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The Old Realms Career Guide

PersonPerson
(49 ratings)
Nov 1, 2024 @ 11:53am11,336104
ClassesEnglish
Preface
  • Skills are listed from the top down in the order they are unlocked.
  • Tier 1 is unlocked from the start, tier 2 is unlocked by clan renown 2, tier 3 is unlocked by clan renown 4.
  • If some of the grammar seems a little strange it's because I tried to copy all the buffs as the devs listed them as closely as possible (unless I mistyped something).
  • If you notice anything wrong or that could be improved in this guide feel free to leave a comment.
  • Parenthesis in each subsection title indicates the specific subclass of the career. You choose this when you first load into your playthrough.
Mercenary

Tier 1: Recruit

The Survivalist
  • 5 extra ammo.
  • Increases ranged damage by 10%.
  • Party movement speed is increased by 20% in forest, mountain and swamp terrain.
  • Go for a hunt once a day (success chance based on Scouting Polearm and ranged skills).
  • Adds 15% Melee and Ranged Resistance during the career ability.

The Duelist
  • Increases hitpoints by 20.
  • Increases melee damage resistance of melee troops by 10%.
  • Increases melee damage by 10%.
  • Increases health regeneration on the campaign map by 3.
  • Increases melee attack speed during career ability by 15%

Tier 2: Sergeant

The Headhunter
  • 10 extra ammo.
  • Increased ranged damage by 10%.
  • Companion limit of party is increased by 5.
  • Increases ranged damage resistance by 15%
  • Increases range damage during the career ability by 15%

The Knightly
  • Increases melee damage by 15%.
  • Increases melee resistance by 15%.
  • Increase Hitpoints by 40.
  • Increases armor penetration of melee attacks by 15%.
  • Increases melee damage during the career ability by 15%.

The Paymaster
  • Wounded troops in your party heal faster.
  • 40% chance to recruit an extra unit of the same type free of charge.
  • Wages of Tier 4 troops and above are reduced by 20%.
  • Hire your elite troops as companions.
  • Values for career ability effects are doubled.

Tier 3: Commander

The Mercenary Lord
  • 4 extra special ammo like grenades or buckshot.
  • Increases the damage of all ranged troops 15%.
  • Higher mercenary contract payment, lower influence loss. scales with the trade skill
  • Ranged shots can penetrate multiple targets.
  • The Career ability reduces reload time by 15%

The Commander
  • Companion limit of party is increased by 5.
  • Increases the damage of all melee troops by 15%.
  • Hits below 15 damage do not stagger the player.
  • Companion health of party is increased by 25
  • Radius of ability is doubled.
Witch Hunter

Tier 1: Witch Hunter Initiate

Tools of Judgement
  • Increase Hitpoints by 25.
  • 5 extra ammo.
  • Extra melee damage 10%.
  • Every headshot kill gains you roguery, count twice for marked targets.
  • The Marker stays 6 seconds longer on the target. Ability scales with the Highest one- or Two-Handed.

Hunt the Wicked
  • Increases health regeneration after battles by 3.
  • Ranged Infantry wages are 15% reduced.
  • Every equipped ranged weapon increases melee damage by 10%.
  • Increases the damage of all ranged troops by 10%.
  • 20% additional physical damage for marked enemies. Melee damage can charge ability.

Tier 2: Witch Hunter Captain

The Silver Hammer
  • Exterminated Undead and Ruinous powers increase faith per fallen Unit.
  • All units deal more damage against undead and chaos.
  • Increases hitpoints by 25.
  • Troops can be upgraded to Witch Hunter Retinues.
  • Increases holy damage by 20% to the marked target. Ability scales with faith.

No Rest Against Evil
  • Extra holy melee damage 20%.
  • All regular troops have 20 higher ranged and melee skill.
  • Increases accuracy by 15%.
  • Increases companion limit by 5.
  • Shield penetration for the duration of the ability. Enemy stays marked.

Swift Procedure
  • 10 extra ammo
  • Reduce range. Accuracy movement penalty by 15%.
  • Party movement speed is increased by 1.5.
    Weapon swing speed increased by 15%.
  • Marked enemies movement & Swing speed is decreased. Ability scales with athletics.

Tier 3: Master Witch Hunter

Ends Justifies Means
  • Extra ranged damage 10%.
  • Increases range resistance by 15%.
  • Extra 25% armor penetration of melee attacks.
  • Ranged shots can penetrate multiple targets.
  • Marked enemies suffering form overkill damage propagate mark. Scales with Roguery.

Guilty by Association
  • Increases troop regeneration by 2.
  • Every ranged troop deals 15% extra holy damage.
  • Companions have 50 additional health points.
  • Killing blows in the head increase temporary reload & swing speed.
  • Companions and Retinues can trigger mark effects. Companions can charge ability.
Priest (Sigmar)

Tier 1: Cultist of Sigmar

Book of Sigmar
  • Increases Hitpoints by 25.
  • Increases morale for all troops by 10.
  • After battle, all wounded companions are healed for 20 Hitpoints
  • Wounded troops in your party heal faster.
  • Ability can also be charged by applying damage

Sigmar's Proclaimer
  • 10% extra holy melee damage.
  • All Sigmarite troops wages are reduced by 20%.
  • Sigmarite troops get 25% resistance to physical ranged attacks.
  • When praying at a shrine of sigmar, all characters restore 50 Hitpoints.
  • Double the aura size of Righteous Fury.

Tier 2: Warrior Priest

Relentless Fanatic
  • Increases Hitpoints by 25.
  • 10% extra holy melee damage.
  • Party movement speed is increased by 1.
  • Prayers aren't affected by global cooldowns.
  • Righteous Fury scales with Leadership. Troops get unbreakable for the duration.

Protector of the Weak
  • Increases Hitpoints by 25.
  • Increases melee physical resistance by 15%.
  • Increases Magic resistance against spells by 25%.
  • Hits below 15 damage do not stagger the player.
  • Righteous Fury scales with the highest melee weapon skill. Adds 20% physical resistance.

Holy Purge
  • 10% extra holy melee damage.
  • All battles against forces of Chaos and undead earn 20% more prestige.
  • All troops deal 10% more melee damage to non-human enemies.
  • All Sigmarite troops gain 10% extra Holy damage.
  • All units affected by Righteous Fury receive a burning weapon buff.

Tier 3: Arch Lector

Arch Lector
  • Prayers are recharged on battle start.
  • All neutral Empire troops now count as Sigmarite troops.
  • Gain 15% Ward save.
  • All Sigmarite troops gain 20% Ward save.
  • Adds a healing buff to Righteous Fury that restores 3 Hitpoints a second.

Twin Tailed Comet
  • 10% extra holy melee damage.
  • Increases Companion limit by 5.
  • Extra 20% armor penetration of melee attacks.
  • Increases Hitpoints by 30
  • Righteous Fury adds a damaging aura. Its radius increases slightly when raising relevant skills.
Priest (Ulric)

Tier 1: Acolyte

Crusher of the Weak
  • Increases Hitpoints by 25.
  • Extra melee damage 10%.
  • Extra melee damage if the target is below tier 4 10%
  • Prayers are recharged on battle start.
  • Enemies are knocked down from the blow of the ability

Wild Pack
  • Increases melee physical resistance by 10%.
  • Increases Party size by 10.
  • Increases health regeneration after battles by 2.
  • Party movement speed is increased by 1.
  • Leadership counts towards career ability.

Tier 2: Wolf Priest

Teachings of the Winterfather
  • Wounded troops in your party heal faster.
  • Praying at a shrine of Ulric refills player health completely.
  • Attacks deal bonus damage against shields.
  • Increases range damage resistance of melee troops by 20%.
  • The radius of the attack is increased by 1 meters. Faith counts towards ability.

Frost's Bite
  • Extra frost damage 10%.
  • Add 10% frost damage to melee troops.
  • Party is not slowed by snow.
  • Increases hex durations by 20%.
  • Enemies affected by the attack are slowed down for 6 seconds. Damage of the attack is not Fro- (sorry the game's description cut off)

Runes of the White Wolf
  • Wearing wolf heads or pels increases wardsave by 10%
  • Increases Hitpoints by 50
  • Increases prayer durations by 20%.
  • Ulrican troops gain 20% ward save.
  • All Enemies hit by the Axe of Ulric suffer from a damage over time effect.

Tier 3: High Priest of Ulric

Fury of War
  • Every equipped melee weapon increases melee damage by 5%
  • Weapon swing speed increased by 10%
  • Battles with even or unfavorable odds refresh your Ulric blessing
  • Hits below 15 damage do not stagger the player
  • Required charge for ability is halved

Flame of Ulric
  • Increases range of prayers by 50%.
  • Extra 20% armor penetration of melee attacks.
  • Battles with unevan or unfavorable odds provide double prestige
  • For every kill through abilities gain 0.25 health points.
  • For every executed Axe of Ulric one of your prayer cooldowns gets randomly reset.
Imperial Magister

Tier 1: Magister

Study and Practice
  • Increases max Winds of Magic by 5.
  • 10% Ward save if your armor weight does not exceed 11 weight.
  • Increases magic spell damage by 10%.
  • Increases Magic resistance against spells by 25%.
  • Ability scaling adds 0.25% physical resistance per point.

Teclis' Teachings
  • Increases fire spell damage by 10%.
  • Increases electric spell damage by 10%.
  • Increases max Winds of Magic by 5.
  • Power stones cost 35% less Prestige.
  • You charge 25% longer. Ability scales with Steward.

Tier 2: Battle Wizard

Imperial Enchantment
  • Increases max Winds of Magic by 5.
  • Friendly fire damage is reduced by 30%.
  • Buffs and healing duration is increased by 50%
  • Power stones reserve 25% less Winds.
  • You are less slowed down using Arcane Conduit. Scales with leadership.

College Orders
  • Companion limit of party is increased by 5.
  • Magister Companions have 25 more Winds of Magic
  • For every type of College Wizard gain 10% more prestige from combat.
  • Gain access to Power stones of other College Orders
  • Arcane Conduit also refreshes Winds of Companions.

Magic Combat Training
  • Increases max Winds of Magic by 5.
  • 25% spell cooldown reduction.
  • Increases Spell effectiveness by 15% if you wield an offhand staff.
  • Extra 20% Wardsave if your armor weight does not exceed 11 weight.
  • Your spell damage is increased for 30% during Arcane Conduit.

Tier 3: Lord Magister

Ancient Scrolls
  • Increases hex durations by 50%.
  • Increases Winds regeneration by 1.
  • Recover 80% used prestige from used Power stones
  • For every varying imperial wizard, reduce the Power stone winds upkeep by 5%.
  • Cooldown reduction by 50%. Addtional Usage.

Arcane Knowledge
  • Spelldamage of companions is increased by 20%.
  • Spell effect radius is increased by 20%.
  • Increases Spell effectiveness by 20% if your armor weight undershoots 11 stones.
  • For every imperial Magister in your party, your maximum winds increases by 4.
  • Arcane Conduit resets cooldowns of spells. Halves duration and doubles gain. Additional usage.
Damsel of the Lady

Tier 1: Grail Maid

Inspiration of the Lady
  • 25% chance to recruit an extra unit free of charge.
  • Wounded troops in your party heal faster.
  • All Knight troops wages are reduced by 25%.
  • 10% Ward save if your armor weight does not exceed 11 weight.
  • Charge Amount is doubled but companion spell and heal effects count towards the ability.

Tales of Gilles
  • Increases max Winds of Magic by 10.
  • Bretonnian units receive 10% Ward save.
  • When praying at a shrine of the Lady, all wounded troops get healed.
  • 20% spell cooldown reduction.
  • You are immune to physical Melee damage for 5 seconds after using the fey paths.

Fey Enchantment
  • Increases magic spell damage by 15%.
  • Increases max Winds of Magic by 10.
  • All troops gain 15% extra magic damage.
  • All Knight troops gain 15% Ward save.
  • Enemies on the target area of the spell caster are knocked down.

Tier 2: Grail Damsel

Vivid Visions
  • Increases max Winds of Magic by 10.
  • Party movement speed is increased by 1.
  • Increases Magic resistance against spells by 25%.
  • The Spotting range of the party is increased by 20%.
  • Fey path charges 30% faster.

A Just Cause
  • Upgrade costs are halved.
  • Non-knight units in the party gain 100 XP every day.
  • Extra 15% Wardsave if your armor weight does not exceed 11 weight.
  • Increases positive Relation gains by 20%.
  • Magical damage for troops close to the exit of the teleport is increased by 30% for 5 seconds.

Tier 3: Prophetess

Secrets of the Grail
  • Increases lightning spell damage by 30%.
  • 20% cost reduction for spells.
  • Casting prayers has a 30% chance to restore 10 Winds of Magic.
  • 30% prayer cooldown reduction.
  • After using Fey Paths, a second jump is available shortly after the first one.

Envoy of the Lady
  • Increases Magic damage by 20%.
  • Knight Companion health points are doubled.
  • Damsel Companions have 25 more Winds of Magic.
  • Diplomatic force options for all Brettonian Leaders.
  • When you teleport, you take all units in your closest surroundings(5m radius) with you.
Knight of Bretonnia

Tier 1: Knight Errant

Errantry War
  • 10% extra melee damage.
  • Increases Hitpoints by 40.
  • All Knight troops recieve 20 bonus points in One and Two Handed skills.
  • All melee troops in the party gain 25 exp per day.
  • 10% extra physical damage during Knightly Charge. The ability scales with the One Handed skill.

Enhanced Horse Combat
  • 50% additional Hitpoints for the player's mount.
  • 10% extra melee damage while on horseback.
  • Upgrade costs are reduced by 25%.
  • All Knight troops receive 30 bonus points in their Polearm skill.
  • Ability scales now with the Polearm skill and starts recharged.

Tier 2: Questing Knight

Questing Vow
  • Increases Hitpoints by 40.
  • Gains 15% physical resistance to melee ranged attacks.
  • All Knight troops gain 10% physical resistance.
  • For every Knight Companion you gain 3 Chivalry per Day.
  • Knightly Charge grants 20% physical resistance. Mount will not rear during the ability.

Monster Slayer
  • 10% extra melee fire damage.
  • 20% extra armor penetration of melee attacks.
  • 40% chance to recruit an extra unit of the same type free of charge.
  • Hits below 15 damage will not stagger the player.
  • Ability duration scales with Polearm and Riding. The lance attack scales with Two Handed.

Master Horseman
  • Horse charge damage of increased by 50%
  • Party movement speed is increased by 2.
  • +4 health regeneration on the campaign map.
  • All Knight troops wages are reduced by 25%.
  • Reduces cooldown of Knightly Charge by 30s. During the ability, all healing affects the horse.

Tier 3: Grail Knight

Grail Vow
  • Increases Hitpoints by 40.
  • 20% extra holy damage for Battle pilgrim troops.
  • 20% extra melee holy damage.
  • Gain 15% Ward save.
  • Ability scales with Faith. When active, get +20% holy damage and regen.

Holy Crusader
  • Increases Hitpoints by 40.
  • Companion Health increases by 15 for every 'Knight' Companion.
  • Grail Knights can be upgraded to Companions.
  • Companion limit of party is increased by 10.
  • Ability scales with leadership and propagates from all Companions to units in 5m radius.
Knight of Mousillon


Tier 1: Ill-fated Noble

Curse of Mousillon
  • Increases Hitpoints by 40.
  • All Knight troops receive 30 bonus points in their Polearm skill.
  • Mousillon ranged troops gain 15% extra ranged damage.
  • Ill fated Knight Companions occasionally train Bretonnian Peasants to Mousillon Peasants.
  • 10% extra physical damage during Knightly Charge. The ability scales with the One Handed skill.

Swamp Rider
  • 50% additional Hitpoints for the player's mount.
  • 10% extra melee damage while on horseback.
  • Every melee kill gives roguery XP.
  • All Knight troops receive 20 bonus points in their one and Two-handed skill.
  • +20% speed during the ability, which now scales with the Polearm skill and starts recharged.

Tier 2: Ill-fated Questing Knight

Unbreakable Army
  • All Mousillon peasant troops wages are reduced by 75%.
  • 40% chance to recruit an extra unit of the same type free of charge.
  • Gain 15% physical resistance to melee and ranged attacks.
  • Increases Party size by 50.
  • Knightly Charge grants 20% physical resistance. Mount will not rear during the ability.

Scourge of Bretonnia
  • Increases Hitpoints by 40.
  • Gain 25 Dark Energy daily.
  • Mousillon Knight damage against infantry is increased by 15%.
  • Any Brettonian Knight units can be transformed to ill-fated Mousillon units.
  • Ability duration scales with Polearm and Riding. The lance attack scales with Two Handed.

Robber Knight
  • Horse charge damage is increased by 50%.
  • Party movement speed is increased by 2.
  • All Mousillon Knight units gain 10% Physical resistance.
  • Pillaging is 50% faster and gains dark energy.
  • Reduces cooldown of Knightly Charge by 30s. During the ability all healing affects the horse.

Tier 3: Knight of the Black Grail

The Lady's Lie
  • 15% extra melee magic damage.
  • Necromancer companions gain 25 Winds of magic.
  • Dark Energy upkeep for Knights of the black grail is reduced by 25%.
  • Knights of the black grail deal 15% magical damage.
  • Ability scales with Roguery. When active, get +20% magic damage and health regen.

The Vow of the Black Grail
  • Companion limit of party is increased by 10.
  • Hits below 15 damage will not stagger the player.
  • Mousillon Knights gain 15% Wardsave.
  • Every necromancer and Vampire companion gains 10 dark energy per day.
  • Ability scales with Leadership and propagates from all heros to units in a 5m radius.
Necromancer

Tier 1: Apprentise

Liber Necris
  • Increases Party size by 10.
  • Harbinger kills increase Roguery.
  • Increases your health by 25.
  • Increases magic spell damage by 10%.
  • Your Harbinger gains a two handed weapon. Ability scales with Roguery.

De Arcanis Kardon
  • 10% extra melee damage for undead troops.
  • Increases Party size of 10.
  • 15% cost reduction for spells.
  • Increases maximum winds of magic capacities by 15.
  • Pressing Ability key allows to switch between characters; Harbinger acts independent.

Codex Mortifica
  • Increases Party size by 10.
  • Increases maximum winds of magic capacities by 10.
  • Wounded troops in your party heal faster.
  • Tier 4 Undead troops can get wounded with a 20% lower chance.
  • During Champion control gain 90% damage resistance for caster. Ability scales with Medicine.

Tier 2: Scholar

Liber Mortis
  • Increases Party size by 25.
  • Attacks of undead troops can penetrate 15% armor.
  • Undead troops gain 10% extra physical melee damage.
  • 20% Spell cooldown reduction.
  • Your champion gains 25% extra melee damage. Ability starts charged.

Book of W'soran
  • Increases Party Size by 50.
  • Increase hex durations by 50%.
  • Undead troops gain 25% Ward save.
  • Gain 0.5 Dark Energy for every Grave guard troop.
  • Your Champion gains 25% Wardsave and can't be staggered.

Grimore Necris
  • Undead troops gain 10% extra magical melee damage.
  • Dark Energy Upkeep costs are reduced by 25%.
  • Buffs and healing duration is increased by 50%.
  • For every magical item equipped you summon 1 unit more.
  • Harbinger kills gain 2HP for caster and the Champion. Harbinger gains a plate armor.

Tier 3: Lichmaster

Books of Nagash
  • Gain 15 Dark Energy daily.
  • Increases Party size by 100.
  • Increases maximum winds of magic capacities by 25.
  • Dark Energy cost for undead troop upgrades is reduced by 50%.
  • Regenerate per kill of your champion 1 winds of magic. Adds 20% magical damage to champion.
Vampire Bloodline (Von Carstein Vampire)

Tier 1: New Blood

New Blood
  • Increases Hitpoints by 25.
  • Increases Party size by 25.
  • Increases max Winds of Magic by 15.
  • Immune to sunlight speed malus.
  • Ability needs 20% less damage to get charged.

The Feral
  • 10% extra melee damage.
  • Increases health regeneration on the campaign map by 3.
  • Party movement speed is increased by 1.5.
  • Increases Hitpoints by 25.
  • Mistform speed is increased by 20%.

Tier 2: Vampire

The Arkayne
  • Armor weight doesn't affect winds recharge rate.
  • Increases Magical spell damage by 10%.
  • 10% extra Magical melee damage.
  • 10% cost reduction for spells.
  • Mistform scales with Spellcraft. Spell damage can charge ability with 90% reduced power.

The Courtley
  • Increases positive Relation gains by 20%.
  • Increases Hitpoints by 25.
  • 10% extra Magical spell and ranged damage.
  • Killing blows in the head replenish 3 Winds of Magic.
  • Mist Form is recharged on battle start and now also scales with Roguery.

The Lordly
  • Increases Companion Limit by 5.
  • Party size is increased by 75.
  • All Vampire troops wages are reduced by 15%.
  • Upgrade costs are halved.
  • Mist Form heals 3 HP per second. The ability duration scales with the wielded weapon skill.

Tier 3: Exalted

The Martialle
  • 10% extra melee damage.
  • Increases Hitpoints by 50.
  • All troops gain 10% extra damage against human enemies
  • All attacks deal bonus damage against shields.
  • +20% swing speed. Buffs are active after Mist Form (requires extra 30% damage dealt).

Master of the Dead
  • Increases Party size by 100.
  • Undead troops gain 25% Ward save.
  • 20% higher chance for raised dead after battle.
  • Tier 4 Undead troops can get wounded with a 20% lower chance.
  • All buffs are propagated while remaining in Mist Form (requires extra 30% damage dealt).
Vampire Bloodline (Necrarch)

Tier 1: Apprentise

Disciple of the Accursed
  • Increases Party size by 35.
  • 10% cost reduction for spells.
  • Reduce the Dark Energy upkeep for wraith troops by 25%.
  • For every magical item in your battle equipment you increase your maximum winds by 2.
  • Undead troops can charge career ability. Ability scales with Roguery.

Witch Sight
  • The Spotting range of the party is increased by 20%.
  • Increases max Winds of Magic by 10.
  • Increases Magic resistance against spells by 25%.
  • Increases max Winds of Magic by 20 if your armor weight undershoots 11 stones.
  • For every hit enemy gain 0.25% of your maximum Winds of Magic.

Dark Visions
  • Increases max Winds of Magic by 10.
  • Gain 15 Dark Energy daily.
  • Spell damage increases roguery.
  • For every known spell your winds capacity rises by 1.
  • Summons a Wraith on impact. Spell damage charge is increased by 25%.

Tier 2: Seeker

Unhallowed Soul
  • Increases buff durations by 25%.
  • Gain 30 Dark Energy daily.
  • Increases Spell effectiveness by 30% if your armor weight undershoots 11 stones.
  • Increases lightning spell damage by 10%.
  • Increases impact damage of netherball by 25%. The Projectile is now target seeking.

Hunger for Knowledge
  • Increase hex durations by 25%.
  • Wraiths are immune to friendly fire spell damage.
  • Perform with your companion a dark ritual gaining 50 Winds each for 100 Dark Energy.
  • Increases Magic melee and spell damage by 10%.
  • The Career ability is constantly slowly charged.

Wellspring of Dhar
  • Increase buff durations by 25%.
  • Tier 4 Undead troops can get wounded with a 20% lower chance.
  • Spellcaster Companion gain 15 more Winds of Magic.
  • Increases fire spell damage by 10%.
  • Ability scales with Medicine. Ability starts charged. Companions can charge ability.

Tier 3: Ascended

The Everlings Secret
  • Increases Winds regeneration by 1.
  • 35% spell cooldown reduction.
  • Once your Winds are full, your winds recharge rate is counted towards your Dark Energy.
  • Any non-physical damage count towards spell damage type.
  • After using nether ball, a second use is available shortly after the first one.
Vampire Bloodline (Blood Knight)

Tier 1: Initiate

Peerless Warrior
  • Increases Hitpoints by 25.
  • Extra melee damage 10%.
  • Every troop of Tier 4 and above gains an extra 20% exp for kills.
  • You gain 100 exp in one of hte melee combat skills at random every day.
  • Career Ability scales with Athletics. Speed increased by 20% when the ability is active.

Night Rider
  • Increases Hitpoints by 25.
  • All undead and vampires receive 20 points to their melee skills.
  • Raiding is at Night 50% faster.
  • Attacks deal bonus damage against shields.
  • Companion Kills will count for career charge.

Tier 2: Blood Knight

Blade Master
  • 20% extra melee damage.
  • Increases health regeneration after battles by 5.
  • Hits below 15 damage will not stagger the player.
  • All troops, the player included, gain exp when raiding villages.
  • All melee weapon skills, wielded or not, count towards the career ability effects.

Doom Rider
  • 20% extra melee damage.
  • Reduce the Dark Energy upkeep for vampire troops by 10%.
  • Party speed increases by 2.
  • Recruit defeated units as Blood Knights with a chance of 5% (10% for Tier >4).
  • The Career Ability scales with Tactics. Nearby troops receive the Red Fury buff.

Controlled Hunger
  • Immune to sunlight malus.
  • Increases Hitpoints by 50.
  • Mount health is increased by 35%.
  • For every 200 damage hit the player gets healed 1 Hit point(Maximum 5).
  • The duration of Red Fury is doubled.

Tier 3: Master

Avatar of Death
  • Gain 25% physical resistance to melee and ranged attacks.
  • Reduce the Dark Energy upkeep for vampire troops by 20%.
  • The player gains 35% Magic resistance against spells.
  • 25% Ward save for all vampire units.
  • Red Fury's resistance is now Ward save. The ability grants a scaling attack speed boost.

Dread Knight
  • Increases Hitpoints by 75.
  • Horse charge damage is increased by 50%.
  • Cavalry units get a 20% damage increase in damage.
  • Extra 25% armor penetration of melee attacks.
  • Red Fury scales with Riding and consecutive kills during ability increases duration by 2 sec each.
Waywatcher

Tier 1: Scout

Protector of the Woods
  • Extra ranged damage 10%.
  • 3 extra Arrows per equipped Quiver.
  • All ranged troops wages are reduced by 20%
  • Reduce range Accuracy movement penalty by 15%
  • Reduces the amount of ranged damage to unlock ability. Ability starts charged.

Pathfinder
  • The Spotting range of the party is increased by 20%.
  • Party movement speed is increased by 1.
  • Party travels unhindered through snow.
  • Ranged damage is shrugged off.
  • The range of Arrows of Kournous is doubled. Ability scales with Scouting.

Forest Stalker
  • Once per day, go for a hunt.
  • Gain 20% ranged resistance.
  • Increases range damage resistance of melee troops by 20%.
  • 20% Equipment weight Reduction.
  • All enemies suffer 50% more magical damage for 10 seconds. Allied troops charge ability.

Tier 2: Waywatcher

Hail of Arrows
  • 6 extra Arrows per equipped Quiver.
  • Ranged troops gain 25XP daily.
  • Attacking unaware enemies adds 50% damage.
  • Special shot: For every hit arrow, your magic damage increase. Bonus slowly decrease.
  • Every affected enemy increases reload speed for 4 sec. The damage increased by 50%.

Hawkeyed
  • 20% Equipment weight Reduction.
  • Headshots double the fill.
  • Special shot: Every sixth arrow, applies a slow down effect on impact.
  • While Zoomed in, the time is slowed down. Every second you lose 100 Career Charge.
  • All Enemies in the area are slowed on impact. The damage increased by 50%.

Starfire Essence
  • 6 extra Arrows per equipped Quiver.
  • 15% swing speed.
  • Your arrows can penetrate shields.
  • Special shot: Not shooting an arrows increase the chance your next arrow explodes on impact.
  • Enemies suffer from a damage over time effect on impact.

Tier 3: Waystalker

Eye of the Hunter
  • 20% Equipment weight Reduction
  • Arrows can pierce multiple targets.
  • Your Archer units gain 50 points in bow skill.
  • Special shot efficiency is doubled.
  • Arrow of Kurnous loses its seeking ability. The damage is doubled.
Spellsinger

Tier 1: Spellsinger

Path Shaping
  • Party movement speed is increased by 1.
  • Upkeep for elven units is reduced by 15%.
  • The Spotting range of the aprty is increased by 20%.
  • Gain 15% Ward save.
  • Upon casting, all forest spirits are move faster for 10 seconds. Ability scales with Scouting.

Tree Singing
  • Increases maximum winds of magic capacities by 10.
  • Gain 20 Harmony daily.
  • Upkeep for dryads units is reduced by 10%.
  • For every known spell increase party size by 3.
  • Charge is increased by 50%. +5 base troops for summoning.

Vital Surge
  • Increases Hitpoints by 25.
  • Increases troop regeneration by 2.
  • Buffs and healing duration is increased by 25%.
  • Increases health regeneration on the campaign map by 4.
  • every spawned units heals 1 HP for all heroes. Ability scales with Medicine.

Tier 2: Spellweaver

Heart of the Tree
  • Tree spirits deal 15% extra damage.
  • Dryads gain 25% Wardsave.
  • Upkeep for tree spirits units is reduced by 15%.
  • Every joining friendly tree spirit unit has a 25% chance to provide 1 wind.
  • Treespirit attacks charge Career Ability. Ability scales with Leadership.

Ariel's Blessing
  • 20% extra magical melee damage.
  • Increases maximum winds of magic capacities by 15.
  • Isha's blessing also provides 20 Forest harmony daily.
  • Spell effect radius is increased by 20%.
  • Ability starts charged. Ability scales with Faith.

Tier 3: Ascended Spellweaver

Fey Magic
  • 15% extra magical spell damage.
  • Increases maximum winds of magic capacities by 15.
  • Tree spirits are not affected by friendly fire.
  • Increase hex durations by 35%.
  • For 10 seconds after casting, dryad kills gain 1 Wind.

Fury of the Forest
  • A Dark weaver provides 15% extra Magical damage to all heroes.
  • A High weaver provides 25% extra wardsave.
  • Treeman Upkeep is reduced 25%.
  • 35% Spell cooldown reduction.
  • Call 1 Treeman with ability (or 10 dryads in close quarter Missions).
Grey Lord

Tier 1: Exile's Apprentice

Caelith's Wisdom
  • Increases Hitpoints by 25.
  • Gain 25% fire resistance.
  • Cityborn upkeep is reduced by 25%.
  • Cityborn troops gain 50% fire resistance.
  • 2 additional overtakes. Ability scales with Leadership. Melee damage can charge ability.

Soul Binding
  • Increases maximum winds of magic capacities by 10.
  • Increases Magic resistance against spells by 25%.
  • Wounded troops in your party heal faster.
  • Not wielding projectile spells increase spell duration for healing spells by 50%.
  • Controlled unit gets healed completely. Ability scales with medicine.

Legends of Malok
  • Increases maximum winds of magic capacities by 10.
  • Favor costs for cityborn troop upgrades is reduced by 20%.
  • Adds 25% fire damage to all troops.
  • If no hex spells are equipped you gain 50% spell radius.
  • Control chance is 15% higher. Ability starts charged.

Tier 2: Grey Mage

Unrestricted Magic
  • Increases maximum winds of magic capacities by 15.
  • Spell effect radius increased by 20%.
  • Favor gain from battles is increased by 20%.
  • If no AOE effect is equipped, your projectile spells deal 200% extra damage.
  • When the controlled dies he explodes. Unsuccessful control hurts the enemy by 40 HP.

Forbidden Scrolls of Saphery
  • Increases Winds regeneration by 0.5.
  • Increase hex durations by 20%.
  • Increases maximum winds of magic capacities by 15.
  • Not wielding any healing spells increase hex duration by 50%.
  • Companion damage can charge ability. Range is doubled. Scale with Charm.

By All Means
  • Extra 25% Wardsave if your armor weight does not exceed 11 weight.
  • Increases Lightning spell damage by 10%.
  • Increases magic spell damage by 10%.
  • If no buff spells are equipped, duration of vortex and area effects are doubled.
  • Ability scales with roguery. Units are easier to overtake.

Tier 3: Grey Lord

Secret of the Fellfang
  • 50% cooldown reduction if you wield less than 11 spells.
  • Increases maximum winds of magic capacities by 25.
  • After battle, 30% of your winds are regenerated.
  • Increases fire spell damage by 15%.
  • Successful overtake grants 3 winds of magic.