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Heroes

 
Heroes
  Chapter Introduction
Might Classes
Magic Classes
Creature Specialists
Spell Geniuses
Merchants
Talents
Secondary Skills
   
Heroes and Skills

Secondary skills, continued

Scholar
Only one hero need have the scholar skill, and he can then teach magic to all your other heroes. Give this skill to a hero with logistics and pathfinding so he can continually run after heroes to teach them all the most powerful magic. For this skill to really be useful you need to advance in skill as quickly as possible. Having a scholar out in the field eliminates the need to bring all your heroes back to town after a new mage guild upgrade. However, don't go overboard with this ability and remember that fifth-level spells can't be traded.

Likely students: Wizard, warlock, druid, witch, necromancer

Scouting
This ability isn't very useful, especially later once the map has been revealed. It just shows you in one turn, the next two tiles you'll see next turn. This doesn't really justify purchase when you have skills like offense, fire magic, and resistance.

Likely students: Ranger, barbarian, beastmaster

Sorcery
This skill should be learned by all spellcasters because it allows you to do 15 percent more damage per spell cast. It can affect damage and durations alike. If you are fond of casting implosion, chain lightning, and armageddon, take this skill for some even more destructive firepower. If every magic class in your army had this skill, you would have a potent array of spell-slinging warriors.

Likely students: Warlock, witch, wizard

Tactics
This skill is extremely useful in combat. Add this to your hero with leadership, luck, logistics, armorer, offense, and resistance, and you can almost will victory during combat. With tactics, you first compare your tactics level to your enemy's. If you are three levels up (basically you have the expert skill and he doesn't know what tactics is), then you can place your troops anywhere within seven hexes of your starting position. At lower levels, the range at which you can place troops is shorter, either five or three depending on your skill relative to the other player. If you both have the same skill level, then you begin combat normally. This skill can all but doom ranged units. You can thus rearrange your troops and place them closer to the enemy line, ensuring that you can engage the enemy in one round. Also, if you find yourself needing to shelter your archers or set up a straight charge to an enemy, or even move your troops around obstacles, you can do all that before combat even starts. This is a great skill to have, and several heroes should learn it.

Likely students: Overlord, barbarian, knight

Water Magic
If you are lucky enough to learn all four magic schools, you will be a god among sorcerers. The school of water magic has some very useful spells, including teleport, prayer, and bless. It could serve you well for complementing your troops, but isn't very strong in offensive magic.

Likely students: All equally poor

Wisdom
This skill is necessary if you want to cast any spells beyond the second level, so of course it is a skill you want all your heroes to learn.

Likely students: All magic classes, alchemist

Next, magic
 
 

 
 
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