Blackhorn
Oathkeeper
3
2
1
1
0
0
Select a skill
i
+
-
Friendly units take 20% less damage from basic attacks.
i
+
-
Friendly units deal 20% more damage with basic attacks.
i
+
-
When a friendly unit waits in battle, it gains 40% attack. When a friendly unit skips its turn, it gains 40% defense.
i
+
-
Morale increases by 3.
i
+
-
Increases luck by 3.
i
+
-
Friendly creatures take –30% Magic Damage.
i
+
-
The catapult deals +150 Damage.
i
+
-
You can rearrange creatures before the start of battle within a 4-lines area.
i
+
-
All cities gain +1 growth to Tier 3 units.
i
+
-
Grants a unique battle spell. It summons an Avatar that scales even more strongly with the hero’s Spell Power and Knowledge.
i
+
-
The hero can learn up to tier‑5 spells without needing to learn the corresponding Magic School.
i
+
-
Friendly creatures’ Attack and Defence increase by 30% of their hero’s Spell Power and Knowledge.
i
+
-
+30% Magic Damage.
i
+
-
Allows the hero to use the Spellbook one more time per battle round. Spells cost +100% mana after each use.
i
+
-
The hero can learn tier‑5 Arcane spells. Arcane spells cost –3 mana and gain +1 level(s).
i
+
-
The hero can learn tier‑5 Daylight spells. Daylight spells cost –3 mana and gain +1 level(s).
i
+
-
The hero can learn tier‑5 Nightshade spells. Nightshade spells cost –3 mana and gain +1 level(s).
i
+
-
The hero can learn tier‑5 Primal spells. Primal spells cost –3 mana and gain +1 level(s).
i
+
-
Allows you to sometimes recruit neutral armies for Gold instead of fighting them. +50% Persuasion Power in Diplomacy.
i
+
-
+20% Movement Points on the global map.
i
+
-
+3 to sight radius.
i
+
-
+40% XP.
i
+
-
+1500 Gold daily.
Select a skill
i
+
-
Friendly units take 20% less damage from basic attacks.
i
+
-
Friendly units deal 20% more damage with basic attacks.
i
+
-
When a friendly unit waits in battle, it gains 40% attack. When a friendly unit skips its turn, it gains 40% defense.
i
+
-
Morale increases by 3.
i
+
-
Increases luck by 3.
i
+
-
Friendly creatures take –30% Magic Damage.
i
+
-
The catapult deals +150 Damage.
i
+
-
You can rearrange creatures before the start of battle within a 4-lines area.
i
+
-
All cities gain +1 growth to Tier 3 units.
i
+
-
Grants a unique battle spell. It summons an Avatar that scales even more strongly with the hero’s Spell Power and Knowledge.
i
+
-
The hero can learn up to tier‑5 spells without needing to learn the corresponding Magic School.
i
+
-
Friendly creatures’ Attack and Defence increase by 30% of their hero’s Spell Power and Knowledge.
i
+
-
+30% Magic Damage.
i
+
-
Allows the hero to use the Spellbook one more time per battle round. Spells cost +100% mana after each use.
i
+
-
The hero can learn tier‑5 Arcane spells. Arcane spells cost –3 mana and gain +1 level(s).
i
+
-
The hero can learn tier‑5 Daylight spells. Daylight spells cost –3 mana and gain +1 level(s).
i
+
-
The hero can learn tier‑5 Nightshade spells. Nightshade spells cost –3 mana and gain +1 level(s).
i
+
-
The hero can learn tier‑5 Primal spells. Primal spells cost –3 mana and gain +1 level(s).
i
+
-
Allows you to sometimes recruit neutral armies for Gold instead of fighting them. +50% Persuasion Power in Diplomacy.
i
+
-
+20% Movement Points on the global map.
i
+
-
+3 to sight radius.
i
+
-
+40% XP.
i
+
-
+1500 Gold daily.
Select a skill
i
+
-
Friendly units take 20% less damage from basic attacks.
i
+
-
Friendly units deal 20% more damage with basic attacks.
i
+
-
When a friendly unit waits in battle, it gains 40% attack. When a friendly unit skips its turn, it gains 40% defense.
i
+
-
Morale increases by 3.
i
+
-
Increases luck by 3.
i
+
-
Friendly creatures take –30% Magic Damage.
i
+
-
The catapult deals +150 Damage.
i
+
-
You can rearrange creatures before the start of battle within a 4-lines area.
i
+
-
All cities gain +1 growth to Tier 3 units.
i
+
-
Grants a unique battle spell. It summons an Avatar that scales even more strongly with the hero’s Spell Power and Knowledge.
i
+
-
The hero can learn up to tier‑5 spells without needing to learn the corresponding Magic School.
i
+
-
Friendly creatures’ Attack and Defence increase by 30% of their hero’s Spell Power and Knowledge.
i
+
-
+30% Magic Damage.
i
+
-
Allows the hero to use the Spellbook one more time per battle round. Spells cost +100% mana after each use.
i
+
-
The hero can learn tier‑5 Arcane spells. Arcane spells cost –3 mana and gain +1 level(s).
i
+
-
The hero can learn tier‑5 Daylight spells. Daylight spells cost –3 mana and gain +1 level(s).
i
+
-
The hero can learn tier‑5 Nightshade spells. Nightshade spells cost –3 mana and gain +1 level(s).
i
+
-
The hero can learn tier‑5 Primal spells. Primal spells cost –3 mana and gain +1 level(s).
i
+
-
Allows you to sometimes recruit neutral armies for Gold instead of fighting them. +50% Persuasion Power in Diplomacy.
i
+
-
+20% Movement Points on the global map.
i
+
-
+3 to sight radius.
i
+
-
+40% XP.
i
+
-
+1500 Gold daily.
Select a skill
i
+
-
Friendly units take 20% less damage from basic attacks.
i
+
-
Friendly units deal 20% more damage with basic attacks.
i
+
-
When a friendly unit waits in battle, it gains 40% attack. When a friendly unit skips its turn, it gains 40% defense.
i
+
-
Morale increases by 3.
i
+
-
Increases luck by 3.
i
+
-
Friendly creatures take –30% Magic Damage.
i
+
-
The catapult deals +150 Damage.
i
+
-
You can rearrange creatures before the start of battle within a 4-lines area.
i
+
-
All cities gain +1 growth to Tier 3 units.
i
+
-
Grants a unique battle spell. It summons an Avatar that scales even more strongly with the hero’s Spell Power and Knowledge.
i
+
-
The hero can learn up to tier‑5 spells without needing to learn the corresponding Magic School.
i
+
-
Friendly creatures’ Attack and Defence increase by 30% of their hero’s Spell Power and Knowledge.
i
+
-
+30% Magic Damage.
i
+
-
Allows the hero to use the Spellbook one more time per battle round. Spells cost +100% mana after each use.
i
+
-
The hero can learn tier‑5 Arcane spells. Arcane spells cost –3 mana and gain +1 level(s).
i
+
-
The hero can learn tier‑5 Daylight spells. Daylight spells cost –3 mana and gain +1 level(s).
i
+
-
The hero can learn tier‑5 Nightshade spells. Nightshade spells cost –3 mana and gain +1 level(s).
i
+
-
The hero can learn tier‑5 Primal spells. Primal spells cost –3 mana and gain +1 level(s).
i
+
-
Allows you to sometimes recruit neutral armies for Gold instead of fighting them. +50% Persuasion Power in Diplomacy.
i
+
-
+20% Movement Points on the global map.
i
+
-
+3 to sight radius.
i
+
-
+40% XP.
i
+
-
+1500 Gold daily.
Select a skill
i
+
-
Friendly units take 20% less damage from basic attacks.
i
+
-
Friendly units deal 20% more damage with basic attacks.
i
+
-
When a friendly unit waits in battle, it gains 40% attack. When a friendly unit skips its turn, it gains 40% defense.
i
+
-
Morale increases by 3.
i
+
-
Increases luck by 3.
i
+
-
Friendly creatures take –30% Magic Damage.
i
+
-
The catapult deals +150 Damage.
i
+
-
You can rearrange creatures before the start of battle within a 4-lines area.
i
+
-
All cities gain +1 growth to Tier 3 units.
i
+
-
Grants a unique battle spell. It summons an Avatar that scales even more strongly with the hero’s Spell Power and Knowledge.
i
+
-
The hero can learn up to tier‑5 spells without needing to learn the corresponding Magic School.
i
+
-
Friendly creatures’ Attack and Defence increase by 30% of their hero’s Spell Power and Knowledge.
i
+
-
+30% Magic Damage.
i
+
-
Allows the hero to use the Spellbook one more time per battle round. Spells cost +100% mana after each use.
i
+
-
The hero can learn tier‑5 Arcane spells. Arcane spells cost –3 mana and gain +1 level(s).
i
+
-
The hero can learn tier‑5 Daylight spells. Daylight spells cost –3 mana and gain +1 level(s).
i
+
-
The hero can learn tier‑5 Nightshade spells. Nightshade spells cost –3 mana and gain +1 level(s).
i
+
-
The hero can learn tier‑5 Primal spells. Primal spells cost –3 mana and gain +1 level(s).
i
+
-
Allows you to sometimes recruit neutral armies for Gold instead of fighting them. +50% Persuasion Power in Diplomacy.
i
+
-
+20% Movement Points on the global map.
i
+
-
+3 to sight radius.
i
+
-
+40% XP.
i
+
-
+1500 Gold daily.
Select a skill
i
+
-
Friendly units take 20% less damage from basic attacks.
i
+
-
Friendly units deal 20% more damage with basic attacks.
i
+
-
When a friendly unit waits in battle, it gains 40% attack. When a friendly unit skips its turn, it gains 40% defense.
i
+
-
Morale increases by 3.
i
+
-
Increases luck by 3.
i
+
-
Friendly creatures take –30% Magic Damage.
i
+
-
The catapult deals +150 Damage.
i
+
-
You can rearrange creatures before the start of battle within a 4-lines area.
i
+
-
All cities gain +1 growth to Tier 3 units.
i
+
-
Grants a unique battle spell. It summons an Avatar that scales even more strongly with the hero’s Spell Power and Knowledge.
i
+
-
The hero can learn up to tier‑5 spells without needing to learn the corresponding Magic School.
i
+
-
Friendly creatures’ Attack and Defence increase by 30% of their hero’s Spell Power and Knowledge.
i
+
-
+30% Magic Damage.
i
+
-
Allows the hero to use the Spellbook one more time per battle round. Spells cost +100% mana after each use.
i
+
-
The hero can learn tier‑5 Arcane spells. Arcane spells cost –3 mana and gain +1 level(s).
i
+
-
The hero can learn tier‑5 Daylight spells. Daylight spells cost –3 mana and gain +1 level(s).
i
+
-
The hero can learn tier‑5 Nightshade spells. Nightshade spells cost –3 mana and gain +1 level(s).
i
+
-
The hero can learn tier‑5 Primal spells. Primal spells cost –3 mana and gain +1 level(s).
i
+
-
Allows you to sometimes recruit neutral armies for Gold instead of fighting them. +50% Persuasion Power in Diplomacy.
i
+
-
+20% Movement Points on the global map.
i
+
-
+3 to sight radius.
i
+
-
+40% XP.
i
+
-
+1500 Gold daily.
Select a skill
i
+
-
Friendly units take 20% less damage from basic attacks.
i
+
-
Friendly units deal 20% more damage with basic attacks.
i
+
-
When a friendly unit waits in battle, it gains 40% attack. When a friendly unit skips its turn, it gains 40% defense.
i
+
-
Morale increases by 3.
i
+
-
Increases luck by 3.
i
+
-
Friendly creatures take –30% Magic Damage.
i
+
-
The catapult deals +150 Damage.
i
+
-
You can rearrange creatures before the start of battle within a 4-lines area.
i
+
-
All cities gain +1 growth to Tier 3 units.
i
+
-
Grants a unique battle spell. It summons an Avatar that scales even more strongly with the hero’s Spell Power and Knowledge.
i
+
-
The hero can learn up to tier‑5 spells without needing to learn the corresponding Magic School.
i
+
-
Friendly creatures’ Attack and Defence increase by 30% of their hero’s Spell Power and Knowledge.
i
+
-
+30% Magic Damage.
i
+
-
Allows the hero to use the Spellbook one more time per battle round. Spells cost +100% mana after each use.
i
+
-
The hero can learn tier‑5 Arcane spells. Arcane spells cost –3 mana and gain +1 level(s).
i
+
-
The hero can learn tier‑5 Daylight spells. Daylight spells cost –3 mana and gain +1 level(s).
i
+
-
The hero can learn tier‑5 Nightshade spells. Nightshade spells cost –3 mana and gain +1 level(s).
i
+
-
The hero can learn tier‑5 Primal spells. Primal spells cost –3 mana and gain +1 level(s).
i
+
-
Allows you to sometimes recruit neutral armies for Gold instead of fighting them. +50% Persuasion Power in Diplomacy.
i
+
-
+20% Movement Points on the global map.
i
+
-
+3 to sight radius.
i
+
-
+40% XP.
i
+
-
+1500 Gold daily.
Select a skill
i
+
-
Friendly units take 20% less damage from basic attacks.
i
+
-
Friendly units deal 20% more damage with basic attacks.
i
+
-
When a friendly unit waits in battle, it gains 40% attack. When a friendly unit skips its turn, it gains 40% defense.
i
+
-
Morale increases by 3.
i
+
-
Increases luck by 3.
i
+
-
Friendly creatures take –30% Magic Damage.
i
+
-
The catapult deals +150 Damage.
i
+
-
You can rearrange creatures before the start of battle within a 4-lines area.
i
+
-
All cities gain +1 growth to Tier 3 units.
i
+
-
Grants a unique battle spell. It summons an Avatar that scales even more strongly with the hero’s Spell Power and Knowledge.
i
+
-
The hero can learn up to tier‑5 spells without needing to learn the corresponding Magic School.
i
+
-
Friendly creatures’ Attack and Defence increase by 30% of their hero’s Spell Power and Knowledge.
i
+
-
+30% Magic Damage.
i
+
-
Allows the hero to use the Spellbook one more time per battle round. Spells cost +100% mana after each use.
i
+
-
The hero can learn tier‑5 Arcane spells. Arcane spells cost –3 mana and gain +1 level(s).
i
+
-
The hero can learn tier‑5 Daylight spells. Daylight spells cost –3 mana and gain +1 level(s).
i
+
-
The hero can learn tier‑5 Nightshade spells. Nightshade spells cost –3 mana and gain +1 level(s).
i
+
-
The hero can learn tier‑5 Primal spells. Primal spells cost –3 mana and gain +1 level(s).
i
+
-
Allows you to sometimes recruit neutral armies for Gold instead of fighting them. +50% Persuasion Power in Diplomacy.
i
+
-
+20% Movement Points on the global map.
i
+
-
+3 to sight radius.
i
+
-
+40% XP.
i
+
-
+1500 Gold daily.
Movement points:
200
XP:
1000
Mana:
20
hero
inventory
army