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as for blood and tears you can see which skills they give you so just pick the path that has the skills you like the most
the blood / tear skills are just 4 in total (2 from blood and 2 from tear) youll see them by the meter you have that shows you how close you are to get next rank of blood / tears
All skills, both might and magic are divided into either the Blood or the Tears categories. Typically defensive or helpful abilities are Tears and offensive and detrimental abilities are Blood. You can tell which is which via the tooltip mouseover or by the corners of the ability icon, red for blood, white for tears. Each time you use an ability you gain a bit of it's rep type. You can mouse over the two abilities for your might and magic faction heroes to see the abilities and decide if you want to follow the Blood or the Tears path. In skirmish type games you can flip from one to the other, pick up the 250 Blood, but then gain enough Tears rep to get the 1000 Tears rep ability. You cannot do this in campaign maps, once you choose blood or tears, you're stuck with it for the rest of that campaign. Also note that although skirmish lets you flip affinity, you cannot have one ability from blood and then both for tears. You are either all blood or all tears.
The dynasty system is a meta-experience perk system. All game modes will earn you Dynasty experience and achivements you earn will garner Dynasty seals, a currency for purchasing bonus stuff at the Altar of Wishes. Typically the dynasty traits are nice to have, but not game breaking in and of themselves, they are a reward for continued play and an incentive for those who are progression minded.
The best utilization of the dynasty perks is to consider two things: what faction and affinity you are playing as along with your playstyle or peeves. For example if you are on the inferno campaign, their faction ability - gating, relies on lucky hits to charge, so a higher destiny score is beneficial and thus picking up the destiny dynasty perk is very good. Conversely the Necropolis faction doesn't use morale, so that dynasty perk would be a waste. I don't like to be too far from my towns, nor do I like not getting my weekly creature allotment, so I always get the portal and medicine perks for half movement porting and immunity to week of fever and diesease. They are completely optional as well, if you want to play without them.
Also, don't forget that your heroes can equip Dynasty Weapons. These are equipable items that gain experience and they persist like your Dynasty from map to map, play to play. Each one can gain up to 5 levels and while in-game they don't have explainations for what their various abilities are until you gain that level, you can check online guides for a heads up if you want to plan it out. Again, they are completely optional but a nice addition that gives more gameplay enhancement opportunities.