Secondary Skills:
Picture
Name
Description
Basic
Advanced
Expert
Air Magic
*Increases the effects of Air Magic-spells.
*Air Magic-spells are cast on Basic level.
*Air Magic-spells are cast on Advanced level.
*Air Magic-spells are cast on Expert level.
Archery
*Increases the damage done by the hero's ranged attackers.
*Damage +10%.
*Damage +25%.
*Damage +50%.
Armorer
*Decreases the damage done to the hero's creatures.
*Damage - 10%.
*Damage - 20%.
*Damage - 30%.
Artillery
*Gives the hero manual control over the ballista and increases the number of shots per round to 2.
*Gives the hero manual control over the arrow towers during siege combat.
*50% chance to deal double damage.
*75% chance to deal double damage.
*All shots do double damage.
Ballistics
*Gives the hero manual control over the catapult.
*60% chance to hit the targeted wall.
*50% chance to deal maximum damage.
*Same as Basic, but the catapult fires 2 shots now.
*75% chance to hit the targeted wall.
*the catapult fires 2 shots with maximum damage.
Diplomacy
*Increases the chance that wandering creatures offer to join you.
*Reduces the cost of surrendering.
*25% chance that weaker groups of wandering creatures offer to join your army.
*Reduces the cost of surrendering by 20%.
*50% chance that weaker groups of wandering creatures offer to join your army.
*Reduces the cost of surrendering by 40%.
*Weaker groups of wandering creatures always offer to join your army.
*Reduces the cost of surrendering by 60%.
Eagle Eye
*The hero gains the ability to learn spells cast by opponents during combat.
*40% chance to learn level 2 spells or below.
*50% chance to learn level 3 spells or below.
*60% chance to learn level 4 spells or below.
Earth Magic
*Increases the effects of Earth Magic-spells.
*Earth Magic-spells are cast on Basic level.
*Earth Magic-spells are cast on Advanced level.
*Earth Magic-spells are cast on Expert level.
Estates
*The hero produces an amount of gold.
*125 gold/day.
*250 gold/day.
*500 gold/day.
Fire Magic
*Increases the effects of Fire Magic-spells.
*Fire Magic-spells are cast on Basic level.
*Fire Magic-spells are cast on Advanced level.
*Fire Magic-spells are cast on Expert level.
First Aid
*Gives the hero manual control over the first aid tent.
*Heals a maximum of 50 healthpoints.
*Heals a maximum of 75 healthpoints.
*Heals a maximum of 100 healthpoints.
Intelligence
*The maximum number of the hero's spellpoints is increased.
*Spellpoints increased by 25%.
*Spellpoints increased by 50%.
*Spellpoints are doubled.
Leadership
*The Morale of the hero's troops is increased. (does not work for the Necromancer and Death Knight hero-types
*Morale +1.
*Morale +2.
*Morale +3.
Learning
*Increases the amount of experience the hero gains.
*Gained experience +5%.
*Gained experience +10%.
*Gained experience +15%.
Logistics
*The hero's movement over land increases.
*Movement +10%.
*Movement +20%.
*Movement +30%.
Luck
*The Luck of the hero's troops is increased.
*Luck +1.
*Luck +2.
*Luck +3.
Mysticism
*The hero's spellpoints are restored faster.
*2 spellpoints restored per day.
*3 spellpoints restored per day.
*4 spellpoints restored per day.
Navigation
*The hero's movement over water increases.
*Movement +50%.
*Movement +100%.
*Movement +150%.
Necromancy
*After a successful battle, a part of the slain enemy creatures return as skeletons to serve in the hero's army.
*10% of the slain enemies are returned as skeletons.
*20% of the slain enemies are returned as skeletons.
*30% of the slain enemies are returned as skeletons.
Offense
*Increases the damage done by the hero's creatures.
*Damage +10%.
*Damage +20%.
*Damage +30%.
Pathfinding
*Decreases the movement penalty for rough terrain.
*Eliminates the 125% penalty for rough.
*Reduces the 150% penalty for sand and snow to 125%.
*Reduces the 175% penalty for swamp to 150%.
*Same as Basic, but the penalty for sand and snow is eliminated.
*The penalty for swamp terrain is reduced to 125%.
*All movement penalties are eliminated.
Resistance
*Cancels spells cast by an opponent on the hero's creatures.
*5% chance to prevent an enemy spell from working.
*10% chance to prevent an enemy spell from working.
*20% chance to prevent an enemy spell from working.
Scholar
*Enables the hero to learn and exchange spells with allied heroes.
*Level 2 spells or below.
*Level 3 spells or below.
*Level 4 spells or below.
Scouting
*Increases the hero's visual range.
*Visual range increased by 1 hex.
*Visual range increased by 2 hexes.
*Visual range increased by 3 hexes.
Sorcery
*Increases the damage done by the hero's offensive spells.
*Damage +5%.
*Damage +10%.
*Damage +15%.
Tactics
*Allows the hero to position his/her troops on the battlefield before the fight begins.
*The hero's creatures may be moved within an amount of hexes equal to 2 x the hero's Tactics level - the opponent's Tactics level.
*Tactics level 1.
*Tactics level 2.
*Tactics level 3.
Water Magic
*Increases the effects of Water Magic-spells.
*Water Magic-spells are cast on Basic level.
*Water Magic-spells are cast on Advanced level.
*Water Magic-spells are cast on Expert level.
Wisdom
*Allows the hero to learn higher level spells.
*Spells of level 3 or below can be learned.
*Spells of level 4 or below can be learned.
*All spells can be learned.