Posts from Absolute skills
Which absolute skill do you prefer?
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.
Added 1 minute ago
But Kaspar initially has machines with a tent.
Added 53 seconds ago
I think controlling machines is required for mages.
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+.
and in general, the point was that a hero with Special Ability (SA) is superior to an equivalent hero without SA.
I don't remember offhand, but doesn't controlling machines belong to the Necromancer's SA skills?
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.
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.
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.
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.