When your hero levels up, you can choose from three options to learn a new main skill or upgrade a main skill.
Hero subclass related,Screenshot at the bottom of the page.
When your hero learns an advanced main skill, he will also get a sub-skill of the main skill for free. Choose one of the first three of the five sub-skills
.
When your hero learns an expert main skill, he will also get a sub-skill of the main skill for free. Choose one of the last two of the five sub-skills.
Ascension
Main
Ascension
Temple
Bas.: Each time a friendly stack dies, all remaining friendly units' HP increases by 10% until the end of the next round.
Adv.: Each time a friendly stack dies, all remaining friendly units' HP increases by 20% until the end of the next round.
Exp.: Each time a friendly stack dies, all remaining friendly units' HP increases by 30% until the end of the next round.
Adv.Sub
Fields of Serenity
Temple units deal +10% and receive -10% Damage on native terrain.
Adv.Sub
Vengeance
While Ascension is active, friendly units deal + 10% Damage. This effect is stackable.
Adv.Sub
Purging Touch
Grants a new ability that removes all negative effects from the target.
Exp.Sub
Mirage
Friendly units ascend upon death. On the hex of their death, a basic copy of the stack appears, with a size equal to 25% of the original. It stays until the end of the round.
Exp.Sub
Sun Blessing
When Ascension is triggered, the stacks fully restore their HP.
Necromancy
Main
Necromancy
Necropolis
Bas.: 4% 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.
Adv.: 6% 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.
Exp.: 8% 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.
it evenly distributes between each unique stack at the end of the fight. 1 stack (not all 6) of skeletons and 1 stack of dk will get 50% hp. or if all skeletons die, dk gets 100% health
the amount of HP of the enemy units you defeat gets distributed evenly to your army. Not entirely to 1 stack, or the full amount of hp TO ALL STACKS
so it does apply to UNIQUE stacks only, even if you have 7x skeletons, only the highest number stacks gain units
upgrade units are different stacks and will be counted.
insufficient HP is destroyed, and you don't get an extra unit
Excess health is not distributed to other squads now, but this is a debated point
Adv.Sub
Adv.Sub
Adv.Sub
Exp.Sub
Exp.Sub
Sylvan Faction Skill
Main
Name
Sylvan
Bas.: 1111
Adv.: 2222
Exp.: 3333
Adv.Sub
Name
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Adv.Sub
Name
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Adv.Sub
Name
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Exp.Sub
Name
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Exp.Sub
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Triumvirate’s Strength
Main
Triumvirate’s Strength
Dungeon
Once per round, the hero can activate one of the three Expert Stances in battle. They grant bonuses to different attributes.
Minotaur Stance: Increases the hero's Attack. Only one Expert Stance can be active at a time.
Elf Stance: Increases the hero's Defence. Only one Expert Stance can be active at a time.
Dragon Stance: Increases the hero's Spell Power. Only one Expert Stance can be active at a time.
Adv.Sub
Underground Passages
Dungeon units deal + 10% and receive -10% Damage on native terrain.
Adv.Sub
Alvarian Steel Dance
When selecting an Expert Stance, the hero's corresponding attribute increases by +1 until the end of battle.
Adv.Sub
Opportunists
+1 Initiative to allied units.
Exp.Sub
Jack of All Trades
Expert Stances now grant +3 of the corresponding attribute.
Exp.Sub
Flow
+1 Focus Charge, when selecting the Stance.
Summon Swarm
Main
Summon Swarm
Hive
Bas.: Lays a clutch of eggs on the battlefield. At the start of the next round, it spawns a stack of Fire Larvae. This stack has 8% HP of all Hive units in the hero’s army.
Adv.: Lays a clutch of eggs on the battlefield. At the start of the next round, it spawns a stack of Fire Larvae. This stack has 12% HP of all Hive units in the hero’s army.
Exp.: Lays a clutch of eggs on the battlefield. At the start of the next round, it spawns a stack of Fire Larvae. This stack has 16% HP of all Hive units in the hero’s army.
Adv.Sub
Warmth of the Nest
Hive units deal +10% and receive -10% Damage on native terrain.
Adv.Sub
Thy Children
+1 Fire Larva spawned for every hero level.
Adv.Sub
Hive Power
+1 Luck.
Exp.Sub
Ravage
Fire Larvae deal +4 Damage.
Exp.Sub
Hardened Shells
The clutch withstand +1 hit(s).
Secret Faction
Main
Name
???
Bas.: 1111
Adv.: 2222
Exp.: 3333
Adv.Sub
Name
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Adv.Sub
Name
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Adv.Sub
Name
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Exp.Sub
Name
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Exp.Sub
Name
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Logistics
Main
Logistics
Bas.: +10% movement on the global map.
Adv.:
Exp.:
Adv.Sub
Adv.Sub
Adv.Sub
Exp.Sub
Exp.Sub
Insight
Main
Name
Bas.: 1111
Adv.: 2222
Exp.: 3333
Adv.Sub
Name
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Adv.Sub
Name
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Adv.Sub
Name
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Exp.Sub
Name
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Exp.Sub
Name
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Diplomacy
Main
Name
Bas.: 1111
Adv.: 2222
Exp.: 3333
Adv.Sub
Name
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Adv.Sub
Name
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Adv.Sub
Name
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Exp.Sub
Name
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Exp.Sub
Name
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Golden Touch
Main
Name
Bas.: 1111
Adv.: 2222
Exp.: 3333
Adv.Sub
Name
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Adv.Sub
Name
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Adv.Sub
Name
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Exp.Sub
Name
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Exp.Sub
Name
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Name
Main
Name
Bas.: 1111
Adv.: 2222
Exp.: 3333
Adv.Sub
Name
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Adv.Sub
Name
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Adv.Sub
Name
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Exp.Sub
Name
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Exp.Sub
Name
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Name
Main
Name
Bas.: 1111
Adv.: 2222
Exp.: 3333
Adv.Sub
Name
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Adv.Sub
Name
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Adv.Sub
Name
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Exp.Sub
Name
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Exp.Sub
Name
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Name
Main
Name
Bas.: 1111
Adv.: 2222
Exp.: 3333
Adv.Sub
Name
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Adv.Sub
Name
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Adv.Sub
Name
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Exp.Sub
Name
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Exp.Sub
Name
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Name
Main
Name
Bas.: 1111
Adv.: 2222
Exp.: 3333
Adv.Sub
Name
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Adv.Sub
Name
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Adv.Sub
Name
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Exp.Sub
Name
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Exp.Sub
Name
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Daylight Magic
Main
Daylight Magic
Bas.: The hero can learn tier 3 Daylight Magic.
Adv.: The hero can learn tier 4 Daylight Magic.
Exp.: The hero can learn tier 5 Daylight Magic.
Adv.Sub
Daylight Teachings
Instantly adds to your Spellbook Daylight Spells learnt in the Observatory, without visiting Magic Guild.
Adv.Sub
Guiding Light
+1 Focus Charge at the start of a battle.
Adv.Sub
Brightest Sun
+1 level to all Daylight spells.
Exp.Sub
Scholar Synergy: Arina
+4 Spell Power when casting Daylight spells. +1 more for each other school of magic learned.
Exp.Sub
Speed of Light
+10 Movement points. Doubled if the hero knows Logistics.
Nightshade Magic
Main
Nightshade Magic
Bas.: The hero can learn tier 3 Nightshade Magic.
Adv.: The hero can learn tier 4 Nightshade Magic.
Exp.: The hero can learn tier 5 Nightshade Magic.
Adv.Sub
Nightshade Teachings
Instantly adds to your Spellbook Nightshade Spells learnt in the Observatory, without visiting Magic Guild.
Adv.Sub
Disguise
Enemies can't see detailed information about your army, (When viewed, it shows random numbers of random units.)
Adv.Sub
Darkest Night
+1 level to all Nightshade spells.
Exp.Sub
Scholar Synergy: Naira
+4 Spell Power when casting Nightshade spells, +1 more for each other school of magic learned.
Exp.Sub
Hour of the Wolf
-15% Attack and Defence to enemy units. The bonus is doubled if the hero knows Resistance.
Arcane Magic
Main
Arcane Magic
Bas.: The hero can learn tier 3 Arcane Magic.
Adv.: The hero can learn tier 4 Arcane Magic.
Exp.: The hero can learn tier 5 Arcane Magic.
Adv.Sub
Arcane Teachings
Instantly adds to your Spellbook Arcane Spells learnt in the Observatory, without visiting Magic Guild.
Adv.Sub
All Life Is Endless
+30% healing and revival from allied unit abilities and hero spells in battle. The bonus is doubled if the hero knows Summon Avatar.
Adv.Sub
Purest Thought
+1 level to all Arcane spells.
Exp.Sub
Scholar Synergy: Doreath
+4 Spell Power when casting Arcane spells. +1 more for each other school of magic learned.
Exp.Sub
Mana Flex
Using Spells cost -2 Mana.
Primal Magic
Main
Primal Magic
Bas.: The hero can learn tier 3 Primal Magic.
Adv.: The hero can learn tier 4 Primal Magic.
Exp.: The hero can learn tier 5 Primal Magic.
Adv.Sub
Primal Teachings
Instantly adds to your Spellbook Primal Spells learnt in the Observatory, without visiting Magic Guild.
Adv.Sub
Primal Force
Negative and positive effects used by your hero and friendly units last 1 additional round(s).
Adv.Sub
Sharpest Teeth
+l level to all Primal spells.
Exp.Sub
Scholar Synergy: Hksmilla
+4 Spell Power when casting Primal spells, +1 more for each other school of magic learned.
Exp.Sub
Chaos Reigns
The hero and their units deal +50% Damage with critical hits, The bonus is doubled if the hero knows Battle Magic.
Thaumaturgy
Main
Thaumaturgy
Bas.: Allows to use the Spellbook twice per battle round. Spells cost +300% Mana after each use.
Adv.: Allows to use the Spellbook twice per battle round. Spells cost +200% Mana after each use.
Exp.: Allows to use the Spellbook twice per battle round. Spells cost +100% Mana after each use.
Adv.Sub
Antimage
Enemy's Spells cost +4 Mana.
Adv.Sub
Vast Soul
+10% mana restored daily.
Adv.Sub
Archmage
All your Spells gain 1 lvl.
Exp.Sub
Practical Incantations
+1 spell cap for each Global Map Spell.
Exp.Sub
Ancient Scrolls
Adds all tier-1 Spells to your Spellbook.
Sorcery
Main
Sorcery
Bas.: +10% spell Damage.
Adv.: +20% spell Damage.
Exp.: +30% spell Damage.
Adv.Sub
Sticky Magic
Spells last for +1 rounds. The bonus is doubled if the hero knows Intelligence.
Adv.Sub
Natural Gift
The hero can learn tier 3 spells without learning the corresponding school of magic.
Adv.Sub
Jack-of-All-Trades
+10% more spell Damage, The bonus is doubled if the hero knows Offence.
Exp.Sub
Peircing Spells
Offensive magic ignores 50% of target's magic resistance.
Exp.Sub
High Mage
+1 level to all Spells.
Intelligence
Main
Intelligence
Bas.: +20% maximum mana.
Adv.: +40% maximum mana.
Exp.: +60% maximum mana.
Adv.Sub
Rhythmic Cadence
Increases Mana limit by 20%. Doubles if you know "Sorcery".
Adv.Sub
Battle March
Friendly units generate 1 Focus Point(s) each time they attack.
Adv.Sub
Hymn of Martyrs
Friendly units generate 1 Focus Point each time they receive Damage.
Exp.Sub
Eagle Eye
At the start of battle, learn all spells the enemy knows that the hero is capable of learning.
Exp.Sub
Rite of Magic
Grants a new Spell that allows the hero to convert Movement points into Mana.
Resistance
Main
Resistance
Bas.: Units receive -10% Magic Damage.
Adv.: Units receive -20% Magic Damage.
Exp.: Units receive -30% Magic Damage.
Adv.Sub
Obstruction
Enemy Spells cost +20% Mana. If you have a Magic School unlocked, cost of enemy Spells of that School increases by additional 20%.
Adv.Sub
Resilience
Units receive -10% Magic Damage.
Adv.Sub
Fast Metabolism
All negative effects on allies last for -1 round (no less than 1).
Exp.Sub
Hindrance Aura
During the battle, enemy loses 1 Focus Charge(S) per round.
Exp.Sub
Magic Suppression
Grants a new ability that kills chosen summoned unit or all temporary units in a chosen stack.
Battle Magic
Main
Battle Magic
Bas.: Friendly units' Attack and Defence increases by 20% of their hero's Spell Power and Knowledge.
Adv.: Friendly units' Attack and Defence increases by 30% of their hero's Spell Power and Knowledge.
Exp.: Friendly units' Attack and Defence increases by 40% of their hero's Spell Power and Knowledge.
Adv.Sub
Aura of Destruction
Every time your hero uses a Spell in a battle, his Attack increases by 2 until the end of that battle.
Adv.Sub
Aura of Protection
Every time your hero uses a Spell in a battle, his Defence increases by 2 until the end of that battle.
Adv.Sub
Aura of Wizardry
Every time your hero uses a Spell in a battle, his Spell Power increases by 2 until the end of that battle.
Exp.Sub
Battle Mage's Authority
Friendly units' Attack increases by 20% of their hero's Spell Power.
Exp.Sub
Mage Protector's Authority
Friendly units' Defence increases by 20% of their hero's Knowledge.
Summon Avatar
Main
Summon Avatar
Grants a unique battle spell. It summons an Avatar that scales more strongly with the hero's Spell Power and Knowledge.
Adv.Sub
Avatar of Fury
Avatar's Attack increases by 50% of its hero's Spell Power. Doubled if the hero knows “Insight”.
Adv.Sub
Avatar of Toughness
Avatar's Defence increases by 50% of its hero's Knowledge. Doubled if the hero knows “Insight”.
Adv.Sub
Avatar of Celerity
Avatar's Speed and Initiative increase by 2. Doubled if the hero knows “Insight”.
Exp.Sub
Reality Wardens
Friendly units deal +100% Damage to summoned enemy units.
Exp.Sub
Legion From Legion
Allied unit abilities summon +50% creatures.
Offence
Main
Offence
Bas.: Units deal + 10% Damage with basic attacks.
Adv.: Units deal + 15% Damage with basic attacks.
Exp.: Units deal + 20% Damage with basic attacks.
Adv.Sub
Black Blades
Units deal +1 Damage. The bonus is doubled if the hero knows Nightshade Magic.
Adv.Sub
Archery
Ranged attacks deal +15% Damage.
Adv.Sub
Battle Frenzy
Units deal +2% Damage for each point of Morale.
Exp.Sub
War Stanza
Unit abilities deal +50% Damage.
Exp.Sub
Unstoppable Force
Units ignore 15% of target's defence when dealing normal Damage. This includes abilities.
Armourer
Main
Armourer
Bas.: Units receive -10% Damage from basic attacks.
Adv.: Units receive -15% Damage from basic attacks.
Exp.: Units receive -20% Damage from basic attacks.
Adv.Sub
Shields And Shells
Units receive -25% Damage from counterattacks.
Adv.Sub
Cover
Units receive -20% Damage from ranged and remote attacks.
Adv.Sub
As Luck Would Have It
Units receive -2% Damage for each point of Luck.
Exp.Sub
Grey Host
When fighting in a zone they control, each stack in the hero's army summons +10% temporary reinforcements at the start of battle. The bonus is doubled if the hero knows Diplomacy.
Exp.Sub
Immovable Object
Units ignore 15% of attacker's Attack when receiving normal Damage. This includes abilities.
Tactics
Main
Tactics
Bas.: You can rearrange creatures before the start of battle within a 2-lines area.
Adv.: You can rearrange creatures before the start of battle within a 3-lines area.
Exp.: You can rearrange creatures before the start of battle within a 4-lines area.
Adv.Sub
One For All
Units receive +2 Attack for each adjacent enemy.
Adv.Sub
Easy Prey
Whenever an enemy waits, allied units gain +1 Initiative until the end of round. Does not stack.
Adv.Sub
Energizing Mana
+1 Focus Charge each time your enemy uses a Spell.
Exp.Sub
All For One
Units receive +2 Defence for each adjacent ally.
Exp.Sub
Riposte Mastery
Whenever an allied unit kills an enemy with a counterattack, their counterattacks are refreshed.
Leadership
Main
Leadership
Bas.: +1 Morale.
Adv.: +2 Morale.
Exp.: +3 Morale.
Adv.Sub
Resolve
Units have +1% chance to make an additional turn for each point of Morale. The bonus is doubled if the hero knows Battlecraft.
Adv.Sub
Hero of Legends
-1 to enemy Morale in battle.
Adv.Sub
Downs and Ups
Whenever an allied unit is demoralised, they get +5 Morale until the end of next round.
Exp.Sub
Empire Where Sun Never Sets
+3 Attack, Defence, Spell Power, and +3 sight radius when in a zone the player DOES NOT control. The bonus is doubled if the hero knows Daylight Magic.
Exp.Sub
March!
+1 Speed to allied units.
Luck
Main
Luck
Bas.: +1 Luck.
Adv.: +2 Luck.
Exp.: +3 Luck.
Adv.Sub
Beastly Confidence
Units have + 1% critical hit chance for each point of Luck, The bonus is doubled if the hero knows Primal Magic.
Adv.Sub
Always Heads
You gain +25% gold and resources from piles on the global map. The bonus is doubled if the hero knows Golden Touch.
Adv.Sub
Mearea's Chosen
-1 to enemy Luck in battle.
Exp.Sub
Lucky Hit
When your units deal a critical hit, enemies do not counterattack.
Exp.Sub
Lightning Strikes Twice
Spells can crit, dealing 150% Damage, +5% chance to crit for every point of Luck.
Battlecraft
Main
Battlecraft
Bas.:
Adv.: When a unit waits in battle, they gain +30% Attack until the end of round. When they skip turn, they gain +30% Defence until the end of round.
Exp.:
Adv.Sub
Melee Mastery
Units deal +10% and receive -10% melee Damage.
Adv.Sub
Remote Mastery
Units deal +10% and receive -10% remote Damage.
Adv.Sub
Ranged Mastery
Units deal +10% and receive -10% ranged Damage.
Exp.Sub
Overwatch
Friendly creatures gain Overwatch when Wait in battle. While Overwatching, they counterattack when an enemy moves in their Melee Range.
Exp.Sub
Preemptive Strike
Friendly units prepare for a Preemptive Strike, when they Skip Turn. It allows them to counterattack before the enemy's attack.
Temple Knig
ht
Necropolis Death Kni
ght
Dungeon War
lock