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Skills

Every hero skill in Heroes of Might and Magic: Olden Era. Each has 3 levels and a roster of sub-skills available at levels 2-3.

Abyssal Communion

Abyssal Communion

Schism

After each battle victory, the hero increases their Communion level by 1 (up to a max. of 4). Each level increases the number of friendly Schism units by 3% until the end of the battle. Each morning, all heroes’ Communion level is halved.

Arcane Magic

Arcane Magic

The hero can learn tier‑5 Arcane spells.

Battle Magic

Battle Magic

Friendly creatures’ Attack and Defense increase by 15% of the hero’s Spell Power and Knowledge respectively.

Battlecraft

Battlecraft

When a friendly creature waits on their turn, they gain +?% Attack until the end of the round. When they skip turn, they gain +?% Defense until the end of the round.

Combat

Combat

Daylight Magic

Daylight Magic

The hero can learn tier‑5 Daylight spells.

Defense

Defense

Friendly creatures take –15% Damage from basic attacks.

Diplomacy

Diplomacy

Economy

Economy

+500 Gold daily.

Insight

Insight

The hero gains +20% more XP.

Leadership

Leadership

The hero gains 1 Morale.

Logistics

Logistics

+10% Movement points on the global map.

Luck

Luck

The hero gains 1 Luck.

Murmuring

Murmuring

Grove

Generates 1 Focus Charge(s) at the start of every battle.

Necromancy

Necromancy

Necropolis

After winning a battle, transforms 10% of the strongest enemy stack into friendly Undead of the same tier. This requires Necromantic Energy, which stores up to 1000 and refills each week or when the hero has no stack of that tier in their army.

Nightshade Magic

Nightshade Magic

The hero can learn tier‑5 Nightshade spells.

Offense

Offense

Friendly creatures’ basic attacks deal +15% Damage.

Primal Magic

Primal Magic

The hero can learn tier‑5 Primal spells.

Recruitment

Recruitment

Resistance

Resistance

Friendly creatures take –15% Magic Damage.

Righteousness

Righteousness

Temple

<i>All who fall in battle do so in the hero’s name!</i> Whenever a friendly creature dies or kills an enemy, the hero’s Attack, Defense, Spell Power and Knowledge increase by 1 for one round. This effect is stackable.

Scouting

Scouting

The hero gains 1 sight radius.

Siegecraft

Siegecraft

Sorcery

Sorcery

+10% Magic Damage dealt.

Summon Avatar

Summon Avatar

Summon Swarm

Summon Swarm

Hive

Once per round, lays eggs on the battlefield. At the start of next round, they spawn a stack of Fire Larvae. The stack has 8% of the total HP of all Hive Spawns in its army, and the strength of its abilities scales with the hero’s level.

Tactics

Tactics

In the Tactics Phase, creatures can be placed within a 3‑line area.

Thaumaturgy

Thaumaturgy

The hero can use the Spellbook one more time per battle round, but only to cast a spell of a Magic School that hasn’t been used this round. Spells cost +100% mana for each use after the first.

Triumvirate’s Strength

Triumvirate’s Strength

Dungeon

Once per round, the hero can activate one of the three Stances in battle. The active Stance grants the hero +0 to the Stance’s corresponding attribute.

Wisdom

Wisdom

The hero can learn up to tier‑3 spells without knowing the corresponding Magic School skill.