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 Counterstrike
Unique 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 Counterstrike
Unique 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 Counterstrike
Unique 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 Counterstrike
Unique 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%.
Training
Benediction
The Knight receives special combat ability to temporarily raise the morale, initiative, attack and defense of his troops.
Contributes to:
Sorcery Arcane Excellence
Leadership Aura of Swiftness
Light Magic Refined Mana
Dark Magic Weakening Strike
Defense Last Stand
Attack Power of Speed
Training Unstoppable Charge
Expert Trainer
Troop 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:
Attack Retribution
Destructive Magic Fiery Wrath
Summoning Magic Elemental Balance
Logistics Death March
Attack Power of Speed
Training Unstoppable Charge
Retaliation Strike
The 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.
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.
Tactics
Increases the area in which the hero can rearrange creatures before combat.
Retribution
Troops under hero's control deal increased amount of damage according to their moral state.
Requires:
Training Expert Trainer
Contributes to:
Attack Power of Speed
Power of Speed
Hero acquires Mass Haste spell on advanced level.
Requires:
Attack Retribution
Dark Magic Weakening Strike
Defense Last Stand
Training Expert Trainer
Dark Magic Fallen Knight
Leadership Aura of Swiftness
Dark Magic Master of Curses
Training Benediction
Leadership Divine Guidance
Training Retaliation Strike
Defense Stand Your Ground
Defense Vitality
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.
Contributes to:
Dark Magic Fallen Knight
Dark Magic Weakening Strike
Attack Power of Speed
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.
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.
Fallen Knight
Dedicated 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:
Dark Magic Master of Curses
Contributes to:
Dark Magic Weakening Strike
Attack Power of Speed
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:
Dark Magic Fallen Knight
Leadership Aura of Swiftness
Dark Magic Master of Curses
Training Benediction
Leadership Divine Guidance
Training Retaliation Strike
Contributes to:
Attack Power of Speed
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%.
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)
Contributes to:
Defense Stand Your Ground
Defense Last Stand
Attack Power of Speed
Stand Your Ground
Troops under hero's control get +60% bonus to their defense carrying out the Defend command.
Requires:
Defense Vitality
Contributes to:
Defense Last Stand
Attack Power of Speed
Last Stand
All 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:
Defense Stand Your Ground
Leadership Aura of Swiftness
Defense Vitality
Training Benediction
Leadership Divine Guidance
Training Retaliation Strike
Contributes to:
Attack Power of Speed
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 Fiery Wrath
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.
Fiery Wrath
Additional elemental fire damage is dealt to enemy units on all melee and ranged attacks.
Requires:
Destructive Magic Master of Fire
Training Expert Trainer
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 Graduate
Enlightenment Wizard's Reward
Luck Spoils of War
Training Unstoppable Charge
Graduate
Being so keen to learn, the hero is granted +2 Knowledge and an additional bonus of +1000 experience.
Requires:
Enlightenment Scholar
Contributes to:
Enlightenment Wizard's Reward
Luck Spoils of War
Training Unstoppable Charge
Wizard's Reward
Hero gains +2 to Spellpower permanently, plus an extra 1000 gold as a one-time bonus.
Requires:
Enlightenment Graduate
Enlightenment Scholar
Contributes to:
Luck Spoils of War
Training Unstoppable Charge
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.
Divine Guidance
The Knight receives the special combat ability to encourage his troops on a battlefield, making their turns come faster.
Requires:
Training Retaliation Strike
Contributes to:
Leadership Aura of Swiftness
Dark Magic Weakening Strike
Defense Last Stand
Attack Power of Speed
Aura of Swiftness
Combat movement speed of all units in hero army is increased by +1.
Requires:
Training Benediction
Leadership Divine Guidance
Training Retaliation Strike
Contributes to:
Dark Magic Weakening Strike
Defense Last Stand
Attack Power of Speed
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.
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.
Contributes to:
Light Magic Guardian Angel
Light Magic Refined Mana
Training Unstoppable Charge
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.
Guardian Angel
When 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:
Light Magic Master of Blessings
Contributes to:
Light Magic Refined Mana
Training Unstoppable Charge
Refined Mana
Casters in hero army will spend only half the required mana cost to cast spells.
Requires:
Training Benediction
Light Magic Guardian Angel
Light Magic Master of Blessings
Contributes to:
Training Unstoppable Charge
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 Familiar Ground
Logistics Death March
Training Unstoppable Charge
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.
Familiar Ground
All creatures in hero (Knight or Ranger) army receive +1 for movement speed if the battle is taking place on grassy terrain
Requires:
Logistics Pathfinding
Contributes to:
Logistics Death March
Training Unstoppable Charge
Death March
All hero's troops gain +4 speed during the siege of an enemy castle
Requires:
Logistics Familiar Ground
Training Expert Trainer
Logistics Pathfinding
Contributes to:
Training Unstoppable Charge
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.
Contributes to:
Luck Tear of Asha Vision
Luck Spoils of War
Training Unstoppable Charge
Soldier's Luck
Guarantees that useful combat abilities of creatures in hero's army (like Squires' Bash, for example) will trigger more often.
Tear of Asha Vision
The 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:
Luck Resourcefulness
Contributes to:
Luck Spoils of War
Training Unstoppable Charge
Spoils of War
From each victorious battle, the hero will salvage some gold and resources as spoils of war.
Requires:
Luck Tear of Asha Vision
Enlightenment Wizard's Reward
Luck Resourcefulness
Enlightenment Graduate
Enlightenment Scholar
Contributes to:
Training Unstoppable Charge
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%.
Contributes to:
Sorcery Arcane Excellence
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
Arcane Excellence
Showing excellent progress in the field of sorcery, the hero is granted +2 Spellpower permanently and +100 temporary mana.
Requires:
Training Benediction
Sorcery Arcane Training
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 Elemental Balance
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).
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:
Training Expert Trainer
Summoning Magic Master of Conjuration
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
Contributes to:
War Machines Triple Ballista
Catapult
Allows manual control of the Catapult. Catapult gains one extra shot. Restores ammo cart after the battle if it was destroyed
First Aid
Allows manual control of the First Aid Tent. Restores the First Aid Tent after the battle if it was destroyed
Triple Ballista
Ballista gains another extra shot (up to 3 consecutive shots total if hero is proficient with ballistas).
Requires:
Training Retaliation Strike
War Machines Ballista
This information comes from the Heroes V release version (v2.1).