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Basic CounterstrikeUnique knight's skill. Allows to upgrade limited number of human troops up the tier every week. Only works within Haven towns where Training Grounds facility has been built. Besides, damage dealt by knight's troops on retaliation strikes is increased by 5%. Advanced CounterstrikeUnique knight's skill. Allows to upgrade limited number of human troops up the tier every week. Only works within Haven towns where Training Grounds facility has been built. Reduces training cost by 15%. Besides, damage dealt by knight's troops on retaliation strikes is increased by 10%. Expert CounterstrikeUnique knight's skill. Allows to upgrade limited number of human troops up the tier every week. Only works within Haven towns where Training Grounds facility has been built. Reduces training cost by 30%. Besides, damage dealt by knight's troops on retaliation strikes is increased by 20%. Ultimate CounterstrikeUnique knight's skill. Allows to upgrade limited number of human troops up the tier every week. Only works within Haven towns where Training Grounds facility has been built. Reduces training cost by 45%. Besides, damage dealt by knight's troops on retaliation strikes is increased by 25%. |
BenedictionThe Knight receives special combat ability to temporarily raise the morale, initiative, attack and defense of his troops. Contributes to:
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Expert TrainerTroop 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. Contributes to:
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Retaliation StrikeThe 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 that is attacking this guarded creature. Contributes to:
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Unstoppable ChargeHero's Retaliation Strike ability inflicts triple damage. Requires:
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Basic AttackIncreases damage dealt by your creatures in melee combat by 5%. Advanced AttackIncreases damage dealt by your creatures in melee combat by 10%. Expert AttackIncreases damage dealt by your creatures in melee combat by 20%. |
ArcheryIncreases damage dealt by hero's creatures in ranged combat by 20%. |
Battle FrenzyMinimum and maximum damage inflicted by each creature under hero's control is increased by 1. Especially effective for armies of low level creatures. |
TacticsIncreases the area in which the hero can rearrange creatures before combat. |
RetributionTroops under hero's control deal increased amount of damage according to their moral state. Requires:
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Power of SpeedHero acquires Mass Haste spell on advanced level. Requires:
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Basic Dark MagicAllows hero to learn Dark Magic spells of the third circle and makes Dark Magic more effective overall. Advanced Dark MagicAllows hero to learn Dark Magic spells of the fourth circle and makes Dark Magic even more effective. Expert Dark MagicAllows hero to learn Dark Magic spells of the fifth circle and gives maximum power to Dark Magic. |
Master of CursesGrants 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. Contributes to:
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Master of MindGrants 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. |
Master of PainGrants 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. |
Fallen KnightDedicated to learning all the secrets of Dark Magic, the Knight becomes a pariah among his or her own kind. Troops under knight's control suffer -1 penalty to morale, but all Dark Magic spells cast by the Knight are now more powerful (effective Spellpower is +5 for casting those spells). Requires:
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Weakening StrikeWeakening Strike improves Retaliation Strike and Mark of the Damned abilities. Now they not only damage the target, but also curses it with a Requires:
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Basic DefenseDecreases damage dealt to your creatures in melee combat by 10%. Advanced DefenseDecreases damage dealt to your creatures in melee combat by 20%. Expert DefenseDecreases damage dealt to your creatures in melee combat by 30%. |
EvasionDecreases damage dealt to your creatures by ranged attacks by 20%. |
ProtectionDecreases damage dealt to your creatures by magic attacks by 15%. |
VitalityIncreases hit points of all your creatures by 2 (Particularly effective for large armies) Contributes to:
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Stand Your GroundTroops under hero's control get +60% bonus to their defense carrying out the Defend command. Requires:
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Last StandAll troops under hero's control are blessed with amazing vitality. If enemy creatures attack the hero's troops and kill them all, the last of the troops will survive the attack with 1 hit point. Requires:
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Basic Destructive MagicAllows hero to learn Destructive Magic spells of the third circle and makes Destructive Magic more effective overall. Advanced Destructive MagicAllows hero to learn Destructive Magic spells of the fourth circle and makes Destructive Magic even more effective. Expert Destructive MagicAllows hero to learn Destructive Magic spells of the fifth circle and gives maximum power to Destructive Magic. |
Master of FireGrants armor-damaging effect to Fireball and Armageddon spells. Creatures affected by these spells suffer additional -50% defense penalty. Contributes to:
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Master of IceGrants freezing effect to Ice Bolt and Circle of Winter spells. |
Master of StormsGrants stunning effect to Lightning Bolt and Chain Lightning (first target only) spells. |
Fiery WrathAdditional elemental fire damage is dealt to enemy units on all melee and ranged attacks. Requires:
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Basic EnlightenmentHero 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 EnlightenmentHero 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 EnlightenmentHero receives +1 to one of his primary stats for every two levels including the levels already got and + 15% bonus to the experience gained. |
Arcane IntuitionAllows hero to learn an unknown spell used by an enemy hero or |
IntelligenceIncreases normal maximum mana by 50%. |
ScholarAllows the Hero to teach various spells to other heroes, effectively trading spells between spell books. Contributes to:
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GraduateBeing so keen to learn, the hero is granted +2 Knowledge and an additional bonus of +1000 experience. Requires:
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Wizard's RewardHero gains +2 to Spellpower permanently, plus an extra 1000 gold as a one-time bonus. Requires:
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Basic LeadershipIncreases moral of all creatures in hero's army by 1. Advanced LeadershipIncreases moral of all creatures in hero's army by 2. Expert LeadershipIncreases moral of all creatures in hero's army by 3. |
DiplomacyAllows hero to effectively negotiate with hostile creatures. Increases chances and reduces costs of creatures that wish to join your army. |
EstatesHero contributes 250 gold pieces per day to your cause. |
RecruitmentIncreases 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. |
Divine GuidanceThe Knight receives the special combat ability to encourage his troops on a battlefield, making their turns come faster. Requires:
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Aura of SwiftnessCombat movement speed of all units in hero army is increased by +1. Requires:
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Basic Light MagicAllows hero to learn Light Magic spells of the third circle and makes Light Magic more effective overall. Advanced Light MagicAllows hero to learn Light Magic spells of the fourth circle and makes Light Magic even more effective. Expert Light MagicAllows hero to learn Light Magic spells of the fifth circle and gives maximum power to Light Magic. |
Master of AbjurationGrants 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. |
Master of BlessingsGrants 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. Contributes to:
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Master of WrathGrants 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. |
Guardian AngelWhen all the knight's troops fall dead in combat, an Angel, summoned on a field of battle, resurrects the most powerful group of dead creatures and disappears. Requires:
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Refined ManaCasters in hero army will spend only half the required mana cost to cast spells. Requires:
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Basic LogisticsIncreases hero's movement speed over land by 10%. Advanced LogisticsIncreases hero's movement speed over land by 20%. Expert LogisticsIncreases hero's movement speed over land by 30%. |
NavigationIncreases hero's movement speed at sea by 50%. |
PathfindingReduces penalty for moving through rough terrain by 50%. Contributes to:
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ScoutingHero 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. |
Familiar GroundAll creatures in hero (Knight or Ranger) army receive +1 for movement speed if the battle is taking place on grassy terrain Requires:
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Death MarchAll hero's troops gain +4 speed during the siege of an enemy castle Requires:
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Basic LuckIncreases luck of all creatures in hero's army by 1. Advanced LuckIncreases luck of all creatures in hero's army by 2. Expert LuckIncreases luck of all creatures in hero's army by 3. |
Magic ResistanceIncreases magic resistance of all creatures in hero's army by 15%. Creatures are more likely to avoid enemy magic. |
ResourcefulnessIn the course of adventures the hero tends to find more gold and resources and be more lucky overall. Contributes to:
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Soldier's LuckGuarantees that useful combat abilities of creatures in hero's army (like Squires' Bash, for example) will trigger more often. |
Tear of Asha VisionThe hero now 'feels' the location of the Tear of Asha in his or her very heart. Digging for a Tear of Asha somewhere around its actual location is much more likely to be a success. Requires:
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Spoils of WarFrom each victorious battle, the hero will salvage some gold and resources as spoils of war. Requires:
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Basic SorcerySpeeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 10%. Advanced SorcerySpeeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 20%. Expert SorcerySpeeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 30%. |
Arcane TrainingReduces casting costs of all spells by 20%. Contributes to:
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Magic InsightAllows a hero to learn magic spells of the third circle regardless of actual skills in the respective schools of magic. |
Mana RegenerationDoubles mana regeneration |
Arcane ExcellenceShowing excellent progress in the field of sorcery, the hero is granted +2 Spellpower permanently and +100 temporary mana. Requires:
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Basic Summoning MagicAllows hero to learn Summoning Magic spells of the third circle and makes Summoning Magic more effective overall. Advanced Summoning MagicAllows hero to learn Summoning Magic spells of the fourth circle and makes Summoning Magic even more effective. Expert Summoning MagicAllows hero to learn Summoning Magic spells of the fifth circle and gives maximum power to Summoning Magic. |
Master of ConjurationMakes Conjure Phoenix and Summon Elementals spells more powerful (effective Spellpower is increased by 4 for casting those spells). Contributes to:
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Master of EarthbloodMakes Fire Trap and Earthquake spells more powerful (effective Spellpower is increased by 4 for casting those spells). |
Master of LifeMakes Fist of Wrath and Raise Dead spells more powerful (effective Spellpower increases by 4 for casting those spells). |
Elemental BalanceSuperb 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:
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Basic War MachinesMakes 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 MachinesMakes 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 MachinesMakes 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. |
BallistaAllows manual control of the Ballista. Ballista gains one extra shot. Restores the Ballista after the battle if it was destroyed Contributes to:
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CatapultAllows manual control of the Catapult. Catapult gains one extra shot. Restores ammo cart after the battle if it was destroyed |
First AidAllows manual control of the First Aid Tent. Restores the First Aid Tent after the battle if it was destroyed |
Triple BallistaBallista gains another extra shot (up to 3 consecutive shots total if hero is proficient with ballistas). Requires:
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