Unofficial fan reference · game data patch 9.0.4 (Oct 15, 2026)

SFO skills

105 shared skills SFO: Grimhammer III adds or changes against patch 9.0.4: the game's effect lines that go (−, red) and SFO's that come (+, green), read from both sets of tables. The other 1,919, each race's own, are on the race pages.

Mentor
  • −Level 1: Character will share +15% of experience earned between all other active Heroes of the same type
  • −Level 2: Character will share +30% of experience earned between all other active Heroes of the same type
  • −Level 3: Character will share +50% of experience earned between all other active Heroes of the same type
  • +Level 1: Character will share +10% of experience earned between all other active Heroes of the same type
  • +Level 2: Character will share +20% of experience earned between all other active Heroes of the same type
  • +Level 3: Character will share +30% of experience earned between all other active Heroes of the same type
  • Rank: 30 → 40
Wound
  • −Level 2: Wound action: Additional 12% chance of wounding target
  • −Level 3: Wound action: Additional 21% chance of wounding target
  • +Level 2: Wound action: Additional 15% chance of wounding target
  • +Level 3: Wound action: Additional 30% chance of wounding target
Mentor
  • −Level 1: Character experience gain: +20% (Heroes in Lord's army)
  • −Level 1: Character will share +15% of experience earned between all other active Lords
  • −Level 2: Character experience gain: +35% (Heroes in Lord's army)
  • −Level 2: Character will share +30% of experience earned between all other active Lords
  • −Level 3: Character experience gain: +50% (Heroes in Lord's army)
  • −Level 3: Character will share +50% of experience earned between all other active Lords
  • +Level 1: Character experience gain: +10% (Heroes in Lord's army)
  • +Level 1: Character will share +10% of experience earned between all other active Lords
  • +Level 2: Character experience gain: +20% (Heroes in Lord's army)
  • +Level 2: Character will share +20% of experience earned between all other active Lords
  • +Level 3: Character experience gain: +30% (Heroes in Lord's army)
  • +Level 3: Character will share +30% of experience earned between all other active Lords
  • Rank: 30 → 40
Inspiring Presence
  • −Unit experience gain per turn: +75 (Lord's army)
  • +Unit experience gain per turn: +100 (Lord's army)
Cleanse Corruption
  • −Level 1: Cleanse Corruption action: Corruption is reduced by an additional 1
  • −Level 2: Cleanse Corruption action: Corruption is reduced by an additional 2
  • −Level 3: Cleanse Corruption action: Corruption is reduced by an additional 3
  • +Level 1: Cleanse Corruption action: Corruption is reduced by an additional 2
  • +Level 2: Cleanse Corruption action: Corruption is reduced by an additional 4
  • +Level 3: Cleanse Corruption action: Corruption is reduced by an additional 6
Magical Reserves
  • +Winds of Magic power reserve: +1 per turn
Renowned & Feared
  • −Upkeep: -8% (Lord's army)
  • +Upkeep: -4% (Lord's army)
  • +Experience gain: +10% for units (Lord's army)
Renowned & Feared
  • −Upkeep: -8% (Lord's army)
  • +Upkeep: -4% (Lord's army)
  • +Experience gain: +10% for units (Lord's army)
Training
  • −Level 1: Training action: Unit experience gain is increased by an additional 10%
  • −Level 2: Training action: Unit experience gain is increased by an additional 20%
  • −Level 3: Training action: Unit experience gain is increased by an additional 30%
  • +Level 1: Training action: Unit experience gain is increased by an additional 5%
  • +Level 2: Training action: Unit experience gain is increased by an additional 10%
  • +Level 3: Training action: Unit experience gain is increased by an additional 15%
Dealer in Death
  • −Weapon strength: +12% for Kroxigor and Sacred Kroxigor units (Lord's army)
  • +Weapon strength: +10% for Kroxigor and Sacred Kroxigor units (Lord's army)
Greater Aspect of the Oak
  • −Armour: +10 for Dryad, Tree Kin and Treeman units (Lord's army)
  • +Armour: +10 for Dryad, Tree Kin, Grove Guardians and Treeman units (Lord's army)
Greater Aspect of the Birch
  • −Charge bonus: +15 for Dryads, Tree Kin and Treemen units (Lord's army)
  • +Charge bonus: +15 for Dryads, Tree Kin, Grove Guardians and Treemen units (Lord's army)
Greater Aspect of the Willow
  • −Missile resistance: 10% for Dryad, Tree Kin and Treeman units (Lord's army)
  • +Missile resistance: 10% for Dryad, Tree Kin, Grove Guardians and Treeman units (Lord's army)
Verdant Growth
  • −Casualty replenishment rate: +15% for Dryad, Tree Kin and Treeman units (Lord's army)
  • +Casualty replenishment rate: +15% for Dryad, Tree Kin, Grove Guardians and Treeman units (Lord's army)
Keeper of the Gate
  • −Vigour loss reduction: -33% for Hammerers units (all units in army)
  • +Vigour loss reduction: -50% for Hammerers units (all units in army)
Ironbeard
  • −Ammunition: +50% for Irondrakes, Ironbreakers and Miners units (all units in army)
  • +Ammunition: +50% for Dwarf Engineers, Irondrakes, Ironbreakers and Miners units (all units in army)
Helping Hand
  • +Melee defence: +5
Lethal Romancer
  • −Enables charmed attacks
  • −Growth: +10 (local province)
  • +Level 1: Enables charmed attacks
  • +Level 1: Growth: +10 (own local province)
  • +Level 2: Enables charmed attacks
  • +Level 2: Growth: +20 (own local province)
  • +Level 2: Character's aura leadership effect: +5
For Kirsten!
  • −Bonus vs Infantry: +10
  • −Weapon strength: +15%
  • +Level 1: Bonus vs Infantry: +10
  • +Level 1: Weapon strength: +10%
  • +Level 2: Bonus vs Infantry: +20
  • +Level 2: Weapon strength: +20%
Sweet Talker
  • −Diplomatic relations: +20 with men and Dwarfs
  • −Immune to diplomatic penalties from trespassing
  • +Level 1: Diplomatic relations: +20 with men and Dwarfs
  • +Level 1: Immune to diplomatic penalties from trespassing
  • +Level 2: Diplomatic relations: +50 with men and Dwarfs
  • +Level 2: Immune to diplomatic penalties from trespassing
Glorified Sentry
  • −Passive ability: "Guardian"
  • −Enemy Hero action success chance: -15%
  • −Hero self-defence: +15% chance of wounding aggressors
  • +Level 1: Passive ability: "Guardian"
  • +Level 1: Enemy Hero action success chance: -10%
  • +Level 1: Hero self-defence: +10% chance of wounding aggressors
  • +Level 2: Passive ability: "Guardian"
  • +Level 2: Enemy Hero action success chance: -25%
  • +Level 2: Hero self-defence: +25% chance of wounding aggressors
Treasure Hunter
  • −Magic item drop chance from battle: +15%
  • −Income from post-battle loot: +15%
  • +Level 1: Magic item drop chance from battle: +25% (accompanying Lord)
  • +Level 1: Income from post-battle loot: +5% (accompanying Lord)
  • +Level 2: Magic item drop chance from battle: +50% (accompanying Lord)
  • +Level 2: Income from post-battle loot: +10% (accompanying Lord)
On the Offensive
  • −Melee attack: +4 when attacking (Hero's army)
  • +Level 1: Melee attack: +2 when attacking (Hero's army)
  • +Level 1: Weapon strength: +5% when attacking
  • +Level 2: Melee attack: +4 when attacking (Hero's army)
  • +Level 2: Weapon strength: +10% when attacking
Hardened Adventurer
  • −Hit points: +10%
  • −Wound recovery time: -1 turns
  • +Level 1: Hit points: +10%
  • +Level 1: Wound recovery time: -2 turns
  • +Level 2: Hit points: +20%
  • +Level 2: Wound recovery time: -4 turns
Swarming Masses
  • −Growth: +100 (local province)
  • +Growth: +100 (own local province)
Sensuous Corruption
  • −Control: +10 (local province)
  • +Control: +10 (own local province)
Deadly Erudition
  • −Tzeentch corruption: +4 (local province)
  • −Hero recruit rank: +5 for Chaos Sorcerers (local province)
  • +Tzeentch corruption: +4 (own local province)
  • +Hero recruit rank: +5 for Chaos Sorcerers (own local province)
Dark Emergence
  • −Character experience gain: +15% (all characters)
  • −Chaos Undivided corruption: +4 (local province)
  • +Character experience gain: +15% (all characters factionwide)
  • +Chaos Undivided corruption: +4 (own local province)
Toxic Trooper
  • −Armour: -10 (enemy armies in local province)
  • +Armour: -10 (enemy armies in province)
Roam the Wastes
  • −Campaign movement range: +10% (own army)
  • +Campaign movement range: +10% for armies (own army)
Inspiring Presence
  • −Unit experience gain per turn: +75 (including garrisons) (Lord's army)
  • +Unit experience gain per turn: +100 (including garrisons) (Lord's army)
Something Wicked This Way Comes
  • −Level 1: Enemy leadership: -5 (local region)
  • −Level 2: Enemy leadership: -9 (local region)
  • +Level 1: Enemy leadership: -5 (enemy armies in region)
  • +Level 2: Enemy leadership: -5 (enemy armies in region)
Unholy Power
  • −Winds of Magic power reserve capacity: +10
  • +Level 1: Winds of Magic power reserve: +1 per turn
  • +Level 1: Winds of Magic power reserve capacity: +10
  • +Level 2: Winds of Magic power reserve: +2 per turn
  • +Level 2: Winds of Magic power reserve capacity: +20
Crowfather
  • −Unit capacity: +4 Harpies
  • −Speed: +15%
  • −Missile resistance: 20% (Lord's army)
  • +Level 1: Unit capacity: +4 Harpies
  • +Level 1: Speed: +20%
  • +Level 1: Missile resistance: 10% (Lord's army)
  • +Level 2: Unit capacity: +8 Harpies
  • +Level 2: Speed: +40%
  • +Level 2: Missile resistance: 20% (Lord's army)
Great Green Nemesis
  • −Weapon strength: +15% when fighting against Greenskins (Lord's army)
  • +Level 1: Weapon strength: +25% when fighting against Greenskins
  • +Level 1: Melee attack: +2 when fighting against Greenskins (Lord's army)
  • +Level 2: Weapon strength: +50% when fighting against Greenskins
  • +Level 2: Melee attack: +4 when fighting against Greenskins (Lord's army)
  • +Level 3: Weapon strength: +75% when fighting against Greenskins
  • +Level 3: Melee attack: +6 when fighting against Greenskins (Lord's army)
Unliving Antagonist
  • −Weapon strength: +15% when fighting against Vampire Counts (Lord's army)
  • +Level 1: Weapon strength: +25% when fighting against Vampire Counts
  • +Level 1: Melee defence: +2 when fighting against Vampire Counts (Lord's army)
  • +Level 2: Weapon strength: +50% when fighting against Vampire Counts
  • +Level 2: Melee defence: +4 when fighting against Vampire Counts (Lord's army)
  • +Level 3: Weapon strength: +75% when fighting against Vampire Counts
  • +Level 3: Melee defence: +6 when fighting against Vampire Counts (Lord's army)
Ruinous Rival
  • −Weapon strength: +15% when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca (Lord's army)
  • +Level 1: Weapon strength: +25% when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca
  • +Level 1: Melee attack: +2 when fighting against Warriors of Chaos, Norsca and Daemons (Lord's army)
  • +Level 2: Weapon strength: +50% when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca
  • +Level 2: Melee attack: +4 when fighting against Warriors of Chaos, Norsca and Daemons (Lord's army)
  • +Level 3: Weapon strength: +75% when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca
  • +Level 3: Melee attack: +6 when fighting against Warriors of Chaos, Norsca and Daemons (Lord's army)
Doomseekers
  • −Casualty replenishment rate: +10% for Ungrim, Slayers, Giant Slayers and Doomseekers units (Lord's army)
  • −Hit points: +10%
  • −Wound recovery time: -1 turns
  • +Level 1: Casualty replenishment rate: +10% for Ungrim, Slayers, Giant Slayers and Doomseekers units (Lord's army)
  • +Level 1: Hit points: +5%
  • +Level 1: Wound recovery time: -2 turns
  • +Level 2: Casualty replenishment rate: +20% for Ungrim, Slayers, Giant Slayers and Doomseekers units (Lord's army)
  • +Level 2: Hit points: +10%
  • +Level 2: Wound recovery time: -4 turns
Raidersnew
  • +Level 1: Income from raiding: +5% (Hero's army)
  • +Level 2: Income from raiding: +10% (Hero's army)
  • +Level 3: Income from raiding: +20% (Hero's army)
Pillagenew
  • +Level 1: Income from sacking settlements: +3% (accompanying Lord)
  • +Level 2: Income from sacking settlements: +6% (accompanying Lord)
  • +Level 3: Income from sacking settlements: +10% (accompanying Lord)
Tough as Nailsnew
  • +Hit points: +5%
  • +Character experience gain: +5% (accompanying Lord)
Intimidatingnew
  • +Level 1: Enemy Hero action success chance: -3%
  • +Level 2: Enemy Hero action success chance: -6%
  • +Level 3: Enemy Hero action success chance: -10%
Heronew
  • +Level 1: Experience gain: +1% for units (Hero's army)
  • +Level 1: Leadership: +1 when in foreign territory (Hero's army)
  • +Level 2: Experience gain: +3% for units (Hero's army)
  • +Level 2: Leadership: +1 when in foreign territory (Hero's army)
  • +Level 3: Experience gain: +5% for units (Hero's army)
  • +Level 3: Leadership: +1 when in foreign territory (Hero's army)
Retinue: Bardnew
  • +Level 1: Leadership aura size: +15%
  • +Level 2: Leadership aura size: +30%
  • +Level 3: Leadership aura size: +60%
Esteemed Combatantnew
  • +Level 1: Armour-piercing weapon damage: +1 when defending (Hero's army)
  • +Level 2: Armour-piercing weapon damage: +2 when defending (Hero's army)
  • +Level 3: Armour-piercing weapon damage: +3 when defending (Hero's army)
Retinue: Trainernew
  • +Unit experience gain per turn: +200 (own armies in region)
Blade Shieldnew
  • +Level 1: Melee defence: +3
  • +Level 2: Melee defence: +7
  • +Level 3: Melee defence: +12
Winds of Timenew
  • +Level 1: Cooldown: -1% to all spells
  • +Level 1: Winds of Magic power reserve capacity: +2
  • +Level 2: Cooldown: -3% to all spells
  • +Level 2: Winds of Magic power reserve capacity: +4
  • +Level 3: Cooldown: -5% to all spells
  • +Level 3: Winds of Magic power reserve capacity: +8
Magic Stabilitynew
  • +Level 1: Miscast base chance: -1%
  • +Level 1: Winds of Magic power reserve capacity: +2
  • +Level 2: Miscast base chance: -3%
  • +Level 2: Winds of Magic power reserve capacity: +4
  • +Level 3: Miscast base chance: -5%
  • +Level 3: Winds of Magic power reserve capacity: +8
Organizednew
  • +Defensive supplies: +200 (local province)
Retinue: Valetnew
  • +Level 1: Magic item drop chance from battle: +5% (own characters in region)
  • +Level 2: Magic item drop chance from battle: +10% (own characters in region)
  • +Level 3: Magic item drop chance from battle: +20% (own characters in region)
Inspirationalnew
  • +Level 1: Character's aura leadership effect: +2
  • +Level 2: Character's aura leadership effect: +4
  • +Level 3: Character's aura leadership effect: +6
Retinue: Quartermasternew
  • +Level 1: Attrition: -3% casualties suffered from all attrition (own armies in region)
  • +Level 2: Attrition: -7% casualties suffered from all attrition (own armies in region)
  • +Level 3: Attrition: -15% casualties suffered from all attrition (own armies in region)
Great Oratornew
  • +Level 1: Leadership: +1 when defending (Hero's army)
  • +Level 2: Leadership: +2 when defending (Hero's army)
  • +Level 3: Leadership: +3 when defending (Hero's army)
Retinue: Physiciannew
  • +Casualty replenishment rate: +4% (own armies in region)
Bolstered Leadershipnew
  • +Passive ability: "Bolstered Leadership"
Flow of Battlenew
  • +Ability: "Flow of Battle"
Indomitablenew
  • +Ability: "Indomitable"
  • +Attribute: Immune to Psychology
Deadly Bladenew
  • +Level 1: Melee attack: +3
  • +Level 2: Melee attack: +7
  • +Level 3: Melee attack: +12
Great Mana Siphonnew
  • +Miscast base chance: +10%
  • +Winds of Magic power reserve: +2 per turn
  • +Winds of Magic power reserve capacity: +10
Great Ruination of Magicnew
  • +Enemy miscast base chance: +10% (enemy armies in region)
  • +Enemy Winds of Magic power reserve capacity: -10 (enemy armies in region)
Bolstered Defencenew
  • +Passive ability: "Bolstered Defence"
Crippling Cursenew
  • +Level 1: Spell: "Crippling Curse"
  • +Level 2: Spell: "Crippling Curse"
  • +Level 2: Overcast spell: "Crippling Curse Upgraded"
Resist Chaosnew
  • +Passive ability: "Resist Chaos"
Wasting Cursesnew
  • +Level 1: Spell: "Wasting Curse"
  • +Level 2: Spell: "Wasting Curse"
  • +Level 2: Overcast spell: "Wasting Curse Upgraded"
Healing Boonsnew
  • +Level 1: Spell: "Healing Boon"
  • +Level 2: Spell: "Healing Boon"
  • +Level 2: Overcast spell: "Healing Boon Upgraded"
Summon Spiritsnew
  • +Level 1: Spell: "Summon Spirits"
  • +Level 2: Spell: "Summon Spirits"
  • +Level 2: Overcast spell: "Summon Spirits Upgraded"
Form of the Ancient Widownew
  • +Spell: "Form of the Ancient Widow"
Hauntingnew
  • +Level 1: Spell: "Haunting"
  • +Level 2: Spell: "Haunting"
  • +Level 2: Overcast spell: "Haunting Upgraded"
Power Sapnew
  • +Winds of Magic power reserve capacity: +5
  • +Enemy Winds of Magic power reserve capacity: -5 (enemy armies in region)
Experiencednew
  • +Level 1: Cooldown: -2% to all spells
  • +Level 2: Cooldown: -4% to all spells
  • +Level 3: Cooldown: -8% to all spells
Calmingnew
  • +Level 1: Miscast base chance: -1% (own characters in region)
  • +Level 2: Miscast base chance: -2% (own characters in region)
  • +Level 3: Miscast base chance: -4% (own characters in region)
Quellnew
  • +Level 1: Winds of Magic power reserve: -2 per turn (enemy armies in region)
  • +Level 2: Winds of Magic power reserve: -4 per turn (enemy armies in region)
  • +Level 3: Winds of Magic power reserve: -6 per turn (enemy armies in region)
Onslaughtnew
  • +Level 1: Weapon strength: +1% when attacking (own armies in region)
  • +Level 2: Weapon strength: +2% when attacking (own armies in region)
  • +Level 3: Weapon strength: +3% when attacking (own armies in region)
Renownednew
  • +Spell resistance: 10%
  • +Vigour loss reduction: -10%
Potentnew
  • +Winds of Magic power reserve: +2 per turn (own armies in region)
Vendor Contactsnew
  • +Level 1: Hero action cost: -5%
  • +Level 1: Hero recruitment cost: -5% (own local province)
  • +Level 2: Hero action cost: -10%
  • +Level 2: Hero recruitment cost: -10% (own local province)
  • +Level 3: Hero action cost: -20%
  • +Level 3: Hero recruitment cost: -20% (own local province)
We are the Elitenew
  • +Level 1: Missile resistance: 1% for all units (Rank 7 and above) (Hero's army)
  • +Level 2: Missile resistance: 2% for all units (Rank 7 and above) (Hero's army)
  • +Level 3: Missile resistance: 4% for all units (Rank 7 and above) (Hero's army)
Emergency Stockpilesnew
  • +Level 1: Ammunition: +3% when under siege (own armies in region)
  • +Level 2: Ammunition: +6% when under siege (own armies in region)
  • +Level 3: Ammunition: +10% when under siege (own armies in region)
Apprentice Marksmannew
  • +Level 1: Reload time reduction: +3% when under siege (own armies in region)
  • +Level 2: Reload time reduction: +6% when under siege (own armies in region)
  • +Level 3: Reload time reduction: +10% when under siege (own armies in region)
Laboratorynew
  • +Construction time: -1 for all buildings (minimum of 1 turn) (local region)
Notoriousnew
  • +Level 1: Enemy leadership: -1 (enemy characters in region)
  • +Level 2: Enemy leadership: -2 (enemy characters in region)
  • +Level 3: Enemy leadership: -3 (enemy characters in region)
We are the Elitenew
  • +Level 1: Speed: +3% for all units (Rank 7 and above) (Hero's army)
  • +Level 2: Speed: +6% for all units (Rank 7 and above) (Hero's army)
  • +Level 3: Speed: +10% for all units (Rank 7 and above) (Hero's army)
We are the Elitenew
  • +Level 1: Vigour loss reduction: -2% for all units (Rank 7 and above) (Hero's army)
  • +Level 2: Vigour loss reduction: -4% for all units (Rank 7 and above) (Hero's army)
  • +Level 3: Vigour loss reduction: -8% for all units (Rank 7 and above) (Hero's army)
We are the Elitenew
  • +Level 1: Missile damage: +1% for all units (Rank 7 and above) (Hero's army)
  • +Level 2: Missile damage: +3% for all units (Rank 7 and above) (Hero's army)
  • +Level 3: Missile damage: +5% for all units (Rank 7 and above) (Hero's army)
Headhunternew
  • +Passive ability: "Headhunter"
Architectnew
  • +Level 1: Construction cost: -1% for all buildings (local region)
  • +Level 2: Construction cost: -3% for all buildings (local region)
  • +Level 3: Construction cost: -5% for all buildings (local region)
Grandmasternew
  • +Hero action cost: -10% (own characters in region)
  • +Enemy Hero action success chance: -5% (own characters in region)
We are the Elitenew
  • +Level 1: Charge bonus: +3% for all units (Rank 7 and above) (Hero's army)
  • +Level 2: Charge bonus: +6% for all units (Rank 7 and above) (Hero's army)
  • +Level 3: Charge bonus: +10% for all units (Rank 7 and above) (Hero's army)
Retinue: Disciplenew
  • +Level 1: Hero action success chance: +1%
  • +Level 1: Hero self-defence: +1% chance of wounding aggressors
  • +Level 2: Hero action success chance: +3%
  • +Level 2: Hero self-defence: +3% chance of wounding aggressors
  • +Level 3: Hero action success chance: +6%
  • +Level 3: Hero self-defence: +6% chance of wounding aggressors
Contactsnew
  • +Level 1: Enemy battle reinforcement time: +5% (Hero's army)
  • +Level 1: Campaign line of sight: +10%
  • +Level 2: Enemy battle reinforcement time: +10% (Hero's army)
  • +Level 2: Campaign line of sight: +20%
  • +Level 3: Enemy battle reinforcement time: +20% (Hero's army)
  • +Level 3: Campaign line of sight: +40%
Shadownew
  • +Level 1: Ambush success chance: +2% (own armies in region)
  • +Level 1: Ambush defence chance: +2% (own armies in region)
  • +Level 2: Ambush success chance: +4% (own armies in region)
  • +Level 2: Ambush defence chance: +4% (own armies in region)
  • +Level 3: Ambush success chance: +8% (own armies in region)
  • +Level 3: Ambush defence chance: +8% (own armies in region)
We are the Elitenew
  • +Level 1: Weapon strength: +1% for all units (Rank 7 and above) (Hero's army)
  • +Level 2: Weapon strength: +3% for all units (Rank 7 and above) (Hero's army)
  • +Level 3: Weapon strength: +5% for all units (Rank 7 and above) (Hero's army)
We are the Elitenew
  • +Level 1: Armour: +1 for all units (Rank 7 and above) (Hero's army)
  • +Level 2: Armour: +3 for all units (Rank 7 and above) (Hero's army)
  • +Level 3: Armour: +5 for all units (Rank 7 and above) (Hero's army)
Spoilsnew
  • +Level 1: Income from post-battle loot: +1% (accompanying Lord)
  • +Level 2: Income from post-battle loot: +3% (accompanying Lord)
  • +Level 3: Income from post-battle loot: +5% (accompanying Lord)
Hidden Pathsnew
  • +Campaign movement range: +10% (when not embedded)
  • +Speed: +10%
We are the Elitenew
  • +Level 1: Spell resistance: 2% for all units (Rank 7 and above) (Hero's army)
  • +Level 2: Spell resistance: 4% for all units (Rank 7 and above) (Hero's army)
  • +Level 3: Spell resistance: 8% for all units (Rank 7 and above) (Hero's army)
We are the Elitenew
  • +Level 1: Physical resistance: 1% for all units (Rank 7 and above) (Hero's army)
  • +Level 2: Physical resistance: 2% for all units (Rank 7 and above) (Hero's army)
  • +Level 3: Physical resistance: 4% for all units (Rank 7 and above) (Hero's army)
Great Time Negationnew
  • +Cooldown: -15% to all spells
Need for Powernew
  • +Winds of Magic cost: -10% for all spells
Bolstered Attacknew
  • +Passive ability: "Bolstered Attack"
Potion of Healingnew
  • +Ability: "Potion of Healing"
Bolstered Commandnew
  • +Passive ability: "Bolstered Command"
Destructionnew
  • +Level 1: Income from razing settlements: +3% (accompanying Lord)
  • +Level 2: Income from razing settlements: +6% (accompanying Lord)
  • +Level 3: Income from razing settlements: +10% (accompanying Lord)
Recoverynew
  • +Passive ability: "Recovery"