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Secondary Skills are qualities of your hero. There are 14 different secondary skills and each one has three levels: Basic, Advanced and Expert. When your hero gets a level-up (primary skill increase) he/she also gets a choice of 2 secondary skills - you may choose to learn one. Hero can have a maximum 8 secondary skills learned. After hero has learned a skill, learning it again will increase it's level. If hero manages to get all 8 expert skills, future level-ups will only give a primary skill increase.
Secondary Skill | Description | Basic level |
---|---|---|
Advanced level | ||
Expert level | ||
Increases the damage of range striking units in hero's army. Removes 50% penalty for shooting past objects (castle walls). |
+10% Damage | |
+25% Damage | ||
+50% Damage | ||
Increases the catapult's shots, damage and accuracy in seige combat. | 1 shot + extra dam | |
2 shots + extra dam | ||
2 shots + max dam | ||
With Diplomacy skill army camps will sometimes offer to join your army. Percentage shown is the percentage of monsters in the stack. |
25% join | |
50% join | ||
100% join | ||
Your hero gets a chance to learn spells that have been cast against him/her in combat. |
20% 2nd level max | |
30% 3rd level max | ||
40% 4th level max | ||
Hero generates money each turn. | 100 gold/day | |
250 gold/day | ||
500 gold/day | ||
Increases hero's morale. Necromancers can't learn this one. |
+1 morale | |
+2 morale | ||
+3 morale | ||
Hero gets an extra land movement. | +10% movement | |
+20% movement | ||
+30% movement | ||
Increases hero's luck. | +1 luck | |
+2 luck | ||
+3 luck | ||
Increases rate per turn in which hero regenerates mana. | 2 mana/turn | |
3 mana/turn | ||
4 mana/turn | ||
Hero gets an extra movement on water. If map has no water, the skill is useless. |
+50% movement | |
+100% movement | ||
+150% movement | ||
Animates a portion of the units killed in battle into skeletons when you win. Available only to Necromancer and rarely to Warlock. |
10% of killed units | |
20% of killed units | ||
30% of killed units | ||
Reduces the movement penalty on rough terrains. (Beach, Cracked land, Snow, Swamp, Desert) If map has no rough terrains, the skill is useless. |
-25% | |
-50% | ||
-100% | ||
Increases hero's visible area in adventure window. | +1 square | |
+2 squares | ||
+3 squares | ||
Allows hero to learn spells higher than 2nd level. | 3rd level spells | |
4th level spells | ||
5th level spells |
I suggest you learn these secondary skills as I consider them the best for each hero type.
Some of these proposed skills might turn useless due to map conditions (Navigation, Pathfinding)
Secondary Skills in bold are the skills that all heroes of that type have from the start.
Knight - Ballistics, Diplomacy, Leadership, Logistics, Luck, Mysticism, Pathfinding, Wisdom
Barbarian - Archery, Ballistics, Leadership, Logistics, Luck, Mysticism, Pathfinding, Scouting
Sorceress - Archery, Diplomacy, Estates, Leadership, Luck, Mysticism, Navigation, Wisdom
Necromancer - Eagle Eye, Estates, Logistics, Luck, Mysticism, Necromancy, Pathfinding, Wisdom
Wizard - Archery, Eagle Eye, Estates, Leadership, Logistics, Luck, Mysticism, Wisdom
Warlock - Ballistics, Eagle Eye, Estates, Leadership, Luck, Mysticism, Scouting, Wisdom
This table shows a chance for each secondary skill to be learnt by heroes.
Higher the number = bigger the chance ; 0 = no chance ; Highest chances for each skill are in bold.
Note that only Necromancer and Warlock (rarely) heroes can learn the Necromancy secondary skill. But since undead don't have a morale, Necromancer can't have the Leadership secondary skill. That means, there are only 13 skills to learn for each hero, with the only exception of Warlock who has 14 skills to choose from.