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Heroes and Skills
Merchants
These heroes give extra resources to their ruler each day. Rissa the alchemist,
for example, produces +1 mercury per day for you. Caitlin the cleric produces
350 extra gold a day. In a week, that's 6 extra mercury for you to build
that naga dwelling, or 2000 extra gold for buying more troops. For scenarios
or games where you are playing a resource heavy town, the merchant is
a must.
Recommended starting merchants:
All
Talents
The talent begins with a 5 percent bonus to any one secondary skill, and
gains a 5 percent bonus to that skill for each subsequent level. There
are heroes with a 5 percent bonus to ballistics or necromancy, or to first
aid and eagle eye. Some talents are useless because they specialize in
useless skills (Voy the witch doesn't benefit from her navigation bonus
if there's no water to be found). But some, such as Tazar the Beastmaster,
complement their troops wonderfully. He has an armorer bonus and makes
his already tough fortress creatures even tougher. In most cases, though,
despite a specialization in a good secondary skill, you should start with
a powerful spell genius or a merchant - that's because those effects are
immediately noticeable, while talents only become useful after the hero
is high level.
Recommended starting talents:
Mephala (armorer), Gunnar (logistics), Lord Haart (estates)
Next, secondary skills
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