Reserve: allows the hero to keep a reserve troop which does not participate in combatĪ nice convenience that can save some running around, but it does not offer any advantages in power or combat that can help you perform better. Still one of the better skills in the Mind skill tree. Higher levels are cheap, but offer little.Ī nice boost, but expensive. Beyond that, scouting is less useful, as you can see with level 1 the army’s relative strength to yours and the precise numbers are not very important. Level 1 is nice and is a prerequisite for other skills. There are fewer skills many go only to level 2 instead of 3, and skills are less useful.ġ: 0/1/0 allows the hero to see what creatures compose enemy troops on the adventure mapĢ: 0/2/0 allows hero to approximate number of enemy troopsģ: 0/3/1 allows hero to determine precise number of enemy troops Mind skills are by far the worst on the skill tree. On the other hand, undead can lower the morale of other troops (unless you spend many points on the MIGHT skill tree to get the tolerance skill), and there is no reason to get it if your army does not consist primarily of undead.Īnger (Knight only): rage increases when troops exchange strikesĪ great skill, but limited only to knights It is also relatively cheap while offering large all-the-time bonuses.
This skill with its powerful all-the-time bonuses makes a good argument for an undead army. If it worked all the time it would be worthwhile, but as a first-round only bonus it does not warrant any serious investment.Īttack and defense bonus during nighttime combat This is a puzzling and largely worthless skill, since it works only during the first turn (even at level 3) when only missile troops typically have the range to engage the enemy. Hero’s troops receive initiative bonus in first turn These are big bonuses to an attribute that is hard to raise by other means Skip it unless these troops make up the bulk of your armies.įrenzy – increases attack bonus for hero’s troopsĪ great skill, everyone should get this ASAP as attack makes a big difference. Useful once you actually get the spirits of rage.ġ: 10/2/0 Allows troops to be arranged on the battlefield before combatĢ: 14/4/0 allows troops to be arranged in a broader areaĭecreases leadership requirements for swordsmen, guardsmen, knights, and horsemenĪll of these kinds of troops except for knights will be obsolete quickly, and knights are very slow. Master of Spirits: increases experience of spirit of rage in combat Get this only at level 1 as a prerequisite and save higher levels for later if you need them at all. Furthermore, only limited physical damage is dished out in the first round because troops are too far away except for missile attacks or very fast units. Get 1 level only to meet prerequisites.Ĭombat readiness: troops receive less physical attack damage in the first roundĭiminishing returns and the first round only impact of this restrict its use. Swordsmen and bowmen you will use only in the early game knights are very slow. Only has value if your army is composed primarily of humans. Not everyone will agree (I find mage skills to offer the most, knights next, and paladins the least), but I hope the information here is helpful.