The Old Realms Career Guide
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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.