5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
Skills & Abilities
Basic Gating
Unique Demon Lord skill. Imps and Demons (as well as their upgrades) are granted an ability to gate into the infernal plane to bring reinforcements back to the battlefield. Each unit can gate only once per combat spending 50% of it's current initiative. Newly arrived creatures constitute 30% of the gated ones and will disappear after the end of the combat.
Advanced Gating
Unique Demon Lord skill. Imps, Demons, Hell Hounds and Succubi (as well as their upgrades) are granted an ability to gate into infernal plane to bring reinforcements back to the battlefield. Each unit can gate only once per combat spending 50% of it's current initiative. Newly arrived creatures constitute 35% of the gated ones and will disappear after the end of the combat.
Expert Gating
Unique Demon Lord skill. All infernal troops except Devils and Arch Devils are granted an ability to gate into infernal plane to bring reinforcements back to the battlefield. Each unit can gate only once per combat spending 50% of it's current initiative. Newly arrived creatures constitute 40% of the gated ones and will disappear after the end of the combat.
Ultimate Gating
Unique Demon Lord skill. All infernal troops are granted an ability to gate into infernal plane to bring reinforcements back to the battlefield. Each unit can gate only once per combat spending 50% of it's current initiative. Newly arrived creatures constitute 45% of the gated ones and disappear when combat ends.
Gating
Consume Corpse
Demon Lord receives special combat ability to consume corpses of fallen creatures to restore mana. Consumed corpses disappear from the battlefield.
Contributes to:
Sorcery Soulfire
Logistics Teleport Assault
Sorcery Arcane Brillance
Destructive Magic Mana Burst
Gating Urgash's Call
Hellfire
Creatures under Demon Lord's control are granted a 30% chance to deal additional fire damage on attack. Hellfire drains the Demon Lord's mana.
Contributes to:
Defense Hellwrath
Destructive Magic Searing Fires
Light Magic Fire Resistance
Destructive Magic Mana Burst
Defense Stand Your Ground
Mark of the Damned
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.
Contributes to:
Attack Excruciating Strike
Dark Magic Weakening Strike
War Machines Tremors
Attack Power of Speed
Gating Urgash's Call
Dark Magic Dark Renewal
Luck Dead Man's Curse
Summoning Magic Elemental Balance
Sorcery Arcane Brillance
Destructive Magic Mana Burst
Urgash's Call
Gating becomes instant.
Requires:
Logistics Teleport Assault
Luck Dead Man's Curse
Attack Power of Speed
Gating Consume Corpse
Logistics Swift Gating
Logistics Pathfinding
Dark Magic Dark Renewal
Luck Swarming Gate
Dark Magic Weakening Strike
Dark Magic Master of Mind
Gating Mark of the Damned
Luck Soldier's Luck
Attack Excruciating Strike
Attack Battle Frenzy
Basic Attack
Increases damage dealt by your creatures in melee combat by 5%.
Advanced Attack
Increases damage dealt by your creatures in melee combat by 10%.
Expert Attack
Increases damage dealt by your creatures in melee combat by 20%.
Attack
Archery
Increases damage dealt by hero's creatures in ranged combat by 20%.
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.
Contributes to:
Attack Excruciating Strike
Attack Power of Speed
Gating Urgash's Call
Tactics
Increases the area in which the hero can rearrange creatures before combat.
Excruciating Strike
Excruciating Strike improves Mark of the Damned ability. There's a 40% chance that a Mark of the Damned performed by Demon Lord will deal double damage to a target.
Requires:
Attack Battle Frenzy
Gating Mark of the Damned
Contributes to:
Attack Power of Speed
Gating Urgash's Call
Power of Speed
Hero acquires Mass Haste spell on advanced level.
Requires:
Attack Excruciating Strike
Attack Battle Frenzy
Gating Mark of the Damned
Contributes to:
Gating Urgash's Call
Basic Dark Magic
Allows hero to learn Dark Magic spells of the third circle and makes Dark Magic more effective overall.
Advanced Dark Magic
Allows hero to learn Dark Magic spells of the fourth circle and makes Dark Magic even more effective.
Expert Dark Magic
Allows hero to learn Dark Magic spells of the fifth circle and gives maximum power to Dark Magic.
Dark Magic
Master of Curses
Grants mass effects to Weakness and Suffering spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells.
Master of Mind
Grants mass effects to Slow and Confusion spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells.
Contributes to:
Dark Magic Dark Renewal
Luck Dead Man's Curse
Gating Urgash's Call
Master of Pain
Grants area effects to Decay and Vulnerability spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells. Adds +4 to effective spellpower of Unholy Word spell.
Weakening Strike
Weakening Strike improves Retaliation Strike and Mark of the Damned abilities. Now they not only damage the target, but also curses it with a Weakness Suffering spell.
Requires:
Gating Mark of the Damned
Contributes to:
Dark Magic Dark Renewal
Luck Dead Man's Curse
Gating Urgash's Call
Dark Renewal
Should it happen that any magic spell is resisted by target, the hero gains back all the mana spent to cast that spell.
Requires:
Dark Magic Weakening Strike
Dark Magic Master of Mind
Gating Mark of the Damned
Contributes to:
Luck Dead Man's Curse
Gating Urgash's Call
Basic Defense
Decreases damage dealt to your creatures in melee combat by 10%.
Advanced Defense
Decreases damage dealt to your creatures in melee combat by 20%.
Expert Defense
Decreases damage dealt to your creatures in melee combat by 30%.
Defense
Evasion
Decreases damage dealt to your creatures by ranged attacks by 20%.
Contributes to:
Defense Hellwrath
Defense Stand Your Ground
Protection
Decreases damage dealt to your creatures by magic attacks by 15%.
Vitality
Increases hit points of all your creatures by 2 (Particularly effective for large armies)
Hellwrath
Hellwrath improves Hellfire ability. Additional fire damage to enemy creatures will be dealt on retaliation strikes as well.
Requires:
Gating Hellfire
Defense Evasion
Contributes to:
Defense Stand Your Ground
Stand Your Ground
Troops under hero's control get +60% bonus to their defense carrying out the Defend command.
Requires:
Defense Hellwrath
Gating Hellfire
Defense Evasion
Basic Destructive Magic
Allows hero to learn Destructive Magic spells of the third circle and makes Destructive Magic more effective overall.
Advanced Destructive Magic
Allows hero to learn Destructive Magic spells of the fourth circle and makes Destructive Magic even more effective.
Expert Destructive Magic
Allows hero to learn Destructive Magic spells of the fifth circle and gives maximum power to Destructive Magic.
Destructive Magic
Master of Fire
Grants armor-damaging effect to Fireball and Armageddon spells. Creatures affected by these spells suffer additional -50% defense penalty.
Contributes to:
Destructive Magic Searing Fires
Master of Ice
Grants freezing effect to Ice Bolt and Circle of Winter spells.
Master of Storms
Grants stunning effect to Lightning Bolt and Chain Lightning (first target only) spells.
Mana Burst
The hero calls upon the forces of nature to affect enemy casters. Any time an enemy creature casts a spell it will receive damage 10 times the hero's level.
Requires:
Sorcery Arcane Brillance
Gating Hellfire
Summoning Magic Elemental Balance
Sorcery Soulfire
War Machines Tremors
Summoning Magic Fire Warriors
War Machines Brimstone Rain
Gating Mark of the Damned
War Machines Catapult
Summoning Magic Master of Conjuration
Gating Consume Corpse
Searing Fires
Searing Fires improves Hellfire ability. Fire damage dealt to enemy creatures by Hellfire ability is increased by 50%.
Requires:
Destructive Magic Master of Fire
Gating Hellfire
Basic Enlightenment
Hero receives +1 to one of his primary stats for every four levels including the levels already got and + 5% bonus to the experience gained.
Advanced Enlightenment
Hero receives +1 to one of his primary stats for every three levels including the levels already got and + 10% bonus to the experience gained.
Expert Enlightenment
Hero receives +1 to one of his primary stats for every two levels including the levels already got and + 15% bonus to the experience gained.
Enlightenment
Arcane Intuition
Allows hero to learn an unknown spell used by an enemy hero or by any creature in combat (hero must be able to learn the spell with regards to his level in this school of magic).
Intelligence
Increases normal maximum mana by 50%.
Scholar
Allows the Hero to teach various spells to other heroes, effectively trading spells between spell books.
Contributes to:
Enlightenment Arcane Exaltation
Enlightenment Dark Revelation
Arcane Exaltation
Delving deep into the secrets of spellcraft, hero gains +2 Spellpower permanently.
Requires:
Enlightenment Scholar
Contributes to:
Enlightenment Dark Revelation
Dark Revelation
Hero qualifies for additional free level up.
Requires:
Enlightenment Arcane Exaltation
Enlightenment Scholar
Basic Leadership
Increases moral of all creatures in hero's army by 1.
Advanced Leadership
Increases moral of all creatures in hero's army by 2.
Expert Leadership
Increases moral of all creatures in hero's army by 3.
Leadership
Diplomacy
Allows hero to effectively negotiate with hostile creatures. Increases chances and reduces costs of creatures that wish to join your army.
Estates
Hero contributes 250 gold pieces per day to your cause.
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.
Contributes to:
Leadership Gate Master
Gate Master
Gating ability becomes more potent, bringing 20% more reinforcements than normal.
Requires:
Leadership Recruitment
Basic Light Magic
Allows hero to learn Light Magic spells of the third circle and makes Light Magic more effective overall.
Advanced Light Magic
Allows hero to learn Light Magic spells of the fourth circle and makes Light Magic even more effective.
Expert Light Magic
Allows hero to learn Light Magic spells of the fifth circle and gives maximum power to Light Magic.
Light Magic
Master of Abjuration
Grants mass effects to Deflect Missile and Endurance spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells.
Contributes to:
Light Magic Fire Resistance
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 half of his current initiative to cast these spells.
Master of Wrath
Grants mass effects to Righteous Might and Haste spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells. Adds +4 to effective spellpower of Holy Word spell.
Fire Resistance
Creatures under Hero's control receive only 50% damage from all fire-based spells attacks and are immune to armor damaging effects of Master of Fire ability.
Requires:
Light Magic Master of Abjuration
Gating Hellfire
Basic Logistics
Increases hero's movement speed over land by 10%.
Advanced Logistics
Increases hero's movement speed over land by 20%.
Expert Logistics
Increases hero's movement speed over land by 30%.
Logistics
Navigation
Increases hero's movement speed at sea by 50%.
Pathfinding
Reduces penalty for moving through rough terrain by 50%.
Contributes to:
Logistics Swift Gating
Logistics Teleport Assault
Gating Urgash's Call
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.
Swift Gating
The next turn of the unit who performs gating will come twice faster than normal
Requires:
Logistics Pathfinding
Contributes to:
Logistics Teleport Assault
Gating Urgash's Call
Teleport Assault
Hero acquires Teleportation spell and the ability to cast it with assault effect, increasing the initiative of creature being teleported.
Requires:
Gating Consume Corpse
Logistics Swift Gating
Logistics Pathfinding
Contributes to:
Gating Urgash's Call
Basic Luck
Increases luck of all creatures in hero's army by 1.
Advanced Luck
Increases luck of all creatures in hero's army by 2.
Expert Luck
Increases luck of all creatures in hero's army by 3.
Luck
Magic Resistance
Increases magic resistance of all creatures in hero's army by 15%. Creatures are more likely to avoid enemy magic.
Resourcefulness
In the course of adventures the hero tends to find more gold and resources and be more lucky overall.
Soldier's Luck
Guarantees that useful combat abilities of creatures in hero's army (like Squires' Bash, for example) will trigger more often.
Contributes to:
Luck Swarming Gate
Luck Dead Man's Curse
Gating Urgash's Call
Swarming Gate
There's a 15-30% 10-35% (depending on hero luck) chance that the gated stack will summon twice as many reinforcements as normal.
Requires:
Luck Soldier's Luck
Contributes to:
Luck Dead Man's Curse
Gating Urgash's Call
Dead Man's Curse
The hero has gained an ability to affect the Luck of enemy creatures. The Luck of all enemy troops is decreased by 1.
Requires:
Dark Magic Dark Renewal
Luck Swarming Gate
Dark Magic Weakening Strike
Dark Magic Master of Mind
Gating Mark of the Damned
Luck Soldier's Luck
Contributes to:
Gating Urgash's Call
Basic Sorcery
Speeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 10%.
Advanced Sorcery
Speeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 20%.
Expert Sorcery
Speeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 30%.
Sorcery
Arcane Training
Reduces casting costs of all spells by 20%.
Magic Insight
Allows a hero to learn magic spells of the third circle regardless of actual skills in the respective schools of magic.
Mana Regeneration
Doubles mana regeneration
Soulfire
As a Demon Lord consumes corpses to restore mana, corpses may suddenly explode in a burst of fire, damaging all adjacent units including those under hero's control.
Requires:
Gating Consume Corpse
Contributes to:
Sorcery Arcane Brillance
Destructive Magic Mana Burst
Arcane Brillance
Adds +2 to hero's Spellpower permanently. Hero also receives a new spell in his or her spell book.
Requires:
Summoning Magic Elemental Balance
Sorcery Soulfire
War Machines Tremors
Summoning Magic Fire Warriors
War Machines Brimstone Rain
Gating Mark of the Damned
War Machines Catapult
Summoning Magic Master of Conjuration
Gating Consume Corpse
Contributes to:
Destructive Magic Mana Burst
Basic Summoning Magic
Allows hero to learn Summoning Magic spells of the third circle and makes Summoning Magic more effective overall.
Advanced Summoning Magic
Allows hero to learn Summoning Magic spells of the fourth circle and makes Summoning Magic even more effective.
Expert Summoning Magic
Allows hero to learn Summoning Magic spells of the fifth circle and gives maximum power to Summoning Magic.
Summoning Magic
Master of Conjuration
Makes Conjure Phoenix and Summon Elementals spells more powerful (effective Spellpower is increased by 4 for casting those spells).
Contributes to:
Summoning Magic Fire Warriors
Summoning Magic Elemental Balance
Sorcery Arcane Brillance
Destructive Magic Mana Burst
Master of Earthblood
Makes Fire Trap and Earthquake spells more powerful (effective Spellpower is increased by 4 for casting those spells).
Master of Life
Makes Fist of Wrath and Raise Dead spells more powerful (effective Spellpower increases by 4 for casting those spells).
Fire Warriors
Hero is granted the knowledge of Summon Elementals spell. Regardless of circumstances this spell will summon Fire Elementals from now on. The number of Elementals summoned is 40% greater than normal.
Requires:
Summoning Magic Master of Conjuration
Contributes to:
Summoning Magic Elemental Balance
Sorcery Arcane Brillance
Destructive Magic Mana Burst
Elemental Balance
Superb knowledge of summoning magic allows the hero to counterbalance the combat situation when battling against skilled summoners. Each time the enemy uses the Summon Elementals spell, a small group of elementals of opposite aligment is automatically summoned to fight for the hero's cause.
Requires:
War Machines Tremors
Summoning Magic Fire Warriors
War Machines Brimstone Rain
Gating Mark of the Damned
War Machines Catapult
Summoning Magic Master of Conjuration
Contributes to:
Sorcery Arcane Brillance
Destructive Magic Mana Burst
Basic War Machines
Makes war machines more effective overall. Increases Attack, defense and Damage of Ballista. Increases Catapult's Damage and grants it a 30% chance to hit. The First Aid Tent receives increased Healing Power. Ammo Cart gains an ability to increase Attack of ranged units in hero's army by 1.
Advanced War Machines
Makes war machines more effective overall. Increases Attack, defense and Damage of Ballista. Increases Catapult's Damage and grants it a 40% chance to hit. The First Aid Tent receives increased Healing Power. Ammo Cart gains an ability to increase Attack of ranged units in hero's army by 2.
Expert War Machines
Makes war machines more effective overall. Increases Attack, Defense and Damage of Ballista. Increases Catapult's Damage and grants it a 50% chance to hit. The First Aid Tent receives increased Healing Power. Ammo Cart gains an ability to increase Attack of ranged units in hero's army by +3.
War Machines
Ballista
Allows manual control of the Ballista. Ballista gains one extra shot. Restores the Ballista after the battle if it was destroyed
Catapult
Allows manual control of the Catapult. Catapult gains one extra shot. Restores ammo cart after the battle if it was destroyed
Contributes to:
War Machines Brimstone Rain
War Machines Tremors
Summoning Magic Elemental Balance
Sorcery Arcane Brillance
Destructive Magic Mana Burst
First Aid
Allows manual control of the First Aid Tent. Restores the First Aid Tent after the battle if it was destroyed
Brimstone Rain
Catapult gains another extra shot (up to 3 consecutive shots in turn if hero is proficient with catapults).
Requires:
War Machines Catapult
Contributes to:
War Machines Tremors
Summoning Magic Elemental Balance
Sorcery Arcane Brillance
Destructive Magic Mana Burst
Tremors
Hero acquires Earthquake spell and the ability to cast it with shaking effect, damaging and stunning all creatures behind fortress wall
Requires:
War Machines Brimstone Rain
Gating Mark of the Damned
War Machines Catapult
Contributes to:
Summoning Magic Elemental Balance
Sorcery Arcane Brillance
Destructive Magic Mana Burst
This information comes from the Heroes V release version (v2.1).