A detailed guide in which we disassemble all branches of talent by ideals, as well as tell which perks of Order, Anarchy, Mastery or Strength are worth paying attention to
Every time you level up a hero in King's Bounty 2 , you are allowed to choose from several dozen talents. However, they are all divided into categories depending on the ideal (worldview). If the level of a particular ideal is not high enough, you simply will not have access to talents or their enhancements.
Completing tasks, you will constantly make some kind of choice. He will pump Strength, Order, Anarchy or Mastery. It is these ideals that are used to classify talent. The higher the value of the ideal, the more talents and their improvements are available to the hero.
Here is the talent classification:
- Level 1 - No Requirements. You can distribute talent points between any perks of this level of different categories.
- Level 2 - 8 points of a specific ideal.
- Level 3 - 16 points of a specific ideal and improving the perks of the previous level to 2-3 ranks.
- Level 4 - 28 points of a specific ideal and improving the perks of the previous level to 2-3 ranks.
Order Talents
Level 1:
- Balance Order / Strength / Anarchy / Mastery . All of these talents reduce the Morale Penalty when your army mixes units of a certain ideal with units of other ideals. Should not be prioritized unless you intend to mix units of different ideals.
Level 2:
- Training - for winning a battle, the hero gets 10/15/20% more experience.
- Glory - increases the leadership of the hero.
- Mercy - increases the effectiveness of healing.
Level 3:
- Endurance . Requires 16 Order Points. At the beginning of the battle, a random allied unit gains immunity to negative effects for 2 turns.
- Competence requires 16 Order Points. Increases the duration of positive effects of the skills of allied units by 1 turn.
Level 4:
- Keeper . Requires 28 points of Order, the second level of Competence and Endurance. The first friendly unit that died in battle will immediately resurrect at the place of its death in the same state as at the beginning of the battle. The summoned units are not resurrected.
Anarchy talents
Level 1:
Level 2:
- Drain Life - Requires 8 Anarchy Points. When dealing damage to an enemy, an allied unit regains its health by 15% of the damage dealt. Does not work when attacking fighters of Undead, Magic creatures, Death.
- Junk Man - Requires 8 Anarchy Points. When selling items to merchants, the hero receives 5% more gold.
- Run! Requires 8 Anarchy Points. In the first round, all allied units gain +1 speed for one turn.
Level 3:
- Onslaught . Requires 16 Anarchy points, the third level is "Drain a Life" and the second is "Run!" In the first round, all allied units receive +1 initiative for 1 turn.
- Fury . Requires 16 Anarchy points, the third level "Junkman" and the second "Run!" Allows allied units to respond to enemy attacks 2 times per round.
Level 4:
- Reflection . Requires 28 Anarchy points, second level "Onslaught" and second level "Fury". Allied units return 35% of the received damage to the enemy unit.
Strength talents
Level 1:
- Training . For winning a battle, units receive 20% more experience.
- Magic armor . In the first round, all allied units receive a resistance bonus.
- Protection . In the first round, all allied units receive a defense bonus.
- Preparing for battle . The hero receives a bonus to military affairs.
Level 2:
- Defense . Requires 8 strength points. Defense now additionally increases the armor and resistance of the unit by 5 units.
- Advantage . Requires 8 strength points. Increases the bonus damage from height by 10% to all allied ranged units.
- Dodge . Requires 8 strength points. Allied units receive a dodge bonus.
Level 3:
- Crushing blow . Requires 16 strength points, third level "Advantage" and "Defense". Increases critical hit damage by 165%.
- Ticks . Requires 16 strength points, the third level is "Dodge" and "Defense". Allows allied units to use the zone of control twice per round.
Level 4:
- Generalissimo . Requires 28 strength points, the third level "Crushing Blow" and the second "Pincers". Increases the influence of the "Military" parameter on units by 20%.
Mastery talents
Level 1:
- Magic of Death and Darkness, Air and Fire, Life and Light, Earth and Ice . These talents will unlock the advanced spell enhancements of the respective schools, so they should only be chosen if your focus is on using magic. For example, we chose Cassandra.
Level 2:
- Linguistics . Requires 8 mastery points. The hero gets +10 to secret knowledge.
- The scribe . Requires 8 mastery points. Upgrading spells requires 10% less mana.
- The fury of the elements . Requires 8 mastery points. Increases damage dealt by hero spells over time by 50%.
Level 3:
- Secret advantage . Requires 16 points of mastery, third level "Linguistics" and "Scribe". The hero gains +10 magic power.
- Call . Requires 16 points of mastery, third level "Linguistics" and "Scribe". Hero summoning spells summon creatures of the second rank.
Level 4:
- Higher magic . Requires 28 mastery points, the third level of Secret Advantage and the second level of Summoning. Secrets of High Magic allows you to use the Book of Magic twice in each round.
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