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 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).