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- 50 moves points (2 skill points / move point)
- Vision IV (cost 5 / level > 20 total > 2 levels)
-> Excellent for fast and deep recon
- Charge
- Parry
- Wall climbing
-> All of these cost 5 points and are very useful and effective especially associated with above for fast capturing
- Archery or Poison darts : Archery has more range but Poison darts can poison (-1 on each stat if applied but doesn't work on targets immune to Poison) - cost 10 !
- Markmanship IV (same cost as vision)
-> Extremely powerful since you can basically attack your ennemy without taking any damage back; M.IV will basically one shot any level 1 units (archers, swordsmen...)
I would not recommand Spell Casting since it costs 20 and requires 2 levels for each upgrade. If your Hero is 10 / 10 / 10 / 10 / 50 / 20 (stats / moves / hits), you may wipe entire armies with a single one anyway. Spells aren't that worth it at this stage.
Leadership is good early when your Hero is too weak yet to be on his own, I'd give it to the Leader of course but not on other Heroes that'll basically stick with the Leader until they can manage armies on their own.
Holy champion if you're facing Evil units, Unholy if you face Good units.
They are both useless if you face Neutral units (Human, Lizards, Azracs...).
That's usually it. These are useful and effective in every case.
Of course, you need to adapt according to your opponent and the situation.
Note that with the balancing mod, the stat max is not 10/10/10/10. It may in fact be lower, even with spells and decent gear. If I'm not mistaken, you can only put 3-4 points into any stat with the balancing mod... so anything over that has to come from gear, skill boosts, or spells. Depending on your spell circles, that might make available limits much lower than in Vanilla, for instance with Death/Fire builds max defense might be around 6-8 (if you find good defensive gear).
One bonus with the balancing mod is that you can select any status strike, and you are not limited to only one (you can add any skill at any point), but they are expensive.
My favorite tank build is Earth/Life/Water 3/2/2. Entangle Strike. Multiple status strikes that freeze or weaken melee attackers. Wall Climbing/Parry/Round attack early in the build. Spell III or IV for quicker global spells and easier disenchants and spell locking. Vision II, and cave crawling if you have a large underground.
I prefer Poison Darts to other range weapons, because they have a chance for a really debilitating status effect... but you need another magic wand attack as a backup in case of poison immunitiy.
I have two builds.
Combat build starts with Lightning Strike and Regeneration, going up stats and Vision, adding Mountaineering and Wall Climbing, then the rest of the moves and whatever you'd like.
Call Flames and Leadership - sometimes adding Bard Skills - is another, going up the same moves and Vision trees.
Always Life 3/4. Usually Water 2.3. Sometimes Earth 1/2. Sometimes Fire 1, sometimes Air 1.