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ASW – Alternative hero leveling.

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Nargott
I took a look at the update to your build in the thread's header.
1) Logistics. It's already a very good base, and now it has some amazing perks on the early levels (speed aura, speed magic, sharp mind). Path of War + Marauding is an overpowered combination; they shouldn't be combined. You can endlessly move around the map with a sufficient density of neutral creatures (Marauding removes the combat penalty, Path of War adds a combat bonus).
I didn't update it; I just moved it from other posts.
Two strong branches: Marauding and speed are mutually exclusive.
Nargott
]2) Wisdom in Education. What's wrong with it: it disrupts the combination of Wisdom + Secret Knowledge (spell level 1-3). On the other hand, a new combination is created (Wisdom + Insight), but it's still debatable.
There is no synergy between Secret Knowledge and Wisdom, because the level 3 spell can be learned without Wisdom. But there is synergy in Wisdom + Insight.
Nargott
]3) Resistance in Education is useless.
What do you mean? Doesn't Education increase stats? It should be available to all Forest faction leaders (except for Elves; simply prohibit the bonus for Blade skills). (It will provide attack, defense, education, and magic).
Nargott
]4) How will Secret Knowledge work if it grants a level 3 spell but without Wisdom?
It will work. There is no need to know the school to learn it.
Nargott
]5) Are you also going to buff Secret Advantage? OMG.
In this case, it enhances not itself, but the entire branch.
Nargott
]6) Spoils: it looked great in Luck (random perk). Why move it to Leadership and then add an analogue to Luck?
My Spoils won't be random. Although this is just an attempt to improve the treasury, although it will also be strengthened. I'm not fixating on this.
Nargott
]7) Return to Void in Attack? OMG. The skill is ruined. Oh, wait. Phantom too. I'm shocked. I refuse to comment.
The skill is ruined? +200 damage is ruined?
Nargott
]8) The Attack branch is very overloaded.
What can you do? But now you can at least play without magic.
Nargott
]Resistance in Defense. I assume this is Reflection? You have Resistance in Education.
It should be there. Education increases stats. The perk does too.
Nargott
]9) Readiness and Stalwart Defense. Why separate them? Who will take Readiness without Stalwart Defense?
What's the connection? Moreover, Stalwart Defense is not active when Readiness is used.
10) Weakness to Darkness. In Defense???
Yes. But more importantly, the Orc will be able to learn it (you can also give it to another school, but the main criterion is that it can be learned by everyone, including the Orc. While in Darkness, the perk is unavailable to the Orc).
Nargott
]11) Silent Hunter. +1 to Initiative??? This is very strong in itself (consider it as getting +4 to Attack). And here, in addition to a decent Hunter, you have it.
A cheap ring +10% Initiative gives a similar effect, but there are still strong perks there, and an alternative is needed.
Nargott
]Where is Retribution? Where is Counterspell?
I'm still thinking about where to put Retribution. It's a double-edged concept. I'll replace Counterspell with a scripted perk, and I'll probably give the Counterspell spell with another perk.
Nargott
]- Seals of Light and Darkness are placed in opposite schools
- Dark Restoration is in Sorcery (I didn't notice before that it has nothing to do with Darkness)
- Speed Aura is in Logistics
That's great, I'm glad I could help.

All development branches are preliminary. It's a pity that a good branch for enhancing hero attacks overloads the Attack branch. Maybe you can create a new school? Although, in theory, I know how to create at least one.

Added 8 minutes ago
By the way, you can remove Tactics from the Attack branch. It doesn't increase attack in terms of its meaning.
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