Increases the Initiative of friendly creatures by 5 for the first three turns of the combat.
Battle march
(passive, combat)
Friendly creature’s Movement is increased by 2 in siege combats.
Duck and cover
(passive, combat)
Friendly creatures use covers X% more efficiently. Also applies to siege walls.
Reinforcements I
(active, combat)
Target Core creature's number is increased depending on the original size of the Hero's army. Reinforcements above the stack's original maximum will not remain in the army after the combat.
Charges: 1
Siege master I
(passive, combat)
The structural damage of the Hero's catapult is increased by X.
Tactics I
(passive, combat)
The Hero's army can be redeployed just before combat.
Tier II[]
Tier II abilities require hero level 5 or higher.
Number of abilities: 3
Icon
Ability
Type
Description
Reinforcements II
(passive, combat)
Target Core or Elite creature's number is increased depending on the original size of the Hero's army. Reinforcements above the stack's original maximum will not remain in the army after the combat. (Reinforcements I ability required)
Siege master II
(passive, combat)
Poisons the supplies of defending armies. Enemy living creatures are dealt X Damage (Earth) each turn while they stand behind the walls. (Siege master I ability required)
Tactics II
(passive, combat)
The area in which the Hero's army can be redeployed before combat is enlarged. (Tactics I ability required)
Tier III[]
Tier III abilities require hero level 15 or higher.
Number of abilities: 2
Icon
Ability
Type
Description
Reinforcements III
(passive, combat)
Target Core, Elite or Champion creature's number is increased depending on the original size of the Hero's army. Reinforcements above the stack's original maximum will not remain in the army after the combat. (Reinforcements II ability required)
Siege master III
(passive, combat)
Catapult shots also deal X Damage (Might) to stacks adjacent to their target. (Siege master II ability required)