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I think it's only useful when the opponent doesn't have archers and can't use magic - although even in this rare case, the effect of the Knight's super ability is hardly comparable to the effects of super abilities of other factions - so it's unlikely that it can be considered a game-changer...
So, we can rule out this ability :). I wasn't impressed with "Scream of Terror" either - enemies still moved even with -11 to movement points (Aranthir, Avatar of Death, Ring of the Broken Spirit). "Pure Rage" is a debatable ability, but 500 rage at the beginning of the battle gives good bonuses :). Although they could have been more generous and given 1000! "Call of Urgash" is useful depending on the situation, and "True Luck" is clearly better than "Absolute Protection," which is one of the best abilities in my opinion. I also really like "Arcane Knowledge" :).
Skill tree 3.0 comes with "Tribes of the East." You can also download it on our (I think) and other websites.
Okay, I've read what everyone has written here. I agree with many points, and some just surprised me; I won't name names. So, here's my opinion. Although I'm not an expert, I hope no one throws me into a pit of despair and arguments. So: 1) Pure Rage is my favorite skill. Not only because it gives you the second level of Blood Wrath from the start (along with the other perks that the Barbarian will have acquired by then), but also because it's not that disadvantageous to acquire, using the skill wheel. 2) Urgash's Call is a very good skill. It's very useful and effective in battle. I've used it many times, and it's helped me out more than once. 3) Relentless Force is not a very good skill. You can only apply Guard to one of your units, and it's not a given that they will be the ones attacked. Besides, I think this skill was invented just to end a battle in a draw by applying Guard to the last survivor and attacking all the attackers with tripled damage. Of course, skills for achieving absolute mastery are very good, for example, Guardian Angel or Fight to the Last, BUT I think there are more drawbacks. I agree with those who say that Knights are stylish enough without a skill, and even more so when they acquire strong Paladins; I won't even comment on that. In general, I think this skill exists only to somehow create a balance between the races. 4) Howl of Terror is a pretty good skill. But the first thing I didn't like about it is that you can't get the Mentorship skill, which is very useful for long battles. Secondly, I really didn't know that - morale, no matter how high, only reduces the chance of a turn to 60%. If that's the case, then this skill is only beneficial with negative luck. It also follows that it's not very beneficial against Elves. In general, this skill is only useful when fighting races that rely on their army. 5) True Luck and Absolute Defense - I decided to combine these two skills because they are mutually opposite, and if (God forbid!) players with these two skills meet, then the heroes will have to rely only on their already acquired skills, army, etc., because these two absolute skills will cancel each other out and be useless. This is the main thing I want to emphasize. And if you consider them separately, then Elven Luck is very good, but as other forum users have noted, Elves with their already high luck will not benefit much from sacrificing good skills for a very difficult-to-achieve skill (unless they are fighting Necromancers with their artifacts and skills that reduce luck). Therefore, I rate Elven Luck as not a very useful thing. But I rate Absolute Defense a little higher, because the ability to deprive luck and even give bad luck will be useful in any battle, no matter who your opponent is (again, I repeat that Elves are the exception). You will have to sacrifice something, but I think that this sacrifice will be beneficial. That's why I think the Gnome skill is quite useful. 6) Fury of the Elements - I've already tried this ability, but it didn't impress me much. Of course, it has some benefits, but for some reason, it seemed less beneficial to me than, for example, Elven Luck. I don't often play as Warlocks; I prefer large numbers and brute force, like Orcs. Therefore, I can't guarantee it, but it seems to me that Fury of the Elements is not a very powerful skill. 7) And finally, the last skill - Arcane Knowledge. First, I agree with those who say that knowing all the spells is not very good, because you can't use them. BUT, what if you don't get the spell you need, no matter how hard you try? Besides, learning all four schools of magic to know all the spells is not very beneficial. Of course, some only learn two, sometimes three schools, but the race is called Magic, it should know everything and cast spells better than the others (except for Warlocks, they are unmatched in spellcasting, as far as I know). Therefore, I think this is a very useful skill, and it also intersects with my favorite Mentorship and is achieved in only 24 levels (under ideal conditions). And the general conclusion is that everyone here has already expressed all sorts of pros and cons of all the absolute skills, but, of course, each of them can be useful. For some maps, they are not needed, for some, they are essential; I personally always try to get the skill, even if it harms me later. But as soon as I finally get it, I get a good advantage and a chance to defeat even a very strong opponent. If I have missed something here, please don't correct me or argue. I have expressed my opinion, and I will not back down from it.
Ugh, this is the first time I've written such a long message.
:smile14: Кто хочет - падите передо мной!:smile14:
Soljie
15 years ago
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I decided to test absolute defense against true luck. There was a comment that absolute defense completely negates the elf's true luck, along with the luck from the skill tree and any other additional luck (logically, the chance of success increases to 100% with Absolute Defense, but the dwarves' Absolute Defense provides a 100% guarantee that there will be no luck), which I basically agreed with, but after finishing the test, I saw that this is not the case. To avoid being unsubstantiated, I am attaching a screenshot.
Там бугага - там Ктулху бродит, Креведко на ветвях висит...
Победитель
15 years ago
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"Absolute Defense" turns successful enemy attacks into normal ones, and normal attacks into unsuccessful ones. "True Luck" gives all units under the ranger's command with this skill a 100% chance of success. Thus, if heroes with these opposing skills meet, a 100% chance of success will mean that all attacks will be normal. These skills cannot be disabled, but they cancel each other out.
In general, I consider "True Luck" to be better than "Absolute Defense," as the former means that all attacks will be successful, while the latter only makes normal attacks unsuccessful and successful attacks normal. However, if all attacks against the rune priest's troops became unsuccessful, that would be something else entirely :).
P.S.: I'm voting for "Arcane Knowledge." It's very useful for a mage, and it's a good path (except for machines :rolleyes:).
I rarely see absolute skills, but in the map editor, I like to give my elves true luck. I voted for it.
Absolute defense is good, and complete knowledge is a big plus.
I don't think relentless strength is the best.
masgak
15 years ago
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I can never manage to get the maximum ability level (I try to follow the wheel, but other directions always come up. I'm just one step away from the ability, and then it doesn't work. What am I doing wrong?).
Ment
15 years ago
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That's correct, but without a mentor, the chances of success are low, no matter what.
That's correct, but without a mentor, the chances are low, no matter what.
What is this?
Победитель
15 years ago
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Mentor – an object on the strategic map that allows you to “forget” selected skills and abilities for a fee (2-3 thousand gold) and then “learn” new ones. Very useful for the quality development of a hero. It looks like a wizard sitting on a flying carpet. It appeared only in “Tribes of the East”.
Ah, I see, I used it too, but for some reason, the skill I need isn't showing up. Maybe I'm not leveling up correctly?
Ment
15 years ago
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Different skills have different drop rates, so prioritize acquiring those that are rare. When using a mentor, don't be afraid to get rid of skills that don't negatively impact your character's development and are useful, but have a high drop rate. You'll likely be offered them again, which increases the number of level-ups.
Thanks, I'll try that. I usually develop skills in three different areas simultaneously to achieve maximum proficiency. I choose randomly from these three areas. Does the order of selection matter?
Победитель
15 years ago
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The order in which you choose the skills doesn't matter, but you need to develop all three branches.
If the skill I need is rare, I usually "forget" two skill slots. Then I fill one slot and develop it further until a new skill appears for the second slot. Then I remove the unnecessary skill and develop a more common, useful one. If that rare skill doesn't appear, I erase two other skills from the hero's memory. If I'm lucky, this will cost 100,000 gold, and for a particularly discerning taste (including mine :)), 200-300 thousand. So, stock up on money and patience ;).
By the way, a super skill is not always a priority for development. More often, a more useful set of skills is found. The only super skill that I develop for all heroes in all campaigns (and there are many of them for mages) when a mentor is available is "Arcane Mastery." You don't need to develop magic, and out of three skill slots, two are those that we will always take :). Very practical :).