Leadership: Difference between revisions

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(added template ZET SEC SKILL CHANCE TABLE)
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* {{Hn|Xeron|Demoniac}} – Basic Leadership
* {{Hn|Xeron|Demoniac}} – Basic Leadership
* {{Hn|Derek|Captain}} - Basic Leadership {{withhota}}
* {{Hn|Derek|Captain}} - Basic Leadership {{withhota}}
{{ZET SEC SKILL CHANCE TABLE|10 (highest)| 2| 6| 2| 3| 4| 3| 2| 0 (impossible)| 0 (impossible)| 8| 3| 5| 4| 5| 1| 3| 3| 6| 2}}


[[Category: Secondary skills]]
[[Category: Secondary skills]]
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__NOTOC__

Revision as of 23:40, 19 February 2020

Secondary skills
 Air Magic
 Archery
 Armorer
 Artillery
 Ballistics
 Diplomacy
 Eagle Eye
 Earth Magic
 Estates
 Fire Magic
 First Aid
 Intelligence
 Interference Horn of the Abyss
 Leadership
 Learning
 Logistics
 Luck
 Mysticism
 Navigation
 Necromancy
 Offense
 Pathfinding
 Resistance
 Scholar
 Scouting
 Sorcery
 Tactics
 Water Magic
 Wisdom
Leadership
Basic Leadership: increases your hero's troops' morale by 1.
Advanced Leadership: increases your hero's troops' morale by 2.
Expert Leadership: increases your hero's troops' morale by 3.

Leadership is a secondary skill, that increases the morale of creatures in hero's army.

Death Knights and Necromancers cannot learn Leadership.

Heroes with Leadership as a starting skill:

Town Class Chance to learn
Castle  Knight  10 (highest)
Castle  Cleric   2
Rampart  Ranger   6
Rampart  Druid   2
Tower  Alchemist   3
Tower  Wizard   4
Inferno  Demoniac   3
Inferno  Heretic   2
Necropolis  Death Knight   0 (impossible)
Necropolis  Necromancer   0 (impossible)
Dungeon  Overlord   8
Dungeon  Warlock   3
Stronghold  Barbarian   5
Stronghold  Battle Mage   4
Fortress  Beastmaster   5
Fortress  Witch   1
Conflux  Planeswalker   3
Conflux  Elementalist   3
Cove Horn of the Abyss     Captain   6
Cove Horn of the Abyss     Navigator   2
Factory Horn of the Abyss     Mercenary  {{{21}}}
Factory Horn of the Abyss     Artificer  {{{22}}}