Heroes, Classes, Skills
 
 

General statistics

Heroes are described by three general statistics that affect their performance: Command, Health and Magic. Each has a substantial influence on the hero's skills and their abilities on the battlefield. Let's have a closer look.

Health

Health - corresponds to the number of health points, stamina and morale of the hero, as well as the number of health points regenerated outside of battle. It's a crucial trait, relevant mostly to Warriors, as it allows creating resistant and hard-to-kill characters. Wizards expand it the less, which makes them vulnerable and limits their actions (they tire quickly).

Health Life Stamina Morale
1 +3 +1 +1
2 +6 +2 +2
3 +10 +3 +3
4 +14 +5 +4
5 +19 +7 +5
6 +24 +9 +7
7 +30 +12 +9
8 +36 +15 +11
9 +43 +18 +13
10 +50 +22 +15

Magic

Magic - enables learning better spells and increases the overall number of available ones. Each hero can develop it to a certain level, but only Wizards can master it - they are the only ones who have access to the most powerful spells, and they use it more frequently, too.

Magic Circle 1 Circle 2 Circle 3 Circle 4
0 3 0 0 0
1 4 0 0 0
2 4 1 0 0
3 5 2 0 0
4 5 2 1 0
5 6 3 1 0
6 6 3 1 1
7 6 3 2 1
8 6 5 2 1
9 6 5 3 1
10 6 5 3 2

Notice that the Wisdom skill additionally increases the number of available spells.


Command

Command - corresponds to the number of units in the hero's army and their maximum experience level (I, II, III or IV). If you wish to have a large army with a lot of powerful creatures, this is the stat to grow - preferably by investing in a Commander which specializes in it. Notice that Wizards are terrible at commanding, but instead they can summon monsters during battle.

Command Rank 1 Rank 2 Rank 3 Rank 4
0 3 0 0 0
1 4 0 0 0
2 4 1 0 0
3 4 2 0 0
4 4 2 1 0
5 5 3 1 0
6 5 3 1 1
7 5 3 2 1
8 6 4 2 1
9 6 4 3 1
10 6 4 3 2


Hero classes

Heroes come in four categories:

Warrior Scout Commander Wizard
Skills Skills Skills Skills

Each is described in detail in a separate section of the guide.

 

Warrior
Possible starting bonuses:
Blacksmith, Trader, Inspired, Initiative, Authority, Leader, Vigorous, Saint, Dark Lord, Undead Slayer, Demon Destroyer

 

Warrior

Initial statistics
0
0
1
Warrior
22
10
10
6
4
2
0

0

1
0
0
0

Can use the following type of items: Common, Melee Weapon, Heavy Weapon, Light Armor, Medium Armor, Heavy Armor, Shield.
Possesses the skill %s.
Can learn warrior skills up to Mastery Level 3.
Maximal values of the general statistics:

Health Magic Command
6 1 3

Holy Knight

Can use the following type of items: Common, Melee Weapon, Heavy Weapon, Light Armor, Medium Armor, Heavy Armor, Shield.
Armor increased by 1. Possesses the skills %s, First Aid (3), Smite Evil (1), Hunter of Undead (1), Hunter of Demons (1), Armor of Faith (20).
Can learn warrior skills up to Mastery Level 5.
Maximal values of the general statistics:

Health Magic Command
10 3 7

Assassin

Can use the following type of items: Common, Melee Weapon, Heavy Weapon, Ranged Weapon, Light Armor, Medium Armor, Heavy Armor, Shield.
Possesses the skills %s, Poison Attack (2), Poison Shot (2), Precise Strike (2), Precise Shot (2).
Can learn warrior and scout skills up to Mastery Level 3.
Maximal values of the general statistics:

Health Magic Command
10 4 6

Chieftain

Can use the following type of items: Common, Melee Weapon, Heavy Weapon, Banner, Light Armor, Medium Armor, Heavy Armor, Shield.
Health is increased by 10. Possesses the skills %s, Battle Frenzy (3). Reduces the cost of troops by 10%. Increases experience gained by the troops by 15%.
Can learn warrior and commander skills up to Mastery Level 3.
Maximal values of the general statistics:

Health Magic Command
9 2 9

Dark Knight

Can use the following type of items: Common, Melee Weapon, Heavy Weapon, Wand, Light Armor, Medium Armor, Heavy Armor, Shield.
Possesses the skills %s, Soul Stealing (3), Dark Dominion (1). A Dark Knight gets an extra slot for a Circle II spell.
Can learn warrior and sorcerer skills up to Mastery Level 3.
Maximal values of the general statistics:

Health Magic Command
9 7 4

Paladin

Can use the following type of items: Common, Melee Weapon, Heavy Weapon, Light Armor, Medium Armor, Heavy Armor, Shield.
Armor increased by 1. Possesses the skills %s, First Aid (8), First Strike, Smite Evil (2), Hunter of Undead (3), Hunter of Demons (3), Armor of Faith (20), Heavenly Armor. A Paladin gets an extra slot for a Circle II spell.
Can learn warrior skills up to Mastery Level 5.
Maximal values of the general statistics:

Health Magic Command
10 3 7

Master Assassin

Can use the following type of items: Common, Melee Weapon, Heavy Weapon, Ranged Weapon, Light Armor, Medium Armor, Heavy Armor, Shield.
Possesses the skills %s, Poison Attack (4), Precise Strike (2), Precise Shot (2), Poison Shot (2), Agility.
Can learn warrior and scout skills up to Mastery Level 3.
Maximal values of the general statistics:

Health Magic Command
10 4 6

Great Chieftain

Can use the following type of items: Common, Melee Weapon, Heavy Weapon, Banner, Light Armor, Medium Armor, Heavy Armor, Shield.
Health is increased by 20. Possesses the skills %s, Battle Frenzy (8), Round Attack. Reduces the cost of troops by 25%. Increases experience gained by the troops by 35%.
Can learn warrior and commander skills up to Mastery Level 3.
Maximal values of the general statistics:

Health Magic Command
9 2 9

Death Knight

Can use the following type of items: Common, Melee Weapon, Heavy Weapon, Wand, Light Armor, Medium Armor, Heavy Armor, Shield.
Possesses the skills %s, Soul Stealing (8), Dark Dominion (3). The Death Knight gets additional spell slots: two Circle II, one Circle III.
Can learn warrior and sorcerer skills up to Mastery Level 3.
Maximal values of the general statistics:

Health Magic Command
9 7 4

 

Scout
Possible starting bonuses:
Blacksmith, Trader, Inspired, Initiative, Diplomacy, Saboteur, Authority, Leader, Vigorous, Undead Slayer, Demon Destroyer

 

Scout

Initial statistics
0
0
1
Scout
17
10
10
4
3
2
0

0

1
0
0
0

Can use the following type of items: Common, Melee Weapon, Ranged Weapon, Light Armor.
Possesses the skill %s.
Can learn scout skills up to Mastery Level 3.
Maximal values of the general statistics:

Health Magic Command
4 3 3

Adventurer

Can use the following type of items: Common, Melee Weapon, Heavy Weapon, Ranged Weapon, Light Armor, Medium Armor, Heavy Armor, Shield.
Possesses the skills %s, Crippling Shot, Surge of Strength (1).
The Adventurer's speed is increased by 1.
The Adventurer receives extra shooting bonuses from warrior weapons and skills, and melee combat bonuses from ranged weapons and Scout skills.
Finds 50% more gold and gems while searching locations. Receives twice as much gold for completing quests. Can change weapons without spending a turn in battle.
The Adventurer has access to the treasury from any province.
Can learn scout and warrior skills up to Mastery Level 3.
Maximal values of the general statistics:

Health Magic Command
10 4 6

* Bonuses from items giving attack and counterattack are added at the rate of 1/4 to the distance attack, and bonuses from items giving distance attack are added at the rate of 1/4 to the attack. All bonuses are summed, divided by 4 and the fractional part is discarded.


Archer

Can use the following type of items: Common, Melee Weapon, Ranged Weapon, Light Armor.
Possesses the skills %s, Double Shot (energy consumption 5).
Can learn scout skills up to Mastery Level 5.
Maximal values of the general statistics:

Health Magic Command
8 6 6

Ringleader

Can use the following type of items: Common, Melee Weapon, Ranged Weapon, Banner, Light Armor, Medium Armor, Shield.
Looting skill is increased by 3. Receives twice as much gold from plundering provinces. Mobility is increased by 1. Possesses the skill %s.
Can learn scout and commander skills up to Mastery Level 3.
Maximal values of the general statistics:

Health Magic Command
8 4 8

Ranger

Can use the following type of items: Common, Melee Weapon, Ranged Weapon, Wand, Light Armor.
Initiative +2. Province exploration speed +10. Sabotage efficiency +1. Can perform one act of sabotage more than the skill allows. Possesses the skills %s and Enchanted Arrow (4).
Ranger grants Terrain Knowledge +1 to allied units.
Can learn scout and sorcerer skills up to Mastery Level 3.
Maximal values of the general statistics:

Health Magic Command
6 9 5

Cutthroat

Can use the following type of items: Common, Melee Weapon, Heavy Weapon, Ranged Weapon, Light Armor, Medium Armor, Heavy Armor, Shield.
Possesses the skills %s, Crippling Strike, Crippling Shot, Collect Ammo, Surge of Strength (1). The Cutthroat Speed and Initiative are increased by 2.
The Cutthroat receives double shooting bonuses from warrior weapons and skills, and melee combat bonuses from ranged weapons and Scout skills.
Finds 100% more gold and gems while searching locations. Receives twice as much gold for completing quests. Can change weapons without spending a turn in battle.
The Cutthroat has access to the treasury from any province.
Can learn scout and warrior skills up to Mastery Level 3.
Maximal values of the general statistics:

Health Magic Command
10 4 6

* Bonuses from attack and counterattack items are added at the rate of 2/4 to the distance attack, and bonuses from distance attack items are added at the rate of 2/4 to the attack. All bonuses are summed, divided by 4, the fractional part is discarded and the result is multiplied by 2.


Sniper

Can use the following type of items: Common, Melee Weapon, Ranged Weapon, Light Armor.
Possesses the skills %s, Double Shot (energy consumption 3).
Can learn scout skills up to Mastery Level 5.
Maximal values of the general statistics:

Health Magic Command
8 6 6

Gang Leader

Can use the following type of items: Common, Melee Weapon, Ranged Weapon, Banner, Light Armor, Medium Armor, Shield.
Looting skill is increased by 6. Receives thrice as much gold from plundering provinces. Mobility is increased by 2. Possesses the skill %s. Increases Speed of allies by 1.
Can learn scout and commander skills up to Mastery Level 3.
Maximal values of the general statistics:

Health Magic Command
8 4 8

Pathfinder

Can use the following type of items: Common, Melee Weapon, Ranged Weapon, Wand, Light Armor.
Initiative +3. Province exploration speed +20. Sabotage efficiency +2. Can perform two acts of sabotage more than the skill allows. Possesses the skills %s and Enchanted Arrows (8).
Pathfinder grants Terrain Knowledge +3 to allied units.
Can learn scout and sorcerer skills up to Mastery Level 3.
Maximal values of the general statistics:

Health Magic Command
6 9 5

 

Commander
Possible starting bonuses:
Blacksmith, Trader, Initiative, Diplomacy, Doctor, Authority, Leader, Vigorous, Saint, Dark Lord, Summoner

 

Commander

Initial statistics
1
0
0
Commander
15
10
10
3
3
2
0

0

2
0
0
0

Can use the following type of items: Common, Melee Weapon, Banner, Light Armor, Medium Armor, Shield.
Possesses the skill %s.
Can learn commander skills up to Mastery Level 3.
Maximal values of the general statistics:

Health Magic Command
3 1 6

Warlord

Can use the following type of items: Common, Melee Weapon, Heavy Weapon, Banner, Light Armor, Medium Armor, Heavy Armor, Shield.
Possesses the skill %s. Increases the units' armor by 1. Warlord grants Recuperation 1 and First Aid 2 to allied units.
Can learn commander and warrior skills up to Mastery Level 3.
Maximal values of the general statistics:

Health Magic Command
8 2 10

Tactician

Can use the following type of items: Common, Melee Weapon, Ranged Weapon, Banner, Light Armor, Medium Armor, Shield.
Possesses the skill %s. Increases party units' Attack by 2, Counterattack by 1.
Tactician grants Terrain Knowledge +1 to allied units.
Can learn commander and scout skills up to Mastery Level 3.
Maximal values of the general statistics:

Health Magic Command
7 3 10

General

Can use the following type of items: Common, Melee Weapon, Banner, Light Armor, Medium Armor, Shield.
Possesses the skill %s. Increases the party units' Ranged Attack and Ammo by 1 (does not affect units using Magic Shot).
Initiative is increased by 1.
Can learn commander skills up to Mastery Level 5.
Maximal values of the general statistics:

Health Magic Command
6 4 10

Priest

Can use the following type of items: Common, Melee Weapon, Wand, Banner, Light Armor, Medium Armor, Shield.
Possesses the skill %s. Increases the units' resistance by 1 and morale by 2. Grants army units Tolerance. A Priest gets an extra slot for a Circle II spell.
Can learn commander and sorcerer skills up to Mastery Level 3.
Maximal values of the general statistics:

Health Magic Command
5 5 10

Battlemaster

Can use the following type of items: Common, Melee Weapon, Heavy Weapon, Banner, Light Armor, Medium Armor, Heavy Armor, Shield.
Possesses the skill %s. Increases the units' armor by 2. Battlemaster grants Recuperation 2 and First Aid 4 to allied units.
Can learn commander and warrior skills up to Mastery Level 3.
Maximal values of the general statistics:

Health Magic Command
8 2 10

Strategist

Can use the following type of items: Common, Melee Weapon, Ranged Weapon, Banner, Light Armor, Medium Armor, Shield.
Possesses the skill %s. Increases Attack and Counterattack of party units by 3.
Strategist grants Terrain Knowledge +1 to allied units.
Can learn commander and scout skills up to Mastery Level 3.
Maximal values of the general statistics:

Health Magic Command
7 3 10

Marshall

Can use the following type of items: Common, Melee Weapon, Banner, Light Armor, Medium Armor, Shield.
Possesses the skill %s. Increases the party units' Ranged Attack and Ammo by 2 (does not affect units using Magic Shot).
Initiative is increased by 1.
Can learn commander skills up to Mastery Level 5.
Maximal values of the general statistics:

Health Magic Command
6 4 10

High Priest

Can use the following type of items: Common, Melee Weapon, Wand, Banner, Light Armor, Medium Armor, Shield.
Possesses the skill %s. Increases the units' resistance by 2 and morale by 4. Grants army units Tolerance. A High Priest gets extra slots for a Circle II and III spell.
Can learn commander and sorcerer skills up to Mastery Level 3.
Maximal values of the general statistics:

Health Magic Command
5 5 10

 

Wizard
Possible starting bonuses:
Blacksmith, Trader, Initiative, Doctor, Alchemist, Vigorous, Magic Shield, Snake Eater, Skillful Spellcaster, Necromancer, Summoner

 

Wizard

Initial statistics
0
1
0
Wizard
14
10
10
2
3
2
0

0

4
0
0
0

Can use the following type of items: Common, Wand.
Wizards are able to transcribe (from grimoire to scroll) spells one level higher than the stronghold allows.
Possesses the skill %s.
Can learn sorcerer skills up to Mastery Level 3.
Maximal values of the general statistics:

Health Magic Command
2 6 2

Battlemage

Can use the following type of items: Common, Melee Weapon, Heavy Weapon, Wand, Light Armor, Medium Armor, Heavy Armor, Shield.
Possesses the skill %s. Health is increased by 5. Resistance is increased by 3. Resistance Negation is increased by 2. Spellpower is increased by 2.
The Battlemage has access to the library from any province.
Battlemages are able to transcribe (from grimoire to scroll) spells one level higher than the stronghold allows.
Can learn sorcerer and warrior skills up to Mastery Level 3.
Maximal values of the general statistics:

Health Magic Command
8 10 2

Druid

Can use the following type of items: Common, Melee Weapon, Ranged Weapon, Wand, Light Armor.
Summoning Power is increased by 4. Possesses the skills %s, Forest Knowledge (1), Entanglement Immunity, Entangling Shot (2). Spells consume 25% fewer gems. When using a wand, Ranged Attack is increased by 4, Energy Control by 2.
Druids are able to transcribe (from grimoire to scroll) spells one level higher than the stronghold allows.
Can learn Sorcerer and Scout skills up to Mastery Level 3.
Maximal values of the general statistics:

Health Magic Command
4 10 6

Necromancer

Can use the following type of items: Common, Melee Weapon, Wand, Banner, Light Armor, Medium Armor, Shield.
Possesses the skill %s. Undead Summoning Power is increased by 4. Concentration is increased by 1. Raising Undead consumes 25% fewer gems.
The Hero's undead units do not slow him down.
Necromancers are able to transcribe (from grimoire to scroll) spells one level higher than the stronghold allows.
Can learn sorcerer and commander skills up to Mastery Level 3.
Maximal values of the general statistics:

Health Magic Command
2 9 9

Mage

Can use the following type of items: Common, Wand.
Possesses the skill %s. Can cast 2 spells per turn, if their levels combined is no more than 4.
Mages are able to transcribe (from grimoire to scroll) spells one level higher than the stronghold allows.
Can learn sorcerer skills up to Mastery Level 5.
Maximal values of the general statistics:

Health Magic Command
5 10 5

Warwizard

Can use the following type of items: Common, Melee Weapon, Heavy Weapon, Wand, Light Armor, Medium Armor, Heavy Armor, Shield.
Possesses the skill %s. Health is increased by 10. Resistance is increased by 5. Resistance Negation is increased by 5. Magic power is increased by 3.
The Warwizard has access to the library from any province.
Warwizards are able to transcribe (from grimoire to scroll) spells one level higher than the stronghold allows.
Can learn sorcerer and warrior skills up to Mastery Level 3.
Maximal values of the general statistics:

Health Magic Command
8 10 2

Archdruid

Can use the following type of items: Common, Melee Weapon, Ranged Weapon, Wand, Light Armor.
Summoning Power is increased by 8. Possesses the skills %s, Forest Knowledge (1), Entanglement Immunity, Web Immunity, Entangling Shot (2). Spells consume 50% fewer gems. When using a wand, Ranged Attack is increased by 8, Energy Control by 4.
Archdruids are able to transcribe (from grimoire to scroll) spells one level higher than the stronghold allows.
Can learn Sorcerer and Scout skills up to Mastery Level 3.
Maximal values of the general statistics:

Health Magic Command
4 10 6

Master Necromancer

Can use the following type of items: Common, Melee Weapon, Wand, Banner, Light Armor, Medium Armor, Shield.
Possesses the skill %s. Undead Summoning Power is increased by 8. Concentration is increased by 2. Raising Undead consumes 50% fewer gems. Can make undead 1 rank stronger than the skill normally allows remain in his party.
The Hero's undead units do not slow him down.
Master Necromancers are able to transcribe (from grimoire to scroll) spells one level higher than the stronghold allows.
Can learn sorcerer and commander skills up to Mastery Level 3.
Maximal values of the general statistics:

Health Magic Command
2 9 9

Archmage

Can use the following type of items: Common, Wand.
Possesses the skill %s. Can cast 2 spells per turn, if their levels combined is no more than 6.
Archmage receives an additional third rank unit slot.
Archmages are able to transcribe (from grimoire to scroll) spells one level higher than the stronghold allows.
Can learn sorcerer skills up to Mastery Level 5.
Maximal values of the general statistics:

Health Magic Command
5 10 5

Warrior skills

Weapon Master

A Weapon Master inflicts greater damage on the enemy.

Lvl 1: Attack +1, Counterattack +1
Lvl 2: Attack +2, Counterattack +1
Lvl 3: Attack +1, Counterattack +2
Lvl 4: Attack +2, Counterattack +1
Lvl 5: Attack +1, Counterattack +2

Armor Master

An Armor Master increases his defense against physical damage.

Lvl 1: Defense +1, Ranged Defense +1
Lvl 2: Defense +1, Ranged Defense +1
Lvl 3: Defense +1, Ranged Defense +1
Lvl 4: Defense +1, Ranged Defense +1
Lvl 5: Defense +1, Ranged Defense +1

Constitution

Constitution increases the hero's hit points and stamina.

Lvl 1: Hit Points +3, Stamina +2
Lvl 2: Hit Points +3, Stamina +2
Lvl 3: Hit Points +4, Stamina +2, Regeneration +1
Lvl 4: Hit Points +4, Stamina +2
Lvl 5: Hit Points +6, Stamina +2, Regeneration +1

Willpower

Willpower increases the hero's morale and magic resistance.

Lvl 1: Resistance +1, Morale +1
Lvl 2: Resistance +1, Morale +1
Lvl 3: Resistance +1, Morale +1
Lvl 4: Resistance +1, Morale +2
Lvl 5: Resistance +1, Morale +2

Athletics

Athletics increases the hero's initiative and his movement speed in battle.

Lvl 1: Initiative +1, Forced March
Lvl 2: Initiative +1, Recuperation +3
Lvl 3: Initiative +1, Speed +1
Lvl 4: Initiative +1, Charge
Lvl 5: Initiative +1, Speed +1

Combat

This skill improves the hero's attack accuracy and parry rating.

Lvl 1: Precise Strike +2, Parry +2
Lvl 2: Precise Strike +1, Parry +2
Lvl 3: Precise Strike +2, Parry +2
Lvl 4: Precise Strike +1, Parry +2
Lvl 5: Precise Strike +2, Parry +2

Blacksmithing

Blacksmithing slows down the degradation of the hero's equipment, and increases the gold income as well.

Lvl 1: Item Wear -10%,
Income +30, Stunning Blow +1
Lvl 2: Item Wear -10%,
Income +20
Lvl 3: Item Wear -10%,
Income +20, Blacksmith +1
Lvl 4: Item Wear -10%,
Income +20, Stunning Blow +1
Lvl 5: Item Wear -10%,
Income +30, Blacksmith +1

Scout skills

Marksmanship

Marksmanship increases the power and range of the hero's ranged attacks.

Lvl 1: Ranged Attack +1
Lvl 2: Ranged Attack +1
Lvl 3: Range +1
Lvl 4: Ranged Attack +2
Lvl 5: Ranged Attack +2

Reaction

Reaction increases the hero's initiative, speed, and defense.

Lvl 1: Init +1, Ranged Def +1, Resist +1
Lvl 2: Init +1, Ranged Def +1, Defense +1
Lvl 3: Init +1, Speed +1, Resist +1
Lvl 4: Init +1, Ranged Def +1, Defense +1
Lvl 5: Init +1, Speed +1, Resist +1

Scouting

Scouting increases the speed of province exploration, and allows the hero to spy on the enemy's forces and perform acts of sabotage before attacking.

Lvl 1: Exploration +5, Allows Scouting
Lvl 2: Exploration +5, Raise false alarm
Lvl 3: Exploration +5, Poison the water
Lvl 4: Exploration +10, Create panic
Lvl 5: Exploration +10, Scouting and Sabotage 50% cheaper

Archery

Archery increases the hero's shooting accuracy and spare ammo. It also helps him to bypass some of the enemy's defense while shooting.

Lvl 1: Precise Shot +1, Ammo +1
Lvl 2: Precise Shot +1, Ammo +1
Lvl 3: Precise Shot +1, Ammo +1
Lvl 4: Precise Shot +1, Ammo +1
Lvl 5: Precise Shot +1, Ammo +1

Pathfinding

Pathfinding gives the hero and his army a knowledge of the countryside. Speeds up the global map movement of the army.

Lvl 1: Forest Knowledge +1
Lvl 2: Hills Knowledge +1
Lvl 3: Swamp Knowledge +1, Mobility +1
Lvl 4: Terrain Knowledge +1
Lvl 5: Terrain Knowledge +1, Mobility +1

Diplomacy

Diplomacy increases the rewards for completing quests and winning arena battles. Decreases prices in province stores and guard bribery costs. Provides more opportunities at negotiations.

Lvl 1: Rewards +10%, Prices -10%
Lvl 2: Rewards +10%, Prices -10%
Lvl 3: Rewards +20%, Prices -10%
Lvl 4: Rewards +30%, Prices -10%
Lvl 5: Rewards +30%, Prices -10%

Looting

The Looting skill increases the number of battle trophies and increases a chance of acquiring items from the fallen enemies.

Lvl 1: Spoils +20%
Lvl 2: Spoils +10%
Lvl 3: Spoils +20%
Lvl 4: Spoils +20%
Lvl 5: Spoils +30%

Commander skills

Logistics

Ability to supply troops with provisions, supplies, and medicine, and to efficiently plan sieges.

Lvl 1: Gold Upkeep -10%, Gems -5%, Unit Restoration +10%, Siege +10
Lvl 2: Gold Upkeep -10%, Gems -5%, Siege +10
Lvl 3: Gold Upkeep -10%, Gems -5%, Unit Restoration +10%, Siege +10
Lvl 4: Gold Upkeep -10%, Gems -5%, Siege +10
Lvl 5: Gold Upkeep -10%, Gems -5%, Unit Restoration +10%, Siege +10

Discipline

The skill of discipline increases the units' vitality and raises their magic resistance.

Lvl 1: Hit Points +1, Resistance +1
Lvl 2: Hit Points +1
Lvl 3: Hit Points +1, Resistance +1
Lvl 4: Hit Points +2
Lvl 5: Hit Points +1, Resistance +1

Offensive Tactics

Proper offensive tactics improve the units' attack and counterattack.

Lvl 1: Attack +1
Lvl 2: Counterattack +1
Lvl 3: Attack +1
Lvl 4: Counterattack +1
Lvl 5: Attack +1, Counterattack +1

Defensive Tactics

Skillful defensive tactics decrease the damage taken by units.

Lvl 1: Ranged Defense +1
Lvl 2: Defense +1
Lvl 3: Ranged Defense +1
Lvl 4: Defense +1
Lvl 5: Defense +1, Ranged Defense +1

Ranged Tactics

Knowledge of ranged tactics improves missile troops' combat efficiency. Does not affect healers or units using Magic Shot. Does not affect ammo capacity of barbarians and spearmen.

Lvl 1: Ranged Attack +1
Lvl 2: Ammo +1
Lvl 3: Ranged Attack +1
Lvl 4: Ammo +1
Lvl 5: Ranged Attack +1, Ammo +1

Maneuvering

The ability to maneuver not only increases the initiative of the army, but favorably affects the stamina of the troops and speeds up global map movement.

Lvl 1: Init +1, Stamina +1
Lvl 2: Init +1, Stamina +1
Lvl 3: Init +1, Stamina +1, Mobility +1
Lvl 4: Init +1, Stamina +2
Lvl 5: Init +1, Stamina +2, Mobility +1

Leadership

A skilled leader's troops have higher morale, and learn faster during battle (the more inexperienced the unit, the greater the experience gain).

Lvl 1: Experience Gained +5%, Morale +2
Lvl 2: Experience Gained +5%, Morale +1
Lvl 3: Experience Gained +5%, Morale +2
Lvl 4: Experience Gained +5%, Morale +2
Lvl 5: Experience Gained +5%, Morale +3

Wizard skills

Magic Power

Magic Power increases the spellpower of the hero.

Lvl 1: Spellpower +1
Lvl 2: Spellpower +1
Lvl 3: Spellpower +2
Lvl 4: Spellpower +1
Lvl 5: Spellpower +1

Concentration

Concentration increases the duration of the spells cast by the hero, and helps him to restore more energy while resting.

Lvl 1: Spell Duration +1, Recuperation +1
Lvl 2: Spell Duration +1, Recuperation +1
Lvl 3: Spell Duration +1, First Aid +1
Lvl 4: Spell Duration +1, Recuperation +2
Lvl 5: Spell Duration +1, First Aid +2

Summoning

Summoning increases power of the summoned creatures and the maximum range of summoning spells.

Lvl 1: Summoning Strength +4, Range +1
Lvl 2: Summoning Strength +4, Range +1
Lvl 3: Summoning Strength +4, Range +1
Lvl 4: Summoning Strength +4, Range +1
Lvl 5: Summoning Strength +4, Range +1

Thaumaturgy

Thaumaturgy increases the hero's magic resistance and his ability to overpower the resistance of the enemy.

Lvl 1: Resistance Hero +1, Target -1
Lvl 2: Resistance Hero +1, Target -1
Lvl 3: Resistance Hero +1, Target -1
Lvl 4: Resistance Hero +1, Target -1
Lvl 5: Resistance Hero +1, Target -1

Wisdom

Wisdom increases the experience earned by the hero and allows him to learn additional spells.

Lvl 1: Experience +10%, 1st circle Spell
Lvl 2: Experience +10%, 1st circle Spell
Lvl 3: Experience +10%, 2nd circle Spell
Lvl 4: Experience +10%, 3rd circle Spell, Create scrolls 1 level higher
Lvl 5: Experience +10%, 3rd circle Spell, Create scrolls at half price

Wand Master

Wand Mastery not only increases the power and range of a ranged unit, but also increases its initiative.

Lvl 1: Init +1, Ranged Attack +1, Ammo +1
Lvl 2: Init +1, Ranged Attack +2
Lvl 3: Init +1, Range +1
Lvl 4: Init +1, Ranged Attack +2, Ammo +1
Lvl 5: Init +1, Ranged Attack +2, Energy Control +2

Necromancy

Necromancy increases power of undead, allows them to stay on after combat. Speeds up hit point restoration for the party's undead.

Lvl 1: Subdue 1st rank Undead, Undead Power +1, +10% HP per turn
Lvl 2: Subdue 2nd rank Undead, Undead Power +2, +10% HP per turn
Lvl 3: Subdue 3rd rank Undead, Undead Power +1, +10% HP per turn
Lvl 4: Subdue 4th rank Undead, Undead Power +2, +10% HP per turn
Lvl 5: Allows keeping in the party one 4th rank Undead unit, Undead Power +4, +20% HP per turn

Intermediate traits

Experience level

Heroes gain experience for exploring terrain and winning battles (only if they survive!). Each level up raises one of their abilities and allows them to select any of the three suggested class skills. Once they reach level 10, they also choose a specialization, which determines their further development. You can read more details about them in the further sections of the guide.

Mobility

The party's movement speed on the global map. The base mobility of an army is determined by the speed of its slowest unit. It can be increased by special buildings and by heroes' skills.

Initiative

In combat, the party whose commander's initiative is higher, moves first. When leaders have equal initiative, the attacker moves first.

Spellpower

Increases the power of spells cast.

Spell Duration

Increases the duration of spells cast.

Summoning Power

Increases the strength of most summoned units.

Resistance Negation

Decreases the spell target's resistance.

Undead Summoning Power

Increases the strength of undead risen.

Army Experience

Increases experience gained by the troops.

Hero Experience

Increases experience gained by the hero.

Looting

Increases the amount of gold and gems received when collecting trophies. Increases the chance of obtaining an item from a fallen enemy.

Ranged Weapon

Increases shooting strength.

Wand Firing

Increases wand shooting strength.

Item Maintenance

Lowers the deterioration of weapons and armor.

Province Exploration

Speeds up province exploration.

Lower upkeep

The unit's gold upkeep is reduced and its gem upkeep.

Gold Income

Increases gold income.

Gem Income

Increases gem income.

Treasure Hunt

The hero gains more gold and gems while searching special locations.

Decrease Spell Cost

Decreases the cost of spellcasting (gems).

Fast Casting

Can cast 2 spells per turn.

Gold for Quests

Increases the gold rewards for quest completion.

Fast Draw

The hero can change weapons in battle without spending a turn.

Sabotage

Increases the effect of sabotage performed by the hero.

Province Plunder

Increases the income from plundering the provinces.

Necromancer's Call

The hero may keep in his army undead which are several levels higher than his Necromancy skill would normally allow. Undead units recover hit points faster. Reduce the cost of keeping undead units after a battle. Decrease the upkeep of undead units.

Heroes' starting bonuses

Blacksmith

Every turn, the hero repairs his own equipment, restoring +1 Durability to all items.

Upgrade:
Blacksmith +1

Hero classes:
Warrior, Scout, Commander, Wizard

Trader

Every turn, the hero earns the treasury 20 gold.

Upgrade:
Trader +20

Hero classes:
Warrior, Scout, Commander, Wizard

Inspired

Hero always starts battle with increased Morale.

Upgrade:
Inspired

Hero classes:
Warrior, Scout

Initiative

Hero's Initiative increased by 1.

Upgrade:
Initiative (1)

Hero classes:
Warrior, Scout, Commander, Wizard

Diplomacy

The hero's Diplomacy skill is considered 1 point higher.

Upgrade:
Skillful Diplomat (1)

Hero classes:
Scout, Commander

Saboteur

Hero's sabotage power increased by 1.

Upgrade:
Saboteur +1

Hero classes:
Scout

Doctor

Units in the hero's party heal 10% faster.

Upgrade:
Doctor +10

Hero classes:
Commander, Wizard

Authority

Units with negative karma in the hero's party receive an extra +5 Morale.

Upgrade:
Authority +5

Hero classes:
Warrior, Scout, Commander

Leader

Units with positive karma in the hero's party receive an extra +5 Morale.

Upgrade:
Leader +5

Hero classes:
Warrior, Scout, Commander

Alchemist

Every turn, the hero earns the treasury 7 crystals.

Upgrade:
Alchemist +7

Hero classes:
Wizard

Vigorous

Increases the number of hit points the unit recovers each turn.

Upgrade:
Regeneration +1

Hero classes:
Warrior, Scout, Commander, Wizard

Magic Shield

Nearby allies receive +1 Resistance.

Upgrade:
Magic Shield (1)

Hero classes:
Wizard

Saint

The unit inflicts additional damage on enemies whose souls are tainted by evil.

Upgrade:
Smite Evil +2

Hero classes:
Warrior, Commander

Dark Lord

This unit deals extra damage to enemies serving the Light.

Upgrade:
Dark Dominion 2

Hero classes:
Warrior, Commander

Undead Slayer

The unit is taught to inflict additional damage to the undead.

Upgrade:
Hunter of Undead +2

Hero classes:
Warrior, Scout

Demon Destroyer

The unit is taught to inflict additional damage to demons.

Upgrade:
Hunter of Demons +2

Hero classes:
Warrior, Scout

Snake Eater

The unit becomes immune to poison.

Upgrade:
Poison Immunity

Hero classes:
Wizard

Skillful Spellcaster

The unit is taught to cast spells spending 1 less stamina point than usual.

Upgrade:
Skillful Spellcaster

Hero classes:
Wizard

Necromancer

Increase the strength of the summoned undead unit by 2.

Upgrade:
Undead Summoning Power +2

Hero classes:
Wizard

Summoner

Increase the power of summoned units by 4 (Undead just by 1).

Upgrade:
Summoning Power +4

Hero classes:
Commander, Wizard