Leadership: Difference between revisions

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''' Heroes with Leadership as a starting skill: '''
''' Heroes with Leadership as a starting skill: '''
* {{Cl|Knight}}s start with Basic Leadership (except {{h|Sir Mullich|0=|himage=(HotA)}}, who starts with Advanced Leadership)
* {{Cl|Knight}}s
* {{H2|Sir Mullich|Knight}}{{swh|noicon=|{{-}}{{withmapedhota}}|{{-wa}}}} (Advanced)
* {{H2|Mephala|Ranger}}
* {{H2|Mephala|Ranger}}
* {{H2|Ryland|Ranger}}
* {{H2|Ryland|Ranger}}

Latest revision as of 01:37, 18 December 2024

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.

Classes unable to learn Leadership:

(They can only acquire the skill from Scholars, Witch Huts (if allowed by a map-maker), Seer's Huts, Events or Pandora's Boxes).

Heroes with Leadership as a starting skill:

Chance to get[edit | hide | hide all]

Out of total 112 for Shadow of Death, and of (112 + Interference chance) for Horn of the Abyss Horn of the Abyss.
Banned skills change the probability.

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   5
Factory Horn of the Abyss     Artificer   2


Artifacts[edit | hide]

Artifacts on the adventure map may be restricted to only be able to be picked up by heroes who have the Leadership skill. When attempting to get the artifact with a hero without the skill, the following message will be displayed:

You've come across the spartan quarters of a retired soldier. The soldier tells you that he is willing to pass on the <artifact name> to the first true leader he meets.

User commentary

[Show user commentary]
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Some may find the information in this section subjective or irrelevant.

Whether to use Leadership or not, depends of a map. If it is fully dedicated to one faction (Tower, Inferno, Stronghold), or if there is only one player on it, Leadership is not the most important skill, as in most cases, you'll have positive morale, because all your troops are from the same town. On a map with many types of towns, it works, especially when you capture a Necropolis and summon undead who decrease morale (pity that Leadership is completely unavailable for Necropolis heroes, therefore summoned troops from other towns will have bad morale - unless a Death Knight or Necromancer gets Leadership on the map, e.g. in a Witch Hut; and during a siege, Tavern will help even in Necropolis). Aside from Necropolis, the town for which Leadership is the least important is Conflux as Elementals are immune to morale.

Leadership is a mediocre secondary skill, which is not among the worst skills but not among the best either. Although an extra attack turn in combat round due to a high morale for the right creatures stack can swing the odds in a battle, getting the extra attacks is a just over 10% chance at best. It sees better use in the hands of Heroes leading mixed armies or any other situations where gaining high morale is for whatever reason a problem (which is almost never the case on pre-generated maps).

Things that ruin Leadership


See also: