In SpellForce 3 there are lots of different spells and effects that Corporal Tahar and his companions could use in combat and during their journeys.

Also there are lots of different requirements and other stats and information such as how the damage works with the resistances

Thus this article sums up all necessary information regarding skills and perks of the game.

Table of Contents

Base Stats

Way before any ability there are lots of attributes and stats. Those stats are of absolute importance in gameplay and ignoring them will lead to your character's demise sooner or later. A list of what each stat does will follow up now.

Vital Stats

  • Health : The character's current and maximum life points. Life indicates how much ingoing damage a character can sustain before being defeated and killed on the battle fields.
  • Focus: The character's current and maximum focus points. Focus is used to cast spells and abilities. When not having enough focus reserves the character is unable to cast new abilities.



Improves the damage of strength-based weapons.
Also increases the Block Chance.


Improves the damage of dexterity-based weapons.
Also increases the Critical Chance.


Improves the damage of intelligence-based weapons and abilities.
Also increases the focus regeneration


Improves health and physical resistances.
Also allows wearing heavier armors.


Improves the damage of willpower-based weapons and abilities.
Also increases maximum focus points and magical resistances.
🡆 See the sub-article about how the attributes change things with exact numbers: Attribute Modifiers

Damage Types

SFIcon Pierce.png Pierce
Damage dealt by penetrating attacks such as ranged weapons like bows.
SFIcon Blunt.png Blunt
Damage dealt by clubs and maces that are used by the more brute fighters.
SFIcon Blade.png Blade
Damage dealt by sharp edged weapons such as swords and daggers.
SFIcon Thrust.png Thrust
Damage dealt by impaling attacks such as spears and halberds.
SFIcon Fire.png Fire
Damage dealt by fire-based attacks or spell effects.
SFIcon Ice.png Ice
Damage dealt by ice-based attacks or spell effects.
SFIcon Black.png Black
Damage dealt by black-based attacks or spell effects.
SFIcon White.png White
Damage dealt by white-based attacks or spell effects.
SFIcon Siege.png Siege
Damage dealt by heavy weapons with bonus against buildings.
SFIcon Pure.png Pure
Damage dealt entirely bypassing any kind of resistance.


SFIcon Pierce.png Pierce
Determines resistance against piercing attacks such as ranged fighter's attacks.
SFIcon Blunt.png Blunt
Determines resistance against blunt attacks such as rider attacks.
SFIcon Blade.png Blade
Determines resistance against blade-based attacks such as swordfighter attacks
SFIcon Thrust.png Thrust
Determines resistance against thrust-based attacks such as pikeman attacks.
SFIcon Fire.png Fire
Determines resistance against fire damage.
SFIcon Ice.png Ice
Determines resistance against ice damage.
SFIcon Black.png Black
Determines resistance against black damage.
SFIcon White.png White
Determines resistance against white damage.

Combat Modifiers

  • Block Chance
    Determines how likely the character is able to completely avoid an enemy attack.
  • Critical Hit Chance
    Determines how likely an attack of the character deals more damage.
  • Damage
    Determines the range of damage for each attack.
  • Damage Type
    Shows the damage types applying to the attacks.
  • Attacks per second
    shows the attacks the character deals per second.

Ability Trees

After an ability has been leveled the character gains access to new abilities. All abilities are being placed into your ability overview window and can there be put into your active ability loadout. To decrease load time of this article all ability trees have been created as separate articles, that you can see below.

General abilities

Now following is a list of abilities that every main character can have if having chosen it.

Companion-specific abilities

Now following is a list of abilities specific to certain companions of the main character.

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