User:76561198053832488/Sandbox

From Heroes of Might and Magic: Olden Era Official Wiki
Revision as of 14:30, 27 October 2025 by Damiancio (talk | contribs) (Synnergy links inside the tabber)

Working Link to the skills in tabs in same page, will scroll to it without script, also needs custom name else # symbol will show

[[#Anchor_Name | Anchor Name]]

[[#Summon_Avatar | Summon Avatar]]


Summon Avatar

Necromancy

Luck


Syntax template for the link into the tab from any page.

[[PageName#tabber-TabName|Tab Name]]


Syntax template for the link into skill inside tabber from any page. Link to general anchors do not scroll to anchor so instead we have to wrap content in and element with name of anchor for example <div id="Offence"> Skill table.... </div> Workaround to avoid use of custom script

[[PageName#Anchor_Name]]

[[User:76561198053832488/Sandbox#Triumvirate's_Strength | Triumvirate's Strength]]

Triumvirate's Strength


Skill Subskills
Basic Offence
Friendly units deal 10% more damage with basic attacks.
Advanced Offence
Friendly units deal 15% more damage with basic attacks.
Battle Arts
Friendly units' abilities deal +50% damage.
Archery
Friendly units' ranged and long reach attacks deal +15% damage.
Battle March
Friendly units generate +1 focus point when they attack.
Expert Offence
Friendly units deal 20% more damage with basic attacks.
Shadow Blades
Friendly units deal +1 damage. Doubled if the Hero knows Nightshade Magic.
Unstoppable Force
Friendly creatures ignore 10% of the target's defense when dealing normal damage, including abilities.
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Skill Subskills
Basic Defence
Friendly units take 10% less damage from basic attacks.
Advanced Defence
Friendly units take 15% less damage from basic attacks.
Shields and Shells
Friendly units take -25% damage from counter attacks.
Cover
Friendly creatures take -20% damage from ranged and long reach attacks.
Hymn to Martyrs
Friendly units generate +1 focus point when they take damage.
Expert Defence
Friendly units take 20% less damage from basic attacks.
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.
Firmness
Friendly creatures ignore 10% of the attacker's attack when taking normal damage, including abilities.
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Skill Subskills
Basic Battlecraft
When a friendly unit waits in battle, it gains 20% attack. When a friendly unit skips its turn, it gains 20% defense.
Advanced Battlecraft
When a friendly unit waits in battle, it gains 30% attack. When a friendly unit skips its turn, it gains 30% defense.
Melee Mastery
Friendly units deal +10% and take -10% melee damage.
Ranged Mastery
Friendly units deal +10% and take -10% ranged and long reach damage.
Overwatch
When a friendly unit waits in combat, they gain Overwatch, counterattacking any enemy unit that moves within melee range.
Expert Battlecraft
When a friendly unit waits in battle, it gains 40% attack. When a friendly unit skips its turn, it gains 40% defense.
Battle Focus
Generates +1 focus charge at the start of each round.
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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Skill Subskills
Basic Leadership
Morale increases by 1.
Advanced Leadership
Morale increases by 2.
Resolve
Friendly units' chance to take an additional turn increases by 1% for each point of morale. Doubled if the Hero knows Battlecraft.
Hero of Legends
Enemy morale is reduced by 1 in battle.
Ups and Downs
Whenever a friendly unit triggers negative moral, its morale is increased by 5 until the end of the next round.
Expert Leadership
Morale increases by 3.
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.
March!
Friendly creatures’ Initiative increases by 1.
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Skill Subskills
Basic Luck
Increases luck by 1.
Advanced Luck
Increases luck by 2.
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.
Always Heads
The Hero gains 25% gold and resources from piles on the map. Doubled if the Hero knows Economy.
Mearea's Chosen
Enemy luck reduced by 1 in battle.
Expert Luck
Increases luck by 3.
Expert Luck
When a friendly unit hits with a luck strike, enemies do not counter attack.
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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Skill Subskills
Basic Resistance
Friendly creatures take –10% Magic Damage.
Advanced Resistance
Friendly creatures take –20% Magic Damage.
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%.
Resilience
Friendly creatures take –10% Magic Damage.
Fast Metabolism
All negative effects on friendly creatures last for 2 fewer rounds (no less than 2).
Expert Resistance
Friendly creatures take –30% Magic Damage.
Hindrance Aura
During the battle, enemy loses 1 Focus Charge(s) at the beginning of each round.
Magic Suppression
Grants a new ability. It kills the target summoned creature or all temporary units in a chosen stack.
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Skill Subskills
Basic Siegecraft
The catapult deals +50 Damage.
Advanced Siegecraft
The catapult deals +100 Damage.
Relentless Assault
+1 Speed and Initiative to friendly creatures during a siege.
Forward Observers
Ranged Damage of friendly creatures is not reduced by walls during a siege.
Barrage
Grants a unique siege ability. It allows to attack a hex and all adjacent hexes once per round.
Expert Siegecraft
The catapult deals +150 Damage.
Phalanx
Defender’s towers deal –50% Damage to the friendly creatures during a siege.
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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Skill Subskills
Basic Tactics
You can rearrange creatures before the start of battle within a 2-lines area.
Advanced Tactics
You can rearrange creatures before the start of battle within a 3-lines area.
One for All
Friendly creatures gain +3 Attack for each adjacent enemy.
Easy Prey
Whenever an enemy waits, friendly creatures gain +2 Initiative until the end of round. Does not stack.
Energizing Mana
+1 Focus Charge each time your enemy uses a spell.
Expert Tactics
You can rearrange creatures before the start of battle within a 4-lines area.
All for One
Friendly creatures gain +3 Defence for each adjacent ally. Doubled if the hero knows Defence.
Riposte Mastery
Whenever a friendly creature kills an enemy with a counterattack, their counterattacks are refreshed.
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Skill Subskills
Basic Recruitment
All cities gain +4 growth to Tier 1 units.
Advanced Recruitment
All cities gain +2 growth to Tier 2 units.
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%.
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.
Veterans
Tier 4 units growth in your cities increase by 1.
Expert Recruitment
All cities gain +1 growth to Tier 3 units.
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.
Strenuous Training
Friendly creatures’ HP increases by 2.
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Skill Subskills
Basic Summon Avatar
Grants a unique battle spell. It summons an Avatar that scales with the hero’s Spell Power and Knowledge.
Advanced Summon Avatar
Grants a unique battle spell. It summons an Avatar that scales more strongly with the hero’s Spell Power and Knowledge.
Avatar of Fury
Avatar’s Attack increases by 25% of its hero’s Spell Power. Doubled if the hero knows Leadership.
Avatar of Toughness
Avatar’s Defence increases by 25% of its hero’s Knowledge. Doubled if the hero knows Defence.
Avatar of Celerity
Avatar’s Speed and Initiative increase by 2. Doubled if the hero knows Insight.
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.
Reality Wardens
Friendly creatures deal +100% Damage to summoned enemy creatures.
Their Name is Legion
Friendly creature abilities summon +50% creatures.
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Skill Subskills
Basic Intelligence
The hero can learn up to tier‑3 spells without needing to learn the corresponding Magic School.
Advanced Intelligence
The hero can learn up to tier‑4 spells without needing to learn the corresponding Magic School.
Genius
The hero immediately levels up again.
Astrology
The hero begins learning Neutral magic at lower levels.
Eagle Eye
At the start of battle, learn all spells the enemy knows that the hero is capable of learning.
Expert Intelligence
The hero can learn up to tier‑5 spells without needing to learn the corresponding Magic School.
Rhythmic Cadence
+25% maximum mana. This bonus is doubled if the hero knows Sorcery.
Rite of Magic
Grants a new global map spell. It allows the hero to convert all Movement Points into mana.
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Skill Subskills
Basic Battle Magic
Friendly creatures’ Attack and Defence increase by 10% of their hero’s Spell Power and Knowledge.
Advanced Battle Magic
Friendly creatures’ Attack and Defence increase by 20% of their hero’s Spell Power and Knowledge.
Aura of Destruction
Every time the hero uses a spell in a battle, their Attack increases by 2 until the end of that battle.
Aura of Protection
Every time the hero uses a spell in a battle, their Defence increases by 2 until the end of that battle.
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.
Expert Battle Magic
Friendly creatures’ Attack and Defence increase by 30% of their hero’s Spell Power and Knowledge.
Battle Mage’s Authority
Friendly creatures’ Attack increases by 20% of their hero’s Spell Power. Doubled if the hero knows Sorcery.
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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Skill Subskills
Basic Sorcery
+10% Magic Damage.
Advanced Sorcery
+20% Magic Damage.
Sticky Magic
Effects applied by the hero last 1 round(s) more. This bonus is doubled if the hero knows Intelligence.
Magic Arrow
Grants a new battle spell. It deals Magic Damage to 1 target and costs no mana.
Raw Energy
+10% more Magic Damage. This bonus is doubled if the hero knows Offence.
Expert Sorcery
+30% Magic Damage.
Piercing Spells
Offensive spells ignore 15% of target’s magic resistance.
High Mage
All your Magic School spells gain 1 lvl.
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Skill Subskills
Basic Thaumaturgy
Allows the hero to use the Spellbook one more time per battle round. Spells cost +300% mana after each use.
Advanced Thaumaturgy
Allows the hero to use the Spellbook one more time per battle round. Spells cost +200% mana after each use.
Antimage
Enemy’s spells cost +4 mana.
Vast Soul
+10% mana restored daily.
Archmage
All your Magic School spells gain 1 lvl.
Expert Thaumaturgy
Allows the hero to use the Spellbook one more time per battle round. Spells cost +100% mana after each use.
Practical Incantations
Heroic Strike deals +20 Damage.
Ancient Scrolls
Adds all tier‑1 spells to your Spellbook.
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Skill Subskills
Basic Arcane Magic
The hero can learn tier‑3 Arcane spells.
Advanced Arcane Magic
The hero can learn tier‑4 Arcane spells. Arcane spells cost –3 mana.
Scholar Synergy: Doreath
+4 Spell Power when casting Arcane spells. An additional +1 for each other Magic School known.
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 to all enemy Arcane spells.
Expert Arcane Magic
The hero can learn tier‑5 Arcane spells. Arcane spells cost –3 mana and gain +1 level(s).
Arcane Teachings
+1 level to all Arcane spells.
Mana Flex
Spells cost –2 mana.
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Skill Subskills
Basic Daylight Magic
The hero can learn tier‑3 Daylight spells.
Advanced Daylight Magic
The hero can learn tier‑4 Daylight spells. Daylight spells cost –3 mana.
Scholar Synergy: Arina
+4 Spell Power while casting Daylight spells. An additional +1 for each other Magic School known.
Luminous Focus
+1 Focus Charge at the start of a battle.
Brightest Sun
–1 level(s) to all enemy Daylight spells.
Expert Daylight Magic
The hero can learn tier‑5 Daylight spells. Daylight spells cost –3 mana and gain +1 level(s).
Daylight Teachings
Instantly adds all Daylight spells learned in the Observatory to your Spellbook, without needing to visit a Mage Guild.
Speed of Light
+10 Movement Points. This bonus is doubled if the hero knows Logistics.
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Skill Subskills
Basic Nightshade Magic
The hero can learn tier‑3 Nightshade spells.
Advanced Nightshade Magic
The hero can learn tier‑4 Nightshade spells. Nightshade spells cost –3 mana.
Scholar Synergy: Naira
+4 Spell Power when casting Nightshade spells. An additional +1 for each other Magic School known.
Disguise
Enemies can’t see detailed information about your army. When viewed, it shows random numbers of random creatures of you faction.
Darkest Night
–1 level to all enemy Nightshade spells.
Expert Nightshade Magic
The hero can learn tier‑5 Nightshade spells. Nightshade spells cost –3 mana and gain +1 level(s).
Nightshade Teachings
+1 level to all Nightshade spells.
Hour of the Wolf
–15% Attack and Defence to enemy creatures. This bonus is doubled if the hero knows Resistance.
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Skill Subskills
Basic Primal Magic
The hero can learn tier‑3 Primal spells.
Advanced Primal Magic
The hero can learn tier‑4 Primal spells. Primal spells cost –3 mana.
Scholar Synergy: Hksmilla
+4 Spell Power when casting Primal spells. An additional +1 for each other Magic School known.
Primal Force
Negative and positive effects used by the hero and friendly creatures last 1 additional round(s).
Sharpest Teeth
–1 level to all enemy Primal spells.
Expert Primal Magic
The hero can learn tier‑5 Primal spells. Primal spells cost –3 mana and gain +1 level(s)
Primal Teachings
+1 level to all 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.
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Skill Subskills
Basic Diplomacy
Allows you to sometimes recruit neutral armies for Gold instead of fighting them.
Advanced Diplomacy
Allows you to sometimes recruit neutral armies for Gold instead of fighting them. +25% Persuasion Power in Diplomacy.
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.
Eloquence
–75% to the cost of surrender.
Folk Hero
+50% Persuasion Power in Diplomacy with squads from the hero’s faction on the global map.
Expert Diplomacy
Allows you to sometimes recruit neutral armies for Gold instead of fighting them. +50% Persuasion Power in Diplomacy.
Art of the Deal
Squads on the global map take –15% Gold to join. This bonus is doubled if the hero knows Economy.
Vagrant Army
Neutral creatures gain +100% of the hero’s Attack and Defence as a bonus when in their army.
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Skill Subskills
Basic Logistics
+10% Movement Points on the global map.
Advanced Logistics
+15% Movement Points on the global map.
Secret Passages
Terrain penalty reduces by 50%.
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.
Leaps and Bounds
The hero restores 10 Movement Point(s) after each victory in battle.
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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Skill Subskills
Basic Scouting
+1 to sight radius.
Advanced Scouting
+2 to sight radius.
Long‑Sight
Sight radius increases by 1. Doubled if you know Luck.
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.
Pathfinding
–50% terrain penalty.
Expert Scouting
+3 to sight radius.
Visions
Shows the exact army composition of any enemy within 33 square(s) of the hero.
Reconnaissance
Removes the fog of war within 22 square(s) of the hero every morning.
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Skill Subskills
Basic Insight
+20% XP.
Advanced Insight
+30% XP.
Enlightenment
+10% more XP.
Civic Innovation
The hero gains +100% Law points. This bonus is doubled if the hero knows Leadership.
Sagacity
Shows the intentions of all neutral squads within 27 square(s) of the hero.
Expert Insight
+40% XP.
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.
Endless Charisma
+1 Attack, Defence, Spell Power, and Knowledge. This bonus is doubled if the hero knows Tactics.
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Skill Subskills
Basic Economy
+500 Gold daily.
Advanced Economy
+1000 Gold daily.
Tax Collector
+500 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
+1500 Gold daily.
Experimenter
+5 Alchemical Dust daily. This bonus is doubled if the hero knows Insight.
Merchant
The hero counts as an additional Marketplace when calculating trading prices.
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Notes:

Skill Subskills
Basic Ascension
Each time a friendly stack dies, all remaining friendly creatures’ HP increases by 10% until the end of the next round.
Advanced Ascension
Each time a friendly stack dies, all remaining friendly creatures’ HP increases by 20% until the end of the next round.
Fields of Serenity
Temple creatures deal +10% and take –10% Damage on Native Terrain.
Vengeance
While Ascension is active, friendly creatures deal +10% Damage. This effect is stackable.
Purging Touch
Grants a new ability. It removes all negative effects from the target.
Expert Ascension
Each time a friendly stack dies, all remaining friendly creatures’ HP increases by 30% until the end of the next round.
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.
Sun Blessing
When Ascension is triggered, the stacks fully restore their HP.
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Skill Subskills
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.
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.
Our True Home
Friendly Schism creatures deal +10% and take –10% Damage on Native Terrain.
Comprehensible Depths
The maximum of Communion level increases by 1.
Call of the Void
Enemy spells cost +1 for the level of the hero’s Communion.
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.
Expert Abyssal Communion
Grants +5 maximum Movement Points per level of Communion.
Abyssopelagial
Communion level increases by 1 per victory in battle.
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Skill Subskills
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.
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.
Gravesoil
Necropolis creatures deal +10% and take –10% Damage on Native Terrain.
Soul Harvest
Restores 4 mana after a battle victory.
Lord of the Dead
+2.0% to Necromancy power.
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.
Soul Reaper
–1 to enemy Morale and Luck in battle.
Eternal Service
Grants a new ability. It restores HP to the target and can revive fallen units.
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Skill Subskills
Basic Triumvirate's Strength
Once per round, the hero can activate one of the three Stances in battle. They grant bonuses to different attributes.
Advanced Triumvirate's Strength
Once per round, the hero can activate one of the three Stances in battle. They grant bonuses to different attributes.
Underground Passages
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.
Opportunists
+1 Initiative to friendly creatures.
Expert Triumvirate's Strength
Once per round, the hero can activate one of the three Stances in battle. They grant bonuses to different attributes.
Jack of All Trades
When selecting a Stance, the hero’s corresponding attribute increases by 1 until the end of the battle.
Flow
+1 Focus Charge, when selecting the Stance.
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