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—--- Berserker path—--
Path of the Berserker- Tiers I - Level 1 - 2 skill points
Your Hero gains 2HP, and chooses to follow the path of the Berserker. Unlocks the following skills-
Level 1- Blood honor, Exalted war cry, Armor piercing, Spirit protection
Level 3- Overwhelm, Battle fervor
Level 4- Glory of fallen heroes, Blood fury
Level 5- Melee command
Level 6- Demolisher
Level 7- Path of the Berserker II
Path of the Berserker- Tiers II - Level 7 - 3 skill points
Your Hero gains 3HP, and chooses to continue further on the path of the Berserker. Unlocks the following skills-
Level 7- Charge command, Armor break, Bleeding wounds
Level 8- Rabid, Tireless
Level 9- Fear strike
Level 10- Whirlwind strike
Level 11- Blood brothers
Level 12- Killing momentum
Level 13- Path of the Berserker III
Path of the Berserker- Tiers III - Level 13 - 4 skill points
Your Hero gains 4HP, and chooses to master the path of the Berserker. Unlocks the following skills-
Level 13- Executioner
Level 14- Heroic jump
Level 15- Eternal glory
—-----------------------------------------------------------------------
—--- Remaining Vanilla talent- balance changes —------
TIERS I :
Blood honor- Skill points cost up to 3 (was 2)
Melee command- no changes
Overwhelm- no changes
Armor piercing- Skill points cost down to 1 (was 2)
TIERS II :
Charge command- skill points cost down to 4 (was 5)
Blood brothers- skill points cost down to 5 (was 10)
Bleeding wounds- no changes
Tireless- skill points cost down to 3 (was 6)
—-----------------------------------------------------------------------
—--- New recycled talents from the base game —-------
TIERS I :
Demolisher - costs 2 skill points
Spirit protection- costs 1 skill points
TIERS II :
Killing spree- costs 3 skill points
Fear strike- costs 3 skill points
—---------------------------------------------------------------
—------------------------ Brand new talents —----------
TIERS I :
Glory of fallen heroes - costs 2 skill points
Active ability, self, free action, once per battle
Unit using this ability is not affected by morale penalties and its health cannot go below 1 for the current turn.
Exalted war cry - costs 2 skill points
Active ability, self, free action, once per battle
Grants the unit +3 physic damage and +8 movement until the end of the turn.
Blood fury - costs 3 skill points
Passive ability
This unit obtains +50 morale up until the end of the battle every time it slays another unit.
Battle fervor - costs 3 skill points
Passive ability
This unit has its chances of critical strike increased by 30%.
TIERS II :
Whirlwind strike - costs 3 skill points
Active ability, melee range, repeating, 2 turns cooldown
Attack targeted enemy unit and all other enemy units around it with a melee strike.
Armor break - costs 2 skill points
Active ability, melee range, single action, 3 turns cooldown
Performs a powerful crushing swing on targeted enemy unit which will break its guard and reduces its physical resistance by 20%. Additionally, its defense is reduced by 1 for each tiers of the unit for 3 turns. Incorporeal units cannot be affected.
Rabid- costs 2 skill points
Passive ability
This unit has its critical damage increased by 30%.
TIERS III :
Eternal glory- costs 7 skill points
Stack ability
All units in your party obtain the Resurgence ability. This ability only functions when the hero is leading the army.
Executioner- costs 4 skill points
Passive ability
This unit gains +1 physic bonus melee damage for every portion of 10% missing HP on its target.
Heroic jump- costs 5 skill points
Active ability, medium range, full action continue, once per battle
This unit cannot die for the current turn and jump onto target location. Adjacent enemy units around the location are dealt damage and all enemy units in a 2-hex radius around the location have a chance to be Taunted for two turns.
—--- Tactician path—--
Path of the Tactician- Tiers I - Level 1 - 2 skill points
Your Hero gains 2HP, and chooses to follow the path of the Tactician. Unlocks the following skills-
Level 1- Field medic, Intervention, Frost protection, Vision range upgrade
Level 3- Projectile resistance, First strike
Level 4- Quick orders, Defensive formation
Level 5- Defense command
Level 6- Martial arts
Level 7- Path of the Tactician II
Path of the Tactician- Tiers II - Level 7 - 3 skill points
Your Hero gains 3HP, and chooses to continue further the path of the Tactician. Unlocks the following skills-
Level 7- Good positioning, Break the line, Fire protection
Level 8- Polearms, Taunting strike
Level 9- Fleet command
Level 10- On alert
Level 11- Bulwark maneuver
Level 12- Total awareness
Level 13- Path of the Tactician IIII
Path of the Tactician- Tiers III - Level 13 - 4 skill points
Your Hero gains 4HP, and chooses to master the path of the Tactician. Unlocks the following skills-
Level 13- Unbreakable formation
Level 14- Toughness
Level 15- Turning the tide
—-----------------------------------------------------------------------
—--- Remaining Vanilla talent- balance changes —------
TIERS I :
Field medic- skill points cost down to 4 (was 5)
Defense command- no changes
Martial arts- skill points up to 3 (was 2)
First strike- skill points down to 2 (was 3)
Frost protection- no changes
TIERS II :
Fleet command- skill points cost down to 2 (was 3)
Fire protection- no changes
TIERS III:
Toughness- no changes
—-----------------------------------------------------------------------
—--- New recycled talents from the base game —-------
TIERS I:
Vision range upgrade- costs 1 skill point
Projectile resistance- costs 2 skill points
TIERS II:
Polearms- costs 2 skill points
Total awareness- costs 4 skill points
—---------------------------------------------------------------
—------------------------ Brand new talents —----------
TIERS I:
Intervention- costs 3 skill points
Active ability, single use action, short range, 1 turn cooldown
Jumps onto targeted friendly unit and reduces its damage taken by 40% for the current turn.
Quick orders- costs 2 skill points
Active ability, single use action, short range, 1 turn cooldown
Refill 50% of actions points of targeted friendly unit.
Defensive formation- costs 2 skill points
Stack ability
This hero and all adjacent friendly units have the bonus provided by defensive stance increased by 20%.
TIERS II:
Good positioning - costs 3 skill points
Stack ability
All units in the army obtain the First strike ability. This ability only functions when the hero is leading the army.
On alert- costs 5 skill points
Stack ability
All Cavalry, Irregular, Pikeman, and Infantry units in the army obtain the Vigilant ability. This ability only functions when the hero is leading the army.
Bulwark maneuver- costs 3 skill points
Active ability, Single action use, self range, 3 turns cooldown
Perform a bulwark maneuver and generate an Halo around you giving yourself and surrounding allies +2 defense as well as +2 resistance and the Tireless ability for the current turn. Your Hero will guard after using this ability.
Break the line- costs 3 skill points
Single action use, Medium range, 1 turn cooldown
This unit jumps onto targeted enemy unit and breaks its guard with a chance to slightly hinder it. This effect jumps to a maximum of 4 enemy units (including the target), which are adjacent from the previous target.
Taunting strike- costs 3 skill points
Passive ability
Melee attacks from this unit have a chance to taunt their target.
TIERS III:
Unbreakable formation - costs 4 skill points
Passive halo ability
All adjacent friendly units obtain the Projectile resistance ability and have their awareness vision range increased by 1, making them less likely to suffer flanking attacks.
Turn the tide - costs 6 skill points
Active ability, single use action, short range, once per battle
Refill 50% of all action points of targeted friendly unit. This effect jumps to a maximum of 4 friendly units (including the target), which are two or less hexes away from the previous target.