User:76561198048502585/sandbox/skills

From Heroes of Might and Magic: Olden Era Official Wiki


Offense is a skill that increases the damage done by the hero's army in battle.

Ranks

Might Skills💬

Offense

Basic Offense
Friendly creatures’ basic attacks deal +10% Damage.
Advanced Offense
Friendly creatures’ basic attacks deal +15% Damage.
Archery
Friendly creatures’ Ranged and Long Reach attacks deal +15% Damage.
Battle March
Friendly creatures generate +1 Focus Point(s) per attack. This bonus is doubled if the hero knows “Luck”.
Battle Frenzy
Friendly creatures gain +2 Attack for each point of Morale.
Expert Offense
Friendly creatures’ basic attacks deal +20% Damage.
Shadow Blades
Friendly creatures deal +1 Damage.
Reality Wardens
–10% to enemy hero Spell Power. This bonus is doubled if the hero knows “Nightshade Magic”.
Firmness
–15% Defense to enemy creatures.

Defense

Basic Defense
Friendly creatures take –10% Damage from basic attacks.
Advanced Defense
Friendly creatures take –15% Damage from basic attacks.
Cover
Friendly creatures take –20% Damage from Ranged and Long Reach attacks.
Hymn to the Martyrs
Friendly creatures generate +1 Focus Point(s) when they take Damage. This bonus is doubled if the hero knows “Recruitment”.
As Luck Would Have It
Friendly creatures gain +2 Defense for each point of Luck.
Expert Defense
Friendly creatures take –20% Damage from basic attacks.
Shields and Shells
Enemy creatures deal –1 Damage.
Wizard Contract
Friendly creatures take –10% Magic Damage. This bonus is doubled if the hero knows “Diplomacy”.
Unstoppable Force
–15% Attack to enemy creatures.

Leadership

Basic Leadership
The hero gains 1 Morale.
Advanced Leadership
The hero gains 2 Morale.
Resolve
Friendly creatures’ chance to take an additional turn increases by 1% for each point of Morale. This bonus is doubled if the hero knows “Battlecraft”.
Where the Sun Never Sets
Attack, Defense, Spell Power, and sight radius increase by 2 when in an area you do not control. This bonus is doubled if the hero knows “Daylight Magic”.
Hero of Legends
Enemy Morale is reduced by 1 in battle.
Expert Leadership
The hero gains 3 Morale.
Inspiring Strike
The hero gains a chance to instantly reset the cooldown of Heroic Strike whenever they use it: 5% per point of the hero’s Morale.
March!
Friendly creatures gain 1 Initiative.
Enthusiasm
Whenever a friendly creature gains a turn from positive Morale effect, all friendly creatures’ Morale increases by 1 until the end of the next round.

Luck

Basic Luck
The hero gains 1 Luck.
Advanced Luck
The hero gains 2 Luck.
Beastly Confidence
Friendly creatures have a 1% higher chance to land a Lucky Strike for each point of Luck. This bonus is doubled if the hero knows “Primal Magic”.
Always Heads
The hero gains +25% Gold and resources from piles on the global map. This bonus is doubled if the hero knows “Economy”.
Mearea's Chosen
Enemy Luck is reduced by 1 in battle.
Expert Luck
The hero gains 3 Luck.
Lucky Hit
When friendly creatures land a Lucky Strike, the enemy does not counterattack.
Lightning Strikes Twice
Spells can also land a Lucky Strike, dealing 200% Damage. The chance increases by 5% for every point of Luck.
Lucky Day
Whenever a friendly creature lands a Lucky Strike, all friendly creatures gain +1 Luck until the end of the next round.

Resistance

Basic Resistance
Friendly creatures take –15% Magic Damage.
Advanced Resistance
Friendly creatures take –25% Magic Damage.
Obstruction
Enemy spells cost 20% more mana. If the hero knows a Magic School skill, the cost of enemy spells from that School increases by an additional 20%.
Hindrance Aura
Enemy loses 1 Focus Charge(s) at the beginning of each battle round, except the first.
Fast Metabolism
All negative effects on friendly creatures last for 2 fewer rounds (no less than 1).
Expert Resistance
Friendly creatures take –35% Magic Damage.
Magic Suppression
Grants a new ability. It deals significant Magic Damage to the target summoned creature, scaling with the hero’s level.
Time Shift
+1 round(s) to the cooldown of all enemy spells.
Draining
The enemy loses 1 levels on all Magic School spells.

Tactics

Basic Tactics
In the Tactics Phase, creatures can be placed within a 3-line area. If the enemy also knows “Tactics”, their area of placement reduces by 1 line(s).
Advanced Tactics
In the Tactics Phase, creatures can be placed within a 4-line area. If the enemy also knows “Tactics”, their area of placement reduces by 2 line(s).
One for All
Friendly creatures gain +2 Attack for each adjacent enemy. This bonus is doubled if the hero knows “Offense”.
Easy Prey
Once per round, when an enemy waits, friendly creatures gain +2 Initiative until the end of round. This effect does not stack.
Energizing Mana
Generate +1 Focus Charge each time your enemy uses a spell.
Expert Tactics
In the Tactics Phase, creatures can be placed within a 5-line area. If the enemy also knows “Tactics”, their area of placement reduces by 3 line(s).
All for One
Friendly creatures gain +2 Defense for each adjacent ally. This bonus is doubled if the hero knows “Defense”.
Riposte Mastery
Whenever a friendly creature kills an enemy with a counterattack, their counterattacks are refreshed for the round.
Spellcaster Tactics
Whenever friendly creatures or the hero spend Focus, they gain 4 temporary mana.

Battlecraft

Basic Battlecraft
When a friendly creature waits on their turn, they gain +20% Attack until the end of the round. When they skip turn, they gain +20% Defense until the end of the round.
Advanced Battlecraft
When a friendly creature waits on their turn, they gain +30% Attack until the end of the round. When they skip turn, they gain +30% Defense until the end of the round.
Melee Mastery
Friendly creatures deal +10% and take –10% Melee Damage.
Ranged Mastery
Friendly creatures deal +10% and take –10% Ranged and Long Reach Damage.
Overwatch
Friendly creatures gain overwatch when they choose to wait in battle. While overwatching, they will counterattack when an enemy moves into their Melee Range.
Expert Battlecraft
When a friendly creature waits on their turn, they gain +40% Attack until the end of the round. When they skip turn, they gain +40% Defense until the end of the round.
Battle Focus
Generates +1 Focus Charge(s) at the beginning of each round, except the first. This bonus is doubled if the hero knows “Battle Magic”.
Preemptive Strike
Friendly creatures prepare for a preemptive strike when they choose to skip their turn. If they are attacked, their counterattack will land before the enemy’s first blow.
Manacraft
The hero’s maximum mana increases by 2 per their Attack and Defense. This bonus is doubled if the hero knows “Recruitment”.

Siegecraft

Basic Siegecraft
The catapult deals +50 Damage.
Advanced Siegecraft
The catapult deals +100 Damage.
Relentless Assault
While besieging a city, friendly creatures gain +1 Speed and Initiative.
Forward Observers
Ranged Damage of friendly creatures is not reduced by walls during a siege.
Barrage
Grants a new siege ability. It attacks a chosen hex and all adjacent hexes. Usable once per round.
Expert Siegecraft
The catapult deals +150 Damage.
Phalanx
While besieging a city, friendly creatures take –50% Damage from the defender’s towers.
Tunnelling
Grants a new siege ability. It teleports a friendly creature to a chosen free hex up to 3 hexes away. Usable once per round.
Sabotage
While the hero is besieging a city, the enemy gate is always open.

Recruitment

Basic Recruitment
+4 to tier-1 creature growth in all your cities.
Advanced Recruitment
+4 to tier-1 and +3 to tier-2 creature growth in all your cities.
Direct Supervision
If the hero is in a city at the start of a week, growth of all creatures in that city increases by an additional 50% growth.
Elite Guards
Tier-1, tier-2 and tier-3 friendly creatures gain 25% of the hero’s Attack and Defense as Attack and Defense. This bonus is doubled if the hero knows “Tactics”.
Veterans
Tier-4 creature growth in all your cities increases by 2. This bonus is doubled if the hero knows “Diplomacy”.
Expert Recruitment
+4 to tier-1, +3 to tier-2, and +2 to tier-3 creature growth in all your cities.
Relocation
Grants a new global map spell. It allows interaction with any controlled city, enabling the transfer of creatures to or from that city. Usable once per day.
Strenuous Training
Friendly creatures gain 2 HP.
Mentors
Allows creatures in the hero’s army to be upgraded outside the city, provided the army already contains the upgraded version. Upgrading this way costs more than normal.

Combat

Basic Combat
Heroic Strike deals +10 base Damage.
Advanced Combat
Heroic Strike deals +15 base Damage.
Swordcraft
+2 Attack and Defense.
Revenge
Once per round, after the first death of a friendly stack, allows to use Heroic Strike again.
Mighty Strike
Heroic Strike deals +10% Damage (based on the hero’s level).
Expert Combat
Heroic Strike deals +20 base Damage.
Effortless Strike
Heroic Strike costs 1 fewer Focus Charge(s).
Battle Thrill
Once per round, after killing an enemy stack with Heroic Strike, the hero can use it one additional time.
Confusing Strike
Heroic Strike reduces the target’s counterattacks by 1.

Magic Skills💬

Battle Magic

Basic Battle Magic
Friendly creatures’ Attack and Defense increase by 15% of the hero’s Spell Power and Knowledge respectively.
Advanced Battle Magic
Friendly creatures’ Attack and Defense increase by 20% of the hero’s Spell Power and Knowledge respectively.
Aura of Destruction
Every time the hero uses a spell in a battle, their Attack increases by 1 until the end of that battle.
Aura of Protection
Every time the hero uses a spell in a battle, their Defense increases by 1 until the end of that battle.
Aura of Wizardry
Every time the hero uses a spell in a battle, their Spell Power increases by 1 until the end of that battle.
Expert Battle Magic
Friendly creatures’ Attack and Defense increase by 25% of the hero’s Spell Power and Knowledge respectively.
Battle Mage's Authority
Friendly creatures’ Attack increases by 15% of the hero’s Spell Power. This bonus is doubled if the hero knows “Sorcery”.
Mage Protector's Authority
Friendly creatures’ Defense increases by 15% of the hero’s Knowledge. This bonus is doubled if the hero knows “Resistance”.
Magic Time
The cooldowns of all the hero’s battle spells are reduced by 1 round(s).

Sorcery

Basic Sorcery
+20% Magic Damage dealt.
Advanced Sorcery
+30% Magic Damage dealt.
Summoning Sorcery
All summoned creatures in battle gain +25% health and deal +25% Damage.
Magic Arrow
Grants a new battle spell. It deals Magic Damage to a single target, has no cooldown, and costs no mana.
Raw Energy
+10% more Magic Damage dealt. This bonus is doubled if the hero knows “Offense”.
Expert Sorcery
+40% Magic Damage dealt.
Piercing Spells
Offensive spells ignore 25% of target’s magic resistance.
High Mage
All the spells belonging to Magic Schools the hero has learned gain 1 level(s).
Sticky Magic
Effects applied by the hero last +2 round(s). This bonus is doubled if the hero knows “Wisdom”.

Summon Avatar

Basic Summon Avatar
Grants a new battle spell. It summons an Avatar that is destroyed upon taking three hits from any source. While it does not gain any bonuses from the hero’s Attack and Defense, it gains +1 Attack and deals +6 Damage for each point of the hero’s Spell Power.
Advanced Summon Avatar
Grants a new battle spell. It summons an Avatar that is destroyed upon taking three hits from any source. While it does not gain any bonuses from the hero’s Attack and Defense, it gains +1 Attack and deals +8 Damage for each point of the hero’s Spell Power.
Avatar of Fury
Avatar deals +40% Damage. This bonus is doubled if the hero knows “Leadership”.
Avatar of Toughness
Avatar can withstand one extra hit. This bonus is doubled if the hero knows “Defense”.
Avatar of Celerity
Avatar’s Speed and Initiative increase by 2. This bonus is doubled if the hero knows “Insight”.
Expert Summon Avatar
Grants a new battle spell. It summons an Avatar that is destroyed upon taking three hits from any source. While it does not gain any bonuses from the hero’s Attack and Defense, it gains +1 Attack and deals +10 Damage for each point of the hero’s Spell Power.
Stabilization
Summoned friendly creatures become immune to effects that dispel summoned creatures.
Their Name is Legion
The hero and friendly creatures summon +30% units.
Summon Destruction
The hero and friendly creatures deal +50% Damage to all summoned creatures.

Wisdom

Basic Wisdom
The hero can learn up to tier-3 spells without knowing the corresponding Magic School skill.
Advanced Wisdom
The hero can learn up to tier-4 spells without knowing the corresponding Magic School skill.
Rite of Magic
Grants a new global map spell. It allows the hero to convert all of their current Movement points into mana.
Between the Lines
The hero may learn High Neutral magic, regardless of their level.
Seeing Through
Heroic Strike instantly kills all temporary units in the target stack.
Expert Wisdom
The hero can learn up to tier-5 spells without knowing the corresponding Magic School skill.
Rhythmic Cadence
+40% maximum mana. This bonus is doubled if the hero knows “Sorcery”.
Eagle Eye
At the start of battle, the hero learns all spells the enemy knows that the hero is capable of learning.
Stargazer
+500 Astrology Points per day. This bonus is doubled if the hero knows “Scouting”.

Daylight Magic

Basic Daylight Magic
The hero can learn Daylight spells up to tier 5.
Advanced Daylight Magic
The hero can learn Daylight spells up to tier 5. Daylight spells gain +1 level(s).
Daylight Time
The cooldowns of all the hero’s Daylight spells are reduced by 1 round(s).
Luminous Focus
Generates 1 Focus Charge(s) at the start of every battle.
Brightest Sun
–1 level(s) to all enemy Daylight spells.
Expert Daylight Magic
The hero can learn Daylight spells up to tier 5, without visiting a Mage Guild, provided they are unlocked in the Observatory. Daylight spells gain +1 level(s).
Daylight Teachings
+1 level(s) to this hero’s Daylight spells.
Speed of Light
+10 Movement points. This bonus is doubled if the hero knows “Logistics”.
Scholar Synergy: Arina
+6 Spell Power when casting Daylight spells. Gain an additional +3 for each other Magic School skill known.

Nightshade Magic

Basic Nightshade Magic
The hero can learn Nightshade spells up to tier 5.
Advanced Nightshade Magic
The hero can learn Nightshade spells up to tier 5. Nightshade spells gain +1 level(s).
Nightshade Time
The cooldowns of all the hero’s Nightshade spells are reduced by 1 round(s).
Chronic Weakness
Enemy creature maximum HP reduces by 1. This effect is doubled if the hero knows “Resistance”.
Darkest Night
–1 level(s) to all enemy Nightshade spells.
Expert Nightshade Magic
The hero can learn Nightshade spells up to tier 5, without visiting a Mage Guild, provided they are unlocked in the Observatory. Nightshade spells gain +1 level(s).
Nightshade Teachings
+1 level(s) to this hero’s Nightshade spells.
Hour of the Wolf
–10% Attack and Defense to enemy creatures.
Scholar Synergy: Naira
+6 Spell Power when casting Nightshade spells. Gain an additional +3 for each other Magic School skill known.

Arcane Magic

Basic Arcane Magic
The hero can learn Arcane spells up to tier 5.
Advanced Arcane Magic
The hero can learn Arcane spells up to tier 5. Arcane spells gain +1 level(s).
Arcane Time
The cooldowns of all the hero’s Arcane spells are reduced by 1 round(s).
All Life is Endless
+30% healing and revival from friendly creature abilities and hero spells in battle. This bonus is doubled if the hero knows “Summon Avatar”.
Purest Thought
–1 level(s) to all enemy Arcane spells.
Expert Arcane Magic
The hero can learn Arcane spells up to tier 5, without visiting a Mage Guild, provided they are unlocked in the Observatory. Arcane spells gain +1 level(s).
Arcane Teachings
+1 level(s) to this hero’s Arcane spells.
Mana Flex
Spells cost –2 mana.
Scholar Synergy: Doreath
+6 Spell Power when casting Arcane spells. Gain an additional +3 for each other Magic School skill known.

Primal Magic

Basic Primal Magic
The hero can learn Primal spells up to tier 5.
Advanced Primal Magic
The hero can learn Primal spells up to tier 5. Primal spells gain +1 level(s).
Primal Time
The cooldowns of all the hero’s Primal spells are reduced by 1 round(s).
Primal Force
Negative and positive effects used by the hero and friendly creatures last 1 additional round(s).
Sharpest Teeth
–1 level(s) to all enemy Primal spells.
Expert Primal Magic
The hero can learn Primal spells up to tier 5, without visiting a Mage Guild, provided they are unlocked in the Observatory. Primal spells gain +1 level(s).
Primal Teachings
+1 level(s) to this hero’s Primal spells.
Chaos Reigns
The hero and friendly creatures deal 50% more Damage with Lucky Strikes. This bonus is doubled if the hero knows “Battle Magic”.
Scholar Synergy: Hksmilla
+6 Spell Power when casting Primal spells. Gain an additional +3 for each other Magic School skill known.

Thaumaturgy

Basic Thaumaturgy
The hero can use the Spellbook one more time per battle round, but only to cast a spell of a Magic School that hasn’t been used this round. Spells cost +100% mana for each use after the first.
Advanced Thaumaturgy
The hero can use the Spellbook one more time per battle round, but only to cast a spell of a Magic School that hasn’t been used this round. Spells cost +75% mana for each use after the first.
Antimage
Enemy spells cost +4 mana.
Thaumaturge Brilliance
+2 Spell Power and Knowledge.
Practical Incantations
Heroic Strike deals +10 Damage.
Expert Thaumaturgy
The hero can use the Spellbook one more time per battle round, but only to cast a spell of a Magic School that hasn’t been used this round. Spells cost +50% mana for each use after the first.
Ancient Scrolls
Adds all tier-1 spells to the hero’s Spellbook.
Vast Soul
+10% mana restored each morning.
Archmage
All the spells the hero has learned that belong to one of the Magic Schools gain 1 level(s).

General Skills💬

Diplomacy

Basic Diplomacy
Provides a chance of neutral squads offering to join the hero’s army for Gold instead of fighting them.
Advanced Diplomacy
Provides a chance of neutral squads offering to join the hero’s army for Gold instead of fighting them. +25% Persuasion Power in Diplomacy.
Larger Than Life
Neutral squads view the hero’s army as +25% more powerful than it is, increasing the chance that they will join or flee. This bonus is doubled if the hero knows “Battlecraft”.
Eloquence
–75% to the cost of surrendering.
Folk Hero
+50% Persuasion Power in Diplomacy with neutral squads from the hero’s faction.
Expert Diplomacy
Provides a chance of neutral squads offering to join the hero’s army for Gold instead of fighting them. +50% Persuasion Power in Diplomacy.
Art of the Deal
Neutral squads take –15% Gold to recruit. This bonus is doubled if the hero knows “Economy”.
Vagrant Army
Friendly creatures with neutral affinity gain an additional +100% of the hero’s Attack and Defense to their Attack and Defense.
Negotiator
+20% to the number of units from neutral squads joining the hero’s army.

Logistics

Basic Logistics
+10% Movement points on the global map.
Advanced Logistics
+15% Movement points on the global map.
Leaps and Bounds
The hero restores 5 Movement point(s) after each victory in battle.
Strong Mounts
Neutral Global Map spells cost –4 mana. This bonus is doubled if the hero knows “Scouting”.
Careful Planning
Every day, the hero saves up to 50 unused Movement points for the next day. This bonus is doubled if the hero knows “Arcane Magic”.
Expert Logistics
+20% Movement points on the global map.
Secret Passages
Terrain penalties are reduced by 50%.
Back to Town!
Grants a new global map spell. It teleports the hero to the nearest city they control within 16 square(s). All remaining Movement points are lost upon casting.
Battle Logistics
Friendly creatures gain +1 Speed on Native Terrain.

Scouting

Basic Scouting
The hero gains 1 sight radius.
Advanced Scouting
The hero gains 2 sight radius.
Long-Sight
Sight radius increases by an additional 1. This bonus is doubled if the hero knows “Luck”.
Familiar Paths
+10 Movement points when the hero starts the day in an area you control. This bonus is doubled if the hero knows “Wisdom”.
Pathfinding
Terrain penalties are reduced by 50%.
Expert Scouting
The hero gains 3 sight radius.
Reconnaissance
Removes the fog of war within [ 150% × hero sight radius ] square(s) of the hero each morning.
Visions
Shows the exact army composition of any enemy within [ 300% × hero sight radius ] square(s) of the hero.
Counterespionage
Enemies can’t see detailed information about your army. When they try, they see random numbers of random creatures of your faction.

Insight

Basic Insight
The hero gains +20% more XP.
Advanced Insight
The hero gains +30% more XP.
Enlightenment
The hero gains an additional +10% XP.
Civic Innovation
The hero gains +30% Law points. This bonus is doubled if the hero knows “Leadership”.
Sagacity
Shows the intentions of all neutral squads within [ 300% × hero sight radius ] square(s) of the hero.
Expert Insight
The hero gains +40% more XP.
Scholar of Magic
Allows heroes to teach each other spells when they interact on the global map. In the exchange, each hero will learn all the spells of the other that their skills, level, and items permit.
Endless Charisma
+1 Attack, Defense, Spell Power, and Knowledge. This bonus is doubled if the hero knows “Tactics”.
Perception
Enables viewing detailed information about the enemy hero during battle.

Economy

Basic Economy
+500 Gold daily.
Advanced Economy
+750 Gold daily.
Tax Collector
+250 Gold daily. This bonus is doubled if the hero knows “Logistics”.
Smuggler
+1 Crystal, Gem, or Mercury daily (depending on the hero’s faction).
Master Builder
+1 Wood and Ore daily.
Expert Economy
+1000 Gold daily.
Experimenter
+5 Alchemical Dust daily. This bonus is doubled if the hero knows “Insight”.
Merchant
This hero counts as an additional Marketplace when calculating trading prices.
Antiquarian
This hero sells artifacts for 25% more Gold and buys them for 25% less.

Faction Skills💬

Righteousness

Basic Righteousness
All who fall in battle do so in the hero’s name! Whenever a friendly creature dies or kills an enemy, the hero’s Attack, Defense, Spell Power and Knowledge increase by 1 for two rounds. This effect is stackable.
Advanced Righteousness
All who fall in battle do so in the hero’s name! Whenever a friendly creature dies or kills an enemy, the hero’s Attack, Defense, Spell Power and Knowledge increase by 1 for three rounds. This effect is stackable.
Fields of Serenity
Friendly Temple creatures deal +10% and take –10% Damage on Native Terrain.
Righteous Sacrifice
Whenever a friendly stack dies or kills an enemy stack, the hero gains 3 temporary mana.
Purging Touch
Grants a new ability. It dispels all negative effects from the target.
Expert Righteousness
All who fall in battle do so in the hero’s name! Whenever a friendly creature dies or kills an enemy, the hero’s Attack, Defense, Spell Power and Knowledge increase by 1 for four rounds. This effect is stackable.
Guardian
Whenever a friendly creature kills an enemy, it fully restores its HP. This cannot revive fallen units.
The Chosen One
Grants a new ability. It increases Attack of a friendly creature by 50% of the hero’s Attack and Spell Power, and its Defense by 50% of the hero’s Defense and Knowledge (until the end of the round).
Strong Faith
Whenever Righteousness is triggered, the hero gains +1 to all attributes until the end of the round.

Necromancy

Basic Necromancy
After winning a battle, raises 10% of the strongest enemy stack as friendly Undead of the same tier. This requires Necromantic Energy, which stores up to 3000 and refills each week.
Advanced Necromancy
After winning a battle, raises 15% of the strongest enemy stack as friendly Undead of the same tier. This requires Necromantic Energy, which stores up to 4000 and refills each week.
Gravesoil
Friendly Necropolis creatures deal +10% and take –10% Damage on Native Terrain.
Soul Harvest
Restores 4 mana after a battle victory.
Death Herald
+1000 to the hero’s maximum Necromantic Energy.
Expert Necromancy
After winning a battle, raises 20% of the strongest enemy stack as friendly Undead of the same tier. This requires Necromantic Energy, which stores up to 5000 and refills each week.
Soul Reaper
–1 to enemy Morale and Luck.
Eternal Service
Grants a new ability. It restores HP to the target friendly Undead and can revive fallen units.
Fields of the Dead
+50% Necromantic Energy gained.

Murmuring

Basic Murmuring
Generates 1 Focus Charge(s) at the start of every battle.
Advanced Murmuring
Generates 2 Focus Charge(s) at the start of every battle.
Mycelium Grounds
Friendly Grove creatures deal +10% and take –10% Damage on Native Terrain.
Life Essence
Focus Charge limit increases by 1.
Child of the Woods
+20 maximum mana.
Expert Murmuring
Generates 3 Focus Charge(s) at the start of every battle.
Just One More Time
Every Focus Charge spent by friendly creatures or the hero reduces the cooldowns of all the hero’s spells by 1 round(s).
Burst of Energy
Every Focus Charge spent by friendly creatures or the hero increases Heroic Strike Damage by 10% per hero level until the end of the round.
Strong Connection
Every Focus Charge spent by friendly creatures or the hero increases all hero attributes by 2 until the end of the round.

Summon Swarm

Basic Summon Swarm
Once per round, lays eggs on the battlefield. At the start of next round, they spawn a stack of Fire Larvae. The stack has 8% of the total HP of all Hive Spawns in its army, and the strength of its abilities scales with the hero’s level.
Advanced Summon Swarm
Once per round, lays eggs on the battlefield. At the start of next round, they spawn a stack of Fire Larvae. The stack has 12% of the total HP of all Hive Spawns in its army, and the strength of its abilities scales with the hero’s level.
Warmth of the Nest
Friendly Hive creatures deal +10% and take –10% Damage on Native Terrain.
Thy Children
+1 Fire Larvae spawned for every hero level.
Ravage
Fire Larvae deal +1 Damage.
Expert Summon Swarm
Once per round, lays eggs on the battlefield. At the start of next round, they spawn a stack of Fire Larvae. The stack has 16% of the total HP of all Hive Spawns in its army, and the strength of its abilities scales with the hero’s level.
Hive Power
The hero gains 1 Luck and Morale.
Hardened Shells
The clutch of eggs can withstand +1 hit(s).
Hive Flame
Summoned Fire Larvae last one round longer

Abyssal Communion

Basic Abyssal Communion
After each battle victory, the hero increases their Communion level by 1 (up to a max. of 3). Each level increases the number of friendly units by 2.5% until the end of the battle. Each morning, all heroes’ Communion level is halved.
Advanced Abyssal Communion
After each battle victory, the hero increases their Communion level by 1 (up to a max. of 4). Each level increases the number of friendly units by 2.5% until the end of the battle. Each morning, all heroes’ Communion level is halved.
Our True Home
Friendly Schism creatures deal +10% and take –10% Damage on Native Terrain.
Comprehensible Depths
The hero’s maximum Communion level increases by 1.
Call of the Void
Each morning, before the Communion level is halved, restores 2 mana per Communion level.
Expert Abyssal Communion
After each battle victory, the hero increases their Communion level by 1 (up to a max. of 5). Each level increases the number of friendly units by 2.5% until the end of the battle. Each morning, all heroes’ Communion level is halved.
Black Ice
Enemy spells cost +1 for each active Communion level.
Abyssopelagial
Each victory in battle increases the Communion level by an additional 1.
Celestial Abyss
Increases the number of friendly units per Communion level by an additional 0.5%.

Triumvirate's Strength

Basic Triumvirate's Strength
Once per round, the hero can activate one of the three Stances in battle. The active Stance grants the hero +2 to the Stance’s corresponding attribute.
Advanced Triumvirate's Strength
Once per round, the hero can activate one of the three Stances in battle. The active Stance grants the hero +4 to the Stance’s corresponding attribute.
Underground Passages
Friendly Dungeon creatures deal +10% and take –10% Damage on Native Terrain.
Alvarian Expertise
When selecting a Stance, the corresponding attribute of enemy hero partially decreases while the Stance is active.
Underground Mana Pools
When selecting a Stance, the hero gains 3 temporary mana.
Expert Triumvirate's Strength
Once per round, the hero can activate one of the three Stances in battle. The active Stance grants the hero +6 to the Stance’s corresponding attribute.
Jack of All Trades
When selecting a Stance, the hero’s corresponding attribute increases by 5% until the end of the battle.
Flow
Generates 1 Focus Charge(s) each time the hero selects a Stance.
Opportunists
Friendly creatures gain 1 Initiative.