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 Artificer
Allows hero to create creature equipment of the first level.
Advanced Artificer
Allows hero to create creature equipment of the second level.
Expert Artificer
Allows hero to create creature equipment of the third level.
Ultimate Artificer
Reduces the price of creating creature equipment by half.
Artificer
Consume Artifact
Special combat ability. Allows hero to consume artifacts equipped on friendly creatures to heal and resurrect it in combat.
Contributes to:
Luck Tear of Asha Vision
War Machines Tremors
Light Magic Refined Mana
Magic mirror
Every damaging or cursing spell cast by the enemy has a chance to be randomly reflected to some other target, including enemy units.
Contributes to:
Destructive Magic Sap Magic
Defense Power of Endurance
Sorcery Erratic Mana
Destructive Magic Fiery Wrath
Dark Magic Dark Renewal
Light Magic Refined Mana
Artificer Arcane Omniscience
Mark of the Wizard
Special combat ability. Caster binds himself to the target with Mark of the Wizard until the end of combat so that each subsequent spell striking that target has its effect doubled and costs as much mana as needed for this double effect. Moreover every spell striking another creature will affect this target as well. If there is not enough mana, the effect is not doubled.
Contributes to:
Destructive Magic Fiery Wrath
Attack Cold Steel
Summoning Magic Wall of Fog
Logistics Teleport Assault
Dark Magic Dark Renewal
Light Magic Refined Mana
Artificer Arcane Omniscience
Arcane Omniscience
All spells that are in existence will be written to the hero's spellbook and the hero will be able to cast them on expert level.
Requires:
Sorcery Erratic Mana
Summoning Magic Wall of Fog
Enlightenment Graduate
Attack Cold Steel
Sorcery Counterspell
Artificer Magic mirror
Sorcery Arcane Training
Summoning Magic Banish
Artificer Mark of the Wizard
Summoning Magic Master of Conjuration
Enlightenment Wizard's Reward
Enlightenment Scholar
Attack Flaming Arrows
Attack Archery
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%.
Contributes to:
Attack Flaming Arrows
Attack Cold Steel
Artificer Arcane Omniscience
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.
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:
Attack Archery
Contributes to:
Attack Cold Steel
Artificer Arcane Omniscience
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 Flaming Arrows
Artificer Mark of the Wizard
Attack Archery
Contributes to:
Artificer Arcane Omniscience
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.
Contributes to:
Dark Magic Seal of Darkness
Dark Magic Dark Renewal
Light Magic Refined Mana
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.
Seal of Darkness
Enemy hero is forced to spend twice more mana to cast Dark Magic spells in combat.
Requires:
Dark Magic Master of Mind
Contributes to:
Dark Magic Dark Renewal
Light Magic Refined Mana
Dark Renewal
Should it happen that any magic spell is resisted by target, the hero gains back all the mana spent to cast that spell.
Requires:
Destructive Magic Fiery Wrath
Dark Magic Seal of Darkness
Destructive Magic Sap Magic
Artificer Mark of the Wizard
Artificer Magic mirror
Dark Magic Master of Mind
Contributes to:
Light Magic Refined Mana
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 Resistance
Defense Power of Endurance
Vitality
Increases hit points of all your creatures by 2 (Particularly effective for large armies)
Resistance
Hero gains +2 defense permanently.
Requires:
Defense Protection
Contributes to:
Defense Power of Endurance
Power of Endurance
Hero acquires Mass Endurance spell on advanced level.
Requires:
Defense Resistance
Artificer Magic mirror
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.
Master of Storms
Grants stunning effect to Lightning Bolt and Chain Lightning (first target only) spells.
Sap Magic
Damage dealt by enemy spells is reduced by 20%.
Requires:
Artificer Magic mirror
Contributes to:
Destructive Magic Fiery Wrath
Dark Magic Dark Renewal
Light Magic Refined Mana
Fiery Wrath
Additional elemental fire damage is dealt to enemy units on all melee and ranged attacks.
Requires:
Destructive Magic Sap Magic
Artificer Mark of the Wizard
Artificer Magic mirror
Contributes to:
Dark Magic Dark Renewal
Light Magic Refined Mana
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 Wizard's Reward
Enlightenment Graduate
Artificer Arcane Omniscience
Wizard's Reward
Hero gains +2 to Spellpower permanently, plus an extra 1000 gold as a one-time bonus.
Requires:
Enlightenment Scholar
Contributes to:
Enlightenment Graduate
Artificer Arcane Omniscience
Graduate
Being so keen to learn, the hero is granted +2 Knowledge and an additional bonus of +1000 experience.
Requires:
Enlightenment Wizard's Reward
Enlightenment Scholar
Contributes to:
Artificer Arcane Omniscience
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.
Contributes to:
Leadership Artificial Glory
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.
Artificial Glory
War Machines and Golems are now affected by positive morale effects (negative morale does not apply).
Requires:
Leadership Estates
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.
Contributes to:
Light Magic Suppress Light
Light Magic Refined Mana
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.
Suppress Light
Enemy hero is forced to spend twice more mana to cast Light Magic spells in combat.
Requires:
Light Magic Master of Abjuration
Contributes to:
Light Magic Refined Mana
Refined Mana
Casters in hero army will spend only half the required mana cost to cast spells.
Requires:
War Machines Tremors
Light Magic Suppress Light
Dark Magic Dark Renewal
Artificer Consume Artifact
War Machines Remote Control
War Machines Catapult
Light Magic Master of Abjuration
Destructive Magic Fiery Wrath
Dark Magic Seal of Darkness
Destructive Magic Sap Magic
Artificer Mark of the Wizard
Artificer Magic mirror
Dark Magic Master of Mind
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 March of the Golems
Logistics Teleport Assault
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.
March of the Golems
All golems under hero's command have their speed and initiative increased by +2.
Requires:
Logistics Pathfinding
Contributes to:
Logistics Teleport Assault
Teleport Assault
Hero acquires Teleportation spell and the ability to cast it with assault effect, increasing the initiative of creature being teleported.
Requires:
Logistics March of the Golems
Artificer Mark of the Wizard
Logistics Pathfinding
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 Spoils of War
Luck Tear of Asha Vision
Soldier's Luck
Guarantees that useful combat abilities of creatures in hero's army (like Squires' Bash, for example) will trigger more often.
Spoils of War
From each victorious battle, the hero will salvage some gold and resources as spoils of war.
Requires:
Luck Resourcefulness
Contributes to:
Luck Tear of Asha Vision
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 Spoils of War
Artificer Consume Artifact
Luck Resourcefulness
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 Counterspell
Sorcery Erratic Mana
Artificer Arcane Omniscience
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
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 Training
Contributes to:
Sorcery Erratic Mana
Artificer Arcane Omniscience
Erratic Mana
Mana cost of spells cast by the hero is randomly reduced by up to 50% (actual reduction is determined while casting is in progress).
Requires:
Sorcery Counterspell
Artificer Magic mirror
Sorcery Arcane Training
Contributes to:
Artificer Arcane Omniscience
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 Banish
Summoning Magic Wall of Fog
Artificer Arcane Omniscience
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).
Banish
Special combat ability. Unsummons part of the summoned or gated stack.
Requires:
Summoning Magic Master of Conjuration
Contributes to:
Summoning Magic Wall of Fog
Artificer Arcane Omniscience
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 Banish
Artificer Mark of the Wizard
Summoning Magic Master of Conjuration
Contributes to:
Artificer Arcane Omniscience
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
Contributes to:
War Machines Remote Control
War Machines Tremors
Light Magic Refined Mana
First Aid
Allows manual control of the First Aid Tent. Restores the First Aid Tent after the battle if it was destroyed
Remote Control
At the beginning of the combat one of the enemy War Machines comes under your control.
Requires:
War Machines Catapult
Contributes to:
War Machines Tremors
Light Magic Refined Mana
Tremors
Hero acquires Earthquake spell and the ability to cast it with shaking effect, damaging and stunning all creatures behind fortress wall
Requires:
Artificer Consume Artifact
War Machines Remote Control
War Machines Catapult
Contributes to:
Light Magic Refined Mana
This information comes from the Heroes V release version (v2.1).