Posts from Skills for the hero!
Warrior:
:smile19:
Wisdom
Attack
Earth Magic
Air Magic
Intelligence
Pathfinding
Leadership
Diplomacy
Mage:
:smile51:
Wisdom
Magic
Earth Magic
Air Magic
Intelligence
Pathfinding
Leadership
Diplomacy
If you want, you can turn a Warrior into a Mage. I think magic should be available to Warriors as well.:smile16:
There is a division of heroes into a combat hero on the battlefield, a castle conqueror (ballistics), and a support hero (logistics, diplomat, may handle money). But in general, it can be said that an average
PLAINS hero should have
all elemental magic, wisdom, or at least earth and air in
mandatory order. Whoever attacks first wins, + regeneration.
Logistics, pathfinding. Heroes with logistics as a special ability, like Kirr, are cheaters.
What remains should be prioritized: first, attack, then various types of ranged attacks.
A SIEGE hero must have water (teleport), earth (tremor), and siege skills.
SUPPORT: morale, erudition, speed, diplomacy, air magic + wisdom, swimming if it's an island map.
When playing, the entire army is shuffled from one hero to another.
Perhaps, in PvP, magic resistance will be needed, although against
the AI, the effect is not significant.
Ranged attacks are a must, especially if you have cyclops or titans.
What you should never have
Magic, unless it's a Solmyr or a Meteorite hero – sacrificing a skill slot for 15%
damage is pointless.
Often, intelligence is not needed; by the end of the game, 20 wisdom is
enough for anyone.
Mysticism – don't even take a hero with this special ability; the skill will be wasted.
Why would you need it?
Tactics. This is also a gimmick if you're up against a decent army; you slow them down, and you have one or two turns in reserve. If you're up against Azure
Dragons, tactics are useless.
LUCK. I used a hero with the air expert special ability, clover, and dove; it had about 10 (!) luck on the gremlins. It was about once every 10 attacks, at most.
The impression is that double damage is the most common when luck = 1 (once every 3 turns), and then it decreases)))
15% armor is unnecessary for a plains combat hero and a support hero.
Don't try to make a "warrior" by completely giving up on wisdom
and at least one type of magic.
Even if you're a 100-time tactician, an attacker and a defender will slow you down and start blasting you, and you won't be able to speed up or use mass earth protection.
Added 1 minute ago
I don't like mages. The Spell of Disjunction, and the mage is done for. I level up Ballistics, Leadership, Logistics, Pathfinding, Accuracy, Earth Magic (City Portal), Wisdom, and Air Magic (Dimensional Door).
2. Earth
3. Air
4. Logistics
5. Pathfinding
6. Diplomacy
7. Tactics
Wisdom
Earth Magic
Air Magic
Fire Magic
Water Magic
Intelligence
Magic
I almost always win battles with the help of Magic
Wisdom (a useful thing)
Diplomacy (come to me)
Leadership (another turn)
Earth Magic (you create an explosion - everyone will be in trouble)
Water Magic (mmm... water)
Fire Magic (ARMAGEDDON!!!)
Air Magic (lightning strike and everything, everything, everything)
Logistics (forward, victory awaits us)
Ballistics (and the projectile flew, and it broke through the wall...)
честь потеряешь - много потеряешь,
мужество потеряешь - все потеряешь.
My opinion:
Mage:
1. Magic
2. Wisdom
3. Intelligence
4. Earth Magic
5. Air Magic
6. Fire Magic
7. Water Magic
8. Mysticism
Warrior
1. Attack
2. Defense
3. Pathfinding
4. Logistics
5. Leadership
6. Resistance
7. Luck
8. Tactics
What skills do you choose?
As written