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 Necromancy
Unique Necromancer's skill. Allows a Necromancer to raise 20% of fallen enemy living creatures as own soldiers (A limited number of creatures can be raised per week). Influences the number of dark energy points.
Advanced Necromancy
Unique Necromancer's skill. Allows a Necromancer to raise 30% of fallen enemy living creatures as own soldiers (A limited number of creatures can be raised per week). Increases the number of dark energy points.
Expert Necromancy
Unique Necromancer's skill. Allows a Necromancer to raise 40% of fallen enemy living creatures as own soldiers (A limited number of creatures can be raised per week). Increases the number of dark energy points.
Ultimate Necromancy
Unique Necromancer's skill. Allows a Necromancer to raise 50% of fallen enemy living creatures as own soldiers (A limited number of creatures can be raised per week). Increases the number of dark energy points.
Necromancy
Banshee Howl
Grants a hero an ability to call upon death itself in combat. All enemy living creatures receive -1 to morale, luck and -10% on initiative.
Contributes to:
Luck Dead Man's Curse
Necromancy Howl of Terror
Summoning Magic Banish
Eternal Servitude
The Necromancer receives an ability to raise some of the fallen undead creatures in his or her army after combat.
Contributes to:
Sorcery Arcane Excellence
Attack Power of Speed
Destructive Magic Secrets of destruction
Summoning Magic Banish
Necromancy Howl of Terror
Mark of the Necromancer
Grants a Necromancer the ability to tie his or her own spirit to the spirits of any creatures on the battlefield until the end of combat. If linked creatures receive any damage the Necromancer will gain some mana, feeding upon those creatures' suffering.
Contributes to:
Defense Resistance
Enlightenment Dark Revelation
Dark Magic Corrupted Soil
Necromancy Howl of Terror
Howl of Terror
Banshee Howl special ability additionally dampens enemy morale by -6.
Requires:
Attack Power of Speed
Logistics Silent Stalker
Dark Magic Corrupted Soil
Necromancy Banshee Howl
Attack Cold Steel
Necromancy Eternal Servitude
Attack Battle Frenzy
Logistics Death March
Logistics Pathfinding
Enlightenment Dark Revelation
Necromancy Mark of the Necromancer
Enlightenment Lord of the Undead
Enlightenment Scholar
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 Cold Steel
Attack Power of Speed
Necromancy Howl of Terror
Tactics
Increases the area in which the hero can rearrange creatures before combat.
Cold Steel
The hero enhances weapons of all troops in his or her army to strike with additional ice powers (Not only undead creatures receive these enchantments).
Requires:
Attack Battle Frenzy
Contributes to:
Attack Power of Speed
Necromancy Howl of Terror
Power of Speed
Hero acquires Mass Haste spell on advanced level.
Requires:
Attack Cold Steel
Necromancy Eternal Servitude
Attack Battle Frenzy
Contributes to:
Necromancy Howl of Terror
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.
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.
Corrupted Soil
The hero calls upon forces of nature to affect enemy melee-attacking creatures. Any time an enemy creature moves it will receive some damage. Inflicted damage equals hero's level.
Requires:
Enlightenment Dark Revelation
Necromancy Mark of the Necromancer
Enlightenment Lord of the Undead
Enlightenment Scholar
Contributes to:
Necromancy Howl of Terror
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%.
Contributes to:
Defense Chilling Bones
Defense Resistance
Vitality
Increases hit points of all your creatures by 2 (Particularly effective for large armies)
Chilling Bones
Enhances all undead troops under Necromancer's control with powerful ice enchantments. Any enemy creature which engages in melee combat with those troops will receive ice damage.
Requires:
Defense Protection
Contributes to:
Defense Resistance
Resistance
Hero gains +2 defense permanently.
Requires:
Necromancy Mark of the Necromancer
Defense Chilling Bones
Defense Protection
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.
Master of Ice
Grants freezing effect to Ice Bolt and Circle of Winter spells.
Contributes to:
Destructive Magic Cold Death
Destructive Magic Secrets of destruction
Summoning Magic Banish
Master of Storms
Grants stunning effect to Lightning Bolt and Chain Lightning (first target only) spells.
Cold Death
Makes Necromancer's spells Ice Bolt and Circle of Winter more powerful. Those spells will kill at least one creature, if that creature has no Immunity to Cold.
Requires:
Destructive Magic Master of Ice
Contributes to:
Destructive Magic Secrets of destruction
Summoning Magic Banish
Secrets of destruction
Hero gains +2 Knowledge permanently and randomly acquires one damaging spell of 1st to 3rd circle that is not yet in hero's spellbook.
Requires:
Sorcery Arcane Excellence
Destructive Magic Cold Death
Necromancy Eternal Servitude
Sorcery Boneward
Sorcery Magic Insight
Destructive Magic Master of Ice
Contributes to:
Summoning Magic Banish
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 Lord of the Undead
Enlightenment Dark Revelation
Dark Magic Corrupted Soil
Necromancy Howl of Terror
Lord of the Undead
The Necromancer receives +1 to Knowledge due to his or her intimate understanding of Death. The Necromancy skill is also increased by 5%.
Requires:
Enlightenment Scholar
Contributes to:
Enlightenment Dark Revelation
Dark Magic Corrupted Soil
Necromancy Howl of Terror
Dark Revelation
Hero qualifies for additional free level up.
Requires:
Necromancy Mark of the Necromancer
Enlightenment Lord of the Undead
Enlightenment Scholar
Contributes to:
Dark Magic Corrupted Soil
Necromancy Howl of Terror
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 Herald Of Death
Herald Of Death
All neutral creatures which join the Necromancer's army will be automatically transformed into the undead creatures of their respective level.
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.
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 Twilight
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.
Twilight
Increases Spellpower: +3 for all spells of dark and light magic schools.
Requires:
Light Magic Master of Blessings
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 Death March
Logistics Silent Stalker
Necromancy Howl of Terror
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.
Death March
All hero's troops gain +4 speed during the siege of an enemy castle
Requires:
Logistics Pathfinding
Contributes to:
Logistics Silent Stalker
Necromancy Howl of Terror
Silent Stalker
The enemy will see only the strongest creature in hero's army with no number at all. Also this ability allows to see courage of neutral monsters and enlarges hero's field of view by 12 tiles.
Requires:
Logistics Death March
Logistics Pathfinding
Contributes to:
Necromancy Howl of Terror
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.
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:
Necromancy Banshee Howl
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.
Contributes to:
Sorcery Boneward
Sorcery Arcane Excellence
Destructive Magic Secrets of destruction
Summoning Magic Banish
Mana Regeneration
Doubles mana regeneration
Boneward
Damage inflicted by any Destructive Magic spells to all troops under Necromancer's command is reduced by 20% .
Requires:
Sorcery Magic Insight
Contributes to:
Sorcery Arcane Excellence
Destructive Magic Secrets of destruction
Summoning Magic Banish
Arcane Excellence
Showing excellent progress in the field of sorcery, the hero is granted +2 Spellpower permanently and +100 temporary mana.
Requires:
Necromancy Eternal Servitude
Sorcery Boneward
Sorcery Magic Insight
Contributes to:
Destructive Magic Secrets of destruction
Summoning Magic Banish
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).
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).
Contributes to:
Summoning Magic Haunted Mines
Banish
Special combat ability. Unsummons part of the summoned or gated stack.
Requires:
Destructive Magic Secrets of destruction
Necromancy Banshee Howl
Sorcery Arcane Excellence
Destructive Magic Cold Death
Necromancy Eternal Servitude
Sorcery Boneward
Sorcery Magic Insight
Destructive Magic Master of Ice
Haunted Mines
After capturing an enemy mine the Necromancer will haunt it. Some Ghosts will appear in mine's garrison, the number of summoned Ghosts depends upon the number of the week.
Requires:
Summoning Magic Master of Life
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
First Aid
Allows manual control of the First Aid Tent. Restores the First Aid Tent after the battle if it was destroyed
Contributes to:
War Machines Plague Tent
Plague Tent
The hero's First Aid Tent receives an ability to damage enemy creatures.
Requires:
War Machines First Aid
This information comes from the Heroes V release version (v2.1).