Part 86: Appendix: Skills (Paragon, Realm)
Appendix C - Might and Magic (Paragon and Realm)Each Hero of a faction has almost essentialy the same skills and magic to learn from. Some will have a free starting spell because of their specialization, but aside from that, the only differences in choices are faction, and whether they're Might or Magic. Might Heroes get access to the third-tier Skills, and Magic Heroes get access to the third-tier Spells.
A Hero's Reputation also plays a part. Most abilities are aligned with a certain Reputation - for example, Heal belongs to Tears, and Ice Bolt belongs to Blood. Many abilities will also be improved by reputation - Heal has three base values, the first is when cast by a Hero with Neutral or Blood reputation, the second is for the first Tears reputation, and the second is for maxed Tears reputation. Casting an active ability also gains Reputation of that alignment - for example, casting Heal will grant 1 Tears reputation point.
Many spells are also bolstered by the Hero's stats (skills not so much) - generally, the higher the Magic Power, the more effective those abilities are. I'll place an asterix (*) next to values that are bolstered by stats.
Here's the breakdown for the general format I'll be presenting them in:
~Picture
~Name
~Active/Passive ability (Active abilties are cast in battle, Passive ones are always on.)
~Combat/Adventure (All spells are combat-only, so this only applies to Skills.)
~Reputation Alignment (Tears, Blood, or Neutral)
~Requirements
~Effect (If an ability has x/y/z values, that means those are the values for the base, tier 1 reputation, and tier 2 reputation values associated with that abilit's alignment. A * means that the values can be bolstered by Hero stats.)
So without further ado, we'll start with the first tab of the Skills tree, the Paragon line:
Paragon
The Paragon line is a very simple line - all the abilities are passive, and they directly augment a Hero's stats.
Defender I
Passive
Combat
Tears
No requirements
Hero gains +2/3/4 Might Defense permanently.
Diplomat
Passive
Adventure
Tears
No requirements
Allows Hero to effectively negotiate with hostile creatures. Increases chances of recruiting them and reduces the cost of creatures that wish to join your army by 8/10/12%, if they ask for a fee to join.
Charismatic Leader I
Passive
Combat
Neutral
No requirements
Hero gains +2 Leadership permanently.
Destiny's Chosen I
Passive
Combat
Neutral
No requirements
Hero gains +2 Destiny permanently.
Enlightenment
Passive
Adventure
Neutral
No requirements
All experience gained by Hero is increased by 20%.
Logistics
Passive
Adventure
Neutral
No requirements
Hero gains +3 Land Movement.
Pathfinding
Passive
Adventure
Neutral
No requirements
Hero gainst +3 Sea Movement, and penality for moving on rough terrain is reduced by 50%.
Assailant I
Passive
Combat
Blood
No requirements
Hero gains +2/3/4 Might Power permanently.
Defender II
Passive
Combat
Tears
Requires Hero level 5, Defender I
Hero gains +3/4/5 Might Defense permanently.
Charismatic Leader II
Passive
Combat
Neutral
Requires Hero level 5, Charismatic Leader I
Hero gains +2 Leadership permanently.
Destiny's Chosen II
Passive
Combat
Neutral
Requires Hero level 5, Destiny's Chosen I
Hero gains +2 Destiny permanently.
Mentoring
Passive
Adventure
Neutral
Requires Hero level 5
When the Hero meets another friendly Hero with less experience points, the friendly Hero gains experience points till a maximum of 50% of the Hero's experience points.
Snatch
Passive
Adventure
Neutral
Requires Hero level 5, Logistics
The Hero spends no movements points to pick up resources, access buildings and other similiar actions.
Assailant II
Passive
Combat
Blood
Requires Hero level 5, Assailant I
Hero gains +3/4/5 Might Power permanently.
Defender III
Passive
Combat
Tears
Requires Might Hero level 15, Defender II
Hero gains +4/5/6 Might Defense permanently.
Charismatic Leader III
Passive
Combat
Neutral
Requires Might Hero level 15, Charismatic Leader II
Hero gains +3 Leadership permanently.
Destiny's Chosen III
Passive
Combat
Neutral
Requires Might Hero level 15, Destiny's Chosen II
Hero gains +3 Destiny permanently.
Assailant III
Passive
Combat
Blood
Requires Might Hero level 5, Assailant II
Hero gains +4/5/6 Might Power permanently.
Realm
The Realm skills are all Adventure skills. They make gathering resources and the like easier, while depriving your opponents of the same.
Architect I
Passive
Adventure
Neutral
No requirements
Increases all creature growth in the friendly territory the Hero is in by 1/week.
Economist I
Passive
Adventure
Neutral
No requirements
When picking up resources, the Hero finds 20% more resources than normal.
Scouting I
Passive
Adventure
Neutral
No requirements
The Hero can now see one tile further, and can now see the exact number of creatures in other stacks, towns and armies within his movement range.
Architect II
Passive
Adventure
Neutral
Requires Hero level 5, Architect I
Town buildings are 20% cheaper to upgrade and convert. Hero must be in town to apply.
Economist II
Passive
Adventure
Neutral
Requires Hero level 5, Economist I
Marketplace exchange rates are more favourable - Hero counts as 1 extra marketplace when trading.
Scouting II
Passive
Adventure
Neutral
Requires Hero level 5, Scouting I
The Hero can now see one tile further, and can now see enemy Hero's abilties, artifacts, reputation etc. within his movement range.
Plunder Mine
Active - 7 Day cooldown
Adventure
Neutral
Requires Hero level 5
Hero consumes all remaining movement points to plunder an enemy mine, causing it to stop production for 3 days and stealing 3 days' worth of resources immediately.
Sabotage Mine
Active - 7 Day cooldown
Adventure
Neutral
Requires Hero level 5
Hero consumes all remaining movement points to sabotage an enemy mine, causing it to stop production for 7 days.
Architect III
Active - 1 Day cooldown
Adventure
Neutral
Requires Might Hero level 15, Architect II
Allows an additional building to be built in a town that has already built a building this day. Hero must be in town to apply effect.
Economist III
Passive
Adventure
Neutral
Requires Might Hero level 15, Economist II
Hero produces 1 Wood and 1 Ore each day.
Scouting III
Passive
Adventure
Neutral
Requires Might Hero level 15, Scouting II
The Hero can now see one tile further, and can now see all unclaimed resources and artifacts on the overview map.