Skip to content

Posts from Absolute skills

4.0 (1 rating)
Open
Which absolute skill do you prefer?
183 voters
Single choice
Sign in to participate in this poll.
Poll results will be visible after you vote or when the poll closes.
13 years ago
Auto-translated
Actually, I wasn't discussing whether a hero will reach the endgame or not, and I'm not arguing that it won't happen in multiplayer. However, a hero with the "Special Ability" (SA) skill is better than almost any other upgrade. SA isn't a monotonous upgrade; it does take up 3 out of 5 skill slots, but 2 slots remain. If you get Logistics, you can also upgrade Defense. There are still 3 skill slots left, so you can upgrade those. Again, I'm not claiming that it's worth doing in multiplayer. Of course, in multiplayer, skills are needed now and today, not at level 25. The question is, are there no mentors on multiplayer maps? Or is it really the case that in 90 out of 100 cases, a hero doesn't reach level 20?
User Avatar
13 years ago
Auto-translated
If you got Logistics, then either download or get Defense as well; you still have 3 skill points left, so you can invest them in those.
But Kaspar starts with units that include a siege workshop.
13 years ago
Auto-translated
Dyrman Regarding the fact that the programmer wasn't even aware, even a partial statement is enough. It's strange that you find time to create maps))) I rarely have time to play. Regarding the player, I already said that I mostly prefer campaigns and single-player games; I don't play multiplayer at all, and the point was that a hero with a Special Ability (SA) is superior to a similar hero without an SA.

Added 1 minute ago
Ment
But Kaspar initially has machines with a tent.
I don't remember offhand, but isn't controlling machines part of the Necromancer's SA skills?

Added 53 seconds ago
I think controlling machines is required for mages.
User Avatar
13 years ago
Auto-translated
A Mentor is a rare and expensive asset in Tactical Edition. Each skill reset after 5 attempts consumes an entire turn. Based on experience playing on TE mode, the most useful super ability for Elves is... however, in recent versions, the skill tree has been made more complex, and I haven't seen it used in a while.
Contact with opponents usually occurs around levels 20-25. It's rare for a game to drag on into a late game, and heroes rarely reach levels 28+.
User Avatar
13 years ago
Auto-translated
and in general, the point was that a hero with Special Ability (SA) is superior to an equivalent hero without SA.
No, initially you said that you don't like heroes who can't acquire SA without a mentor, and that such heroes should be reworked. In response, it was argued that these heroes, in general, are no less viable than others and that there are reasons why it makes sense to play them (and this meaning only increases considering that the mod has a multiplayer focus).
I don't remember offhand, but doesn't controlling machines belong to the Necromancer's SA skills?
Once again. Kaspar starts with the ability to control machines. Controlling machines is not part of the SA. The hero is good, especially for rushing, but it can be difficult to develop him for SA because he won't get the necessary skills, and that's what I'm talking about.
In reply to Ment
User Avatar
13 years ago
Auto-translated
Today, the party reached Kaspar, which is pretty good, I must say. I reached level 29, took Tent, Defense, Luck, Darkness, and a bit of Sorcery. I randomly found a Ring of Kinship with Machines, and what happens? The Tent restores over 500 HP + the hero, so it's like raising the dead + using a Disintegrate spell. I managed to defeat the Knight, which is usually quite rare.
User Avatar
13 years ago
Auto-translated
IMO, humans have a useless special ability. Yours isn't great either. The undead have a decent one, but it doesn't always help. It depends on luck. Compared to elves, where this luck is 100%....
Mages – interesting, but you spend a skill point on machines. On the other hand, there aren't that many useful spells, and you might not reach that level, or you might get them earlier.
Call of Urgash – an interesting ability. Call of Urgash + Wide Gates of Hell + Fast Gate Opening + Gate Lord = Death to Everything Living in Ashan. The only downside is that the skills for this special ability are very useless.
Pure Rage – interesting, but not very helpful. A well-developed hero already gains rage quickly.
True Luck – the majority voted for it. You have to take less-than-ideal skills, but on the other hand, you get a *2.25 bonus to troop damage for free. Even from a normal person's perspective, this is a huge advantage over other special abilities. Although, in my opinion, you still have to reach that level, and elves already have luck at level 5, so why bother?
Absolute Defense – an excellent special ability. It guarantees the invincibility of your squad. And if elves, even with their luck, have a chance of simply dying, then with dwarves, you can expect a long battle, the outcome of which can be changed even with small forces. Combined with runes, innate defensive skills, and units, you can also take Defensive Hird + Readiness, Attacking Hird + Retribution, Rune Harmony + Inspiration. And enemies won't even be able to attack, and if they do, runes will always save you. Everything would be great if it weren't for Fire Magic and Summoning Magic. Well... what can you do.
13 years ago
Auto-translated
Hello, I am very concerned about the issue of special hero abilities in the game, which are marked with an exclamation point. How can I obtain them? Can anyone answer? I will be grateful for any help!
In reply to Heroist
User Avatar
13 years ago
Auto-translated
Heroist
IMHO - people have useless special abilities.
Mages - it's interesting, you spend a skill point on summons, but on the other hand, there aren't that many useful spells, and you might not reach that level, or simply get them earlier.
For the first, it's more than compensated by a crowd of paladins, and for the second, by mini-arts, so yes, in general, they're not very useful special abilities.
13 years ago
Auto-translated
I voted for Call of Urgash. I compared the path to the Special Ability (SA) + Expertise (EE). In my opinion, the best SA looks like this. 1) Call of Urgash. The ability is quite good, but its main advantage is the path to leveling up, which, in my opinion, is almost ideal for Demons. We level up Logistics (I think everyone who plays Multiplayer understands the power of this skill) and the necessary skills in it, Attack with Fire Arrows (I often level up a Demon through a Ballista, as the Demon's start isn't very fast), as well as Darkness. Everything would be perfect if it weren't for Master of Pain. A Demon with Darkness and Intelligence is very strong, but Destruction is also not bad. 2) True Luck. In general, the path to the SA is very good; we get almost everything we need, maybe it deserves 1st place, but the usefulness of the ability itself played a role here. Luck every turn is, of course, good, but we already have luck quite often. 3) Scream of Horror. In combination with the Daedra, the SA is incredibly cool, but there is a problem here too. First, in my opinion, is the lack of Logistics. If we get it, we will take it most often, and without it, we will level up for longer. And, perhaps again, there is a big problem with the lack of Master of Intellect. Well, it's clear why it's like that; with mass control, slowing, and a scream, it would be too strong. 4) Fury of the Elements. The ability is very strong again, but I was concerned that in Chaos, we take Fire, Ice, and Lightning. As a rule, by the end of the game, we only attack with Fire and Earth Shock. 5) Pure Rage. It gives Orcs a big advantage from the start, but the path to the SA is not very pleasing. First, it's machines. Leveling up through a catapult is not cool. But what saddened me the most was Attack. We don't take Retribution, and I didn't like that very much. 6, 7) Gnomes and Mages share this position. I'll start with Arcane Knowledge. Getting all the spells is, of course, cool, but leveling up the Mage through machines, or rather, through a catapult, is nonsense. 6, 7) Absolute Defense. Honestly, I liked this ability the most for Gnomes. And the idea is good; we create an incredibly defensive army and destroy everything else with magic. But summoning a Gnome is absurd. It should be replaced with Light, and then everything becomes excellent; otherwise, it raises big doubts. 8) And finally, Relentless Force. The leveling path is not good, but it's not bad either. The main problem is with the ability. Overseer has helped a few times, but not very often. It will hit hard, no doubt, but compared to other abilities, it's not impressive. P.S. This is just my opinion.
In reply to Raynhour
11 years ago
Auto-translated
Agrail is already quite optimized and could potentially reach level 24 if you're lucky: 3 useful skills by default +2 witch huts. Zephyr: similar to Agrail. Railag: by default, he has an unnecessary defense, but theoretically, it's possible to reach level 28. Markel: similar to Railag - the completely unnecessary leadership will hinder us in obtaining the desired skill. Isabelle: similar to Markel and again, leadership. Faydaen: impossible, the tactics ruin everything. But in the last mission, we'll get a hero with this ultimate ability, and you'll be able to try it out. And use the skills wheel version 2.1 for the original game version 1.6 - I messed up by downloading 3.0. In general, I think the skill tree is terribly designed. Builds are not flexible. A chain of skills is tied only to 1, and not to all 3. And this ultimate ability - it should have simply been tied to the level (respect to the variant).
User Avatar
11 years ago
Auto-translated
Strange survey results. There are far too many votes for Mages and too few for Dwarves. But I would rank them like this:

Absolute Defense
Dwarves are already quite difficult to defeat, and attacking them without luck, or even with bad luck, is generally a losing proposition. Add various runes, such as resurrection, and assemble a Dwarven set, and I can't even imagine how weak the damage against them will be. Even without any special skills, it was difficult to break through my Dwarven army with a set, and with the skills, it's just brutal.

True Luck
This is also a rather devastating ability, as only critical hits land on you. Add to that the Elves' high initiative and powerful archers, and it becomes clear how quickly the enemy ranks will thin out. However, the Dwarves have a slight edge.

Wrath of the Urgash
To quickly double your army, and in the case of the Necropolis, even more than double it – that's quite powerful. Moreover, Demons have good initiative. You can immediately block enemy archers and cover the approaches to your main troops. Even if the summoned creatures don't need to be actively used in combat, they will cause a lot of trouble for the enemy while they are trying to reach your main forces.

Pure Rage
So much rage at the beginning of the battle, plus the hero's war cry, and all units with rage immediately jump to the second level of rage, and sometimes even close to the third. This is a good bonus to attack and defense, plus many additional abilities for everyone except the Wyverns, which significantly improves the army and gives an advantage at the beginning. Damage absorption is also quite good there.

Elemental Fury
This enhancement from the chain of elements gives units a good bonus to damage. And if the damage comes from the opposite element, the damage can almost double. And many units in this castle deal very good damage. The Furies can already cause a lot of trouble, and with this bonus, there will be even more problems.

Scream of Horror
This ability is quite good, but its effectiveness, depending on the opponent, can range from very useful to almost useless. Against living opponents with low morale, the ability is very effective; the enemies will almost always skip their turn, although it doesn't seem to reduce morale by a huge amount. But against opponents with high morale, with developed leadership and appropriate artifacts, it is less useful, and against other undead, it doesn't matter at all, as well as against Lava Dragons, Gargoyles, Golems, and Minotaurs. So, unlike other absolute abilities, its effectiveness depends heavily on the opponent.

Arcane Knowledge
This is a rather interesting ability, but in my opinion, it is less effective than the ones mentioned above. Knowing all the spells is good, but a mage cannot cast them all in battle, and the most useful spells can be learned anyway. Perhaps you can find something suitable against any opponent. Overall, the only advantage is that you can vary the spells used, depending on the specific situation in the battle, but this ability pales in comparison to most other absolute skills.

Unrelenting Force
This is a rather weak final ability. "Guardian" is already less effective than "Reinforcements" for the Orcs and even more so than "Curse" for the Demons, as it triggers under much fewer circumstances, so its enhancement doesn't really matter. Perhaps you can bring only armored units onto the battlefield and put "Vampirism" and "Guardian" on them and crush the army, but "Guardian" still doesn't work against archers and spellcasters, and it doesn't trigger on counterattacks, which once again proves its usefulness only on durable units against melee fighters. It would be more useful if Guardian also triggered on ranged attacks and spells, but as it is, it's not very useful.

So, in the top five, the absolute skills of different races vary greatly in usefulness, sometimes even with a very large difference.
User Avatar
11 years ago
Auto-translated
This is a rather interesting skill, but in my opinion, it is less effective than the ones mentioned above. Knowing all the spells is good, but a mage still won't be able to use them all in battle, and they can learn the most necessary ones anyway. Perhaps it could be useful to find something suitable against any opponent. Overall, the main advantage is that it allows you to vary the spells you use, depending on the specific situation in the battle, but this skill pales in comparison to most other absolute skills.
In fact, omniscience has another advantage: it saves space for at least one skill. Although this will only become apparent in a long game and only if you really need various machines with catapults, which is not necessarily the case... Yes, it's not very useful in multiplayer, but in general, special abilities are not very useful in multiplayer anyway. However, for single-player, this skill is very, very useful, in my opinion.
11 years ago
Auto-translated
1. The Dwarves have a strong Castle (twice as strong as the Elves), but the path to it is simply terrible. You need a lot of junk for it, and there's nothing useful along the way. 2. The Elves have a better path, but the Castle itself is much weaker. Their perks aren't the best. 3. Again, the perks are useless. Darkness without mass spells (except for the beam) and an attack without speed is just sad. 4. The Orcs have a very strong Castle at the beginning of the battle, but the path to it is again made of junk, and the crooked machines and the lack of retribution are disappointing. 5. The Warlocks' Castle isn't very strong in itself, but they have an excellent path to it. In general, all the perks are useful, which is surprising. 6. The Necromancers have a slightly worse path (no mass mind control and no bald hero), but overall, the Castle is strong, albeit a bit situational, and looking at the path to it doesn't make your eyes bleed. 7. The Mage gets four schools on the artificial base for a completely useless machine base. He really lacks mass spells, and without them, he doesn't have the full power of magic. 8. The Humans have a Castle that is weak, and the path to it is average. In general, they don't need a Castle.

Statistics

Welcome our newest member: recijeb