Academy - Wizard Dungeon - Warlock Haven - Knight Inferno - Demon Lord Necropolis - Necromancer Sylvan - Ranger Fortress - Runemage Hero Specials
Skills & Abilities

Basic Avenger

Unique Ranger's skill. Allows Ranger to choose 1 favored enemy from the Avenger's Guild in any Sylvan town. All Ranger's troops will receive a 40% chance to inflict a critical hit upon that creature, giving double damage to it. Before choosing a creature as a favored enemy, the Ranger must kill two whole populations of those creatures.

Advanced Avenger

Unique Ranger's skill. Allows Ranger to choose 2 favored enemy from the Avenger's Guild in any Sylvan town. All Ranger's troops will receive a 40% chance to inflict a critical hit upon that creature, giving double damage to it. Before choosing a creature as a favored enemy, the Ranger must kill two whole populations of those creatures.

Expert Avenger

Unique Ranger's skill. Allows Ranger to choose 3 favored enemy from the Avenger's Guild in any Sylvan town. All Ranger's troops will receive a 40% chance to inflict a critical hit upon that creature, giving double damage to it. Before choosing a creature as a favored enemy, the Ranger must kill two whole populations of those creatures.

Ultimate Avenger

Unique Ranger's skill. Allows Ranger to choose 4 favored enemy from the Avenger's Guild in any Sylvan town. All Ranger's troops will receive a 40% chance to inflict a critical hit upon that creature, giving double damage to it. Before choosing a creature as a favored enemy, the Ranger must kill two whole populations of those creatures.

Avenger

Deadeye Shot

Grants Ranger an ability to attack any enemy creatures on battlefield. The inflicted damage is + 3 of his or her level. If that creature is present in Ranger's favorite enemy list then the critical strike is fulfilled, the damage is doubled and it always kills at least one creature.

Contributes to:

  • Enlightenment
    Arcane Exaltation

  • Attack
    Flaming Arrows

  • Sorcery
    Counterspell

  • Avenger
    Nature's Luck

Imbue Arrow

Allows Ranger to enhance his or her arrows with attacking or cursing spells. All Ranger's attacks (Multishot or Deadeye Shot) will now not only inflict damage upon enemy creatures but also will immediately cast an imbued spell, draining Ranger's mana. Imbue Arrow lasts till the end of the fight or until all Ranger's mana is drained.

Contributes to:

  • Light Magic
    Fire Resistance

  • War Machines
    Imbue Ballista

  • Dark Magic
    Seal of Darkness

  • Destructive Magic
    Secrets of destruction

  • Summoning Magic
    Fire Warriors

  • Sorcery
    Counterspell

  • War Machines
    Triple Ballista

Rain of Arrows

Grants Ranger an ability to attack all enemy creatures which are present in his favorite enemy list. The Ranger deals + 3 of his or her level damage.

Contributes to:

  • War Machines
    Triple Ballista

  • Luck
    Dead Man's Curse

  • Avenger
    Nature's Luck

Nature's Luck

Units in hero army always have luck rolled on attacks.

Requires:

  • Attack
    Flaming Arrows

  • Luck
    Dead Man's Curse

  • Defense
    Stand Your Ground

  • Avenger
    Deadeye Shot

  • Attack
    Nature's Wrath

  • Attack
    Battle Frenzy

  • Avenger
    Rain of Arrows

  • Luck
    Elven Luck

  • Luck
    Soldier's Luck

  • Defense
    Last Stand

  • Logistics
    Familiar Ground

  • Defense
    Vitality

  • Logistics
    Silent Stalker

  • Logistics
    Scouting

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
    Nature's Wrath

  • Attack
    Flaming Arrows

  • Avenger
    Nature's Luck

Tactics

Increases the area in which the hero can rearrange creatures before combat.

Nature's Wrath

All Sylvan creatures in Ranger's army gain +1 to maximum damage.

Requires:

  • Attack
    Battle Frenzy
Contributes to:

  • Attack
    Flaming Arrows

  • Avenger
    Nature's Luck

Flaming Arrows

Ballista under hero's command negates enemy defense and deals additional elemental fire damage. Destroyed ballista will be restored in hero's army after combat.

Requires:

  • Avenger
    Deadeye Shot

  • Attack
    Nature's Wrath

  • Attack
    Battle Frenzy
Contributes to:

  • Avenger
    Nature's Luck

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.

Contributes to:

  • Dark Magic
    Corrupted Soil

  • Dark Magic
    Seal of Darkness

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:

  • Dark Magic
    Master of Pain
Contributes to:

  • Dark Magic
    Seal of Darkness

Seal of Darkness

Enemy hero is forced to spend twice more mana to cast Dark Magic spells in combat.

Requires:

  • Avenger
    Imbue Arrow

  • Dark Magic
    Corrupted Soil

  • Dark Magic
    Master of Pain

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
    Last Stand

  • Defense
    Stand Your Ground

  • Avenger
    Nature's Luck

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
    Vitality
Contributes to:

  • Defense
    Stand Your Ground

  • Avenger
    Nature's Luck

Stand Your Ground

Troops under hero's control get +60% bonus to their defense carrying out the Defend command.

Requires:

  • Defense
    Last Stand

  • Logistics
    Familiar Ground

  • Defense
    Vitality

  • Logistics
    Silent Stalker

  • Logistics
    Scouting
Contributes to:

  • Avenger
    Nature's Luck

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
    Mana Burst

  • Destructive Magic
    Secrets of destruction

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:

  • Destructive Magic
    Master of Fire
Contributes to:

  • Destructive Magic
    Secrets of destruction

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:

  • Avenger
    Imbue Arrow

  • Destructive Magic
    Mana Burst

  • Destructive Magic
    Master of Fire

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).

Contributes to:

  • Enlightenment
    Know Your Enemy

  • Enlightenment
    Arcane Exaltation

  • Sorcery
    Counterspell

Intelligence

Increases normal maximum mana by 50%.

Scholar

Allows the Hero to teach various spells to other heroes, effectively trading spells between spell books.

Know Your Enemy

The chance of inflicting a critical hit using "Avenger" skill is increased by +10%.

Requires:

  • Enlightenment
    Arcane Intuition
Contributes to:

  • Enlightenment
    Arcane Exaltation

  • Sorcery
    Counterspell

Arcane Exaltation

Delving deep into the secrets of spellcraft, hero gains +2 Spellpower permanently.

Requires:

  • Avenger
    Deadeye Shot

  • Enlightenment
    Know Your Enemy

  • Enlightenment
    Arcane Intuition
Contributes to:

  • Sorcery
    Counterspell

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
    Battle Commander

Battle Commander

Adds +2 to Ranger's attack permanently. War Dancers join the Ranger's army to fight for his or her cause. The number of War Dancers depends upon the number of the week.

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.

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.

Contributes to:

  • Light Magic
    Storm Wind

  • Light Magic
    Fire Resistance

  • Summoning Magic
    Fire Warriors

  • Sorcery
    Counterspell

Storm Wind

The Ranger calls upon the forces of nature to affect enemy flying creatures. Initiative and Speed of all enemy flyers is decreased by 1.

Requires:

  • Light Magic
    Master of Wrath
Contributes to:

  • Light Magic
    Fire Resistance

  • Summoning Magic
    Fire Warriors

  • Sorcery
    Counterspell

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:

  • Avenger
    Imbue Arrow

  • Light Magic
    Storm Wind

  • Light Magic
    Master of Wrath
Contributes to:

  • Summoning Magic
    Fire Warriors

  • Sorcery
    Counterspell

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%.

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.

Contributes to:

  • Logistics
    Silent Stalker

  • Logistics
    Familiar Ground

  • Defense
    Stand Your Ground

  • Avenger
    Nature's Luck

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
    Scouting
Contributes to:

  • Logistics
    Familiar Ground

  • Defense
    Stand Your Ground

  • Avenger
    Nature's Luck

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
    Silent Stalker

  • Logistics
    Scouting
Contributes to:

  • Defense
    Stand Your Ground

  • Avenger
    Nature's Luck

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
    Elven Luck

  • Luck
    Dead Man's Curse

  • Avenger
    Nature's Luck

Elven Luck

The Luck bonus to damage is increased by 25%.

Requires:

  • Luck
    Soldier's Luck
Contributes to:

  • Luck
    Dead Man's Curse

  • Avenger
    Nature's Luck

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:

  • Avenger
    Rain of Arrows

  • Luck
    Elven Luck

  • Luck
    Soldier's Luck
Contributes to:

  • Avenger
    Nature's Luck

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

Contributes to:

  • Sorcery
    Arcane Brillance

  • Sorcery
    Counterspell

Arcane Brillance

Adds +2 to hero's Spellpower permanently. Hero also receives a new spell in his or her spell book.

Requires:

  • Sorcery
    Mana Regeneration
Contributes to:

  • Sorcery
    Counterspell

Counterspell

Special combat ability. Negates all effects of the next spell cast by the enemy, but drains twice the mana cost of that spell.

Requires:

  • Sorcery
    Arcane Brillance

  • Enlightenment
    Arcane Exaltation

  • Summoning Magic
    Fire Warriors

  • Sorcery
    Mana Regeneration

  • Avenger
    Deadeye Shot

  • Enlightenment
    Know Your Enemy

  • Enlightenment
    Arcane Intuition

  • Light Magic
    Fire Resistance

  • Summoning Magic
    Wall of Fog

  • Avenger
    Imbue Arrow

  • Light Magic
    Storm Wind

  • Light Magic
    Master of Wrath

  • Summoning Magic
    Master of Earthblood

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).

Contributes to:

  • Summoning Magic
    Wall of Fog

  • Summoning Magic
    Fire Warriors

  • Sorcery
    Counterspell

Master of Life

Makes Fist of Wrath and Raise Dead spells more powerful (effective Spellpower increases by 4 for casting those spells).

Wall of Fog

The Hero calls upon the forces of nature to affect enemy ranged-attacking creatures. Initiative of all enemy shooters is decreased by 10% and their damage is decreased by 10%.

Requires:

  • Summoning Magic
    Master of Earthblood
Contributes to:

  • Summoning Magic
    Fire Warriors

  • Sorcery
    Counterspell

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:

  • Light Magic
    Fire Resistance

  • Summoning Magic
    Wall of Fog

  • Avenger
    Imbue Arrow

  • Light Magic
    Storm Wind

  • Light Magic
    Master of Wrath

  • Summoning Magic
    Master of Earthblood
Contributes to:

  • Sorcery
    Counterspell

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
    Imbue Ballista

  • 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

Imbue Ballista

Imbue Arrow ability will now affect Ballista as well. All Ballista shots will carry Ranger's enchantments and therefore drain Ranger's mana.

Requires:

  • War Machines
    Ballista

  • Avenger
    Imbue Arrow
Contributes to:

  • War Machines
    Triple Ballista

Triple Ballista

Ballista gains another extra shot (up to 3 consecutive shots total if hero is proficient with ballistas).

Requires:

  • War Machines
    Imbue Ballista

  • Avenger
    Rain of Arrows

  • War Machines
    Ballista

  • Avenger
    Imbue Arrow
This information comes from the Heroes V release version (v2.1).

Thanks to sfidanza for creating the Heroes V skills and abilities pages!
Thanks to Valeriy for image optimisation!