Normal Gifts

Normal Gifts are possible for all Heroes. WARNING: All descriptions below are subject to change. Please always take the current in-game text as the only official, verifiable and up-to-date information. Comments represent subjective experience, suggestions, or opinions.

Flash Command: All units' first attack made has a 85% higher chance of Critical Hit, while first attack taken has 85% less chance of Critical Hit.

Storm Blast: In battle, army Movement Speed +20%, Attack +2, and troops are immune to speed-reduction effects of Earth Spells.

Comments: Useful when fighting Nzinga or other Earth-oriented builds.

Strategy: Allows Hero to adjust army formation.

Army Commander: All Tier 1 troops in formation have +3 Defense. All Tier 2 troops in formation have +3 Attack.

Comments: Especially useful in the early game when you only have low tier troops, or if you prefer a low-tier meat shield strategy (e.g. Tier 1 Ents + Tier 2 Archers for Elves; Tier 1 Orc Infantry + Tier 2 Centaurs for Orcs; etc.) Defense increase was +2 in a previous version.

Take the Lead: When unit's Morale is High, there's a chance to grant own Hero Physical Attack +1.

Comments: Can stack, but total duration is only 8 seconds. Recommended for High Morale Heroes (Joan, Constantine, Khan, etc.) with Physical Attack troops.

Shared Luck: When unit makes a Critical Hit, there's a chance to grant own Hero Magic Attack +1.

Comments: Luck increases Critical Hit chance, so this Gift works best with a high-Luck Hero with Magic Attack troops in formation.

Train Melee: Army's melee damage dealt is increased by 12%.

Comments: Melee troops are those with an Attack Range of 2 or less.

Train Ranged: Army's ranged damage dealt is increased by 12%.

Comments: Ranged troops are those with an Attack Range of 3 or more.

Train Physical: Army's Physical Attack increased by +2. Legendary troops are granted an additional Physical Attack +2.

Comments: Legendary Troops are Tier 5.

Train Magic: Army's Magic Attack increased by +2. Legendary troops are granted additional Magic Attack +2.

Ignore Physical: Army ignores 10% of enemy's Physical Defense.

Ignore Magic: Army ignores 10% of enemy's Magic Defense.

Resist Melee: Army takes 10% less damage from Melee attacks.

Resist Ranged: Army takes 10% less damage from Ranged attacks.

Resist Physical: At battle start, troops in formation get Physical Defense +2. If hit with a Hero's Physical attack, Physical Defense is further increased by +4.

Resist Magic: At battle start, troops in formation get Magic Defense +2. If hit with a Hero's Magic attack, Magic Defense is further increased by +4.

Vigorous: Army HP increased by 15%.

On Guard: All troops in formation take 60% less damage the first time they are attacked.