Alchemist |
10 |
Reagents |
Allows units you control to use the Quaff Healing Potion ability, which, when activated, heals the unit by 100 + 50HP per keep level. Quaff Healing Potion costs 75 crystal, recovers in 40 seconds. |
Alchemist |
10 |
Chrysopoeia |
Allows your hero to use the Chrysopoeia ability, which turns a selected buildin’s resources production into gold production. Can be disenchanted at any time by recasting it on anything |
Alchemist |
5 |
Magery |
Your hero receives no penalty when using staffs. Also has a ranged elemental attack when no weapon is equipped. |
Alchemist |
1 |
Alchemy |
Cast 1 spell of this sphere |
Alchemist |
1 |
Lore |
+4 to Maximum Mana |
Alchemist |
3 |
Ritual |
+1 to Spell Level |
Alchemist |
9 |
Metallurgy |
+15% HP regeneration for Mechanical units |
Alchemist |
15 |
Potionmaster |
Health Potions give your hero +1 Resistance for a duration of 1 minute 30 seconds, and Mana Potions give your hero +1 Ritual skill for a duration of 15 seconds |
Alchemist |
0 |
Wild Experimentation |
Spells cost 25% less mana to cast but also cost an amount of resources equal to *1.11 |
Archmage |
10 |
Sporadic Research |
Allows your hero to use the Sporadic Research ability, which, when activated, gives your hero +1 Energy (max +10 per battle) after 50 seconds of staying garrisoned and not casting spells. |
Archmage |
5 |
Magery |
Your hero receives no penalty when using staffs. Also has ranged elemental attack when no weapon is equipped. |
Archmage |
1 |
Spellshield |
+6% damage reduction from spells |
Archmage |
1 |
Leadership |
+1 Morale for all sides |
Archmage |
3 |
Lore |
+4 to Maximum Mana |
Archmage |
9 |
Marksmanship |
Increased damage of ranged weapons by +1 |
Archmage |
15 |
Longevity |
+6% to spell duration |
Archmage |
0 |
Knowledge of the Spheres |
You have all spell spheres unlocked |
Assassin |
10 |
Cloak of Shadows |
Makes you Invisible unless you make n action (cast a spell, attack or convert) or move within a range of 4 of enemy units (In which the cloak will fade for 15 secs). |
Assassin |
10 |
Anatomical Knowledge |
Increases the Assassination chance by +5%, for a total of 25%. |
Assassin |
0 |
No Ranged Skill |
Assassins do not get a ranged perk. |
Assassin |
1 |
Assassin |
20% chance for an instant kill, if target is below 40 hp |
Assassin |
1 |
Swiftness |
+1 Attack Speed |
Assassin |
3 |
Shadow Strength |
+3 To Combat Skill at Night |
Assassin |
9 |
Lethal Blow |
Increases the assassination HP threshold by +14% |
Assassin |
15 |
Evasion |
+1 Combat penalty to attacking ranged units and buildings |
Bard |
10 |
Beguiling Presence |
Your hero gets an Awe aura of strength 12 and range 7. |
Bard |
10 |
Dance of Wonders |
When your hero casts a spell, it gets +10 combat and +5 speed for a duration equal to the mana cost of the casted spell. Duration stacks. |
Bard |
1 |
Archery |
Your hero receives no penalty when using bows. Also has ranged piercing attack when no weapon is equipped. |
Bard |
1 |
Leadership |
+1 to Morale for all sides |
Bard |
1 |
Diplomacy |
+1 extra Army Setup Points and discounts retinue costs ny +4% (max 90%) |
Bard |
3 |
Wealth |
+0.14 Gold per second and start off with +25 resources. |
Bard |
9 |
Marksmanship |
Increases damage of ranged weapons by +1 |
Bard |
15 |
Divination Magic |
Cast 1 spell of this sphere |
Blightlord |
10 |
Mutagens |
Disease, Poison and Lethal Poisons your side inflicts degenerates 20% faster. |
Blightlord |
10 |
Gift of Toxicity |
Melee units you control get disease and poison strikes of strength 6. If a melee unit already had a disease or poison attack, instead, they gain +3 disease or poison strength respectively |
Blightlord |
1 |
Magery |
Your hero receives no penalty when using staffs. Also has ranged elemental attack when no weapon is equipped. |
Blightlord |
1 |
Contagion Magic |
Cast 1 spell of this sphere |
Blightlord |
1 |
Poison Magic |
Cast 1 spell of this sphere |
Blightlord |
3 |
Ritual |
+1 to Spell Level |
Blightlord |
9 |
Hex |
+7% affliction strength for hero spells |
Blightlord |
15 |
+2% affliction strength for all non-hero afflictions you control (units, buildings, spells) |
|
Chieftain |
10 |
Stampede |
Cavalry units take 25% less time to produce. |
Chieftain |
10 |
Cavalry Herald |
Your hero gets +0.33 Running skill and +0.33 Swiftness skill for each Cavalry unit within their command radius, up to a maximum of +5 Running and +5 Swiftness. |
Chieftain |
1 |
Throwing |
Your hero receives no penalty when using throwable items. Also has ranged crushing attack when no weapon is equipped. |
Chieftain |
1 |
Ferocity |
+0.50 to Combat Skill |
Chieftain |
1 |
Riding |
+2 to XP for all cavalry |
Chieftain |
3 |
Leadership |
+1 to Morale for all sides |
Chieftain |
9 |
Running |
+0.33 to Speed |
Chieftain |
15 |
Mighty Blow |
+1 damage to each melee attack |
Chronomancer |
10 |
Wave of Entropy |
+3 second cast time to enemy abilities and spells when within your command radius. |
Chronomancer |
10 |
Wave of Alacrity |
Units you produce take 10% less time to produce. |
Chronomancer |
1 |
Magery |
Your hero receives no penalty when using staffs. Also has ranged elemental attack when no weapon is equipped. |
Chronomancer |
1 |
Chronomancy |
Cast 1 spell of this sphere |
Chronomancer |
1 |
Ritual |
+1 to Spell Level |
Chronomancer |
3 |
Energy |
+1 Mana Regeneration |
Chronomancer |
9 |
Convincing |
+8% faster conversion for your hero |
Chronomancer |
15 |
Longevity |
+6% to spell duration |
Daemonologist |
10 |
Stable Conduit |
Allows your hero to use the Stable Conduit ability, which gives a non-wall building you control a HP regen aura of +1000% for summoned units |
Daemonologist |
10 |
Reality Tear |
Whenever your hero casts Summon Quaist, Summon Imp, Summon Nightmare, Soulharvest or Daemongate, a Dimensional Breach entity is summoned that has a Fear aura of strength 10 and radius 8, and has a duration equal to . |
Daemonologist |
1 |
MAgery |
Your hero receives no penalty when using staffs. Also has ranged elemental attack when no weapon is equipped. |
Daemonologist |
1 |
Summoning Magic |
Cast 1 spell of this sphere |
Daemonologist |
1 |
Ritual |
+1 to Spell Level |
Daemonologist |
3 |
Energy |
+1 Mana Regeneration |
Daemonologist |
9 |
Gate |
+1.50 to XP for all summoned units |
Daemonologist |
15 |
Occultism |
+25% to Mana regeneration for units you control and unit abilities cooldown +25% faster |
Deathknight |
10 |
Lord of the Dead |
Allows your hero to use the Lord of the Dead ability, When activated, non-Mechanical units that your hero kills are raised as Undead units on your side. Has a duration of 15 seconds and recovers in 1 minute 30 seconds. |
Deathknight |
10 |
Thirst for Power |
When your hero kills a unit, it produces an Empowering Soul on your side. Each Empowering Soul gives your hero a bonus based on the army point cost of the unit killed and have a duration of 1 minute 30 seconds. Thrill for Power has a duration of 15 seconds and recovers in 1 minute 30 seconds. |
Deathknight |
0 |
No Ranged Skill |
Deathknights do not get a ranged perk. |
Deathknight |
1 |
Ferocity |
+0.50 to Combat Skill |
Deathknight |
1 |
Cowardslayer |
+5 to Damage vs Missile Units |
Deathknight |
3 |
Necromancy |
Cast 1 spell of this sphere |
Deathknight |
9 |
Constitution |
+15 to Life Points |
Deathknight |
15 |
Leech |
Leech +0.25 times victim ASP mana from each opponent killed |
Defiler |
10 |
Gift of Plague |
Melee units you control get disease strikes of strength 9. If a melee unit already had a disease attack, instead, they gain +3 disease strength. |
Defiler |
10 |
Tainted Putrefaction |
Disease your side inflicts degenerates 40% faster. |
Defiler |
1 |
Magery |
Your hero receives no penalty when using staffs. Also has range elemental attack when no weapon is equipped. |
Defiler |
1 |
Contagion Magic |
Cast 1 spell of this sphere |
Defiler |
1 |
Ritual |
+1 to Spell Level |
Defiler |
1 |
Energy |
+1 Mana Regeneration |
Defiler |
9 |
Purulence |
+15% HP regeneration for units that can transmit Disease, Scourge, or Ghoulplague |
Defiler |
15 |
Execration |
+2% affliction strength for all non-hero afflictions you control (units, buildings, spells) |
Dragonslayer |
10 |
Dragontamer |
Dragons cost 35% less. |
Dragonslayer |
10 |
Crippling Whirlwind |
Allows your hero to use the Crippling Whirlwind ability. When activated, enemies within a radius of 4 of the hero receive damage equal to 1.5*<hero’s damage> and make a roll against Crippled with a strength of 12. Crippling Whirlwind recovers in 3 minutes. |
Dragonslayer |
1 |
Throwing |
Your hero receives no penalty when using throwable items. Also has ranged crushing attack when no weapon is equipped. |
Dragonslayer |
1 |
Sky Hunter |
+8 Damage vs. Fliers |
Dragonslayer |
1 |
Ferocity |
+0.50 to Combat Skill |
Dragonslayer |
3 |
Airmaster |
+1 to XP for all flying units |
Dragonslayer |
9 |
Wealth |
+0.14 Gold per second and start off with +25 resources |
Dragonslayer |
15 |
Sky Mastery |
+8% discount on all Dragon abilities |
Elementalist |
10 |
Antipode |
Casting a Pyromancy or Ice spell increases the next Ice or Pyromancy spell level by +10 for 15 seconds. |
Elementalist |
10 |
Elementalism |
Allows your hero to cast the Elementalism spell, which summons a Fire, Earth, Air of Water Elemental. Costs 35 mana, +0.2 units summoned per spell level. |
Elementalist |
1 |
Magery |
Your hero receives no penalty when using staffs. Also has ranged elemental attack when no weapon is equipped. |
Elementalist |
1 |
Pyromancy |
Cast 1 spell of this sphere |
Elementalist |
1 |
Ice Magic |
Cast 1 spell of this sphere |
Elementalist |
3 |
Elemental Lore |
+4 to XP for all Elementals |
Elementalist |
9 |
Geomancy |
Cast 1 spell of this sphere |
Elementalist |
15 |
Warding |
+0.5% to Armor for all your troops |
Grand Oracle |
10 |
Voice of the Gods |
Units you control within your command radius get +15 Morale |
Grand Oracle |
10 |
Wise Counsel |
Units you control within your command radius get +180%XP for each kill. |
Grand Oracle |
1 |
Magery |
Your hero receives no penalty when using staffs. Also has ranged elemental attack when no weapon is equipped. |
Grand Oracle |
1 |
Divination Magic |
Cast 1 spell of this sphere |
Grand Oracle |
1 |
Ritual |
+1 to Spell Level |
Grand Oracle |
3 |
Energy |
+1 Mana Regeneration |
Grand Oracle |
9 |
Occultism |
+25% to Mana regeneration for units you control and unit abilities cooldown +25% faster |
Grand Oracle |
15 |
Longevity |
+6% to spell duration |
Healer |
10 |
Healing Tent |
Allows your hero to use the Healing Tent ability, which, when activated, target a nearby location. A Healing Tent is summoned to the target location under your control. Healing Tents have a radius of 12 which increases HP regeneration of allied units by +500%. Healing Tent recovers in 3 minutes and if activated whilst your side controls a Healing Tent, that Healing Tent is removed (a side can only have 1 Healing Tent at a time). |
Healer |
10 |
Resuscitate |
Allows your hero to use the Resuscitate ability. When activated, a number of nearby target units you control with up to a total of 20 ASP are resurrected with 5% of their max HP and with the Crippled affliction. Resuscitate recovers in 3 minutes. |
Healer |
1 |
Magery |
Your hero receives no penalty when using staffs. Also has ranged elemental attack when no weapon is equipped. |
Healer |
1 |
Healing Magic |
Cast 1 spell of this sphere |
Healer |
1 |
Ritual |
+1 to Spell Level |
Healer |
3 |
Elcor’s Aura |
+6% healing from spells |
Healer |
9 |
Frugal Investor |
+0.74% Discount on purchases and start off with +6 resources |
Healer |
15 |
Leadership |
+1 to Morale for all sides |
High Druid |
10 |
Nature’s Plight |
Whenever your side destroys a non-wall building, an Oakman spawns at that location under your control. |
High Druid |
10 |
Wolf Companion |
Allows your hero to use the Wolf Companion ability. When activated, a Wolf spawns adjacent to your hero under your control. This Wolf has the Autonomous affliction, is set to guard your hero, takes up no army limit and has a level equal to 20+ (max 50). Wolf Companion recovers in 3 minutes. |
High Druid |
1 |
Magery |
Your hero receives no penalty when using staffs. Also has ranged elemental attack when no weapon is equipped. |
High Druid |
1 |
Nature Magic |
Cast 1 spell of this sphere |
High Druid |
1 |
Ritual |
+1 to Spell Level |
High Druid |
3 |
Energy |
+1 Mana Regeneration |
High Druid |
9 |
Calling |
+0 to number of units summoned by your hero |
High Druid |
15 |
Occultism |
+25% to Mana regeneration for units you control and unit abilities cooldown +25% faster |
High Inquisitor |
10 |
Judgement |
Whenever your hero casts a Pyromancy or Divination spell, a number of nearby target enemy units equal to ((-1)**0.2+)/13 make a roll against Blindness with a strength of 12 |
High Inquisitor |
10 |
Swords of Justice |
Your hero attacks summon one Sword that costs no AL and always guards your hero. It can only summon a fixed amount of swords based on your hero’s level. Your sword counter replenishes after a while. |
High Inquisitor |
0 |
No Ranged Skill |
High Inquisitors do not get a ranged perk. |
High Inquisitor |
1 |
Divination Magic |
Cast 1 spell of this sphere |
High Inquisitor |
1 |
WitchHunter |
+10 to Damage vs. enchanted (affected by spells) units & heroes |
High Inquisitor |
3 |
Pyromancy |
Cast 1 spell of this sphere |
High Inquisitor |
9 |
Leech |
Leech +0.25 times victim ASP mana from each opponent killed |
High Inquisitor |
15 |
Fervor |
Gives +0.50 times victim ASP HP to nearby friendly units when your hero kills a unit |
Ice Mage |
10 |
Chillcreep |
Whenever your hero casts an Ice spell, a number of nearby target enemy units equal to ((-1)*)/12 make a roll against Frostbite with a strength of 12. |
Ice Mage |
10 |
FRozen Flames |
Cold criticals caused by units on your side also inflict a burn. |
Ice Mage |
1 |
Magery |
Your hero receives no penalty when using staffs. Also has ranged elemental attack when no weapon is equipped. |
Ice Mage |
1 |
Ice Magic |
Cast 1 spell of this sphere |
Ice Mage |
1 |
Ritual |
+1 to Spell Level |
Ice Mage |
3 |
Lore |
+4 to Maximum Mana |
Ice Mage |
9 |
Gemcutting |
+0.14 Crystal per second and start off with +25 resources |
Ice Mage |
15 |
Longevity |
+6% to spell duration |
Illusionist |
10 |
Shrouding Mists |
Gives your hero an aura which decreases the View of enemies by 75% when within a radius of 30 of your hero. |
Illusionist |
10 |
Delusion |
Your hero gains a special attack effect, which chains to up to 4 targets (only the Confusion effect chains, the hero’s damage does not chain). When your hero’s attack deals damage to an enemy, if that enemy has a psychologial affliction, they automatically receive the Confusion affliction with no roll to resist. |
Illusionist |
1 |
Magery |
Your hero receives no penalty when using staffs. Also has ranged elemental attack when no weapon is equipped. |
Illusionist |
1 |
Illusion Magic |
Cast 1 spell of this sphere |
Illusionist |
1 |
Ritual |
+1 to Spell Level |
Illusionist |
3 |
Lore |
+4 to Maximum Mana |
Illusionist |
9 |
Hex |
+7% affliction strength for hero spells |
Illusionist |
15 |
Longevity |
+6% to spell duration |
Lichlord |
10 |
Aging Touch |
Your hero gets +8 melee damage and their melee attacks automatically inflict the Crippled affliction with no roll to resist and drain 10 XP. |
Lichlord |
10 |
Phylactery |
When your hero dies it is resurrected after 3 minutes with 30% of their HP. Hero Resurrection costs 50% less and takes 99% less time to research. |
Lichlord |
1 |
Magery |
Your hero receives no penalty when using staffs. Also has ranged elemental attack when no weapon is equipped. |
Lichlord |
1 |
Necromancy |
Cast 1 spell of this sphere |
Lichlord |
1 |
Chronomancy |
Cast 1 spell of this sphere |
Lichlord |
3 |
Mage King |
+2 to XP for all spellcaster units |
Lichlord |
9 |
Shadow Strength |
+3 to Combat Skill at Night |
Lichlord |
15 |
WitchHunter |
+10 to Damage vs. enchanted (affected by spells) units & heroes |
Master Paladin |
10 |
Celestial Reckoning |
Allows your hero to use the Celestial Reckoning ability. Celestial Reckoning has a cast time of 3 seconds and when activated, the hero gains +300 magic damage and crystallises kills for a duration of 15 seconds or until the hero makes an attack. Celestial Reckoning recovers in 3 minutes. |
Master Paladin |
10 |
Righteous Fury |
When your hero casts a Healing Magic spell, they get +75% attack speed for a duration equal to the . If your hero already has a Righteous Fury enchantment active and they cast a spell, that spell adds its time onto the pre-existing enchantment’s timer. |
Master Paladin |
0 |
No Ranged Skill |
Master Paladins do not get a ranged perk. |
Master Paladin |
1 |
WitchHunter |
+10 to Damage vs. enchanted (affected by spells) units & heroes |
Master Paladin |
1 |
Ferocity |
+0.50 to Combat Skill |
Master Paladin |
3 |
Healing Magic |
Cast 1 spell of this sphere |
Master Paladin |
9 |
Constitution |
+15 to Life Points |
Master Paladin |
15 |
Fervor |
Gives +0.50 times victim ASP HP to nearby friendly units when your hero kills a unit |
Merchant |
10 |
Hostile Acquisition |
Gives +5% to your trade rates and also allows your hero to use the Hostile Acquisition ability. When activated, a Shop within your command radius is converted to your side. Hostile Acquisition recovers in 3 minutes. |
Merchant |
10 |
Silvertongue |
Your hero gets the Bribery ability at spell level 18. This ability costs 100 gold to use and allows your hero to convert enemy units in your hero’s command radius to your side. The ability recovers in 3 minutes. |
Merchant |
0 |
No Ranged Skill |
Merchants do not get a ranged perk. |
Merchant |
1 |
Frugal Investor |
+0.74% Discount on purchases and start off with +6 resources |
Merchant |
1 |
Diplomacy |
+1 extra Army Setup Points and discounts retinue costs ny +4% (max 90%) |
Merchant |
3 |
Wealth |
+0.14 Gold per second and start off with +25 resources |
Merchant |
9 |
Tactician |
Units in command radius get +10% Combat and +2% Speed |
Merchant |
15 |
Gemcutting |
+0.14 Crystal per second and start off with +25 resources |
Monk |
10 |
Flurry of Blows |
Allows your hero to use the Flurry of Blows ability. When activated, your hero’s melee attacks gets +165% attack speed for a duration of 10 seconds. Flurry of Blows recovers in 3 minutes. |
Monk |
10 |
Shattering Palm |
Allows your hero to use the Shattering Palm ability. Shattering Palm has a cast time of 3 seconds, and when activated, your hero’s melee attacks inflicts the Crippled affliction and critical stun effect, neither of which can be resisted, and your hero’s melee attack gets +235 crushing damage. Shattering Palm has a duration of 15 seconds or until the hero makes a melee attack and recovers in 3 minutes. |
Monk |
1 |
Throwing |
Your hero receives no penalty when using throwable items. Also has ranged crushing attack when no weapon is equipped. |
Monk |
1 |
Swiftness |
+1 Attack Speed |
Monk |
1 |
Ferocity |
+0.50 to Combat Skill |
Monk |
3 |
Chronomancy |
Cast 1 spell of this sphere |
Monk |
9 |
Evasion |
+1 Combat penalty to attacking ranged units and buildings |
Monk |
15 |
Warding |
+0.5% to Armor for all your troops |
Monk |
0 |
Monastic Arts |
When your hero has no Body Armor equipped, they get +12 Running skill and +3 Swiftness skill. When your hero has no weapon equipped, their damage type becomes Crushing and they get +12 Ferocity skill and +3 Swiftness skill. |
Necromancer |
10 |
Evil Eye |
Allows your hero to use the EVil Eye ability. When activated, target a location within your spell radius. All enemy units & heroes within ar adius of 4 of the target location become paralyzed as if the damage dealt was 75. Evil Eye recovers in 3 minutes. |
Necromancer |
10 |
Deathmark |
When an enemy kills a unit you control within the command radius of your hero, the enemy makes a resistance check against Scourge with a strength of 11. |
Necromancer |
1 |
Magery |
Your hero receives no penalty when using staffs. Also has ranged elemental attack when no weapon is equipped. |
Necromancer |
1 |
Necromancy |
Cast 1 spell of this sphere |
Necromancer |
1 |
Ritual |
+1 to Spell Level |
Necromancer |
3 |
Energy |
+1 Mana Regeneration |
Necromancer |
9 |
Gate |
+1.50 to XP for all summoned units |
Necromancer |
15 |
Occultism |
+25% to Mana regeneration for units you control and unit abilities cooldown +25% faster |
Priest |
10 |
Blind Devotion |
Units you control within your command radius get +20 Morale and +5 Resistance when your hero is garrisoned. |
Priest |
10 |
Consecrated Ground |
Buildings you control within your command radius get +25% armour vs all damage types. |
Priest |
1 |
Magery |
Your hero receives no penalty when using staffs. Also has ranged elemental attack when no weapon is equipped. |
Priest |
1 |
Healing Magic |
Cast 1 spell of this sphere |
Priest |
1 |
Ritual |
+1 to Spell Level |
Priest |
3 |
Divination Magic |
Cast 1 spell of this sphere |
Priest |
9 |
Lore |
+4 to Maximum Mana |
Priest |
15 |
Occultism |
+25% to Mana regeneration for units you control and unit abilities cooldown +25% faster |
Pyromancer |
10 |
Burn to Ashes |
Your hero gains a critical burn aura with a radius of 6 and inflicts fire damage as if the damage dealt was 30 |
Pyromancer |
10 |
Primal Terror |
Whenever your side inflicts a critical burn on an enemy (except with the Burn to Ashes perk), they make a resistance check against Terror with a strength of 10. |
Pyromancer |
1 |
Magery |
Your hero receives no penalty when using staffs. Also has ranged elemental attack when no weapon is equipped. |
Pyromancer |
1 |
Pyromancy |
Cast 1 spell of this sphere |
Pyromancer |
1 |
Ritual |
+1 to Spell Level |
Pyromancer |
3 |
Energy |
+1 Mana Regeneration |
Pyromancer |
9 |
Smelting |
+0.14 Metal per second and start off with +25 resources |
Pyromancer |
15 |
Destruction |
+6% to spell damage |
Ranger |
10 |
Wild Allegiance |
Allows your hero to use the Wild Allegiance ability. When activated, a Lair within your ommand radius is converted to your side. Wild Allegiance recovers in 3 minutes. |
Ranger |
10 |
Camouflage |
Your hero becomes invisible in cover unless they make an attack (attack, cast spell etc.), in which case the invisibility fades for 15 seconds. |
Ranger |
1 |
Archery |
Your hero receives no penalty when using bows. Also has ranged piercing attack when no weapon is equipped. |
Ranger |
1 |
Running |
+0.33 to Speed |
Ranger |
1 |
Marksmanship |
Increases damage of ranged weapons by +1 |
Ranger |
3 |
Nature Magic |
Cast 1 spell of this sphere |
Ranger |
9 |
Winds of Nature |
+1 to the ability level of Galesinger’s Volley |
Ranger |
15 |
Bow Mastery |
+1% chance to cast Multi-Target when using a bow |
Ranger |
0 |
Woodcraft |
When your hero casts a Nature magic spell, they gain an amount of Woodcraft equal to the mana cost of the cast spell. Woodcraft can be used to cast Galesinger’s VOlley, which increases caster’s attack speed by +7.5% per level for 5 seconds. |
Rogue |
10 |
Criminal Underworld |
Allows your hero to use the Criminal Underworld ability. When activated, target a nearby building you control. That building receives an effect which reduces the cost of units and research by 75%. Criminal Underworld has a duration of 1 minute 10 seconds, costs 150 gold and recovers in 3 minutes. |
Rogue |
10 |
Immobilizing Blow |
Allows your hero to use the Immobilizing Blow ability. When activated, your hero’s melee attack inflicts the Entangled and CRippled afflictions with no chance to resist and your hero’s melee attack gets +160 damage. Immobilizing Blow has a duration of 15 seconds or until the hero makes a melee attack and recovers in 3 minutes. |
Rogue |
1 |
Archery |
Your hero receives no penalty when using bows. Also has ranged piercing attack when no weapon is equipped. |
Rogue |
1 |
Ferocity |
+0.50 to Combat Skill |
Rogue |
1 |
Pillaging |
When your hero kills a unit, you gain 3% the unit kill’s resource cost |
Rogue |
3 |
Regeneration |
+1 Life Regeneration |
Rogue |
9 |
Frugal Investor |
+0.74% Discount on purchases and start off with +6 resources |
Rogue |
15 |
Weaponmaster |
+12% item power effect |
Runemaster |
10 |
Earthshaping |
Buildings you construct are built 20% faster. |
Runemaster |
10 |
Stonemasonry |
Buildings you construct cost 10% less. |
Runemaster |
1 |
Magery |
Your hero receives no penalty when using staffs. Also has ranged elemental attack when no weapon is equipped. |
Runemaster |
1 |
Geomancy |
Cast 1 spell of this sphere |
Runemaster |
1 |
Ritual |
+1 to Spell Level |
Runemaster |
3 |
Lore |
+4 to Maximum Mana |
Runemaster |
9 |
Quarrying |
+0.14 Stone per second and start off with +25 resources |
Runemaster |
15 |
Engineer |
+3% Life Points & Damage for Buildings and +1 Build Skill for your hero |
Shaman |
10 |
Spiritual Disruption |
Allows your hero to use the Spiritual Disruption ability. When activated, target a location within your spell radius. All enemies within a radius of 5 of the target location receive the Break Spirit critical effect. Spiritual Disruption recovers in 3 minutes. |
Shaman |
10 |
Spiritual Dance |
Allows your hero to use the Spiritual Dance toggle ability. When activated, your hero can’t attack, move or use an ability/spell. Whilst activated, a Wraith is spawned adjacent to your hero every 5 seconds. Wraiths spawned this way have the Autonomous affliction, are set to guard the hero and don’t take up any AL. A maximum of 7+0.5*(-1) Wraiths can be spawned with this ability at any one time. |
Shaman |
1 |
Magery |
Your hero receives no penalty when using staffs. Also has ranged elemental attack when no weapon is equipped. |
Shaman |
1 |
Chaos Magic |
Cast 1 spell of this sphere |
Shaman |
1 |
Ritual |
+1 to Spell Level |
Shaman |
3 |
Warding |
+0.5% to Armor for all your troops |
Shaman |
9 |
Energy |
+1 Mana Regeneration |
Shaman |
15 |
Occultism |
+25% to Mana regeneration for units you control and unit abilities cooldown +25% faster |
Thief |
10 |
Steal Item |
Your hero has a 8% chance per hit that they steal a random item from an enemy hero (the item goes to your hero’s backpack). Also gives +20% chance to steal items from shops. |
Thief |
10 |
Clandestine Disguise |
Allows your hero to use the Self Invisibility ability, which is the same as the unit ability Invisibility (as seen on the Shadow), except that it has no crystal cost and recovers in 3 minutes. |
Thief |
0 |
No Ranged Skill |
Thieves do not get a ranged perk. |
Thief |
1 |
Thievery |
20% chance to steal +2 of each resource type on hit |
Thief |
1 |
Ferocity |
+0.50 to Combat Skill |
Thief |
3 |
Running |
+0.33 to Speed |
Thief |
9 |
Insurgence |
Buildings you control are +8% harder for enemies to convert |
Thief |
15 |
Convincing |
+8% faster conversion for your hero |
Tinker |
10 |
Frenzied Mechanic |
Allows your hero to use the Frenzied Mechanic ability. When activated, the hero receives a timer of 30 seconds. When the timer has been completed, the Stone Golem, Bronze Golem, and Create War Machine spells cost 35 less Mana to cast and get +4 to spell levels. This ability can only be activated if garrisoned, and is cancelled if the hero un-garrisons or casts a spell. Frenzied Mechanic recovers in 3 minutes. |
Tinker |
10 |
Experimental Mechanisms |
Buildings you control within your command radius get +15 Morale. |
Tinker |
0 |
No Ranged Skill |
Tinkers do not get a ranged perk. |
Tinker |
1 |
Engineer |
+3% Life Points & Damage for Buildings and +1 Build Skill for your hero |
Tinker |
1 |
Metallurgy |
+15% HP regeneration for Mechanical units |
Tinker |
3 |
Quarrying |
+0.14 Stone per second and start off with +25 resources |
Tinker |
9 |
Alchemy |
Cast 1 spell of this sphere |
Tinker |
15 |
Smelting |
+0.14 Metal per second and start off with +25 resources |
Venomancer |
10 |
Tainted Miasma |
Poison your side inflicts degenerates 40% faster. |
Venomancer |
10 |
Gift of Venom |
Melee units you control get poison strikes of strength 9. If a melee unit already had a poison attack, instead, they gain +3 poison strength. |
Venomancer |
1 |
Magery |
Your hero receives no penalty when using staffs. Also has ranged elemental attack when no weapon is equipped. |
Venomancer |
1 |
Poison Magic |
Cast 1 spell of this sphere |
Venomancer |
1 |
Ritual |
+1 to Spell Level |
Venomancer |
3 |
Energy |
+1 Mana Regeneration |
Venomancer |
9 |
Coil |
+1 Morale and +3% Speed for units with Poison or Lethal Poison (does not apply to gains via spells or perks) |
Venomancer |
15 |
Execration |
+2% affliction strength for all non-hero afflictions you control (units, buildings, spells) |
Warlock |
10 |
Death’s Edge |
If your hero has less than 66% of its total HP, it gets +50% Damage. If it has less than 33% of its total HP, instead, it gets +250% Damage. |
Warlock |
10 |
Dark Ritual |
All Summoning and Chaos spells, except Circle of Power, are affected by your Circle Power, instead of just unit-summoning spells. |
Warlock |
0 |
No Ranged Skill |
Warlocks do not get a ranged perk. |
Warlock |
1 |
Summoning Magic |
Cast 1 spell of this sphere |
Warlock |
1 |
Lore |
+4 to Maximum Mana |
Warlock |
3 |
Chaos Magic |
Cast 1 spell of this sphere |
Warlock |
9 |
Regeneration |
+1 Life Regeneration |
Warlock |
15 |
Constitution |
+15 to Life Points |
Warlock |
0 |
Bloodrite |
Spells cost +3.75*their Mana cost in HP. When the Warlock reaches Max Mana, their Mana is removed and they are healed twice the amount of Mana removed. Cannot be healed by spells/abilities. |
Warrior |
10 |
Master of Arms |
Your hero gains splash attack which deal 20% of its Damage to neighbouring cells to the left and right of the target. |
Warrior |
10 |
Berserk Rage |
Allows your hero to use the Berserk Rage ability. When activated, your hero gets +140% Damage and +100% attack speed for a duration of 10 seconds. Berserk Rage recovers in 3 minutes. |
Warrior |
0 |
No Ranged Skill |
Warriors do not get a ranged perk. |
Warrior |
1 |
Ferocity |
+0.50 to Combat Skill |
Warrior |
1 |
Constitution |
+15 to Life Points |
Warrior |
3 |
Regeneration |
+1 Life Regeneration |
Warrior |
9 |
Weaponmaster |
+12% item power effect |
Warrior |
15 |
Mighty Blow |
+1 damage to each melee attack |