Clerics: 1/0/2/2 → 1/1/2/2
Druids: 0/2/1/2 → 1/2/1/2
Wizards: 0/0/2/3 → 0/0/3/3
Heretics: 1/1/2/1 → 1/1/2/2
Necromancers: 1/0/2/2 → 1/0/2/3
Warlocks: 0/0/2/3 → 0/0/3/3
Battle Mages: 2/1/1/1 → 2/1/2/1
Witches: 0/1/2/2 → 0/2/2/2
Elementalists: 0/0/3/3
Navigators: 2/0/1/2 → 2/0/2/2
Artificers: 0/1/2/2 → 0/1/3/2
Elders: 0/1/1/3 → 0/1/2/3
Expert Artillery grants the Ballista 2 → 3 shots per attack, and grants the Ballista and Cannon no range penalty.
Ballistics grants the Ammo Cart the same protection as the Catapult; it cannot be dealt more than 40% of its Health as Damage from any single damage source.Â
Basic Light Magic allows your hero to cast Light spells at reduced cost.
Advanced Light Magic allows your hero to cast Light spells at reduced cost and increased effectiveness.
Expert Light Magic allows your hero to cast Light spells at reduced cost and maximum effectiveness.
Might: 3
Magic: 5
Knight: 8
Cleric: 10
Inquisitor: 9
Ranger: 3
Druid: 6
Alchemist: 3
Wizard: 6
Demoniac: 1
Heretic: 3
Gatekeeper: 2
Death Knight: 1
Necromancer : 2
Plaguespreader : 2
Overlord: 2
Warlock: 3
Barbarian: 1
Battle Mage: 5
Beastmaster: 2
Witch: 4
Planeswalker: 3
Elementalist: 6
Captain: 2
Navigator: 5
Mercenary: 3
Artificer: 5
Chieftain: 2
Elder: 5
Runemage: 7
Basic Dark Magic allows your hero to cast Dark spells at reduced cost.
Advanced Dark Magic allows your hero to cast Dark spells at reduced cost and increased effectiveness.
Expert Dark Magic allows your hero to cast Dark spells at reduced cost and maximum effectiveness.
Might: 3
Magic: 5
Knight: 1
Cleric: 3
Inquisitor: 6
Ranger: 2
Druid: 2
Alchemist: 2
Wizard: 4
Demoniac: 4
Heretic: 7
Gatekeeper: 6
Death Knight: 8
Necromancer : 10
Plaguespreader : 9
Overlord: 4
Warlock: 7
Barbarian: 1
Battle Mage: 4
Beastmaster: 2
Witch: 9
Planeswalker: 3
Elementalist: 6
Captain: 3
Navigator: 5
Mercenary: 2
Artificer: 4
Chieftain: 3
Elder: 6
Runemage: 5
Basic Gating grants the ability to gate Imps, Gogs, and Hell Hounds.
Advanced Gating grants the ability to gate Demons, Succubi, and Pit Fiends in addition to previous creatures.
Expert Gating grants the ability to gate Efreet, Hell Steeds, and Devils in addition to previous creatures.
Might: 0
Magic: 0
Demoniac: 8
Heretic: 8
Gatekeeper: 10
Basic Warcries grants the ability to shout Rallying Cry and Call of Blood.
Advanced Warcries grants the ability to shout Fear My Roar and Word of the Chief in addition to previous shouts.
Expert Warcries grants the ability to shout Horde's Anger and Battlecry in addition to previous shouts.
Might: 0
Magic: 0
Barbarian: 10
Battle Mage: 8
Basic Runelore grants access to the Rune of Berserking, Rune of Charge, Rune of Exorcism, and Rune of Control.
Advanced Runelore grants access to the Rune of Battle Rage, Rune of Mitigation, Rune of the Veil, and Rune of Thunder in addition to previous Runes.
Expert Runelore grants access to the Rune of Dragons and Rune of Resurrection in addition to previous Runes.
Might: 0
Magic: 0
Chieftain: 6
Elder: 8
Runemage: 10
Basic Avenger makes allied creatures deal 10% more damage to evil-aligned enemy creatures.
Advanced Avenger makes allied creatures deal 20% more damage to evil-aligned enemy creatures.
Expert Avenger makes allied creatures deal 30% more damage to evil-aligned enemy creatures.
Might: 0
Magic: 0
Ranger: 10
Druid: 6
Basic Blood Rage allows the hero's units to accumulate up to 5 Rage Levels in combat. Each Rage Level gives bonuses to the creature stats:
{1}: +1 Damage, {2}: +1 Attack, {3}: +1 Health, {4}: +1 Defense, {5}: +1 Speed
The bonuses of all achieved Rage Levels are cumulative.
Units gain +3 Rage Levels when a buffing Warcry is cast; +2 Rage Levels when they attack; +1 Rage Levels when they take damage; -1 Rage levels when they move, and -2 Rage Levels when they take a defensive stance.
Advanced Blood Rage allows the hero's units to accumulate up to 10 Rage Levels in combat.
{6}: +2 Damage, {7}: +2 Attack, {8}: +2 Health, {9}: +2 Defense, {10}: +2 Speed
Expert Blood Rage allows the hero's units to accumulate up to 15 Rage Levels in combat.
{11}: +3 Damage, {12}: +3 Attack, {13}: +3 Health, {14}: +3 Defense, {15}: No enemy retaliation
Might: 0
Magic: 0
Barbarian: 10
Battle Mage: 8
Basic Occultism increases the effect of Curse, Disease, Disrupting Ray, Forgetfulness, Misfortune, Sorrow, and Weakness by 50% (rounded up) based on their Basic effects and their duration by (Hero Level / 3).
Increases the effects of Aging by 10%, Slow by 1, and both spells' duration by (Hero Level / 3).
Increases the duration of Blind, Confusion, and Hypnotise by (Hero Level / 3).
Advanced Occultism increases the effect of Curse, Disease, Disrupting Ray, Forgetfulness, Misfortune, Sorrow, and Weakness by 50% (rounded up) based on their Advanced effects and their duration by (Hero Level / 2).
Increases the effects of Aging by 10%, Slow by 1, and both spells' duration by (Hero Level / 2).
Increases the duration of Blind, Confusion, and Hypnotise by (Hero Level / 2).
Expert Occultism increases the effect of Curse, Disease, Disrupting Ray, Forgetfulness, Misfortune, Sorrow, and Weakness by 100% based on their Expert effects and their duration by (Hero Level).
Increases the effects of Aging by 10%, Slow by 1, and both spells' duration by (Hero Level).
Increases the duration of Blind, Confusion, and Hypnotise by (Hero Level).
Might: 0
Magic: 0
Beastmaster: 8
Witch 10