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Since the DLC, you get to choose a trait when you ascend a leader to the Pantheon.
All of your leaders that you had in the Pantheon before the DLC were automatically given one.
And while you can "ascend" the same hero again, you just rewrite his perk with another one.
Thank you, I guess it requires a DLC. I ascended a leader yesterday (game started after wolf update too) and wasn't given an option to select any traits.
A good all around support ascended trait. Just have your leader using a whole bunch of hero support skills (Tomes that don't use action points work great). You will easily maintain at least 6 regeneration on the entire army. Then 5 stacks for 30 health regeneration once you start using loads of heal/buff abilities per turn especially AoE regeneration ones.
This one is a great leader support fallback trait when your more advanced ascended traits available just don't fit your faction build. Combined with lot's of AoE support heals and buffs a lot of your army will be rocking 60% evasions vs. all attacks. A total anti ranged/marked ascension trait. If you're playing again with Tome of Fey Mists and again combine with AoE heals/buffs, those units will gain random positive effects each turn.
This one promotes an aggressive fighter leader/faction and reducing Morale so your leader can dominate things in combat and if they survive, recruit them after. The neat thing about this dominate is that it can be done multiple times, and dominate multiple units at once. Great for RPing a leader with supernatural control or allure over enemies/others and powerful too. I like it more than the ultimate Tome of the God Emperor ascended trait Matyr, but Martyr can be cool too with it's heal bomb on leader death/ressurection.
From tactical perspective the best one is available from going all astral, the one that offers extra spell cast each round. But it also one of the least fun ones and you are screwed when under magic negation of any kind.
I kinda want to try a skill that gives ability to deploy siege weapons once. If it's not a timed summon then it's going to be nice reenactment of the times when summoned towers were my MVP.
I still need to try that undead one with my undead build since i haven't gotten to that yet. Just finished making an Ascended Fey Mist Order/Natuer/Astral Reaver build. :p :P
The build using Subjugation is a custom Order/Materium Reaver build dipping into shadow only for Antimagic and Doomherald, so it doesn't get the ability to unlock the Ascended for undead raising every turn. I could do it by metagaming saved tome progress. :)
The Ascended Sorcerer extra spell pet turn works well with a high mana/combat casting WK build focused on spells, but there's better for high Unit Enchantmwnt/support ability, low casting point faciton builds. I actually switched out Ascended Sorcerer for Mistborne on my near fully Astral Naga Champion, because I wasn't getting enough out of casting 2 spells per turn. However, +60% miss chance + 25% miss for ranged via Quick Reflexes + random positive effects for most of the army = infinite enemy grazes/misses and benefits.
That said my planned WK Mystic nuker Astral/Shadow build that replenished Combat Casting Points via Spellbreakers etc. will DEFINITELY be using Ascended Sorcerer.
The Ascended Artificier one that deploys a Bolt Repeater is probably outclassed by it's cousin from Dreadnought Tome, Ascended Artillery. That's if Ascended Artillery trait bombards enemy like the Dreadnought Artillerist trait, which does 30 physical damage + Marked in a one hex radius:
vs.
I haven't tried it with mana addicts yet but does the society trait stack if you cast 2 combat spells in one turn?
Is it possible to get 3 combat spells in a turn with an astral imperium trait?
Really impressed with the Ascended Traits and how they encourage replayability
I like so far:
Rootwarden - alll adjacent enemies 90% chance to inflict bleeding(3 turns) and immobilize(1 turn)
Forgemaster: +20 draft and production in governed city. Units in heroes army +1 defense and resistance.