guides
Last update:11 May 2016
Warriors and wizards have very similar development trees - but differences are rather big.
This is a summary of all Might abilities with description.
Numbers are approximate (here I put them for typical 15 leveled hero).
Like above
Defender III
3
Permanently +2 to hero’s defence.
Diplomat
Tears
Increases chance of joining neutral creatures, decreases their recrutation cost about 8%.
Only week creatures would like to join us.
And when they are from other race, they decrease our morale.
Charismatic Leader I
Permanently +2 to hero’s Leadership.
Useful when we are not undeads, who has no morale.
Especially when our army is mixed-race.
Charismatic Leader II
Permanently +2 to hero’s Leadership.
Requires Charismatic Leader I
Charismatic Leader III
Permanently +2 to hero’s Leadership.
Requires Charismatic Leader II.
Destiny’s chosen II
Permanently +2 to hero’s destiny.
Requires Destiny’s chosen I
Destiny’s chosen
Permanently +2 to hero’s destiny.
Requires Destiny’s chosen II.
If it wouldn’t require logistics, it will be very useful ability.
Assailant I
Blood
Permanently +1 to hero’s might power.
Quite useful, but maybe better to invest into destiny’s chosen or charismatic leader?
Assailant II
Permanently +1 to hero’s might power.
Requires Assailant I
Assailant III
Permanently +1 to hero’s might power.
Requires Assailant II
Pathfinder
Increases sea movement about 3 and reduce difficult terrain penalty by 50%.
We won’t see a difference after buying this ability.
Realm
Architect I
+1 to population units from dwelling in control zone.
Useful if we don’t have much resources and planning aggressive exploration.
Architect III
When hero visiting a city, it can build two structures in one turn.
Very useful on the large maps, when we make aggressive war.
Economist II
Marketplaces have lower prices (count like additional marketplace).
Worthy only thanks to it’s higher level.
Economist III
+2 wood and stone every day.
Scouting III
Range of hero’s sight +1 and discover all resources and artifacts on the map.
It requires 15 level hero - on this stage of game all items and resources are for sure collected.
Plunder mine
Active (worldmap)
Hero loses all movement points, gaining three-day profit from a mine.
Enemy doesn’t get anything during those 3 days.
Look at chapter: looting and sabotaging.
Sabotage Mine
Hero loses all movement points, blocking mine for seven days.
Tactics
Reinforcements I
Active (battle)
Increases amount of creatures in chosen core stack.
Summoned army disappear after battle, and its number depends from starting number of units in the group.
Ability doesn’t require mana, so it’s quite useful.
Reinforcements II
Increases amount of creatures in chosen core or elite stack.
Summoned army disappear after battle, and its number depends from starting number of units in the group.
It requires Reinforcements I.
Reinforcements III
Increases amount of creatures in chosen core, elite or champion stack.
Summoned army disappear after battle, and its number depends from starting number of units in the group.
It requires Reinforcements II.
Duck and cover
Units use covers 13% more effective (walls also).
Battle March
Movement range of all units during sieges + 2.
If map is large and there is plenty of castles, it could be useful.
Ambush
Increases units initiative about 5 during every first three turn of battles.
Very useful - it lets us damage enemy, before he can react.
Tactics II
We can place our troops before battle (we don’t see enemy’s army).
Range of placement increased.
Tactics III
After placing units, hero can change two units worth each other.
Heroes at 15 level have more useful abilities to choose.
Siege Master II
Units standing near to attacked piece of walls get damages.
Damages are small - don’t take it.
Siege Master
All units behind the wall gets some poison damages.
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