 30% in the town that recognizes the hero as its governor. It is required to learn Grandmaster Estates, Grandmaster Mining, and Grandmaster Diplomacy.

Master: Master Nobility increases all creature growth by 40% in the town that recognizes the hero as its governor.

Grandmaster: Grandmaster Nobility increases all creature growth by 50% in the town that recognizes the hero as its governor.

Estates

Estates Secondary skill produces gold for the Kingdom.

Basic: Basic Estates gives the hero the ability to produce an extra 100 gold per day for their kingdom, plus 10% per level of the hero. It is required to learn Expert Nobility.

Advanced: Advanced Estates gives the hero the ability to produce an extra 200 gold per day for their kingdom, plus 10% per level of the hero. It is required to learn Master Nobility.

Expert: Expert Estates gives the hero the ability to produce an extra 300 gold per day for their kingdom, plus 10% per level of the hero. It is required to learn Grandmaster Nobility.

Master: Master Estates gives the hero the ability to produce an extra 400 gold per day for their kingdom, plus 10% per level of the hero.

Grandmaster: Grandmaster Estates gives the hero the ability to produce an extra 500 gold per day for their kingdom, plus 10% per level of the hero.

Mining

Mining Secondary skill produces resources for the Kingdom.

Basic: Basic Mining allows the hero to produce 2 each of wood and ore, plus 10% per level of the hero, over a 5 day period. It is required to learn Expert Nobility.

Advanced: Advanced Mining allows the hero to produce 2 each of wood and ore, and 2 other resources, plus 10% per level of the hero, over a 5 day period. The 2 other resources cycle 1 each through gems, mercury, sulfur, and crystals - in that order. It is required to learn Master Nobility.

Expert: Expert Mining allows the hero to produce 2 each of wood and ore, and 4 other resources, plus 10% per level of the hero, over a 5 day period. The 4 other resources cycle 1 each through gems, mercury, sulfur, and crystals - in that order. It is required to learn Grandmaster Nobility.

Master: Master Mining allows the hero to produce 3 each of wood and ore, and 5 other resources, plus 10% per level of the hero, over a 5 day period. The 5 other resources cycle 1 each through gems, mercury, sulfur, and crystals - in that order.

Grandmaster: Grandmaster Mining allows the hero to produce 4 each of wood and ore, and 6 other resources, plus 10% per level of the hero, over a 5 day period. The 6 other resources cycle 1 each through gems, mercury, sulfur, and crystals - in that order.

Diplomacy

Diplomacy Secondary skill is pre combat bonus. With Diplomacy, hero can persuade wandering or enemy monsters (not lead by hero) to join his cause.

Basic: Basic Diplomacy gives the hero the ability to convince 30% of greatly outnumbered hostile creatures to desert for a price. The hero can sway no more than 120 experience points of creatures, plus 10% per level of the hero. Also, the cost of surrendering is 80% of normal.

Advanced: Advanced Diplomacy gives the hero the ability to convince 40% of greatly outnumbered hostile creatures to desert for a price. The hero can convince no more than 240 experience points of creatures, plus 10% per level of the hero. Also, the cost of surrendering is 70% of normal.

Expert: Expert Diplomacy gives the hero the ability to convince 50% of greatly outnumbered hostile creatures to desert for a price. The hero can convince no more than 360 experience points of creatures, plus 10% per level of the hero. Also, the cost of surrenduring is 60% of normal.

Master: Master Diplomacy gives the hero the ability to convince 60% of greatly outnumbered hostile creatures to desert for a price. The hero can sway no more than 480 experience points of creatures, plus 10% per level of the hero. Also, the cost of surrendering is 55% of normal.

Grandmaster: Grandmaster Diplomacy gives the hero the ability to convince 70% of greatly outnumbered hostile creatures to desert for a price. The hero can sway no more than 600 experience points of creatures, plus 10% per level of the hero. Also, the cost of surrendering is 50% of normal.

Scouting

Scouting Primary skill acts like the Scouting secondary skill from Heroes III, plus it acts as Counter of the Stealth Secondary skill.

Basic: Basic Scouting gives the hero a +1 scouting radius and the ability to learn the traits of any adventure object. The hero can also see enemies with Basic Stealth on the Adventure Map. It is required to learn Advanced Pathfinding, Advanced Seamanship, and Basic Stealth.

Advanced: Advanced Scouting gives the hero a +2 scouting radius and the ability to learn the exact number of creatures in a hostile army. The hero can also see enemies with Advanced Stealth on the Adventure Map. It is required to learn Master Pathfinding, Master Seamanship, and Advanced Stealth.

Expert: Expert Scouting gives the hero a +3 scouting radius and the ability to estimate the outcome of a battle with an enemy army. The hero can see enemies with Expert Stealth on the Adventure Map. It is required to learn Grandmaster Pathfinding, Grandmaster Seamanship, and Expert Stealth.

Master: Master Scouting gives the hero a +4 scouting radius and the ability to learn the skills of enemy heroes. The hero can see enemies with Master Stealth on the Adventure Map. Required to learn Master Stealth.

Grandmaster: Grandmaster Scouting gives the hero a +5 scouting radius and the ability to view enemy Town and Army Screens. The hero can see enemies with Grandmaster Stealth on the Adventure Map. Required to learn Grandmaster Stealth.

Pathfinding

Pathfinding acts like Logistics and Pathfinding secondary skills from Heroes III, merged into one, more efficient skill.

Basic: Basic Pathfinding reduces the hero's penalty for traveling over hostile terrain by 25%. It is required to learn Expert Scouting.

Advanced: Advanced Pathfinding reduces the hero's penalty for traveling over hostile terrain by 50%. It is required to learn Master Scouting.

Expert: Expert Pathfinding gives the hero no penalty when traveling over hostile terrain. It is required to learn Grandmaster Scouting.

Master: Master Pathfinding gives the hero +25% movement and no penalty when traveling over hostile terrain. It is required to learn Grandmaster Scouting.

Grandmaster: Grandmaster Pathfinding gives the hero +50% movement and no penalty when traveling over hostile terrain.

Seamanship

Seamanship acts like the Navigation secondary skill from Heroes III, plus like Primary skill Tactics and it's three Secondary skills, all merged into one powerful skill.

Basic: Basic Seamanship gives the hero +25% movement at sea. It acts like Basic Tactics, Basic Offense, and Basic Defense in sea battles.

Advanced: Advanced Seamanship gives the hero +50% movement at sea. It acts as Advanced Tactics, Advanced Offense, and Advanced Defense in sea battles.

Expert: Expert Seamanship gives the hero +100% movement at sea. It acts as Expert Tactics, Expert Offense, and Expert Defense in sea battles.

Master: Master Seamanship gives the hero +150% movement at sea. It acts as Master Tactics, Master Offense, and Master Defense in sea battles.

Grandmaster: Grandmaster Seamanship gives the hero +200% movement at sea. It acts as Grandmaster Tactics, Grandmaster Offense, and Grandmaster Defense in sea battles.

Stealth

Stealth Secondary skill makes the hero ultimate spying and surprising weapon. There is also special Stealthing bonus that hero gets if the stands one field next to the monsters that cannot see him. This bonus is 1/4 experience points of the total amount of experience points that hero will get if that particular army is defeated.

Basic: Basic Stealth makes the hero invisible to 1st level creatures and heroes with no Scouting skill on the Adventure Map. Enemies can see the hero if they are adjacent. The hero can only hide himself, not other creatures or heroes.

Advanced: Advanced Stealth makes the hero invisible to 2nd level creatures and heroes on the Adventure Map, even if the hero has Basic Scouting. The hero can be seen by 2nd level creatures and heroes with Basic Scouting if they are adjacent. The hero can only hide himself, not other creatures or heroes.

Expert: Expert Stealth makes the hero invisible to 3rd level creatures and heroes on the Advanture Map, even if they have Advanced Scouting. The hero can be seen by 3rd level creatures and heroes with Advanced Scouting if he is adjacent. The hero can only hide himself, not other creatures or heroes.

Master: Master Stealth makes the hero invisible to all creatures and heroes on the Adventure Map, even if they have Expert Scouting. The hero can be seen by 4th level creatures and heroes with Expert Scouting if he is adjacent. The hero can only hide himself, not other creatures or heroes.

Grandmaster: Grandmaster Stealth makes the hero invisible to all creatures and heroes on the Adventure Map, even if they have Master Scouting. The hero can be seen by heroes with Master Scouting if he is adjacent. The hero can only hide himself, not other creatures or heroes.

Tactics

Tactics Primary skill is that what in Heroes III Attack and Defense were. Bonuses of this skill, are applied only and only on the army. Heroes does not benefit from this bonuses.

Basic: Basic Tactics gives all friendly creatures +1 speed and +2 movement. It also allows you to learn Advanced Offense, Advanced Leadership and Advanced Defense.

Advanced: Advanced Tactics gives all friendly creatures +2 speed and +3 movement. It also allows you to learn Master Offense, Master Leadership and Master Defense.

Expert: Expert Tactics gives all friendly creatures +3 speed and +4 movement. It also allows you to learn Grandmaster Offense, Grandmaster Leadership and Grandmaster Defense.

Master: Master Tactics gives all friendly creatures +4 speed and +5 movement.

Grandmaster: Grandmaster Tactics gives all friendly creatures +5 speed and +6 movement.

Offense

Offense Secondary skill improves the attack ability of the army. It acts like Offense and Archery secondary skills from Heroes III merged into one, more efficient skill.

Basic: Basic Offense gives all friendly creatures +10% to their Melee and Ranged Attack. It is required to learn Expert Tactics.

Advanced: Advanced Offense gives all friendly creatures +20% to their Melee and Ranged Attack. It is required to learn Master Tactics.

Expert: Expert Offense gives all friendly creatures +30% to their Melee and Ranged Attack. It is required to learn Grandmaster Tactics.

Master: Master Offense gives all friendly creatures +40% to their Melee and Ranged Attack.

Grandmaster: Grandmaster Offense gives all friendly creatures +50% to their Melee and Ranged Attack.

Defense

Defense Secondary skill improves the Defense ability of the army. It acts like Armorer secondary skill from Heroes III.

Basic: Basic Defense increases the Melee and Ranged Defense of all friendly creatures by 10%. Required to learn Expert Tactics.

Advanced: Advanced Defense increases the Melee and Ranged Defense of all friendly creatures by 20%. Required to learn Master Tactics.

Expert: Expert Defense increases the Melee and Ranged Defense of all friendly creatures by 30%. Required to learn Grandmaster Tactics.

Master: Master Defense increases the Melee and Ranged Defense of all friendly creatures by 40%.

Grandmaster: Grandmaster Defense increases the Melee and Ranged Defense of all friendly creatures by 50%.

Leadership

Leadership improves Morale and Luck of the army. It acts like Leadership and Luck secondary skills from Heroes III, merged into one, more efficient skill.

Basic: Basic Leadership gives all friendly creatures +1 morale and +1 luck.

Advanced: Advanced Leadership gives all friendly creatures +2 morale and +2 luck.

Expert: Expert Leadership gives all friendly creatures +3 morale and +3 luck.

Master: Master Leadership gives all friendly creatures +4 morale and +4 luck.

Grandmaster: Grandmaster Leadership gives all friendly creatures +5 morale and +5 luck.

Combat

Combat Primary skill and it's bonuses reflect on hero and hero only. This skill improve the fighting abilities of your heroes. And have no effect on the army.

Basic: Basic Combat increases the hero's Melee and Ranged Defense to 15. It is required to learn Advanced Melee, Advanced Archery, and Advanced Magic Resistance.

Advanced: Advanced Combat increases the hero's Melee and Ranged Defense to 20. It is required to learn Master Melee, Master Archery, and Master Magic Resistance.

Expert: Expert Combat increases the hero's Melee and Ranged Defense to 30. It is required to learn Grandmaster Melee, Grandmaster Archery, and Grandmaster Magic Resistance.

Master: Master Combat increases the hero's Melee and Ranged Defense to 40. It is required to learn Grandmaster Melee and Grandmaster Archery.

Grandmaster: Grandmaster Combat increases the hero's Melee and Ranged Defense to 60.

Melee

Basic: Basic Melee increases the hero's Melee Attack to 15, and divides the natural defense of enemy creatures by 1.5. The Melee skill never reduces an enemy's defense below 10, and never reduces an enemy hero's defense.

Advanced: Advanced Melee increases the hero's Melee Attack to 20, and divides the natural defense of enemy creatures by 2.

Expert: Expert Melee increases the hero's Melee Attack to 30, and divides the natural defense of enemy creatures by 3. The hero also gains the ability to attack enemies before they can retaliate.

Master: Master Melee increases the hero's Melee Attack to 40, and divides the natural defense of enemy creatures by 4.

Grandmaster: Grandmaster Melee increases the hero's Melee Attack to 40, and divides the natural defense of enemy creatures by 4. The hero also gains the ability to attack enemies before they can retaliate and strikes a second time after an enemy retaliates.

Archery

Basic: Basic Archery gives the hero a Ranged Attack of 15, and divides the natural defense of enemy creatures by 1.5. Archery never reduces an enemy creature's defense below 10, and never reduces an enemy hero's defense.

Advanced: Advanced Archery increases the hero's Ranged Attack to 20, and divides the natural defense of enemy creatures by 2. Heroes with Advanced Archery do full damage with ranged attacks against defenders behind castle walls and other obstacles.

Expert: Expert Archery increases the hero's Ranged Attack to 30, and divides the natural defense of enemy creatures by 3. Heroes with Expert Archery do full damage at any range and full damage to enemies behind castle walls and other obstacles.

Master: Master Archery increases the hero's Ranged Attack to 40, and divides the natural defense of enemy creatures by 4. Heroes with Master Archery shoot before an enemy ranged troop can retaliate, does full damage at any range, and does full damage to enemies behind castle walls and other obstacles.

Grandmaster: Grandmaster Archery increases the hero's Ranged Attack to 40, and divides the natural defense of enemy creatures by 4. Heroes with Grandmaster Archery can shoot before any ranged troop can retaliate, and shoots a second time after they retaliate. They also do full damage at any range and full damage to enemies behind castle walls and other obstacles.

Magic Resistance

Basic: Basic Magic Resistance gives the hero the ability to resist hostile spells 30% of the time.

Advanced: Advanced Magic Resistance gives the hero the ability to resist hostile spells 50% of the time.

Expert: Expert Magic Resistance gives the hero the ability to resist hostile spells 70% of the time.

Master: Master Magic Resistance gives the hero the ability to resist hostile spells 80% of the time.

Grandmaster: Grandmaster magic Resistance gives the hero the ability to resist hostile spells 100% of the time.

Life Magic

Each Primary magic skill acts like the Wisdom secondary skill from Heroes III. This one particular, acts like wisdom for Life spells.

Basic: Basic Life Magic gives the hero the ability to cast Level One Life Magic spells. It is also required to learn Basic Healing and is one of the requirements for Advanced Resurrection.

Advanced: Advanced Life Magic gives the hero the ability to cast Level Two Life Magic spells. It is also required to learn Basic Spirituality and is one of the requirements for Master Resurrection.

Expert: Expert Life Magic gives the hero the ability to cast Level Three Life Magic Spells. It is also required to learn Grandmaster Resurrection.

Master: Master Life Magic gives the hero the ability to cast Level Four Life Magic Spells.

Grandmaster: Grandmaster Life Magic gives the hero the ability to cast Level Five Life Magic Spells.

Healing

Every magic Primary skill has one secondary skill that increases the amount of mana, needed for casting spells. Healing is the one for the Life magic Primary skill. Healing acts like the Intelligence secondary skill from Heroes III.

Basic: Basic Healing gives the hero 10 spell points. It also allows the hero to regenerate 2 spell points per day. It is one of the requirements for Advanced Life Magic.

Advanced: Advanced Healing gives the hero 20 spell points. It also allows the hero to regenerate 4 spell points per day. It is one of the requirements for Expert Life Magic.

Expert: Expert Healing gives the hero 30 spell points. It also allows the hero to regenerate 6 spell points per day. It is one of the requirements for Master Life Magic.

Master: Master Healing gives the hero 40 spell points. It also allows the hero to regenerate 8 spell points per day. It is one of the requirements for Grandmaster Life Magic.

Grandmaster: Grandmaster Healing gives the hero 50 spell points. It also allows the hero to regenerate 10 spell points per day. It is one of the requirements for Grandmaster Life Magic.

Spirituality

Every magic Primary skill has one secondary skill that improves the effectiveness of it's spells. Spirituality is the one for the Life magic Primary skill. Spirituality acts like the Sorcery secondary skill from Heroes III.

Basic: Basic Spirituality increases the effectiveness of Life Magic spells by 20%. It is one of the requirements for Expert Life Magic.

Advanced: Advanced Spirituality increases the effectiveness of Life Magic spells by 40%. It is one of the requirements for Master Life Magic.

Expert: Expert Spirituality increases the effectiveness of Life Magic spells by 60%. It is one of the requirements for Master Life Magic.

Master: Master Spirituality increases the effectiveness of Life Magic spells by 80%. It is one of the requirements for Grandmaster Life Magic.

Grandmaster: Grandmaster Spirituality increases the effectiveness of Life Magic spells by 100%. It is one of the requirements for Grandmaster Life Magic.

Resurrection

Every magic Primary skill has one secondary skill that is unique. Resurrection is the one for the Life magic Primary skill. Resurrection is post combat bonus.

Basic: Basic Resurrection allows the hero to resurrect 10% of the friendly creatures who die in combat.

Advanced: Advanced Resurrection allows the hero to resurrect 20% of the friendly creatures who die in combat.

Expert: Expert Resurrection allows the hero to resurrect 30% of the friendly creatures who die in combat.

Master: Master Resurrection allows the hero to resurrect 40% of the friendly creatures who die in combat.

Grandmaster: Grandmaster Resurrection allows the hero to resurrect 50% of the friendly creatures who die in combat.

Nature Magic

Each Primary magic skill acts like the Wisdom secondary skill from Heroes III. This one particular, acts like Wisdom for Nature spells.

Basic: Basic Nature Magic gives the hero the ability to cast Level One Nature Magic spells. It is required to learn Basic Herbalism and is one of the requirements for Advanced Summoning.

Advanced: Advanced Nature Magic gives the hero the ability to cast Level Two Nature Magic Spells. It is required to learn Master Summoning.

Expert: Expert Nature Magic gives the hero the ability to cast Level Three Nature Magic Spells. It is required to learn Grandmaster Summoning.

Master: Master Nature Magic gives the hero the ability to cast Level Four Nature Magic Spells.

Grandmaster: Grandmaster Nature Magic gives the hero the ability to cast Level Five Nature Magic Spells.

Herbalism

Every magic Primary skill has one secondary skill that increases the amount of mana, needed for casting spells. Herbalism is the one for the Nature magic Primary skill. Herbalism acts like the Intelligence secondary skill from Heroes III.

Basic: Basic Herbalism gives the hero 10 spell points.It also allows the hero to regenerate 2 spell points per day. It is one of the requirements for Advanced Nature Magic.

Advanced: Advanced Herbalism gives the hero 20 spell points. It also allows the hero to regenerate 4 spell points per day. It is one of the requirements for Expert Nature Magic.

Expert: Expert Herbalism gives the hero 30 spell points. It also allows the hero to regenerate 6 spell points per day. It is one of the requirements for Master Nature Magic.

Master: Master Herbalism gives the hero 40 spell points. It also allows the hero to regenerate 8 spell points per day. It is one of the requirements for Grandmaster Nature Magic.

Grandmaster: Grandmaster Herbalism gives the hero 50 spell points. It also allows the hero to regenerate 10 spell points per day. It is one of the requirements for Grandmaster Nature Magic.

Meditation

Every magic Primary skill has one secondary skill that improves the effectiveness of it's spells. Meditation is the one for the Nature magic Primary skill. Meditation acts like the Sorcery secondary skill from Heroes III.

Basic: Basic Meditation increases the effectiveness of Nature Magic spells by 20%. It is one of the requirements for Expert Nature Magic.

Advanced: Advanced Meditation increases the effectiveness of Nature Magic spells by 40%. It is one of the requirements for Expert Nature Magic.

Expert: Expert Meditation increases the effectiveness of Nature Magic spells by 60%. It is one of the requirements for Master Nature Magic.

Master: Master Meditation increases the effectiveness of Nature Magic spells by 80%. It is one of the requirements for Grandmaster Nature Magic.

Grandmaster: Grandmaster Meditation increases the effectiveness of Nature Magic spells by 100%. It is one of the requirements for Grandmaster Nature Magic.

Summoning

Every magic Primary skill has one secondary skill that is unique. Summoning is the one for the Nature magic Primary skill. Summoning is bonus that occurs at the beginning of each day/turn.

Basic: Basic Summoning allows the hero summon leprechauns, sprites, or wolves into the hero's army every day at a rate of 20 experience points of creatures per day, plus 10% per level of the hero.

Advanced: Advanced Summoning allows the hero to summon leprechauns, sprites, or wolves into the hero's army every day at a rate of 40 experience points of creatures per day, plus 10% per level of the hero.

Expert: Expert Summoning allows the hero the ability to summon elves, satyrs, or tigers into the hero's army every day at a rate of 60 experience points of creatures per day, plus 10% per level of the hero.

Master: Master Summoning allows the hero the ability to summon elves, satyrs, or tigers into the hero's army every day at a rate of 80 experience points of creatures per day, plus 10% per level of the hero.

Grandmaster: Grandmaster Summoning allows the hero the ability to summon earth, air, fire and water elementals into the hero's army every day at a rate of 100 experience points of creatures per day, plus 10% per level of the hero.

Chaos Magic

Each Primary magic skill acts like the Wisdom secondary skill from Heroes III. This one particular, acts like Wisdom for Chaos spells.

Basic: Basic Chaos Magic gives the hero the ability to cast Level One Chaos Magic spells. It is required to learn Basic Conjuration and is one of the requirements for Advanced Sorcery.

Advanced: Advanced Chaos Magic gives the hero the ability to cast Level Two Chaos Magic spells. It is required to learn Master Sorcery.

Expert: Expert Chaos Magic gives the hero the ability to cast Level Three Chaos Magic Spells. It is required to learn Grandmaster Sorcery.

Master: Master Chaos Magic gives the hero the ability to cast Level Four Chaos Magic Spells.

Grandmaster: Grandmaster Chaos Magic gives the hero the ability to cast Level Five Chaos Magic Spells.

Conjuration

Every magic Primary skill has one secondary skill that increases the amount of mana, needed for casting spells. Conjuration is the one for the Chaos magic Primary skill. Conjuration acts like the Intelligence secondary skill from Heroes III.

Basic: Basic Conjuration gives the hero 10 spell points.It also allows the hero to regenerate 2 spell points per day. It is one of the requirements for Advanced Chaos Magic.

Advanced: Advanced Conjuration gives the hero 20 spell points. It also allows the hero to regenerate 4 spell points per day. It is one of the requirements for Expert Chaos Magic.

Expert: Expert Conjuration gives the hero 30 spell points. It also allows the hero to regenerate 6 spell points per day. It is one of the requirements for Master Chaos Magic.

Master: Master Conjuration gives the hero 40 spell points. It also allows the hero to regenerate 8 spell points per day. It is one of the requirements for Grandmaster Chaos Magic.

Grandmaster: Grandmaster Conjuration gives the hero 50 spell points. It also allows the hero to regenerate 10 spell points per day. It is one of the requirements for Grandmaster Chaos Magic.

Pyromancy

Every magic Primary skill has one secondary skill that improves the effectiveness of it's spells. Pyromancy is the one for the Chaos magic Primary skill. Pyromancy acts like the Sorcery secondary skill from Heroes III.

Basic: Basic Pyromancy increases the effectiveness of Chaos Magic spells by 20%. It is one of the requirements for Expert Chaos Magic.

Advanced: Advanced Pyromancy increases the effectiveness of Chaos Magic spells by 40%. It is one of the requirements for Master Chaos Magic.

Expert: Expert Pyromancy increases the effectiveness of Chaos Magic spells by 60%. It is one of the requirements for Master Chaos Magic.

Master: Master Pyromancy increases the effectiveness of Chaos Magic spells by 80%. It is one of the requirements for Grandmaster Chaos Magic.

Grandmaster: Grandmaster Pyromancy increases the effectiveness of Chaos Magic spells by 100%. It is one of the requirements for Grandmaster Chaos Magic.

Sorcery

Every magic Primary skill has one secondary skill that is unique. Sorcery is the one for the Chaos magic Primary skill. Sorcery doubles the effectiveness of all the spells that hero posses from any school.

Basic: Basic Sorcery increases the hero's spell damage (with all magic types) by 20%.

Advanced: Advanced Sorcery increases the hero's spell damage (with all magic types) by 40%.

Expert: Expert Sorcery increases the hero's spell damage (with all magic types) by 60%.

Master: Master Sorcery increases the hero's spell damage (with all magic types) by 80%.

Grandmaster: Grandmaster Sorcery increases the hero's spell damage (with all magic types) by 100%.

Death Magic

Each Primary magic skill acts like the Wisdom secondary skill from Heroes III. This one particular, acts like Wisdom for Death spells.

Basic: Basic Death Magic gives the hero the ability to cast Level One Death Magic spells. It is required to learn Basic Occultism and is one of the requirements for Advanced Necromancy.

Advanced: Advanced Death Magic gives the hero the ability to cast Level Two Death Magic spells. It is required to learn Master Necromancy.

Expert: Expert Death Magic gives the hero the ability to cast Level Three Death Magic spells. It is required to learn Grandmaster Necromancy.

Master: Master Death Magic gives the hero the ability to cast Level Four Death Magic spells.

Grandmaster: Grandmaster Death Magic gives the hero the ability to cast Level Five Death Magic spells.

Occultism

Every magic Primary skill has one secondary skill that increases the amount of mana, needed for casting spells. Occultism is the one for the Death magic Primary skill. Occultism acts like the Intelligence secondary skill from Heroes III.

Basic: Basic Occultism gives the hero 10 spell points. It also allows the hero to regenerate 2 spell points per day. It is one of the requirements for Advanced Death Magic.

Advanced: Advanced Occultism gives the hero 20 spell points. It also allows the hero to regenerate 4 spell points per day. It is one of the requirements for Expert Death Magic.

Expert: Expert Occultism gives the hero 30 spell points. It also allows the hero to regenerate 6 spell points per day. It is one of the requirements for Master Death Magic.

Master: Master Occultism gives the hero 40 spell points. It also allows the hero to regenerate 8 spell points per day. It is one of the requirements for Grandmaster Death Magic.

Grandmaster: Grandmaster Occultism gives the hero 50 spell points. It also allows the hero to regenerate 10 spell points per day. It is one of the requirements for Grandmaster Death Magic.

Demonology

Every magic Primary skill has one secondary skill that improves the effectiveness of it's spells. Demonology is the one for the Death magic Primary skill. Demonology acts like the Sorcery secondary skill fromHeroes III.

Basic: Basic Demonology increases the effectiveness of Death Magic spells by 20%. It is one of the requirements for Expert Death Magic.

Advanced: Advanced Demonology increases the effectiveness of Death Magic spells by 40%. It is one of the requirements for Master Death Magic.

Expert: Expert Demonology increases the effectivenes of Death Magic spells by 60%. It is one of the requirements for Master Death Magic.

Master: Master Demonology increases the effectiveness of Death Magic spells by 80%. It is one of the requirements for Grandmaster Death Magic.

Grandmaster: Grandmaster Demonology increases the effectiveness of Death Magic spells by 100%. It is one of the requirements for Grandmaster Death Magic.

Necromancy

Every magic Primary skill has one secondary skill that is unique. Necromancy is the one for the Death magic Primary skill. Necromancy is post combat bonus.

Basic: Basic Necromancy gives the hero the ability to raise a number of skeletons equal to 10% of the strength of a defeated army, as long as that number doesn't exceed 40 experience points of undead, plus 10% per level of the hero. Also, the hero can create only 1 undead creature per slain enemy.

Advanced: Advanced Necromancy gives the hero the ability to raise a number of skeletons equal to 15% of the strength of a defeated army, as long as that number doesn't exceed 80 experience points of undead, plus 10% per level of the hero. Also, the hero can create only 1 undead creature per slain enemy.

Expert: Expert Necromancy gives the hero the ability to raise a number os skeletons or ghosts equal to 20% of the strength of a defeated army, as long as that number doesn't exceed 120 experience points of undead, plus 10% per level of the hero. Also, the hero can create only 1 undead creature per slain enemy.

Master: Master Necromancy gives the hero the ability to raise a number of skeletons or ghosts equal to 25% of the strength of a defeated army, as long as that number doesn't exceed 160 experience points of undead, plus 10% per level of the hero. Also, the hero can create only 1 undead creature per slain enemy.

Grandmaster: Grandmaster Necromancy gives the hero the ability to raise a number of skeletons, ghosts, or vampires equal to 30% of the strength of a defeated army, as long as that number doesn't exceed 200 experience points of undead, plus 10% per level of the hero. The hero can create only 1 undead creature per slain enemy.

Order Magic

Each Primary magic skill acts like the Wisdom secondary skill from Heroes III. This one particular, acts like Wisdom for Order spells.

Basic: Basic Order Magic gives the hero the ability to cast Level One Order Magic spells. It also allows the hero to learn Basic Enchantment and is one of the requirements for Advanced Charm.

Advanced: Advanced Order Magic gives the hero the ability to cast Level Two Order Magic spells. It also allows the hero to learn Master Charm.

Expert: Expert Order Magic gives the hero the ability to cast Level Three Order Magic spells. It also allows the hero to learn Grandmaster Charm.

Master: Master Order Magic gives the hero the ability to cast Level Four Order Magic Spells.

Grandmaster: Grandmaster Order Magic gives the hero the ability to cast Level Five Order Magic Spells.

Enchantment

Every magic Primary skill has one secondary skill that increases the amount of mana, needed for casting spells. Enchantment is the one for the Order magic Primary skill. Enchantment acts like the Intelligence secondary skill from Heroes III.

Basic: Basic Enchantment gives the hero 10 spell points. It also allows the hero to regenerate 2 spell points per day. It is one of the requirements for Advanced Order Magic.

Advanced: Advanced Enchantment gives the hero 20 spell points. It also allows the hero to regenerate 4 spell points per day. It is one of the requirements for Expert Order Magic.

Expert: Expert Enchantment gives the hero 30 spell points. It also allows the hero to regenerate 6 spell points per day. It is one of the requirements for Master Order Magic.

Master: Master Enchantment gives the hero 40 spell points. It also allows the hero to regenerate 8 spell points per day. It is one of the requirements for Grandmaster Order Magic.

Grandmaster: Grandmaster Enchantment gives the hero 50 spell points. It also allows the hero to regenerate 10 spell points per day. It is one of the requirements for Grandmaster Order Magic.

Wizardry

Every magic Primary skill has one secondary skill that improves the effectiveness of it's spells. Wizardry is the one for the Order magic Primary skill. Wizardry acts like the Sorcery secondary skill from Heroes III.

Basic: Basic Wizardry increases the effectiveness of Order Magic spells by 20%. It is one of the requirements for Expert Order Magic.

Advanced: Advanced Wizardry increases the effectiveness of Order Magic spells by 40%. It is one of the requirements for Master Order Magic.

Expert: Expert Wizardry increases the effectiveness of Order Magic spells by 60%. It is one of the requirements for Master Order Magic.

Master: Master Wizardry increases the effectiveness of Order Magic spells by 80%. It is one of the requirements for Grandmaster Order Magic.

Grandmaster: Grandmaster Wizardry increases the effectiveness of Order Magic spells by 100%. It is one of the requirements for Grandmaster Order Magic.

Charm

Every magic Primary skill has one secondary skill that is unique. Charm is the one for the Order magic Primary skill. Charm is pre combat bonus.

Basic: A hero with Basic Charm can convert 15% of greatly outnumbered hostile creatures to his side. The hero can convert no more than 60 experience points of creatures, plus 10% per level of the hero. The cost of surrendering is 90% of normal.

Advanced: Advanced Charm allows the hero to convert 20% of greatly outnumbered hostile creatures to his side. The hero can convert no more than 120 experience points of creatures, plus 10% per level of the hero. The cost of surrendering is 80% of normal.

Expert: Expert Charm allows the hero to convert 25% of greatly outnumbered hostile creatures to his side. The hero can convert no more than 180 experience points of creatures, plus 10% per level of the hero. The cost of surrendering is 75% of normal.

Master: Master Charm allows the hero to convert 30% of greatly outnumbered hostile creatures to his side. The hero can convert no more than 240 experience points of creatures, plus 10% per level of the hero. The cost of surrendering is 70% of normal.

Grandmaster: Grandmaster Charm allows the hero to convert 35% of greatly outnumbered hostile creatures to his side. The hero can convert no more than 300 experience points of creatures, plus 10% per level of the hero. The cost of surrendering is 65% of normal.


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