Skill List

Keywords: Skill List,Magic, HOMM

Skill Button Level Description Class Restriction
Air Magic 1 Level 1: Increases Air Spells' possible targets or attack radius; reduces MP cost. Available to All Classes
2 Level 2: Increases Air Spells' possible targets or attack radius; reduces MP cost.
3 Level 3: Increases Air Spells' possible targets or attack radius; reduces MP cost.
4 Level 4: Increases Air Spells' possible targets or attack radius; reduces MP cost.
5 Level 5: Increases Air Spells' possible targets or attack radius; reduces MP cost.
6 Level 6: Increases Air Spells' possible targets or attack radius; reduces MP cost.
7 Level 7: Increases Air Spells' possible targets or attack radius; reduces MP cost.
8 Level 8: Increases Air Spells' possible targets or attack radius; reduces MP cost.
9 Level 9: Increases Air Spells' possible targets or attack radius; reduces MP cost.
Earth Magic 1 Level 1: Increases Earth Spells' possible targets or attack radius; reduces MP cost. Available to All Classes
2 Level 2: Increases Earth Spells' possible targets or attack radius; reduces MP cost.
3 Level 3: Increases Earth Spells' possible targets or attack radius; reduces MP cost.
4 Level 4: Increases Earth Spells' possible targets or attack radius; reduces MP cost.
5 Level 5: Increases Earth Spells' possible targets or attack radius; reduces MP cost.
6 Level 6: Increases Earth Spells' possible targets or attack radius; reduces MP cost.
7 Level 7: Increases Earth Spells' possible targets or attack radius; reduces MP cost.
8 Level 8: Increases Earth Spells' possible targets or attack radius; reduces MP cost.
9 Level 9: Increases Earth Spells' possible targets or attack radius; reduces MP cost.
Fire Magic 1 Level 1: Increases Fire Spells' possible targets or attack radius; reduces MP cost. Available to All Classes
2 Level 2: Increases Fire Spells' possible targets or attack radius; reduces MP cost.
3 Level 3: Increases Fire Spells' possible targets or attack radius; reduces MP cost.
4 Level 4: Increases Fire Spells' possible targets or attack radius; reduces MP cost.
5 Level 5: Increases Fire Spells' possible targets or attack radius; reduces MP cost.
6 Level 6: Increases Fire Spells' possible targets or attack radius; reduces MP cost.
7 Level 7: Increases Fire Spells' possible targets or attack radius; reduces MP cost.
8 Level 8: Increases Fire Spells' possible targets or attack radius; reduces MP cost.
9 Level 9: Increases Fire Spells' possible targets or attack radius; reduces MP cost.
Water Magic 1 Level 1: Increases Water Spells' possible targets or attack radius; reduces MP cost. Available to All Classes
2 Level 2: Increases Water Spells' possible targets or attack radius; reduces MP cost.
3 Level 3: Increases Water Spells' possible targets or attack radius; reduces MP cost.
4 Level 4: Increases Water Spells' possible targets or attack radius; reduces MP cost.
5 Level 5: Increases Water Spells' possible targets or attack radius; reduces MP cost.
6 Level 6: Increases Water Spells' possible targets or attack radius; reduces MP cost.
7 Level 7: Increases Water Spells' possible targets or attack radius; reduces MP cost.
8 Level 8: Increases Water Spells' possible targets or attack radius; reduces MP cost.
9 Level 9: Increases Water Spells' possible targets or attack radius; reduces MP cost.
Scholar 1 Level 1: Upgrade it to learn more spells. Available to All Classes
2 Level 2: Upgrade it to learn more spells.
3 Level 3: Upgrade it to learn more spells.
4 Level 4: Upgrade it to learn more spells.
5 Level 5: Upgrade it to learn more spells.
6 Level 6: Upgrade it to learn more spells.
7 Level 7: Upgrade it to learn more spells.
8 Level 8: Upgrade it to learn more spells.
9 Level 9: Upgrade it to learn more spells.
Sorcery 1 Increases Spell damage dealt by 1%. Available to All Classes
2 Increases Spell damage dealt by 2%.
3 Increases Spell damage dealt by 3%.
4 Increases Spell damage dealt by 5%.
5 Increases Spell damage dealt by 7%.
6 Increases Spell damage dealt by 9%.
7 Increases Spell damage dealt by 11%.
8 Increases Spell damage dealt by 13%.
9 Increases Spell damage dealt by 15%.
Intelligence 1 Increases Hero's Max MP by 5%. Available to All Classes
2 Increases Hero's Max MP by 10%.
3 Increases Hero's Max MP by 15%.
4 Increases Hero's Max MP by 20%.
5 Increases Hero's Max MP by 25%.
6 Increases Hero's Max MP by 30%.
7 Increases Hero's Max MP by 35%.
8 Increases Hero's Max MP by 40%.
9 Increases Hero's Max MP by 50%.
Mysticism 1 Restores 3 MP per turn in Strategic Mode. Available to All Classes
2 Restores 4 MP per turn in Strategic Mode.
3 Restores 5 MP per turn in Strategic Mode.
4 Restores 6 MP per turn in Strategic Mode.
5 Restores 7 MP per turn in Strategic Mode.
6 Restores 9 MP per turn in Strategic Mode.
7 Restores 11 MP per turn in Strategic Mode.
8 Restores 13 MP per turn in Strategic Mode.
9 Restores 15 MP per turn in Strategic Mode.
Navigation 1 Increases Hero's Movement at sea by 15%. Castle-Knight
Castle-Cleric
Rampart-Ranger
Rampart-Druid
Tower-Alchemist
Tower-Wizard
Inferno-Demoniac
Inferno-Heretic
Stronghold-Barbarian
Stronghold—Battle Mage
Dungeon-Overlord
Dungeon-Warlock
Fortress-Beastmaster
Fortress-Witch
2 Increases Hero's Movement at sea by 30%.
3 Increases Hero's Movement at sea by 45%.
4 Increases Hero's Movement at sea by 60%.
5 Increases Hero's Movement at sea by 75%.
6 Increases Hero's Movement at sea by 90%.
7 Increases Hero's Movement at sea by 105%.
8 Increases Hero's Movement at sea by 120%.
9 Increases Hero's Movement at sea by 150%.
Logistics 1 Increases Hero's Movement by 3%. Available to All Classes
2 Increases Hero's Movement by 6%.
3 Increases Hero's Movement by 10%.
4 Increases Hero's Movement by 13%.
5 Increases Hero's Movement by 16%.
6 Increases Hero's Movement by 20%.
7 Increases Hero's Movement by 23%.
8 Increases Hero's Movement by 26%.
9 Increases Hero's Movement by 30%.
Pathfinding 1 Reduces Hero's Movement Penalty on rough terrain by 25%. Available to All Classes
2 Reduces Hero's Movement Penalty on rough terrain by 30%.
3 Reduces Hero's Movement Penalty on rough terrain by 35%.
4 Reduces Hero's Movement Penalty on rough terrain by 40%.
5 Reduces Hero's Movement Penalty on rough terrain by 45%.
6 Reduces Hero's Movement Penalty on rough terrain by 50%.
7 Reduces Hero's Movement Penalty on rough terrain by 55%.
8 Reduces Hero's Movement Penalty on rough terrain by 65%.
9 Reduces Hero's Movement Penalty on rough terrain by 75%.
Scouting 1 Increases Hero's Range of View in Strategic Mode by 1 grid. Available to All Classes
2 Increases Hero's Range of View in Strategic Mode by 2 grids.
3 Increases Hero's Range of View in Strategic Mode by 3 grids.
4 Increases Hero's Range of View in Strategic Mode by 4 grids.
5 Increases Hero's Range of View in Strategic Mode by 5 grids.
6 Increases Hero's Range of View in Strategic Mode by 6 grids.
7 Increases Hero's Range of View in Strategic Mode by 6 grids; enables Hero to view a random area of 20 grids.
8 Increases Hero's Range of View in Strategic Mode by 6 grids; enables Hero to view 2 random areas of 20 grids each.
9 Increases Hero's Range of View in Strategic Mode by 6 grids; enables Hero to view 3 random areas of 20 grids each.
Learning 1 Increase EXP gained by 3%. Available to All Classes
2 Increase EXP gained by 6%.
3 Increase EXP gained by 10%.
4 Increase EXP gained by 13%.
5 Increase EXP gained by 16%.
6 Increase EXP gained by 20%.
7 Increase EXP gained by 23%.
8 Increase EXP gained by 26%.
9 Increase EXP gained by 30%.
Necromancy 1 Recruit 3% of the dead hostile units as Skeleton Warriors (Command: 4). Cost: -50%. Necropolis-Death Knight
Necropolis-Necromancer
2 Recruit 6% of the dead hostile units as Skeleton Warriors (Command: 4). Cost: -55%.
3 Recruit 10% of the dead hostile units as Skeleton Warriors (Command: 4). Cost: -60%.
4 Recruit 13% of the dead hostile units as Skeleton Warriors (Command: 4). Cost: -65%.
5 Recruit 16% of the dead hostile units as Skeleton Warriors (Command: 4). Cost: -70%.
6 Recruit 20% of the dead hostile units as Skeleton Warriors( Command: 4). Cost: -70%.
7 Recruit 23% of the dead hostile units as Skeleton Warriors (Command: 4). Cost: -80%.
8 Recruit 26% of the dead hostile units as Skeleton Warriors (Command: 4). Cost: -85%.
9 Recruit 30% of the dead hostile units as Skeleton Warriors (Command: 3). Cost: -90%.
First Aid 1 Allows Hero to manually control the First Aid Tent and increases the HP recovered by 200 points. Castle-Knight
Castle-Cleric
Rampart-Ranger
Rampart-Druid
Tower-Alchemist
Tower-Wizard
Inferno-Demoniac
Inferno-Heretic
Stronghold-Barbarian
Stronghold—Battle Mage
Dungeon-Overlord
Dungeon-Warlock
Fortress-Beastmaster
Fortress-Witch
2 Allows Hero to manually control the First Aid Tent and increases the HP recovered by 400 points.
3 Allows Hero to manually control the First Aid Tent and increases the HP recovered by 600 points.
4 Allows Hero to manually control the First Aid Tent and increases the HP recovered by 800 points.
5 Allows Hero to manually control the First Aid Tent and increases the HP recovered by 1000 points.
6 Allows Hero to manually control the First Aid Tent and increases the HP recovered by 1200 points.
7 Allows Hero to manually control the First Aid Tent and increases the HP recovered by 1400 points.
8 Allows Hero to manually control the First Aid Tent and increases the HP recovered by 1600 points.
9 Allows Hero to manually control the First Aid Tent and increases the HP recovered by 2000 points.
Archery 1 Increases damage dealt by Hero's Units in ranged combat by 5%. Available to All Classes
2 Increases damage dealt by Hero's Units in ranged combat by 10%.
3 Increases damage dealt by Hero's Units in ranged combat by 15%.
4 Increases damage dealt by Hero's Units in ranged combat by 20%.
5 Increases damage dealt by Hero's Units in ranged combat by 25%.
6 Increases damage dealt by Hero's Units in ranged combat by 30%.
7 Increases damage dealt by Hero's Units in ranged combat by 35%.
8 Increases damage dealt by Hero's Units in ranged combat by 40%.
9 Increases damage dealt by Hero's Units in ranged combat by 50%.
Offense 1 Increases damage dealt by Hero's Units in melee combat by 3%. Available to All Classes
2 Increases damage dealt by Hero's Units in melee combat by 6%.
3 Increases damage dealt by Hero's Units in melee combat by 10%.
4 Increases damage dealt by Hero's Units in melee combat by 13%.
5 Increases damage dealt by Hero's Units in melee combat by 16%.
6 Increases damage dealt by Hero's Units in melee combat by 20%.
7 Increases damage dealt by Hero's Units in melee combat by 23%.
8 Increases damage dealt by Hero's Units in melee combat by 26%.
9 Increases damage dealt by Hero's Units in melee combat by 30%.
Armorer 1 Reduces damage dealt to Hero's Units by 1%. Available to All Classes
2 Reduces damage dealt to Hero's Units by 2%.
3 Reduces damage dealt to Hero's Units by 3%.
4 Reduces damage dealt to Hero's Units by 5%.
5 Reduces damage dealt to Hero's Units by 7%.
6 Reduces damage dealt to Hero's Units by 9%.
7 Reduces damage dealt to Hero's Units by 11%.
8 Reduces damage dealt to Hero's Units by 13%.
9 Reduces damage dealt to Hero's Units by 15%.
Leadership 1 All Units receive +10 Morale. Available to All Classes
2 All Units receive +15 Morale.
3 All Units receive +20 Morale.
4 All Units receive +25 Morale.
5 All Units receive +30 Morale.
6 All Units receive +35 Morale.
7 All Units receive +40 Morale.
8 All Units receive +50 Morale.
9 All Units receive +60 Morale.
Luck 1 Increases Units' Luck by 10 points. Available to All Classes
2 Increases Units' Luck by 15 points.
3 Increases Units' Luck by 20 points.
4 Increases Units' Luck by 25 points.
5 Increases Units' Luck by 30 points.
6 Increases Units' Luck by 35 points.
7 Increases Units' Luck by 40 points.
8 Increases Units' Luck by 50 points.
9 Increases Units' Luck by 60 points.
Magic Shield 1 Gives Hero's Units a 2% chance to completely avoid harmful spells. Available to All Classes
2 Gives Hero's Units a 4% chance to completely avoid harmful spells.
3 Gives Hero's Units a 6% chance to completely avoid harmful spells.
4 Gives Hero's Units a 8% chance to completely avoid harmful spells.
5 Gives Hero's Units a 10% chance to completely avoid harmful spells.
6 Gives Hero's Units a 12% chance to completely avoid harmful spells.
7 Gives Hero's Units a 14% chance to completely avoid harmful spells.
8 Gives Hero's Units a 16% chance to completely avoid harmful spells.
9 Gives Hero's Units a 20% chance to completely avoid harmful spells.
Tactics 1 Allows Hero to rearrange Units in an area 3 rows deep before combat.
Varies according to the opponent's Tactics level.
Available to All Classes
2 Allows Hero to rearrange Units in an area 3 rows deep before combat.
Varies according to the opponent's Tactics level.
3 Allows Hero to rearrange Units in an area 4 rows deep before combat.
Varies according to the opponent's Tactics level.
4 Allows Hero to rearrange Units in an area 4 rows deep before combat.
Varies according to the opponent's Tactics level.
5 Allows Hero to rearrange Units in an area 5 rows deep before combat.
Varies according to the opponent's Tactics level.
6 Allows Hero to rearrange Units in an area 5 rows deep before combat.
Varies according to the opponent's Tactics level.
7 Allows Hero to rearrange Units in an area 6 rows deep before combat.
Varies according to the opponent's Tactics level.
8 Allows Hero to rearrange Units in an area 6 rows deep before combat.
Varies according to the opponent's Tactics level.
9 Allows Hero to rearrange Units in an area 7 rows deep before combat.
Varies according to the opponent's Tactics level.


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