Skills
All 30hero skills in Heroes of Might & Magic: Olden Era — every rank, and the 180 perks they unlock.
Generated from the game files · build 24128879 ·
Common skills
Available to every hero.
Friendly creatures’ basic attacks deal +10% Damage.
3 ranks · 6 perks

Friendly creatures’ Attack and Defense increase by 15% of the hero’s Spell Power and Knowledge respectively.
3 ranks · 6 perks

Provides a chance of neutral squads offering to join the hero’s army for Gold instead of fighting them.
3 ranks · 6 perks

+500 Gold daily.
3 ranks · 6 perks

The hero gains +20% more XP.
3 ranks · 6 perks

When a friendly creature waits on their turn, they gain +20% Attack until the end of the round. When they skip turn, they gain +20% Defense until the end of the round.
3 ranks · 6 perks

The hero gains 1 Morale.
3 ranks · 6 perks

+10% Movement points on the global map.
3 ranks · 6 perks

The hero gains 1 Luck.
3 ranks · 6 perks

The hero can learn Daylight spells up to tier 5.
3 ranks · 6 perks

The hero can learn Nightshade spells up to tier 5.
3 ranks · 6 perks

The hero can learn Primal spells up to tier 5.
3 ranks · 6 perks

The hero can learn Arcane spells up to tier 5.
3 ranks · 6 perks

The hero can learn up to tier‑3 spells without knowing the corresponding Magic School skill.
3 ranks · 6 perks

Friendly creatures take –10% Damage from basic attacks.
3 ranks · 6 perks

Friendly creatures take –15% Magic Damage.
3 ranks · 6 perks

The hero gains 1 sight radius.
3 ranks · 6 perks

The catapult deals +50 Damage.
3 ranks · 6 perks

+20% Magic Damage dealt.
3 ranks · 6 perks

Grants a new battle spell. It summons an Avatar that is destroyed upon taking <b>three</b> hits from any source. While it <b>does not</b> gain any bonuses from the hero’s Attack and Defense, it gains +1 Attack and deals +6 Damage for each point of the hero’s Spell Power.
3 ranks · 6 perks

In the Tactics Phase, creatures can be placed within a 3‑line area. If the enemy also knows “Tactics”, their area of placement reduces by 1 line(s).
3 ranks · 6 perks
Class skills
Tied to the hero's class.
Heroic Strike deals +10 base Damage.
3 ranks · 6 perks

+4 to tier‑1 creature growth in all your cities.
3 ranks · 6 perks

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.
3 ranks · 6 perks
Faction skills
One per faction, unique to it.
3 ranks · 6 perks

Once per round, the hero can activate one of the three Stances in battle. The active Stance grants the hero +2 to the Stance’s corresponding attribute.
3 ranks · 6 perks

<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 two rounds. This effect is stackable.
3 ranks · 6 perks

Generates 1 Focus Charge(s) at the start of every battle.
3 ranks · 6 perks

After winning a battle, raises 10% of the strongest enemy stack as friendly Undead of the same tier. This requires Necromantic Energy, which stores up to 3000 and refills each week.
3 ranks · 6 perks

After each battle victory, the hero increases their Communion level by 1 (up to a max. of 3). Each level increases the number of friendly units by 2.5% until the end of the battle. Each morning, all heroes’ Communion level is halved.
3 ranks · 6 perks
Note Card text is the skill at Basic. Open a skill for all three ranks, the perks each one unlocks, and which heroes can roll it.