Age of Heroes: Might and Magic Heroes 6 Wiki: Abilities Data

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(Created page with "{| class="wikitable sortable" |+Sortable table |- ! Name !! Description |-id="abyssesdweller" | Abysses Dweller || The Shadow Lurker's default attack reduces damage of target ...")
 

Latest revision as of 01:45, 12 June 2013

Sortable table
Name Description
Abysses Dweller The Shadow Lurker's default attack reduces damage of target enemy creature by 20% for 5 turns.
Abyss Gate Currently acting friendly stack returns to the Abyss, then comes back reinforced in the next turn. The gate remains on the combat map and can be destroyed. If the gate is destroyed, the stack can only return after the combat. Will not increase stacks above their original maximum.
Charges: 1
Agony Shadow tendrils coil around an enemy stack to drain its lifeforce. The victim is dealt 34 damage (Dark) every time it is about to do an action for 3 turns. Only affects living creatures.
Cooldown: 3 turns.
Mana Cost: 11
Agony Mass Shadow tendrils coil around all enemy stacks to drain their lifeforce. The victim is dealt 23 damage (Dark) every time they are about to do an action for 3 turns. Only affects living creatures.
Cooldown: 3 turns.
Mana Cost: 33
Agony Master Receives Agony by default with 10% bonus damage.
Air Magic I Hero gains 3 Magic Power (Air).
Air Magic II Hero gains 3 Magic Power (Air).
Air Magic III Hero gains 3 Magic Power (Air).
Ambush Increases the Initiative of friendly creatures by 5 for the first three turns of the combat.
Anathema All enemy creatures suffer from Anathema for 4 turns. (-14% Damage, - 9 Morale and Luck, +14% vulnerability to Might and Magic effects). Cannot be dispelled.
Cooldown: 3 turns.
Mana Cost: 0
Arcane Exaltation I Hero gains 2 Magic Power permanently.
Arcane Exaltation II Hero gains 3 Magic Power permanently.
Arcane Exaltation III Hero gains 5 Magic Power permanently.
Arcane Ward I Hero gains 1 Magic Defense permanently.
Arcane Ward II Hero gains 2 Magic Defense permanently.
Arcane Ward III Hero gains 3 Magic Defense permanently.
Archery I Friendly creatures' ranged attacks deal 10% more damage.
Archery II Friendly creature's damage increases by 3% for each consecutive ranged attack. Attacking in melee or being attacked in melee will break the chain.
Archery III Reduces friendly creatures' ranged penalty by 25%.
Architect I Creature dwelling production is increased in the area by 1.
Architect II Town buildings are 20% cheaper to upgrade and convert. Hero has to be in the town for this effect.
Architect III Once per day, the Hero can help organize construction in the visited town, granting time for another building to be constructed.
Armageddon Incandescent meteors fire down upon the combat map, damaging all non-demon creatures for 859 damage (Fire) and walls and obstacles for 2 structural damage.
Charges: 1
Mana Cost: 80
Asha Uses All Your Hero gains 6 Mana for each stack (ally or enemy) destroyed during combat.
Assailant I Hero gains 1 Might Power permanently.
Assailant II Hero gains 2 Might Power permanently.
Assailant III Hero gains 3 Might Power permanently.
Assassin Master Assassins and Shades benefit from a +5 Might Power bonus.
Battle March Friendly creature's Movement is increased by 2 in siege combats.
Blade Master +10% for heroic strikes.
Bless All friendly stacks benefit from 3% increased Damage (Magic) and Magic Defense.
Blindness Target enemy creature cannot move, attack or use any abilities for 1 turns. Blindness is dispelled when the creature is attacked.
Cooldown: 4 turns.
Mana Cost: 45
Blizzard Creates hailclouds in target 4x4 area which last for 3 turns. Creatures under the hailclouds are dealt 47 damage (Water) and inflicted by the "Chilled" effect.
Cooldown: 3 turns.
Mana Cost: 37
Blood Calls Blood The Hero's attack increases Rage Points (Current) by 10.
Blood Fury Increases target friendly Stronghold stack's Rage by 2 levels and extends Rage duration by 2 additional turn.
Cooldown: 4 turns.
Bound By Death Friendly undead stacks standing adjacent to corpses drain a portion of their departing lifeforce to regain 2% of their Health.
Burning Determination Target's Morale is increased by 63 and cannot be reduced by abilities for 2 turns. Dispels all negative effects affecting Morale from the target.
Cooldown: 2 turns.
Mana Cost: 15
Burning Determination Mass All friendly stacks' Morale is increased by 23 and cannot be reduced by abilities for 2 turns. Dispels all negative effects affecting Morale from all friendly creatures.
Cooldown: 4 turns.
Mana Cost: 40
Calm Before the Storm When Sanctuary creatures do not attack in a turn, they gain 5 Initiative and 28% Damage (Might) for 1 turn.
Celestial Armor Gives 4 Might Defense and Magic Defense to the target friendly creature and absorbs 50% of the damage taken. Lasts until dispelled or 53 damage is absorbed.
Cooldown: 3 turns.
Mana Cost: 10
Celestial Armor Mass Gives 4 Might Defense and Magic Defense to the Hero's Army and absorbs 100% of the damage taken. Lasts until dispelled or 18 damage is absorbed.
Cooldown: 3 turns.
Mana Cost: 40
Chain Lightning Deals 79 damage (Air) to the target stack and jumps to three extra enemy stacks. Damage is reduced by 15% by each jump.
Cooldown: 3 turns.
Mana Cost: 48
Chaos Magic When Channeled by the servants of Urgash, Magic is tainted by Chaos, which makes it less stable and predictable. All spells cast by the Hero have 50% chance to get their Mana cost reduced by 20%.
Charismatic Leader Hero gains 2 Leadership permanently.
Charismatic Leader II Hero gains 3 Leadership permanently.
Charismatic Leader III Hero gains 4 Leadership permanently.
Circle of Winter Deals 74 damage (Water) in a circle and applies the "Chilled" effect on its victims.
Cooldown: 3 turns.
Mana Cost: 37
Cleave The first friendly creature destroying an enemy stack instantly gains a free action. It also benefits from +16 Morale and +5 Initiative for 3 turns.
Counterstrike I Increases damage of all friendly creatures by 10% on their retaliations.
Counterstrike II All friendly creatures in the Hero's army can retaliate one additional time during the first 1 turns of the combat.
Counterstrike III All friendly creatures in the Hero's army can retaliate before the enemy's attack during the first 1 turns of the combat.
Coup de Grace Gives +10% damage to hero attacks against targets under 30% of their original stack size.
Curse of the Netherworld Deals 2000 damage (Dark) distributed over all living creatures of the combat map. Part of this damage is evenly added to the Health of all undead preset.
Charges: 1
Mana Cost: 70
Dark Magic I Hero gains 3 Magic Power (Dark).
Dark Magic II Hero gains 3 Magic Power (Dark).
Dark Magic III Hero gains 3 Magic Power (Dark).
Dark Transfer Sacrifices current friendly creature stack's turn to allow target friendly stack to act instead. Dak Transfer can be used on a stack that has already acted this turn.
Cooldown: 4 turns.
Mana Cost: 0
Death is not the End When a friendly undead stack is destroyed, it drains 609 Health from all adjacent enemy stacks to instantly revive itself (with the amount of Health drained). Each stack is raised only once per combat.
Defender I Hero gains 1 Might Defense permanently.
Defender II Hero gains 2 Might Defense permanently.
Defender III Hero gains 3 Might Defense permanently.
Delver of the Royal Purse +250 Gold per day.
Demonic Luck The damage of critical hits is increased for the hero's army by 22%.
Despair Decreases target's Morale by 41 for 4 turns. Dispels all positive effects affecting Morale from the target.
Cooldown: 2 turns.
Mana Cost: 11
Despair Mass Decreases Morale of all the enemy stack by 15 for 4 turns. Dispels all positive effects affecting Morale from all enemy creatures.
Cooldown: 4 turns.
Mana Cost: 30
Destiny's Chosen I Hero gains 3 Destiny permanently.
Destiny's Chosen II Hero gains 5 Destiny permanently.
Destiny's Chosen III Hero gains 8 Destiny permanently.
Devotee of the Spring +2 Spring Spirits per week.
Dig Master +1 Ore per day.
Diplomat Allows Hero to effectively negotiate with hostile creatures. Increases chances of recruiting them and reduces the cost of creatures that wish to join your army by 16%.
Dispel Magic Dispels all effects from the target.
Cooldown: 2 turns.
Mana Cost: 11
Dispel Magic Mass Dispels all effects from the targets present in the target area.
Cooldown: 3 turns.
Mana Cost: 22
Disruption Destroys armor of target enemy stack, reducing its Might Defense by 14 till the end of the combat. Can be cast several times on a single stack, but defense will not go below zero.
Cooldown: 1 turn.
Mana Cost: 7
Diversion Create a 1x1 lure (An obelisk made from shadow steel with an eye on the top) at the target location. All enemy creatures within one square of the lure will lose control and walk to the lure to attack it. The lure lasts 1 turn.
Cooldown: 4 turns.
Mana Cost: 0
Divine Intervention Target stack is healed for 1027, cleansed of all negative effects and benefits from +20 Initiative for 1 turn.
Charges: 1
Mana Cost: 70
Divine Justice Target stack is dealt 41% of the overall damage it has dealt since the start of combat. (Max 3000 damage.)
Charges: 1
Doom Target Core or Elite stack is doomed to perish within 6 turns, unless the combat is won first.
Charges: 1
Mana Cost: 0
Duck and Cover Friendly creatures use covers 20% more efficiently. Also applies to siege walls.
Earth and Sky In the first turn of combats, all friendly stacks benefit from +5 Initiative and +1 Movement, and all enemy non-flyer stacks suffer from -5 Initiative and -1 Movement.
Earth Magic I Hero gains 3 Magic Power (Earth).
Earth Magic II Hero gains 3 Magic Power (Earth).
Earth Magic III Hero gains 3 Magic Power (Earth).
Earthquake Deals 1 structural damage to walls and obstacles in the target 4x4 area. All creatures caught within the area will also be "Dazed".
Cooldown: 3 turns.
Mana Cost: 37
Economist I In the course of his adventures, the Hero tends to find 20% more gold and resources.
Economist II Marketplace rates (resource exchange) are more favorable. Counts as 1 extra marketplaces.
Economist III Produces 1 Wood and 1 Ore each day.
Eightfold Lotus Target friendly stack retaliates no matter what and does so any number of times each turn.
Cooldown: 3 turns.
Enlightened Receives Enlightenment by default with 10% bonus.
Enlightenment All experience gained by the Hero is increased by 20%.
Erosion Deals 1 structural damage to target wall or obstacle.
Cooldown: 3 turns.
Mana Cost: 11
Eternal Winter Duration of the "Chilled" effects inflicted by the hero's Water abilities is increased by 1.
Evasive Maneuvers Decreases damage dealt to your creatures with all attacks by 10% for 3 turns.
Cooldown: 3 turns.
Expert Trainer +1 Elite Creature per week.
Explorer +3 Land and Sea Movement
Eye of the Storm Target friendly stack completely evades the next 3 incoming attacks.
Charges: 1
Face of Death Each time an enemy stack dies, all surviving enemies are confronted with a vision of their own death. Reduces Damage, by 5%, decreases Morale and Luck by 8 and increases vulnerability to Might and Magic effects by 10% for 1 turn.
Father Sky's Wrath A hurricane-strong wind strikes the enemy deployment area. All creatures are dealt 475 damage (Air) and are "Dazed".
Charges: 1
Mana Cost: 80
Feign Death Marks one target friendly creature stack. Once attacked, the stack evades the damage, pretends to be dead and cannot be the target of enemy creature stacks' attacks. When the stack gets up, it benefits from a +10 initiative and +2 Movement bonus on the next turn.
Cooldown: 4 turns.
Mana Cost: 0
Fervor All friendly creatures benefit from +1 Morale and +3% Damage (Might).
Find Weakness All enemy creature stacks attacked by a friendly invisible stack suffer from a -28 Might Defense penalty for 2 turns.
Fire Ball Deals 78 damage (Fire) in target 4x4 area.
Cooldown: 3 turns.
Mana Cost: 40
Fire Bolt Launches a burst of fire at a single enemy target dealing 83 damage (Fire).
Cooldown: 2 turns.
Mana Cost: 15
Fire Bolt Master Receives Fire Bolt by default with 10% bonus.
Fire Magic I Hero gains 3 Magic Power (Fire).
Fire Magic II Hero gains 3 Magic Power (Fire).
Fire Magic III Hero gains 3 Magic Power (Fire).
Fire Shield Gives a Fire Shield to the target for 4 turns. Fire Shield increases Magic Defense by 21 and also burns attackers for 2 damage/creature.
Cooldown: 3 turns.
Mana Cost: 18
Fire Storm Deals 66 damage (Fire) to all creatures in target 5x5 area.
Cooldown: 3 turns.
Mana Cost: 65
First Blood Increases Damage by 10% and Movement by 1 for all Stronghold creatures in the Hero's army when the first blood is spilled (ie: when the first friendly creature is wounded in a given combat). Lasts for 2 turns.
Flawless Assault Target stack's attacks will inflict maximum damage for 2 turns.
Cooldown: 3 turns.
Frenzy Target ally or enemy instantly attacks an adjacent creature with 5% increased damage. Does not consume the target's action for the current turn.
Charges: 1
Mana Cost: 55
Frozen Ground Turns the target 3x3 area into Frozen Ground that is invisible to the enemy. Enemy creatures lose movement points when they cross the zone. The zone is spotted when an enemy creature steps into it.
Charges: 1
Mana Cost: 15
Gating I Select one of your demon stacks and then an area to summon a stack of demons of the same type. A gate will appear first: the summoned stack will come out that gate after 1 turn. The gated stack is returned to Sheogh if your selected stack is destroyed. Can summon Core creatures. The gauge is filled when creatures perform critical or fumble hits.
Cooldown: 1 turn.
Gating II Select one of your demon stacks and then an area to summon a stack of demons of the same type. A gate will appear first: the summoned stack will come out that gate after 1 turn. The gated stack is returned to Sheogh if your selected stack is destroyed. Can summon Core and Elite creatures. The gauge is filled when creatures perform critical or fumble hits.
Cooldown: 1 turn.
Gating III Select one of your demon stacks and then an area to summon a stack of demons of the same type. A gate will appear first: the summoned stack will come out that gate after 1 turn. The gated stack is returned to Sheogh if your selected stack is destroyed. The gauge is filled when creatures perform critical or fumble hits.
Cooldown: 1 turn.
Gating IV Select one of your demon stacks and then an area to summon a stack of demons of the same type. The gated stack is more powerful, appears instantly and can also act in the current turn. The gated stack is returned to Sheogh if your selected stack is destroyed.
Cooldown: 1 turn.
Giant Slayer Increases damage dealt to large and huge creatures by 10%.
Goblin Master -1 cooldown on trap ability.
Grounded Hostile winds buffet target enemy flying creature down to the ground. Target stack loses the ability to fly for 3 turns. Grounded creatures can move only short distances.
Cooldown: 1 turns.
Mana Cost: 11
Guardian Angel I Target friendly Core stack becomes impervious to all harm for 1 turn.
The gauge is filled when friendly creatures are dealt damage or gain good morale.
Cooldown: 1 turn.
Guardian Angel II Target friendly Core or Elite stack becomes impervious to all harm for 1 turn.
The gauge is filled when friendly creatures are dealt damage or gain good morale.
Cooldown: 1 turn.
Guardian Angel III Target friendly stack becomes impervious to all harm for 1 turn.
The gauge is filled when friendly creatures are dealt damage or gain good morale.
Cooldown: 1 turn.
Guardian Angel IV Target friendly stack becomes impervious to all harm for 1 turn and is also healed for 23% of its health.
Cooldown: 1 turn.
Handler +1 Core Creatures per week.
Haste Increases target friendly stack's Initiative by 13 and Movement by 2. Lasts 3 turns.
Cooldown: 1 turn.
Mana Cost: 7
Haste Mass Increases all friendly stack's Initiative by 6 and Movement by 1. Lasts 3 turns.
Cooldown: 3 turns.
Mana Cost: 30
Haste Master Receives Haste by default with 1 movement and 5 initiative bonus.
Heal Target stack is instantly healed by 62.
Cooldown: 3 turns.
Mana Cost: 25
Heal Mass All friendly stacks are instantly healed by 21.
Cooldown: 3 turns.
Mana Cost: 60
Heal Master Receives Heal by default with 10% bonus effect.
Hellfire Aura Creatures under the Hero's control are granted a 50% change to deal additional 4% damage (Fire) on attacks and retaliations.
Heroic Charge Target friendly creature gains 2 Movement and +9% damage for each square crossed before the attack.
Cooldown: 3 turns.
Heroism Increases target stack's Morale and Luck by 15 and Damage (Might) by 17% for 3 turns.
Cooldown: 3 turns.
Heroism Mass Increases all friendly stack's Morale and Luck by 5 and Damage (Might) by 12% for 3 turns.
Cooldown: 3 turns.
Holy Blades Adds 6% damage (Light) to all friendly creatures' attacks.
Honor I All friendly Sanctuary creatures gain 7 Might Defense and Magic Defense for the current turn. The gauge is filled when enemy creatures, that have not been hit in the current turn yet, are attacked.
Cooldown: 1 turn.
Honor II All friendly Sanctuary creatures gain 7 Might Defense and Magic Defense and +14% Maximum Health for the current turn. The gauge is filled when enemy creatures, that have not been hit in the current turn yet, are attacked.
Cooldown: 1 turn.
Honor III All friendly Sanctuary creatures gain for the current turn: 7 Might Defense and Magic Defense, +14% Maximum Health and a frost shield dealing 2 damage (Water)/creature to attackers. The gauge is filled when enemy creatures, that have not been hit in the current turn yet, are attacked.
Cooldown: 1 turn.
Honor IV All friendly Sanctuary creatures gain for the current turn: 7 Might Defense and Magic Defense, +14% Maximum Health and a frost shield dealing 2 damage (Water)/creature to attackers. Attackers are also inflicted by the "Chilled" effect.
Cooldown: 1 turn.
Hour of Judgement In the current turn all friendly stacks deal +44% damage against all enemies affected by either Anathema or Mark of the Heretic.
Charges: 1
Ice Armor Grant Ice Armor to the target friendly creature. Ice Armor increases Might Defense by 27, applies the "Chilled" effect to attackers and lasts for 4 turns.
Cooldown: 1 turn.
Mana Cost: 7
Ice Armor Mass Grants Ice Armor to all friendly creatures. Ice Armor increases Might Defense by 9, applies the "Chilled" effect to attackers and lasts for 4 turns.
Cooldown: 3 turns.
Mana Cost: 30
Ice Armor Master Receives Ice Armor by default with 10% Might Defense bonus.
Ice Bolt Master Receives Ice Bolt by default and costs 33% less mana.
Ice Breaker Friendly creatures attack frozen creatures with +79 Luck, but dispels the "Frozen" effect.
Ice Bolt Deals 54 damage (Water) to a single target. Victim also suffers from the "Frozen" effect.
Cooldown: 3 turns.
Mana Cost: 11
Ice Wall Creates an obstacle (3x1) with 2 structure points for 3 turns. Creatures standing in the surrounding squares are inflicted by the "Chilled" effect. Provides cover to ranged attacks.
Cooldown: 4 turns.
Mana Cost: 15
Idol of Earth Creates an 1x1 idol at the target location which blocks all movement. All friendly stacks within two squares of the idol are dealt 27% less damage. The idol also provides cover to ranged attacks.
Cooldown: 1 turn.
Idol of Storms Creates an 1x1 idol at the target location which blocks all movement and lasts for 3 turns. All friendly stacks within two squares of the idol benefit from 10 Initiative increase. At the beginning of each turn, the idol casts Chain Lightning dealing 409 damage (Air) on a random enemy creature within two squares. Chain Lightning hits up to three targets and damage is halved by each jump. The idol also provides cover to ranged attacks.
Cooldown: 1 turn.
Mana Cost: 45
Immolation Fire spells of the Hero deal an extra 21% damage on the next 2 turns.
Implosion Deals 123 damage (Prime) to target enemy stack. This damage cannot be healed.
Cooldown: 3 turns.
Mana Cost: 41
Inferno Target enemy creature suffers from Inferno. Inferno deals 961 damage (Fire) to its current target and jumps to another enemy target within two squares.
Charges: 1
Mana Cost: 55
Inner Eye When Sanctuary creatures do not attack in a turn, they gain 28% Damage (Magic) and 21 Magic Defense bonus for the next turn.
Inner Fire Increases target's Damage (Might) by 30% and Initiative by 8. Lasts 2 turns.
Cooldown: 1 turn.
Mana Cost: 10
Inner Fire Mass Increases Damage (Might) by 13% and Initiative by 5 for the Hero's army. Lasts 2 turns.
Cooldown: 3 turns.
Mana Cost: 40
Intimidation All enemy creatures are intimidated for 2 turns. Core creatures cannot attack Elites and Champions, Elites cannot attack Champions.
Charges: 1
Irresistible Calling Increases the number of creatures summoned by Gating by 22%.
Kennel Master +3 Hell Hounds per week.
Life Drain Attacks of target friendly stack drains the lifeforce of living targets for 3 turns. Restores its Health by 25% of the damage dealt.
Cooldown: 3 turns.
Mana Cost: 15
Life Drain Mass Attacks of all friendly stacks drain the lifeforce of living targets for 3 turns. Restores their Health by 13% of the damage dealt.
Cooldown: 3 turns.
Mana Cost: 33
Light Magic I Hero gains 3 Magic Power (Light).
Light Magic II Hero gains 3 Magic Power (Light).
Light Magic III Hero gains 3 Magic Power (Light).
Lightning Bolt Deals 89-98 damage (Air) to target enemy creature.
Cooldown: 3 turns.
Mana Cost: 22
Lightning Master Receives Lightning Bolt by default with 10% bonus damage.
Linked Gating Creates a link between the original and the gated stack. 43% of the damage dealt to the original stack is transferred to the gated stack.
Logistics Increases the Hero's Land Movement by 3.
Lord of Darkness +3 Faceles/week
Lord of the Vacant +2 Liches/week.
Magic Affinity I Hero gains 30 Mana (Maximum) permanently.
Magic Affinity II Restores 5% of the Hero's Mana (Maximum) each day.
Magic Affinity III Regenerates 10 Mana each turn in the first 10 turns of the combat.
Mana Leech Transfers 10% of the enemy Hero's Mana (Current) to your Hero.
Cooldown: 3 turns.
Mana Cost: 22
Mark of Chaos The next 7 attacks on the target stack will automatically be critical hits.
Charges: 1
Mark of the Heretic The Hero's attacks brand the target enemy as a heretic. All the hero's creatures deal 1 increased damage to the marked stack. Only one stack can be marked at the same time.
Mark of the Necromancer Makes all enemy creatures 20% more vulnerable to abilities from the Path of Blood.
Marksman Master Piercing Bolts ignore friendly targets.
Martyr At the end of each turn, the player's most damaged stack will benefit from +12% Might Resistance and Health for 1 turn.
Master Diplomat Receives Diplomacy by default with 50% bonus.
Master of Air Increases the effectiveness of Magic (Air) by 6%
Master of Darkness Increases the effectiveness of Magic (Dark) by 6%
Master of Earth Increases the effectiveness of Magic (Earth) by 6%
Master of Fire Increases the effectiveness of Magic (Fire) by 6%
Master of Light Increases the effectiveness of Magic (Light) by 6%
Master of Warcries Increases the effectiveness of Warcries by 6%.
Master of Water Increases the effectiveness of Magic (Water) by 6%
Meditation Increases the Magic Power of Hero spells by 20 for 4 turns and instantly restores 50% of the Hero's Mana (Maximum).
Charges: 1
Mana Cost: 22
Mentoring The Hero is now a "Mentor". When he meets another friendly Hero, the latter gains experience up to 50% of the Mentor's experience.
Might Over Magic Decreases all damage (Magic) dealt to friendly creatures for 2 turns based upon the Hero's Might.
Charges: 1
Mana Cost: 0
Monsoon Summons Thundeclouds to target 5x5 area. All creatures standing in the area of effect are first "Soaked" by the heavy rain, then dealt 673 damage (Air) by lightning forks.
Cooldown: 3 turns.
Mana Cost: 70
Mother Earth's Blessing Increases the amount of all friendly Stronghold stacks by 34% for 1 turn. When the effect ends, stacks revert to their previous state. Any damage dealt to them in the meantime is first deducted from the bonus creatures.
Cooldown: 5 turns.
Necromancy I Raises friendly undead creatures based on the size of your army. Can raise Core creatures. The gauge is filled when creatures are dealt damage. Friendly losses generate more points.
Cooldown: 1 turn.
Necromancy II Raises friendly undead creatures based on the size of your army. More powerful than Necromancy I.
Can raise Core and Elite creatures. The gauge is filled when creatures are dealt damage. Friendly losses generate more points.
Cooldown: 1 turn.
Necromancy III Raises friendly undead creatures based on the size of your army. It can be used on any stack. More powerful than Necromancy II.
Can raise Core, Elite and Champion creatures. The gauge is filled when creatures are dealt damage. Friendly losses generate more points.
Cooldown: 1 turn.
Necromancy IV Raises friendly undead creatures based on the size of your army. Healing is distributed among friendly undead in target area. More powerful than Necromancy III.
Can raise Core, Elite and Champion creatures.
Cooldown: 1 turn.
No Rest for the Wicked Increases power of Necromancy by 3%.
Offering to Malassa The Hero's attacks mark a target enemy creature stack as an "Offering" for 3 turns. The marked stack is dealt 10 Darkness damage every time it is about to do an action for 3 turns. Moreover, the faction gauge fills by 20 points every time the target is attacked by a friendly stack. Only one creature can be marked at a time.
Orc Warrior Master +7 HP to Maulers and Crushers.
Painless +2 Hero Might Defense.
Paragon of Vigour +25 Health for Kenshis.
Parry When a friendly stack cannot retaliate to an enemy melee attack for any reason, some of the creatures parry it reducing the damage taken by 8%.
Pathfinding Increases the Hero's Sea Movement by 3 and reduces movement penalty on hard terrain by 50%
Petrification Target creature turns to stone and become invulnerable for 1 turns. Target enemies cannot act. Target friendly creatures may act, but doing so will dispel this effect.
Cooldown: 4 turns.
Mana Cost: 33
Plunder Mine The Hero consumes all his/her remaining movement points to plunder an enemy mine, immediately taking production worth 3 days in advance. The mine stops production for the plundered days.
Poison cloud Creates a 3x3 cloud of poison which deals 47 damage (Earth) each turn. Lasts until the end of the combat.
Charges: 1
Mana Cost: 56
Poison Master Increases the effectiveness of Poison by 15%.
Power of the Horde The Hero attacks target enemy creature with increased damage, based on the size of his current army. Deals 483-548 damage (Might).
Cooldown: 3 turns.
Prepare for Strike All friendly stacks' melee attacks deal 1% increased damage for each movement point unspent. (Saved movement points increase damage during their attack.)
Pressed Attack Links the Hero with the target friendly stack for 2 turns. Each time the stack attacks (except retaliation), the Hero attacks its target with 81% increased damage for free first.
Cooldown: 3 turns.
Prime Magic II Hero gains 3 Magic Power (Prime).
Prime Magic II Hero gains 3 Magic Power (Prime).
Prime Magic III Hero gains 3 Magic Power (Prime).
Puppet Master The Hero gains temporary control over the target enemy stack for 1 turns. If the victim takes damage, the effect is dispelled.
Cooldown: 4 turns.
Mana Cost: 33
Purge Dispels all positive effects from enemy creatures in the target area and makes them immune to positive effects for 1 turns.
Cooldown: 4 turns.
Mana Cost: 22
Purity Mass Dispels all negative effects from all friendly stacks and makes them immune to negative effects for 1 turns.
Charges: 1
Mana Cost: 55
Bloodrage I All friendly Stronghold creatures gain 5 Initiative for the current turn.
The gauge is filled when creatures perform attacks. Friendly creatures generate more points.
Cooldown: 1 turn.
Bloodrage II All friendly Stronghold creatures gain 5 Initiative and 10 Might Power for the current turn.
The gauge is filled when creatures perform attacks. Friendly creatures generate more points.
Cooldown: 1 turn.
Bloodrage III All friendly Stronghold creatures gain 5 Initiative, 10 Might Power and 1 Retaliation for the current turn.
The gauge is filled when creatures perform attacks. Friendly creatures generate more points.
Cooldown: 1 turn.
Bloodrage IV All friendly Stronghold creatures gain 5 Initiative, 10 Might Power and 1 Retaliation for the current turn. They also inflict a brief stun when attacking, which negates retaliation.
Cooldown: 1 turn.
Rampage When a friendly stack attacks three times in a row, it gains 5 Might Power for the rest of the combat. All might attacks are valid.
Regeneration Target friendly stack is healed by 29/turn. Lasts for 3 turns.
Cooldown: 3 turns.
Mana Cost: 18
Regeneration Mass All friendly stacks are healed by 12/turn. Lasts for 3 turns.
Cooldown: 3 turns.
Mana Cost: 37
Regeneration Master Receives Regeneration by default with 10% bonus.
Reinforcements I Target Core creature's number is increased depending on the original size of the Hero's army. Reinforcements above the stack's original maximum cannot be healed and will not remain in the army after the combat.
Charges: 1
Reinforcement II Target Core or Elite creature's number is increased depending on the original size of the Hero's army. Reinforcements above the stack's original maximum will not remain in the army after the combat.
Reinforcement III Target Core, Elite or Champion creature's number is increased depending on the original size of the Hero's army. Reinforcements above the stack's original maximum will not remain in the army after the combat.
Resilience When a friendly stack is attacked three times in a row, it gains 5 Might Defense and +10% Maximum Health for the rest of the combat. All might attacks are valid.
Resurrection Resurrects target stack with up to 1452 hit points. Only dead bodies can be targeted. Resurrected creature cannot attack and cannot be attacked for 1 turn.
Charges: 1
Mana Cost: 55
Retribution Aura I Melee attacks hitting the target also damage the attacker for 3 turns. 22% (max 30%) of the attacker's unmitigated damage is returned.
Cooldown: 5 turns.
Mana Cost: 15
Retribution Aura II Retribution Aura returns damage to all enemy stacks adjacent to the target.
Retribution Aura III Retribution Aura returns damage to all enemy stacks.
Rockwalls Creates three blocks of 1x1 rockwall with 1 structure point to the targeted area for 2 turns. Each block provides cover to ranged attacks.
Cooldown: 3 turns.
Mana Cost: 15
Rush! Orders target walker stack to rush: increases Initiative by 16 and Movement by 50%.
Cooldown: 3 turns.
Sabotage Mine The Hero consumes all his/her movement points to sabotage an enemy mine. The sabotaged mine stops production for 7 days. Visiting enemy heroes will clear the sabotage effect, but lose all their movement points by doing so.
Sacrifice Target friendly stack channels all damage done to friendly creatures to himself. Lasts for 2 turns, or until the sacrificed stack is destroyed. Damage taken is reduced by 33%.
Charges: 1
Mana Cost: 70
Scorching Strike Inferno heroes know in advance whether their default attacks will be critical hits. Might increases the damage bonus of the critical hits.
Scouting I Increases the Hero's Scouting Radius by 1 and allows him/her to see the precise number of creatures in neutral creatures, in enemy armies, towns and garrisons within his movement range.
Scouting II Increases the Hero's Scouting Radius by 1 and allows him/her to get accurate information on enemy heroes within his/her movement range (abilities, equipped artifacts, reputation etc.).
Scouting III Increases the Hero's Scouting Radius by 1 and reveals the location of all unclaimed resources and artifacts on the overview map.
Seal of Power Orders creatures in the target gated stack to stay with the Hero's army. Creatures from target gated stack replace dead demons in the player's army after the combat for up to 2612 hit points. Will not increase stacks above their original maximum.
Charges: 1
Serenity Target enemy creature is charmed and becomes peaceful. It cannot move, attack or use any abilities for 3 turns. Serenity is dispelled when the creature is attacked and may retaliate.
Cooldown: 4 turns.
Mana Cost: 45
Shadow Blessing As long as there is one friendly invisible creature stack on the battlefield, the Hero benefits from a +18% Magic Power bonus.
Shadow Implosion Target enemy creature is instantly dealt 394% of all of its remaining damage-over-time. All damage-over-time is dispelled.
Cooldown: 4 turns.
Mana Cost: 45
Shadow Pact When there is at least one friendly invisible stack on the combat map, all friendly Doungeon stacks benefit from 9% increased damage.
Shadow Veil Creates a 3x3 dark fog. All friendly creatures standing in it get 87% reduced damage from enemy shooters as well as 73% reduced melee damage. The fog lasts for 2 turns.
Cooldown: 4 turns.
Mana Cost: 45
Shaman Master +2 Dreamwalkers per week.
Shark Guard Blood Frenzy effectiveness is increased by 20%.
Shield to the Bloodless +10 Might Defense and Magic Defense for Vampires.
Shroud of Malassa I Target Dungeon friendly Core stack becomes invisible. It is revealed when it attacks an enemy or when it becomes adjacent to an enemy stack. When invisible, the stack causes 10% additional damage, avoids retaliation, and received 50% less damage, +1 Movement. Lasts 2 turns. The gauge is filled when enemy creatures that cannot retaliate are attacked.
Cooldown: 1 turn.
Shroud of Malassa II Target Dungeon friendly Core or Elite stack becomes invisible. It is revealed when it attacks an enemy or when it becomes adjacent to an enemy stack. When invisible, the stack causes 10% additional damage, avoids retaliation, and received 50% less damage, +1 Movement. Lasts 2 turns. The gauge is filled when enemy creatures that cannot retaliate are attacked.
Cooldown: 1 turn.
Shroud of Malassa III Target Dungeon friendly Core, Elite or Champion stack becomes invisible. It is revealed when it attacks an enemy or when it becomes adjacent to an enemy stack. When invisible, the stack causes 10% additional damage, avoids retaliation, and received 50% less damage, +2 Movement. Lasts 2 turns. The gauge is filled when enemy creatures that cannot retaliate are attacked.
Cooldown: 1 turn.
Shroud of Malassa IV All Dungeon stacks in the chosen area become invisible. They are revealed when they attack an enemy or when they become adjacent to an enemy stack. When invisible, these stacks cause 10% additional damage, avoid retaliation, and receive 50% less damage, +2 Movement. Lasts 2 turns. The gauge is filled when enemy creatures that cannot retaliate are attacked.
Cooldown: 1 turn.
Siege Master I The structural damage of the Hero's catapult is increased by 1.
Siege Master II Poisons the supplies of defending armies. Enemy living creatures are dealt 9 damage (Earth) each turn while they stand behind the walls.
Siege Master III Catapult shots also deal 396 damage (Might) to stacks adjacent to their target.
Sister Master +3 Sisters per week.
Sky Runner +2 Movement for Harpies.
Slow Decreases target enemy stack's Initiative by 13 and Movement by 2. Lasts 3 turns.
Cooldown: 1 turn.
Mana Cost: 7
Slow Mass Decreases all enemy stack's Initiative by 6 and Movement by 1. Lasts 3 turns.
Cooldown: 1 turn.
Mana Cost: 30
Slow Master Receives Slow by default with 1 movement and 5 initiative bonus.
Snatch The Hero spends no movement points to pick up resources, access buildings and other similar actions.
Soul Mark Marks an enemy creature stack for 1 turn(s). All friendly creature stacks deal an additional 50% Darkness damage on the marked stack.
Cooldown: 4 turns.
Mana Cost: 0
Soulreaver The Hero's attacks mark the creature with Soulreaver for 3 turn. If a stack dies under the effect of Soulreaver, then the Hero gets 20 Necromancy Points. Constructs are not affected.
Spellbreaker +2 Hero Magic Defense.
Spellweaver +2 Hero Magic Power.
Spirit Walker +40 Mana.
Stalker Master Whirling death ignores friendly targets.
Stalking Shade Creatures an illusionary copy of target friendly creature stack beside the original. The illusion can act luike a normal stack but only has 15% of the original's Health and cannot deal damage or use abilities. Any enemy creature stack adjacent to the illusion cannot use abilities and suffers from 30% reduced damage. The illusion disappears when it is destroyed or if the original stack dies.
Cooldown: 4 turns.
Mana Cost: 55
Stand Your Ground Target stack gains one extra retaliation and its Might Defense is increased by 7 for 3 turns.
Cooldown: 3 turns.
Stand Your Ground Mass All friendly stacks gain one extra retaliation and their Might Defense is increased by 6 for 3 turns.
Charges: 1
Stand Your Ground Master Receives Stand Your Ground by default with 10% bonus.
Stone Skin Reduces damage (Might) dealt to target friendly creature by 33% for 5 turns.
Stone Skin Mass Reduces damage (Might) dealt to all friendly creatures by 16% for 5 turns.
Cooldown: 3 turns.
Mana Cost: 30
Stone Skin Master Receives Stone Skin by default with 10% bonus.
Storm Arrows Target stack's ranged attacks suffer no range penalty and deal extra 26% damage (Air) for 2 turns.
Cooldown: 3 turns.
Mana Cost: 11
Storm Winds I The Hero calls upon the winds to impair enemy ranged-attacking creatures for 5 turns. Damage of all enemy shooters is reduced by 21%.
Cooldown: 3 turns.
Mana Cost: 15
Storm Winds II All creatures affected by Storm Winds are dealt 28 damage (Air) and also inflicted by the "Dazed" effect.
Succubus Master Succubus attack causes Immolation effect.
Summon Air Elemental Summons 1 Air Elementals.
Cooldown: 3 turns.
Mana Cost: 33
Summon Darkness Elemental Summons 1 Darkness Elementals.
Cooldown: 2 turns.
Mana Cost: 33
Summon Earth Elemental Summons 1 Earth Elementals.
Cooldown: 3 turns.
Mana Cost: 33
Summon Fire Elemental Summons 1 Fire Elementals.
Cooldown: 3 turns.
Mana Cost: 45
Summon Light Elemental Summons 1 Light Elementals.
Cooldown: 3 turns.
Mana Cost: 45
Summon Water Elemental Summons 1 Water Elementals.
Cooldown: 3 turns.
Mana Cost: 33
Sunburst Creates a star which radiates to eight directions from the center. Deals 26 damage (Light) to all enemy stacks affected by the rays.
Cooldown: 3 turns.
Mana Cost: 30
Tactics I The Hero's army can be redeployed just before combat.
Tactics II The area in which the Hero's army can be redeployed before combat is enlarged.
Taunt Adjacent enemies are forced to attack target friendly stack with 36% reduced damage. Taunted creatures lose their action for the turn.
Cooldown: 3 turns.
Teleport Teleports target friendly creature to another location.
Cooldown: 4 turns.
Mana Cost: 33
Terror Target enemy stack is confronted with a vision of their worst nightmare. It forces them to run away in fear, moving away from the Hero's army. In addition, they skip their next turn and are affected by Terror for 3 turns (-16% Damage, -16 Morale and Luck, +16% vulnerability to Might and Magic effects).
Cooldown: 3 turns.
Mana Cost: 33
Thunderclap All damage (Air) dealt by the Hero and his army have 75% chance to inflict the "Dazed" effect on their target.
Time Stasis Target enemy-creture skips the next 1 turns. Time Stasis is not dispelled by attacks.
Charges: 1
Mana Cost: 41
Tormentor Master Increases the area of the Tormentor's Retractable Spikes and the Lacerator's Exploding Spikes to 5x5 squares.
Toughness I Increases Maximum Health of friendly creatures by 3%.
Toughness II Increases Maximum Health of friendly creatures by 4%.
Toughness III Increases Maximum Health of friendly creatures by 5%.
Treefeller +1 Wood/day.
Tsunami A tidal wave rises from the caster hero's deployment area, then swells and crashes on the enemy's side. All enemy stacks are "Soaked". All enemy small sized creatures are pushed back by two squares and "Stunned" for 2 turns.
Charges: 1
Mana Cost: 70
Twin Fangs Target friendly stack gets an additional attack for 3 turns.
Charges: 1
Unfettered Dispels all negative effects affecting Movement, Initiative, Morale and Might Damage from all friendly creatures.
Cooldown: 3 turns.
Mana Cost: 0
Vampiric Embrace Attacks of all friendly stacks drain the lifeforce of living targets. Restores their Health by 8% of the damage dealt.
Warlord's Command Target stack which has not taken an action this turn acts now instead of when it was supposed to.
Cooldown: 4 turns.
Water Magic I Hero gains 3 Magic Power (Water).
Water Magic II Hero gains 3 Magic Power (Water).
Water Magic III Hero gains 3 Magic Power (Water).
Watery Grave Summons a geyser under target enemy stack dealing 1514 damage (Water). Victim is also inflicted by the "Soaked" effect. Only living creatures are affected.
Cooldown: 3 turns.
Mana Cost: 50
Weakness Reduces Damage of target enemy creature by 30% for 5 turns.
Cooldown: 3 turns.
Mana Cost: 7
Weakness Mass Reduces Damage of all enemy creatures by 12% for 5 turns.
Cooldown: 3 turns.
Mana Cost: 30
Word of Light Deals a total of 2000 damage (Light) to enemy undead, demons and orcs. All living creatures in Hero's army are healed for a total of 1001.
Charges: 1
Mana Cost: 70
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