Leadership: Difference between revisions
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=== Heroes with Leadership as a starting skill: === | === Heroes with Leadership as a starting skill: === | ||
* All [[Knight | * [[File:Knight portrait.gif]] All [[Knight]]s start with Basic Leadership (except [[Sir Mullich]], who starts with Advanced Leadership) | ||
* {{H2|Ajit|Overlord}} – Basic Leadership | * {{H2|Ajit|Overlord}} – Basic Leadership | ||
* {{H2|Drakon|Beastmaster}} – Basic Leadership | * {{H2|Drakon|Beastmaster}} – Basic Leadership |
Revision as of 13:22, 16 December 2022
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.
Classes, unable to learn Leadership skill:
(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:
- All Knights start with Basic Leadership (except Sir Mullich, who starts with Advanced Leadership)
- Ajit the Overlord – Basic Leadership
- Drakon the Beastmaster – Basic Leadership
- Gelu the Ranger – Basic Leadership
- Lorelei the Overlord – Basic Leadership
- Mephala the Ranger – Basic Leadership
- Ryland the Ranger – Basic Leadership
- Synca the Overlord – Basic Leadership
- Vey the Battle Mage – Basic Leadership
- Xarfax the Heretic – Basic Leadership
- Xeron the Demoniac – Basic Leadership
- Derek the Captain - Basic Leadership
Chance to get
Out of total 112 for Shadow of Death, and of (112 + Interference chance) for 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 | Captain | 6 |
Cove | Navigator | 2 |
Factory | Mercenary | {{{21}}} |
Factory | Artificer | {{{22}}} |
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User commentary
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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 isn't 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 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
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