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Faction Skills Table|Triumvirate's Strength
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Tab Name
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Subskills
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Basic Offence Friendly units deal 10% more damage with basic attacks.
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Advanced Offence Friendly units deal 15% more damage with basic attacks.
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Battle Arts Friendly units' abilities deal +50% damage.
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Archery Friendly units' ranged and long reach attacks deal +15% damage.
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Battle March Friendly units generate +1 focus point when they attack.
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Expert Offence Friendly units deal 20% more damage with basic attacks.
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Shadow Blades Friendly units deal +1 damage. Doubled if the Hero knows Nightshade Magic.
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Unstoppable Force Friendly creatures ignore 10% of the target's defense when dealing normal damage, including abilities.
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Subskills
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Basic Defence Friendly units take 10% less damage from basic attacks.
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Advanced Defence Friendly units take 15% less damage from basic attacks.
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Shields and Shells Friendly units take -25% damage from counter attacks.
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Cover Friendly creatures take -20% damage from ranged and long reach attacks.
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Hymn to Martyrs Friendly units generate +1 focus point when they take damage.
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Expert Defence Friendly units take 20% less damage from basic attacks.
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Territorial Advantage When fighting in an area the Hero controls, each stack in the army gains 10% temporary units at the start of battle. Bonus is doubled if the Hero knows Diplomacy.
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Firmness Friendly creatures ignore 10% of the attacker's attack when taking normal damage, including abilities.
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Subskills
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Basic Battlecraft When a friendly unit waits in battle, it gains 20% attack. When a friendly unit skips its turn, it gains 20% defense.
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Advanced Battlecraft When a friendly unit waits in battle, it gains 30% attack. When a friendly unit skips its turn, it gains 30% defense.
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Melee Mastery Friendly units deal +10% and take -10% melee damage.
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Ranged Mastery Friendly units deal +10% and take -10% ranged and long reach damage.
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Overwatch When a friendly unit waits in combat, they gain Overwatch, counterattacking any enemy unit that moves within melee range.
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Expert Battlecraft When a friendly unit waits in battle, it gains 40% attack. When a friendly unit skips its turn, it gains 40% defense.
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Battle Focus Generates +1 focus charge at the start of each round.
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Preemptive Strike When a friendly unit skips a turn, they gain Preemptive Strike, allowing them to counterattack before the enemy's attack.
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Subskills
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Basic Leadership Morale increases by 1.
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Advanced Leadership Morale increases by 2.
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Resolve Friendly units' chance to take an additional turn increases by 1% for each point of morale. Doubled if the Hero knows Battlecraft.
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Hero of Legends Enemy morale is reduced by 1 in battle.
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Ups and Downs Whenever a friendly unit triggers negative moral, its morale is increased by 5 until the end of the next round.
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Expert Leadership Morale increases by 3.
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Where Sun Never Sets Attack, Defence, and Spell Power increase by 1, and sight radius increases by 3 when in an area you do not control. This bonus is doubled if the hero knows Daylight Magic.
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March! Friendly creatures’ Initiative increases by 1.
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Subskills
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Basic Luck Increases luck by 1.
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Advanced Luck Increases luck by 2.
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Beastly Confidence Friendly creatures have a 1% higher chance to land a lucky strike for each point of luck. Bonus is doubled if the hero knows Primal Magic.
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Always Heads The Hero gains 25% gold and resources from piles on the map. Doubled if the Hero knows Economy.
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Mearea's Chosen Enemy luck reduced by 1 in battle.
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Expert Luck Increases luck by 3.
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Expert Luck When a friendly unit hits with a luck strike, enemies do not counter attack.
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Lightning Strikes Twice Spells can also land a lucky strike, dealing 150% damage. The chance increases by 5% every point of luck.
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Subskills
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Basic Resistance Friendly creatures take –10% Magic Damage.
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Advanced Resistance Friendly creatures take –20% Magic Damage.
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Obstruction Enemy spells cost 20% more mana. If hero knows a Magic School skill, the cost of enemy spells from that School increases by an additional 20%.
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Resilience Friendly creatures take –10% Magic Damage.
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Fast Metabolism All negative effects on friendly creatures last for 2 fewer rounds (no less than 2).
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Expert Resistance Friendly creatures take –30% Magic Damage.
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Hindrance Aura During the battle, enemy loses 1 Focus Charge(s) at the beginning of each round.
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Magic Suppression Grants a new ability. It kills the target summoned creature or all temporary units in a chosen stack.
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Subskills
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Basic Siegecraft The catapult deals +50 Damage.
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Advanced Siegecraft The catapult deals +100 Damage.
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Relentless Assault +1 Speed and Initiative to friendly creatures during a siege.
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Forward Observers Ranged Damage of friendly creatures is not reduced by walls during a siege.
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Barrage Grants a unique siege ability. It allows to attack a hex and all adjacent hexes once per round.
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Expert Siegecraft The catapult deals +150 Damage.
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Phalanx Defender’s towers deal –50% Damage to the friendly creatures during a siege.
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Tunnelling Grants a unique siege ability. It allows to teleport target friendly creature for up to 3 hexes once per round.
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Subskills
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Basic Tactics You can rearrange creatures before the start of battle within a 2-lines area.
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Advanced Tactics You can rearrange creatures before the start of battle within a 3-lines area.
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One for All Friendly creatures gain +3 Attack for each adjacent enemy.
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Easy Prey Whenever an enemy waits, friendly creatures gain +2 Initiative until the end of round. Does not stack.
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Energizing Mana +1 Focus Charge each time your enemy uses a spell.
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Expert Tactics You can rearrange creatures before the start of battle within a 4-lines area.
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All for One Friendly creatures gain +3 Defence for each adjacent ally. Doubled if the hero knows Defence.
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Riposte Mastery Whenever a friendly creature kills an enemy with a counterattack, their counterattacks are refreshed.
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Subskills
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Basic Recruitment All cities gain +4 growth to Tier 1 units.
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Advanced Recruitment All cities gain +2 growth to Tier 2 units.
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Direct Supervision If the Hero is in the city at the start of a week, growth of all units in that city increase by 50%.
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Elite Guards Tier 1, Tier 2, and Tier 3 friendly unit's attack and defense are increased by 25% of the Hero's attack and defense.
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Veterans Tier 4 units growth in your cities increase by 1.
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Expert Recruitment All cities gain +1 growth to Tier 3 units.
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Relocation Grants a new global map spell. Allows interaction with any controlled city once a day, enabling the transfer of units to or from that city.
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Strenuous Training Friendly creatures’ HP increases by 2.
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Subskills
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Basic Summon Avatar Grants a unique battle spell. It summons an Avatar that scales with the hero’s Spell Power and Knowledge.
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Advanced Summon Avatar Grants a unique battle spell. It summons an Avatar that scales more strongly with the hero’s Spell Power and Knowledge.
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Avatar of Fury Avatar’s Attack increases by 25% of its hero’s Spell Power. Doubled if the hero knows Leadership.
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Avatar of Toughness Avatar’s Defence increases by 25% of its hero’s Knowledge. Doubled if the hero knows Defence.
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Avatar of Celerity Avatar’s Speed and Initiative increase by 2. Doubled if the hero knows Insight.
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Expert Summon Avatar Grants a unique battle spell. It summons an Avatar that scales even more strongly with the hero’s Spell Power and Knowledge.
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Reality Wardens Friendly creatures deal +100% Damage to summoned enemy creatures.
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Their Name is Legion Friendly creature abilities summon +50% creatures.
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Subskills
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Basic Intelligence The hero can learn up to tier‑3 spells without needing to learn the corresponding Magic School.
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Advanced Intelligence The hero can learn up to tier‑4 spells without needing to learn the corresponding Magic School.
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Genius The hero immediately levels up again.
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Astrology The hero begins learning Neutral magic at lower levels.
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Eagle Eye At the start of battle, learn all spells the enemy knows that the hero is capable of learning.
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Expert Intelligence The hero can learn up to tier‑5 spells without needing to learn the corresponding Magic School.
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Rhythmic Cadence +25% maximum mana. This bonus is doubled if the hero knows Sorcery.
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Rite of Magic Grants a new global map spell. It allows the hero to convert all Movement Points into mana.
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{{{subname6}}} {{{subdesc6}}}
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| Skill
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Subskills
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Basic Battle Magic Friendly creatures’ Attack and Defence increase by 10% of their hero’s Spell Power and Knowledge.
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Advanced Battle Magic Friendly creatures’ Attack and Defence increase by 20% of their hero’s Spell Power and Knowledge.
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Aura of Destruction Every time the hero uses a spell in a battle, their Attack increases by 2 until the end of that battle.
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Aura of Protection Every time the hero uses a spell in a battle, their Defence increases by 2 until the end of that battle.
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Aura of Wizardry Every time the hero uses a spell in a battle, their Spell Power increases by 2 until the end of that battle.
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Expert Battle Magic Friendly creatures’ Attack and Defence increase by 30% of their hero’s Spell Power and Knowledge.
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Battle Mage’s Authority Friendly creatures’ Attack increases by 20% of their hero’s Spell Power. Doubled if the hero knows Sorcery.
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Mage Protector’s Authority Friendly creatures’ Defence increases by 20% of their hero’s Knowledge. Doubled if the hero knows Resistance.
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Subskills
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Basic Sorcery +10% Magic Damage.
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Advanced Sorcery +20% Magic Damage.
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Sticky Magic Effects applied by the hero last 1 round(s) more. This bonus is doubled if the hero knows Intelligence.
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Magic Arrow Grants a new battle spell. It deals Magic Damage to 1 target and costs no mana.
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Raw Energy +10% more Magic Damage. This bonus is doubled if the hero knows Offence.
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Expert Sorcery +30% Magic Damage.
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Piercing Spells Offensive spells ignore 15% of target’s magic resistance.
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High Mage All your Magic School spells gain 1 lvl.
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Subskills
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Basic Thaumaturgy Allows the hero to use the Spellbook one more time per battle round. Spells cost +300% mana after each use.
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Advanced Thaumaturgy Allows the hero to use the Spellbook one more time per battle round. Spells cost +200% mana after each use.
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Antimage Enemy’s spells cost +4 mana.
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Vast Soul +10% mana restored daily.
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Archmage All your Magic School spells gain 1 lvl.
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Expert Thaumaturgy Allows the hero to use the Spellbook one more time per battle round. Spells cost +100% mana after each use.
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Practical Incantations Heroic Strike deals +20 Damage.
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Ancient Scrolls Adds all tier‑1 spells to your Spellbook.
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{{{subname6}}} {{{subdesc6}}}
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Subskills
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Basic Arcane Magic The hero can learn tier‑3 Arcane spells.
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Advanced Arcane Magic The hero can learn tier‑4 Arcane spells. Arcane spells cost –3 mana.
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Scholar Synergy: Doreath +4 Spell Power when casting Arcane spells. An additional +1 for each other Magic School known.
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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.
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Purest Thought –1 level to all enemy Arcane spells.
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Expert Arcane Magic The hero can learn tier‑5 Arcane spells. Arcane spells cost –3 mana and gain +1 level(s).
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Arcane Teachings +1 level to all Arcane spells.
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Mana Flex Spells cost –2 mana.
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Subskills
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Basic Daylight Magic The hero can learn tier‑3 Daylight spells.
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Advanced Daylight Magic The hero can learn tier‑4 Daylight spells. Daylight spells cost –3 mana.
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Scholar Synergy: Arina +4 Spell Power while casting Daylight spells. An additional +1 for each other Magic School known.
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Luminous Focus +1 Focus Charge at the start of a battle.
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Brightest Sun –1 level(s) to all enemy Daylight spells.
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Expert Daylight Magic The hero can learn tier‑5 Daylight spells. Daylight spells cost –3 mana and gain +1 level(s).
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Daylight Teachings Instantly adds all Daylight spells learned in the Observatory to your Spellbook, without needing to visit a Mage Guild.
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Speed of Light +10 Movement Points. This bonus is doubled if the hero knows Logistics.
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{{{subname6}}} {{{subdesc6}}}
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Subskills
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Basic Nightshade Magic The hero can learn tier‑3 Nightshade spells.
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Advanced Nightshade Magic The hero can learn tier‑4 Nightshade spells. Nightshade spells cost –3 mana.
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Scholar Synergy: Naira +4 Spell Power when casting Nightshade spells. An additional +1 for each other Magic School known.
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Disguise Enemies can’t see detailed information about your army. When viewed, it shows random numbers of random creatures of you faction.
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Darkest Night –1 level to all enemy Nightshade spells.
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Expert Nightshade Magic The hero can learn tier‑5 Nightshade spells. Nightshade spells cost –3 mana and gain +1 level(s).
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Nightshade Teachings +1 level to all Nightshade spells.
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Hour of the Wolf –15% Attack and Defence to enemy creatures. This bonus is doubled if the hero knows Resistance.
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{{{subname6}}} {{{subdesc6}}}
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Subskills
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Basic Primal Magic The hero can learn tier‑3 Primal spells.
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Advanced Primal Magic The hero can learn tier‑4 Primal spells. Primal spells cost –3 mana.
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Scholar Synergy: Hksmilla +4 Spell Power when casting Primal spells. An additional +1 for each other Magic School known.
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Primal Force Negative and positive effects used by the hero and friendly creatures last 1 additional round(s).
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Sharpest Teeth –1 level to all enemy Primal spells.
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Expert Primal Magic The hero can learn tier‑5 Primal spells. Primal spells cost –3 mana and gain +1 level(s)
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Primal Teachings +1 level to all Primal spells.
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Chaos Reigns The hero and friendly creatures deal 50% more Damage with Lucky Strikes. This bonus is doubled if the hero knows Battle Magic.
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{{{subname6}}} {{{subdesc6}}}
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Subskills
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Basic Diplomacy Allows you to sometimes recruit neutral armies for Gold instead of fighting them.
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Advanced Diplomacy Allows you to sometimes recruit neutral armies for Gold instead of fighting them. +25% Persuasion Power in Diplomacy.
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Larger Than Life +25% to your army power in the eyes on neutral creatures, which makes them more likely to join or flee. This bonus is doubled if the hero knows Battlecraft.
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Eloquence –75% to the cost of surrender.
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Folk Hero +50% Persuasion Power in Diplomacy with squads from the hero’s faction on the global map.
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Expert Diplomacy Allows you to sometimes recruit neutral armies for Gold instead of fighting them. +50% Persuasion Power in Diplomacy.
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Art of the Deal Squads on the global map take –15% Gold to join. This bonus is doubled if the hero knows Economy.
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Vagrant Army Neutral creatures gain +100% of the hero’s Attack and Defence as a bonus when in their army.
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{{{subname6}}} {{{subdesc6}}}
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Subskills
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Basic Logistics +10% Movement Points on the global map.
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Advanced Logistics +15% Movement Points on the global map.
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Secret Passages Terrain penalty reduces by 50%.
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Strong Mounts Neutral Global Map spells cost –4 mana. This bonus is doubled if the hero knows Scouting.
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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.
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Expert Logistics +20% Movement Points on the global map.
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Leaps and Bounds The hero restores 10 Movement Point(s) after each victory in battle.
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Back to Town! Grants a new global map spell. It teleports the hero to the nearest city they control. All remaining Movement Points are lost.
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Subskills
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Basic Scouting +1 to sight radius.
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Advanced Scouting +2 to sight radius.
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Long‑Sight Sight radius increases by 1. Doubled if you know Luck.
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Familiar Paths +15% Movement Points if the hero starts the day in an area they control. This bonus is doubled if the hero knows Intelligence.
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Pathfinding –50% terrain penalty.
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Expert Scouting +3 to sight radius.
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Visions Shows the exact army composition of any enemy within 33 square(s) of the hero.
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Reconnaissance Removes the fog of war within 22 square(s) of the hero every morning.
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Subskills
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Basic Insight +20% XP.
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Advanced Insight +30% XP.
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Enlightenment +10% more XP.
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Civic Innovation The hero gains +100% Law points. This bonus is doubled if the hero knows Leadership.
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Sagacity Shows the intentions of all neutral squads within 27 square(s) of the hero.
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Expert Insight +40% XP.
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Scholar of Magic Allows heroes to teach each other spells. The exchange of knowledge occurs on contact. Only spells that the other party can learn are taught.
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Endless Charisma +1 Attack, Defence, Spell Power, and Knowledge. This bonus is doubled if the hero knows Tactics.
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{{{subname6}}} {{{subdesc6}}}
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Subskills
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Basic Economy +500 Gold daily.
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Advanced Economy +1000 Gold daily.
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Tax Collector +500 Gold daily. This bonus is doubled if the hero knows Logistics.
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Smuggler +1 Crystal, Gem, or Mercury daily (depending on the hero’s faction).
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Master Builder +1 Wood and Ore daily.
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Expert Economy +1500 Gold daily.
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Experimenter +5 Alchemical Dust daily. This bonus is doubled if the hero knows Insight.
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Merchant The hero counts as an additional Marketplace when calculating trading prices.
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{{{subname6}}} {{{subdesc6}}}
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Subskills
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Basic Ascension Each time a friendly stack dies, all remaining friendly creatures’ HP increases by 10% until the end of the next round.
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Advanced Ascension Each time a friendly stack dies, all remaining friendly creatures’ HP increases by 20% until the end of the next round.
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Fields of Serenity Temple creatures deal +10% and take –10% Damage on Native Terrain.
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Vengeance While Ascension is active, friendly creatures deal +10% Damage. This effect is stackable.
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Purging Touch Grants a new ability. It removes all negative effects from the target.
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Expert Ascension Each time a friendly stack dies, all remaining friendly creatures’ HP increases by 30% until the end of the next round.
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Cling to Life Friendly creatures ascend upon death. On the hex of their death, a basic copy of the stack appears, with a size equal to 10% of the original. It stays until the end of the round.
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Sun Blessing When Ascension is triggered, the stacks fully restore their HP.
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{{{subname6}}} {{{subdesc6}}}
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Subskills
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Basic Abyssal Communion After each battle victory, the hero increases their Communion level by 1 (up to a max. of 2). At the start of each day, the Communion level is halved. Each level increases the number of friendly Schism units by 5% until the end of the battle.
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Advanced Abyssal Communion After each battle victory, the hero increases their Communion level by 1 (up to a max. of 3). At the start of each day, the Communion level is halved. Each level increases the number of friendly Schism units by 5% until the end of the battle.
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Our True Home Friendly Schism creatures deal +10% and take –10% Damage on Native Terrain.
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Comprehensible Depths The maximum of Communion level increases by 1.
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Call of the Void Enemy spells cost +1 for the level of the hero’s Communion.
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Expert Abyssal Communion After each battle victory, the hero increases their Communion level by 1 (up to a max. of 4). At the start of each day, the Communion level is halved. Each level increases the number of friendly Schism units by 5% until the end of the battle.
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Expert Abyssal Communion Grants +5 maximum Movement Points per level of Communion.
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Abyssopelagial Communion level increases by 1 per victory in battle.
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{{{subname6}}} {{{subdesc6}}}
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Subskills
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Basic Necromancy 4.0% of defeated enemies’ HP is converted into allied Undead HP after each victory. This adds new units to all existing Undead stacks and doesn’t create new ones.
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Advanced Necromancy 6.0% of defeated enemies’ HP is converted into allied Undead HP after each victory. This adds new units to all existing Undead stacks and doesn’t create new ones.
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Gravesoil Necropolis creatures deal +10% and take –10% Damage on Native Terrain.
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Soul Harvest Restores 4 mana after a battle victory.
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Lord of the Dead +2.0% to Necromancy power.
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Expert Necromancy 8.0% of defeated enemies’ HP is converted into allied Undead HP after each victory. This adds new units to all existing Undead stacks and doesn’t create new ones.
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Soul Reaper –1 to enemy Morale and Luck in battle.
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Eternal Service Grants a new ability. It restores HP to the target and can revive fallen units.
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{{{subname6}}} {{{subdesc6}}}
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Subskills
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Basic Triumvirate's Strength Once per round, the hero can activate one of the three Stances in battle. They grant bonuses to different attributes.
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Advanced Triumvirate's Strength Once per round, the hero can activate one of the three Stances in battle. They grant bonuses to different attributes.
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Underground Passages Dungeon creatures deal +10% and take –10% Damage on Native Terrain.
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Alvarian Expertise When selecting a Stance, the corresponding attribute of enemy hero partially decreases while the Stance is active.
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Opportunists +1 Initiative to friendly creatures.
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Expert Triumvirate's Strength Once per round, the hero can activate one of the three Stances in battle. They grant bonuses to different attributes.
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Jack of All Trades When selecting a Stance, the hero’s corresponding attribute increases by 1 until the end of the battle.
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Flow +1 Focus Charge, when selecting the Stance.
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