Fantasy General II

Fantasy General II

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FG2 Hero Units Review
By Virgil-SKY
This guide is about informations on named hero units, their skill tree, and what promotion they provide in the upcoming training ground.
Since some of these stuffs are still WIP in beta test, I will try to follow changes upon the formal release of this patch and do updates.
   
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Foreword
As written in the introduction of this guide, this article is about hero units in Fantasy General II. Since Thane, General and Witch Doctor do not have a skill tree, in this article we will ignore them, only talk about those with one - Transmuter also has a skill tree and provides promotions in training ground, but I cannot call him a "named hero", tricky guys.

No need to say, this article also contains spoiler informations about the end of each hero (if they have one) in and after the Invasion campaign, and some choices affecting them, so read with caution if you want to avoid spoilers.

Heroes all start with 1 Artifact Slot and have two promotions for another two. We will ignore these promotions when talking about skill trees.
  • Hero: +50% Invulnerable Damage Reduction

Note: Skill damage is also affected by traits, artifacts, level bonus and effects that is said to affect a specific kind of damage type, i.e. Raging Storm (+50% Magic damage) will also increase damage dealt by a Lightening Strike (do magic damage) from Ailsa.

All heroes in this article, except for Falir, Tirea and Relkar, are available for skirmish, and all heroes except for Falir may appear as a reward in Onslaught campaigns.

Since I'm writing with the beta test channel, some info in this article may be different from the current released version.
Training Grounds
There are currently 3 kind of Faction trainings: Baileach Faction Training, the Mercenary Band Training, and Empire Faction Training, depending on who is your main hero/heroin.

Hero units cannot recieve any training in the training ground, and non-hero unit can only recieve each one once.
If a unit already have a specific promotion, then they cannot recieve it again (i.e. you cannot stack another Slayer on a Berserker).
However, units can carry their promotions when upgraded to another one. So if you want to stack, train before upgrade.

In Invasion, you use Baileach Faction, the Training Grounds is unlocked after finishing Krell's Landing, while in Onslaught this is available from the start. Training Grounds is not available in The Tale of Falir Campaign.

Baileach Faction Training is only available when you choose Falirson or Ailsa.
Mercenary Band Training is only available when you choose Relkar.
Empire Faction Training is only available when you choose Filos.

Baileach Faction Training
Training Session: 2 Weapon for 100 point exp. This training can be done for unlimited times until unit is at 9999 exp.
Ambush: 75 Gold for Ambush.
All Terrain: 200 Gold for All Terrain.

the Mercenary Band Training
Training Session: 2 Weapon for 100 point exp. This training can be done for unlimited times until unit is at 9999 exp.
Extra Armour I: 1 Armour for Extra Armour I, grants +1 Armour.
Pilfer: 75 Gold for Plifer, recieve 20 Gold when made a kill.

Empire Faction Training
Training Session: 100 Gold for 100 point exp. This training can be done for unlimited times until unit is at 9999 exp).
Extra Armour I: 1 Armour for Extra Armour I, grants +1 Armour.
Falirson: High King of Fareach
Main hero in Invasion campaign, also available for Onslaught campaign as a choice.
In Onslaught, Falirson can hire Younglings and Maidens. His starting units are 2 Younglings, 2 Maindens and 2 Slingers.

Experience
Son of Falir One-Eye, older brother of Ailsa the Blind. He was made the High King of Fareach after Battle of the Clanmeet, where Falir was killed by the combined Clan Misneach, Borderland Clans and imperial army, and many other clans also lost their cheftain. He then marched into the Borderland, later the Empire for revenge, and finally made it by killing the Emperor. After defeated the True Path transmuters, he went back to the Fareach Highland to spend his rest of life.

Ingame status
In Invasion, Falirson start as a hero on foot, later he obtained a giant bear as his mount. In skirmish and Onslaught he is set to the mounted version.

  • Health: 120
  • Armour: 5
  • Speed: 3
  • Search: 3
  • Morale: 7
  • Damage: 15×3, 2AP (Hammer), + 20×1, 4AP (Bear Mount)
  • Starting Trait: Hero, +All Terrain (Bear Mount)
  • Starting Skill: Melee Attack, Resting, +Mighty Roar (3 radius, reduce enemy moral, 5t cd)

  • In Invasion Campaign, the choice you made after the first mission affects Falirson by giving him a different unique promotion:
    • Way of the Leader: War-Leader Nearby aura, range 2, affected allies recieve +1 Moral and +10% Damage.
    • Way of the Raider: +1 Speed and reduce the cost on Younlings, Berserkers, Cleavers and Werebears by 20%.
    • Way of the Warrior: +50 Health and +20% Damage.

  • If you have raided any settlements in mission Under Attack! or Clanmeet, or decided to burn down the last Iseal buildings in mission Iseal, Falirson will recieve a promotion "Kinslayer", +20% damage against Human, but also yield a range 2 "Kinslayer Nearby" aura, reducing all ally moral by 1.

Skill Tree

(From bottom to top, left to right)
  • Drill: New recruits start at a third of hero's level and start at least from level 1, reduce exp lost of units at the end of scenario. Also affects the starting level of volunteer units.
  • Quartermaster: +2 Supply Limit
  • Famous: Mercenaries cost 25% less to hire, can hire 2 additional Mercenaries.
  • Construct War-Camp: Grant the skill "Construct War Camp", create a War Camp on a Plain hex to allow deploy and replenish units around it. Radius 1. War Camp also provides +15% Fortification Damage Reduction, +15% Missile Damage Reduction, and Breaks Charge. 8t cd.
  • Drill II: New recruits start at half of hero's hevel and start at least from level 2, reduce exp lost of units at the end of scenario. Also affects the starting level of volunteer units.
  • Master Provisioner: +4 Supply Limit
  • More Health: +50 Health
  • Rally: Grant the skill "Rally", restore some Moral on nearby allies, radius 3. Free Action, 5t cd.
  • Thunder Hammer: Grant the skill "Thunder Hammer", cost 2 Mana, require any one action, cause "Charged" on this unit, grant +6 AP and +50% Damage for 3 turns.
  • Thunder Hammer II: Skill "Thunder Hammer" becomes a Free Action.
  • Pass Charge: Grant the skill "Pass Charge", range 3, pass the "Charged" effect to the target unit.
  • Thunderwave: Grant the skill "Thunderwave", discharge the hammer, do 20×3 Magic Damage to everything adjecent to this unit.
  • Thunderstrike: Grant the skill "Thunderstrike", range 2, select 3 hexes, discharge the hammer, do 20×3 Magic Damage to every ground and aerial units on these hexes in order.
  • Tough: Grant the Aura "Tough", range 2, all allies affected recieve -15% chance to suffer kills
  • Tough II: Replace the Aura "Tough" with "Tough II", range 4, all allies affected recieve -15% chance to suffer kills
  • Call Champion: Grant the skill "Call Champion", require any one action, range 6, select a unit, cause "Champion" on this unit, grant +40% Damage and never suffer kills for 3 turns. 5t cd.

Training
Falirson provides 3 promotions.
  • Battle-Hardened: 1 Weapon and 25 Gold for +50 Health and -10% chance to suffer kills
  • Weapon Maintenance: 2 Weapon for +2 AP
  • Brave: 200 Gold for +1 Moral

Review
Generally speaking, Falirson is designed to be the main hero in your army, providing basic level upgrades and aura buffs for other units. His aggresive skills are good, but you won't need them most of the time. Promotions provided by Falirson is also quite useful, they covered almost every unit in an army.
Doughal Ravencloak: The Black Bard
Barbarian hero in Invasion Campaign.

Experience
Past of the Black Bard is unknown. People says he brings bad luck with him. He is the Priest of Handola from FG1. Doughal traveled around the highland and talked about old and new stories, and when he came to visit Clan Baileach, the story of Falirson begins. After the Battle of Clanmeet, he appeared again in front of Falirson, made him the High King. He may join Falirson before marching into the Borderland, or before the attack on Krell's Landing, depending on your choice. In the final battle against the True Path, he revealed his real identity, sacrificed himself to close the shadow gate instead of Ailsa, which was the last thing he could do for the Council of Five.

Ingame Status
  • Health: 100
  • Armour: 4
  • Speed: 3
  • Search: 3
  • Morale: 7
  • Damage: 20×3, Magic
  • Starting Traits: Hero, Retreat I, Hex Immunity
  • Starting Skills: Melee Attack, Resting

In Invasion Campaign, Doughal appears first in A Dark Visitor and leaves in the end of scenario. He joins earliest before The Gap or Malric's Vale, where you have to decide whether accept him or not. Accept him, he joins at a random level of 2~4, but Ailsa recieves "Disappointed" (-1 Moral) because she cannot trust him. Refuse him, he leaves a Horn of Doom (grant the "Doom" skill, check the skill tree below for descriptions) for you and Ulnar recieves "Disappointed" (-1 Moral) because he could be a powerful ally. If refused, he will show up again before Krell's Landing and joins directly, no affect on others.
If Doughal was killed before the end of The True Path, Ailsa will be the one sacrificed to close the shadow gate.

If you dicide to burn down the last building of Iseal, Doughal will recieve "Unsettled" (-1 Moral), telling you you should not kill women and children if you want to be a good leader. Ulnar actually also recieve one, but since he leaves directly after Iseal in burn down route, it doesn't matter that much.

By asking Doughal to read the old words in the burial mount in Veilwood, you will be able to know this is where Loric the Barbarian, a FG1 hero sleeps. btw, you can only take one of his two artifacts out, Loric's Helmet grants Fearless, or Loric's Axe grants Berserker Frenzy (check Ulnar's chapter for descriptions), grab two and you get nothing.

Skill Tree


(From bottom to top, left to right)
  • Summon Crows: Grant the skill "Summon Crows", 1 Mana cost, summon a Murder of Crows to fight for you.
  • Winged Leap: Grant the skill "Winged Leap", 2 Mana cost, range 5, select a hex and jump towards it, blocked by aerial units above unit or target hex. If target hex is occupied, do 100% melee damage as charge damage, then a normal melee attack on it, remains on target hex if clear after attack, returns to starting location if not. 3t cd.
  • Retreat II: replace Retreat I, this unit now has 66% chance to retreat when under melee attacks. Retreat cannot happen when attacker has higher Speed than this unit, and can only be triggered once each turn.
  • Attuned I: +25% Magic damage. Doesn't stack with Attuned II.
  • Dark Presence: any contact with this unit will cause "Curse" (-50% Damage Reduction) on the attacker or attacked target.
  • Attuned II: +50% Magic damage. Doesn't stack with Attuned I.
  • Rally: Grant the skill "Rally", restore some Moral on nearby allies, radius 3. Free Action, 5t cd.
  • Transmute Armour: Grant the skill "Transmute Armour", 2 Mana cost, range 3, cause "Transmuted Armour" on target unit, -66% Armour Modifier for 3 turns.
  • Hero's Song: Grant the skill "Hero's Song", 3 Mana cost, radius 3, cause "Inspired" on all allies nearby, affected units recieve +2 Moral, +20% Damage and never suffer kills for 3 turns.
  • Gloom: Grant the skill "Gloom", 2 Mana cost, radius 3, cause "Death Mark" on all enemies nearby, affected units recieve -3 Moral and +100% chance to suffer kills for 2 turns.
  • Doom: Grant the skill "Doom", 3 Mana cost, radius 3, cause "Curse" on all enemies nearby, affected units recieve -50% Damage Reduction.
  • Ghost Army: Grant the skill "Ghost Army", 8 Mana cost, range 10, do 50×1, AoE, Magic Damage to desinated target.
  • Rune-Bounde: +6 starting Mana.

Training
Doughal provides 3 promotions.
  • Wanderlust: 100 Gold for +1 Movement Range
  • Magic Resistance: 1 Armour for +20% Magic Damage Reduction
  • Dragonslayer: 2 Weapon for +20% damge against Dragonlike (Dragon, Lizard)

Review
Although Doughal uses melee weapon, he fits better as a support hero due to the spells he can cast, and the little amout of HP he has.

Promotions provided by him is, however, very useful. Additional Movement Range and 20% Magic Damage Reduction works on almost every unit you have, and the dragonslayer training makes it possible to finish off Witch Doctors, Swamp Dragons and generals on dragon faster than before. Give Gmaur the Ring, we don't need it anymore. :)
Ailsa the Blind: The Spirit Talker
Main heroin of Invasion Campaign, also available in Onslaught as a choice.
Ailsa can hire Troll Pups, Giant Eagles, Dire Wolves, Dire Bear and Horse Spiders in Onslaught. She also has a special promotion in Onslaught, Clairvoyance, that removes all Fog of War on map, allowing you to see the terrain. Her starting units are 2 Maidens, 2 Fire Spiders and 1 Troll Pups.

Experience
Daughter of Falir One-Eye, younger sister of Falirson. She was learning with a witch in the Trollwoods when the Invasion story starts, later brought back by her brother. She sacrificed her eyes for a vision of spirits. On Falirson's way of revenge, she supports her brother, and sometimes giving advices on a few events as a shaman. After Tir's leave, she becomes the one bonding Baileach warriors and trolls. If Doughal was killed before the end of campaign, she will sacrifice herself to close the gate towards the Shadow Lord. After Invasion, she went back to Trollwoods to learn about taming beasts.

Ingame Status
In Invasion, she starts as a hero on foot, but can obtain a Red Dragon as her mount. In skirmish and Onslaught she is set to the on foot version.

  • Health: 100
  • Armour: 2
  • Speed: 3
  • Search: 1
  • Morale: 8
  • Damage: 15×3, Magic, Range 2, Ranged Attack (Staff), +20×5, Magic, Skirmish Attack (Dragon Mount)
  • Starting Trait: Hero, Blind (-2 Search), +Flying (cannot hide, +1 Speed, +25% Missile Damage Reduction), +Large (cannot hide, immune to entangle), +Cause Fear (Fear Aura, Range 1, enemies recieve -1 Moral and -20% Damage) (Dragon Mount)
  • Starting Skill: Ranged Attack, Resting, Spirit Vision (1 Mana cost, range 10, reveal a radius 3 area and hidden enemies), +Skirmish Attack, +Mighty Roar (3 radius, reduce enemy moral, 5t cd), +Dragon Breath (3 Mana cost, range 5, damage anything on the ground in a line with the dragon breath weapon, blocked by aerial units) (Dragon Mount)

After getting the dragon mount, the defaut attack for Ailsa is still Ranged Attack, you have to use the skill panel to switch to Skirmish Attack when attacking an adjacent target.

Agreeing on Doughal's join beforeThe Gap or Malric's Vale causes "Disappointed" (-1 Moral) on Ailsa, while refusing causes "Disappointed" on Ulnar.
When Tir's Weak event is triggered, Ailsa get a "Eager Student"(+10% exp bonus) promotion.
Refusing to burn down the last building of Iseal causes "Angered the Spirits" (-1 Moral, -2 starting mana) on Ailsa and Tir. If you had chosen burn down in the first choice, they and all troll units also recieve "Liar!" (-1 Moral).
Accepting the 2 Blood Oak Bow from the Transmuter in Kanthas and let him escape causes "Outraged" (-1 Moral) on Ailsa and all troll units.
Exceution of Dolos causes "Shocked" (-1 Moral) on Ailsa.
Agreeing to set Marcra free before Synor and the North causes "Unhappy" (-1 Moral) on Ailsa, while Bay of Kyrios not.

Skill Tree


(From bottom to top, left to right)
  • Speed of Wind: Grant the skill "Speed of Wind", 1 Mana cost, range 10, cause "Speed of Wind" on selected unit, +3 Speed and 33% chance to retreat for 3 turns.
  • Chain Lightening: Grant the skill "Chain Lightening", 3 Mana cost, range 2, select 2 hexes, do 20×3 Magic Damage to every ground and aerial units on these hexes in order.
  • Turn Evil: Grant the skill "Turn Evil", 3 Mana cost, radius 3, cause all affected non-hero Evil (Undead, Demon) units to flee or perish if cannot flee.
  • Summon Mists: Grant the skill "Summon Mists", 2 Mana cost, range 10, radius 3, create a large patch of Sentinel Mist on target hexes, magic attack from and into Sentinel Mist do +50% damage, missile attack from and into Sentinel Mist do -33% damage, units can hide in it.
  • Lightening Strike: Grant the skill "Lightening Strike", 3 Mana cost, range 10, select a hex, do 100×1, 8AP Magic Damage to every ground and aerial units on that hex.
  • Chain Lightening II: Grant the skill "Chain Lightening II", 3 Mana cost, range 2, select 4 hexes, do 20×3 Magic Damage to every ground and aerial units on these hexes in order.
  • Aura of Wisdom: Grant the aura "Wisdom", range 2, affected allies recieve +20% exp bonus.
  • Ancestor's Guidance: Grant the skill "Ancestor's Guidance", 2 Mana cost, range 10, cause "Ancestor's Guidance" on selected unit, +3 Moral and +2 Armour for 3 turns
  • Summon Ancestors: Grant the skill "Summon Ancestors", 4 Mana cost, range 1, summon a group of Ancestors to fight for you.
  • Summon Gatekeeper: Grant the skill "Summon Gatekeeper", 6 Mana cost, range 1, summon a Gatekeeper to fight for you.
  • Summon Sentinel: Grant the skill "Summon Sentinel", 10 Mana cost, range 1, summon a Sentinel to fight for you.
  • Raging Storm: +50% Magic Damage.
  • Rune-Bound: +6 starting mana.

Training
Ailsa provides 3 promotions
  • Eager Learner: 100 Gold for +25% exp bonus
  • Perceptive: 1 Liquid Mana for +1 Search
  • Mana Vessel: 1 Liquid Mana for +3 starting mana

Review
A support hero. Although she has many agressive skills, her most valuable skills should be her summon skills. The more summons you get, the faster can you can explore map and collect loots, the easier it is to hold enemies at door, and the more different spells can you cast in each turn.

In Invasion Campaign she can get a dragon, which will boost her mobility greatly to keep up with your main army. Her mount is powerful as a weapon, but you still need her summons, because she can only cast one spell at a time.

Promotions provided by Ailsa is somehow a meh. Perceptive could be useful for your scout units, especially those with Tracking skills, improved Search range allows them search for enemies hidden even further.
Tir Angry-Earth: An old lady
Troll hero in Invasion campaign.

Experience
Shaman of trolls in the Trollwoods. Her name was Tir Quiet-Earth, as was said by Ailsa. However, transmuters from the Empire and warriors from Clan Misneach broken peace in the Trollwoods by cutting down blood oak trees and draining energe from the spirit well, and angered all trolls in the forest. When Falirson and Ailsa found her, she agreed to assist on fighting the invaders, and later brought some trolls that had lost their home or root-tree in the fight to help Falirson. With her root-tree lost long ago, she became weaker and weaker in the fight, and finally decided to leave when Falirson was going to set up a sail into the Sunken Lands. She went back to the Trollwoods to spend the last time of her life, again as Tir Quiet-Earth.

Trolls do not follow leaders, but they can be persuaded.

Ingame Status
  • Health: 220
  • Armour: 3
  • Speed: 3
  • Search: 3
  • Morale: 4
  • Damage: 20×2, 2AP, Siege
  • Starting Trait: Hero, All Terrain, Troll Blood (regenerate 20 health at the start of each turn), Large (cannot hide, immune to entangle), Fearless (immune to fear, cannot be broken or routed by moral).
  • Starting Skill: Melee Attack, Resting.

In Invasion campaign, Tir joins in Into the Trollwoods. After Battle for Heartspire, you will be able to recruit Troll units. She recieve Weak (-25% Health, -25% Damage) in Iseal or Clanhold Machnar, and leaves before Into the Sunken Lands. Agree her to leave will result in Tir sending a Troll Hurler to fight for you instead of her, disagree and you get nothing, she still leaves.
Refusing to burn down the last building of Iseal causes "Angered the Spirits" (-1 Moral, -2 starting mana) on Ailsa and Tir. If you had chosen burn down in the first choice, they and all troll units also recieve "Liar!" (-1 Moral).

In Into the Trollwoods, Tir's level is randomly generated between level 1 or 2, and will use up her skill points randomly on picking Troll Leader, Grow Forest or Earth Armour

Skill Tree


(From bottom to top, left to right)
  • Earth Armour: Grant the skill "Earth Armour", 2 Mana cost, range 10, cause "Earth Armour" on selected unit, grant +4 Armour and -1 Speed for 3 turns.
  • Highland Charge: Replace the normal Melee Attack with a Charge Attack, and allows charging into Forest or Rough terrains.
  • Break Through: Grant the skill "Break Through", range 3, do 100% damage as charge damage to everyone in a line, and if the final hex is blocked, do 100% melee damage on target and return to starting posion. 3t cd. Stopped by charge breaking.
  • More Health: +50 Health
  • Thick Skin: +20% Missile Damage Reduction
  • Petrify: Grant the skill "Petrify", 3 Mana cost, range 3, cause "Petrified" on selected unit, grant +100% Invulnerable Damage Reduction for 3 turns, petrified units cannot move or perform any actions, but can still yield aura and regenerates lost health.
  • Troll Leader: Grant the aura "Troll Leader Nearby", range 3, all affected Troll units gain +3 Moral, also add a 25% discount on recruiting and upgrading troll units.
  • Grow Forest: Grant the skill "Grow Trees", 2 Mana cost, range 10, radius 3, grow a permanent patch of Forest on selected location, hiding anything that can hide in it.
  • Regeneration: Grant the skill "Regeneration", 2 Mana cost, range 10, cause "Regeneration" on selected unit, regenerate 20 Health at the start of each turn for 6 turns.
  • Awaken the Forest: Grant the skill "Awaken the Forest", 5 Mana cost, range 10, target a Forest hex, do 20×1, 4AP, AoE Damage to anything in it.
  • Cleanse: Grant the skill "Cleanse", 1 Mana cost, range 10, remove all status effects on a unit. Free Action.
  • Rune-Bound: +6 starting Mana.

Training
Tir provides 3 promotions.
  • Forest Fighter: 100 Gold for +20% damage when in Forest
  • Fast Metabolism: 2 Liquid Mana for regenerating 20 Health at the start of each turn. Considered the same as Troll Blood and thus cannot stack with each other.
  • Mana Vessel: 1 Liquid Mana for +3 starting mana.

Review
Although Tir has the highest HP among all the hero units, she should not be used as a forward unit, but a supporter casting spells for the others. Her damage is not good, but some of her spells can change the battlefield quite a lot, should you have enough Mana to cast them.

Promotions provided by Tir is not that good, mostly the last two. The +20 HP regeneration usually does not matter so much when you can do or recieve hundreds of damage in a turn in certain situations, and you are almost always lack of liquid mana.
Ulnar the Bear: Way of a berserker
Barbarian hero in Invasion and the Tale of Falir campaign.

Experience
Ulnar met Falir in the old days, when the Highland Scourge, named Tolk Head-splitter is leading a group of trolls raiding Clan Donagh's steads. They led their own bands to a competetion, and Falir, still not chieftain that time, made the final kill on that giant troll, thus befriended Ulnar and his berserker bands. Since then, Ulnar stayed as Falir's best friend, and helped him in the Battle of Clans, where Falir lost one of his eye and become Falir One-eye.
In Invasion, Ulnar met Falirson in either The Old Road or White Hills mission, depending on which one you choose. He tried his best to save Falir when the Clanmeet was under attack, but failed, and asked Falirson to revenge for his father. Depending on your choice, he may leave alone for revenge, or stay with Falirson. He considers glory of a warrior higher than anything else, and thus have the most leave events on different timing in Invasion campaign, when Falirson made a choice he feels unacceptable. Here is a list:

In Clanmeet, the dicision to gather other clan's warriors will cause Ulnar leave immediately (you get some merc units to help you in this mission). He rejoins in the end of this mission.
In Iseal, the dicision to burn down the last Iseal building will cause Ulnar leave after scenario ends (you get Ghost Sword, a +12 AP purple artifact in return).
In Princess Marcra, if you tell him to leave during the argument after capturing the castle, he leaves immediately.
Before Synor and the North or Bay of Kyrios, if you agree to set Marcra free (Marcra joins you), he leaves immediately.

There is a hidden achievement for keeping Ulnar until the end of Invasion campaign.

Ingame Status
  • Health: 220
  • Armour: 0
  • Speed: 3
  • Search: 3
  • Morale: 9
  • Damage: 10×4
  • Starting Traits: Hero, All Terrain, Slayer (+50% damage against Hero and Large), Charge Attack, Fearless (immune to Fear, cannot be broken or routed by moral)
  • Starting Skills: Charge Attack, Resting.

Ulnar joins at a random level from 1 to 3, but keeps his skill points unused.

In Clanmeet, the dicision to strike immediately causes "Disfigured" (a Fear aura that also affects allies) on him, to get him cured first causes "Disgruntled" (-1 Moral).
Before The Gap or Malric's Vale, refusing on Doughal's join causes "Disappointed" (-1 Moral) on Ulnar, while agreeing causes "Disappointed" on Ailsa.
Ask Ulnar to obey your order in Princess Marcra causes "Sellsword" (-100 Gold at scenario start) and "Cannot Caputure" on him.

Skill Tree


(From bottom to top, left to right)
  • Berserker Frenzy: Each time a contact happens on this unit (melee attacked or melee attacking), cause "Frenzy" on this unit, +10% damage for 2 turns. This effect stacks.
  • Highland Charge: Allows this unit to charge into Forest and Rough terrains.
  • Break Through: Grant the skill "Break Through", range 3, do 100% damage as charge damage to everyone in a line, and if the final hex is blocked, do 100% melee damage on target and return to starting posion. 3t cd. Stopped by charge breaking.
  • Battle-Cry: Grant the skill "Battle Cry", require any one action, radius 3, cause "Frenzy" on all units in this range, +10% damage for 2 turns. 5t cd.
  • Ambush: can do a free attack on enemies passing by when hidden, target cannot do counter-attack.
  • Mighty Roar: Grant the skill "Mighty Roar", radius 3, reduce moral of all enemies in this range. 5t cd.
  • Berserker Leader: Grant the aura "Berserker Leader Nearby", radius 3, all affected Younglings, Berserkers, Cleavers, Werebears recieve +20% Damage Reduction.
  • More Health: +50 Health. Does not stack with More Health II.
  • Thick Skin: +20% Missile Damage Reduction
  • More Health II: +100 Health. Does not stack with More Health.
  • Sharpened Blade: +4 AP

Training
Ulnar provides 2 promotions.
  • Slayer: 3 Weapon for +50% damage against Hero and Large
  • Fearless: 1 Liquid Mana for immunity against Fear, cannot be broken or routed by moral.

Review
Ulnar is a dedicated forward hero, fighting his way into enemy defences. He has a large amout of HP that can keep him fighting, and almost all promotions for him is designed to be offensive. However, since he as no armour protection, it is also important to know when to bring him back and take a rest.

Promotions provided by Ulnar is among the mose useful ones. Both Slayer and Fearless are rare traits owned only by quite a few units, Ulnar gives others a way to get them.
Falir One-Eye: Tales of an old hero
Main hero of the Tale of Falir Campaign, a small campaign available to Hero and General edition of FG2.
Can hire Youngling and Maidens.

Experience
A hero from the old days, father of Falirson and Ailsa. He acted mainly as an adviser for Falirson in Invasion, and was killed in the Clanmeet, resulted in Falirson becoming the chieftain, and the High King.

Falir made his name first by killing Tolk Headsplitter, the Highland Scourge, together with Ulnar the Bear and his berserker bands. The two then went for the Golden Hammer, a magical artifact forged by Clan Machnar, raided the storage, killed the Harpy Queen Arylris, and befriended a centaur band led by Tirea the Swift. The raid resulted an attack from combined Clan Machnar and Imperial forces, while Falir rallied warriors from Clan Donagh and Clan Misneach to defend the highland. This fight is known as the Battle of Clans. However, Misneach betrayed Falir and sided with the imperials, forcing him splitting another task forces to deal with them. He finally winned the battle, but was shot in the eye by a dying archer, losing one of his eyes. The battle led to another few decades of peace between the Highland and the Borderland, until the Invasion beginns.

Ingame Status
  • Health: 160
  • Armour: 4
  • Speed: 3
  • Search: 3
  • Morale: 8
  • Damage: 20×2 (Long Axe) → 20×3, 4AP(Warhammer)
  • Starting Traits: Hero, Charge Attack
  • Starting Skills: Charge Attack, Resting, +Thunder Hammer (check Falirson's skill tree for descriptions) (with Golden Hammer)

After raiding the storage of Clan Machnar, Falir changes his weapon and recieve the Thunder Hammer skill.

Skill Tree


(From bottom to top, left to right)
  • Drill: New recruits start at a third of hero's level and start at least from level 1, reduce exp lost of units at the end of scenario. Also affects the starting level of volunteer units.
  • Rally: Grant the skill "Rally", restore some Moral on nearby allies, radius 3. Free Action, 5t cd.
  • Drill II: New recruits start at half of hero's hevel and start at least from level 2, reduce exp lost of units at the end of scenario. Also affects the starting level of volunteer units.
  • Infantry Leader: +20% discount on ground melee units, grant the aura "Infantry Leader Nearby", range 3, all affected ground melee units recieve +3 Moral.
  • More Health: +50 Health. Does not stack with More Health II.
  • Highland Charge: Allows this unit to charge into Forest and Rough terrains.
  • More Health II: +100 Health. Does not stack with More Health.

Training are not available in Tales of Falir campaign. If anyone has got Falir in Onslaught, please tell me.

Due to the length of his campaign and his current situation (unavailable in any other campaigns or skirmish), I cannot find necessity to write a review for him.
Tirea the Swift: Leader of the centaurs
Centaur hero in the Tale of Falir campaign.

Experience
Tirea met Falir an Ulnar when she was worrying about harpies charming her bands. The two helped in dealing with the harpies, so she helped them in return. After the Battle of Clans, she led her bands back to the Scarlet Mountains.

Ingame Status
  • Health: 100
  • Armour: 2
  • Speed: 4
  • Search: 3
  • Morale: 6
  • Damage: 40×1, Missile, Range 3, 4AP (40), Point Blank
  • Starting Traits: Hero, Mounted, Fast, Pathfinder, Defensive Fire
  • Starting Skills: Ranged Attack, Resting.

Skill Tree


(From bottom to top, left to right)
  • Tracker: Grant the skill "Tracking", reveal hidden enemies within this unit's Search range, 2t cd. Also grants +1 Search.
  • Slayer: +50% damage against Hero and Large
  • Harasser: Cause "Harassed" when attacking, target loses the ability to break charge, and suffers -25% damege, -25% Armour Modifier for 1 turn.
  • Bodkin Arrmows: +25 kill chance bonus, +3 AP
  • Bow Training: +1 Ranged Weapon range.
  • The Great Herd: Allows recruiting centaur units, +25% discount on centaur units, provides 2 Centaurs at the start of scenario as mercenaries.
  • Scout: Grant the skill "Scout", radius 6, remove war fog in a large area, 2t cd. Also grants +1 Search.
  • Extra Armour III: +3 Armour
  • Three-Shot: Grant the skill "Three-Shot", select 3 targets (can select the same targets several times), shoot at each of them in order. 3t cd.
  • Construct War-Camp: Grant the skill "Construct War Camp", create a War Camp on a Plain hex to allow deploy and replenish units around it. Radius 1. War Camp also provides +15% Fortification Damage Reduction, +15% Missile Damage Reduction, and Breaks Charge. 8t cd.
  • Quickness: +1 Speed
  • More Health: +50 Health

Training
Tirea provides 2 promotions.
  • Defensive Fire: 3 Weapon for defensive fire. Unit need to have a Ranged Weapon to be able to recieve this promotion.
  • Bow Training: 200 Gold for +1 Ranged Weapon range. Unit need to have a Ranged Weapon to be able to recieve this promotion.

Review
Tirea is a multi-purpose hero. She can act as a slayer against enemy hero and large creatures (picking the left route), or as a scout and supporter for the whole army (picking the right route). The promotions she provides is extremly powerful when you go for a missile-heavy army. Do note that siege artillery like Taurus Catapult and Troll Hurler's weapon does not count as a "Ranged Weapon", so they cannot recieve her trainings.
Princess Marcra: Leader of the Pegasus Riders
Empire hero in Invasion Campaign.

Experience
Princess Marcra made her first appearance in Into the Sunken Lands, where she was spotted arguing with the Transmuter who has brought half of the imperial Western Regiment from Krell's Landing. The argument then grown into a fight of her Pegasus Riders against an undead army. The choice whether to help her or fight them all doesn't matter. If she was shot down in the fight, other Pegasus Riders will bring her back and leave the battle. If you choose to help and she survived, Falirson, Ailsa and Marcra can have a talk about the transmuters, and the True Path.

After capturing Porikos, there will be an urgent message that Marcra was prisoned by her father, the Emperor, in the Scarlet Fortress. Her rescue will anger Ulnar, and setting her free may anger Ailsa. After the first mission after her join, Marcra will ask Falirson to stop raiding imperial settlements in exchange for her help, or she would rather stay as a prisoner. Disagreement on her request results in her leaving, while agreement on her request cause -1 Moral team debuff in the next mission. If you toggle raid again after the agreement, she will warn you about your alliance, and leaves if you did make a raid again.

In the end of The True Path, she would ask to sacrifice herself to bring an end to what the Empire has done, but was refused by Ailsa since Marcra don't know how to close the shadow gate.

From text in Onslaught Campaign, it is known that Marcra is trying to bring back orders to the former imperial lands, however she cannot prevent civil wars between each factions risen after the fallen of Empire.

Ingame Status
  • Health: 80
  • Armour: 6
  • Speed: 4
  • Search: 3
  • Morale: 6
  • Damage: 15×3, Magic and 12×2
  • Starting Traits: Hero, Flying, Interceptor, Winged Support
  • Starting Skills: Melee Attack, Resting, Rally

In Bay of Kyrios, agree on giving lands to the centaurs for help results "Outraged" (-1 Moral) on Marcra.

Skill Tree


(From bottom to top, left to right)
  • Quartermaster: +2 Supply Limit
  • Drill: New recruits start at a third of hero's level and start at least from level 1, reduce exp lost of units at the end of scenario. Also affects the starting level of volunteer units.
  • Master Provisioner: +4 Supply Limit
  • Bodyguard II: Provides 1 Pegasus Riders at the start of scenario as mercenaries.
  • Drill II: New recruits start at half of hero's hevel and start at least from level 2, reduce exp lost of units at the end of scenario. Also affects the starting level of volunteer units.
  • More Health: +50 Health
  • Inspire: Grant the skill "Inspire", radius 3, cause "Inspired" on all allies nearby, affected units recieve +2 Moral, +20% Damage and never suffer kills for 3 turns. 5t cd.
  • Bodyguard II: Provides 1 Pegasi at the start of scenario as mercenaries.
  • Conscript: Grant the skill "Constript", destroy a settlement and force its population fight for you as mercenaries.
  • Army Stance: Defense: Grant the skill "Army Stance: Defense", cause a stance on the whole army, replace other stances. Cause "Shieldwall!", Break Charge, +50% Fortification Damage Reduction and -2 Speed for 3 turns. 4t cd.
  • Army Stance: Rally: Grant the skill "Army Stance: Rally", cause a stance on the whole army, replace other stances. Cause "Rally!", Cannot be routed by moral, -50% exp bonus and +3 Moral for 3 turns. 4t cd.
  • Army Stance: March: Grant the skill "Army Stance: March", cause a stance on the whole army, replace other stances. Cause "March!", +33% retreat chance, +2 Movement Range, +25% chance to suffer kills and -50% Armour Modifier for 3 turns. 4t cd.
  • Dive Attack: Replace the normal Melee Attack with a Charge Attack.
  • Quickness: +1 Speed

Training
Princess Marcra provides 3 promotions.
  • Brave: 200 Gold for +1 Moral
  • Extra Armour I: 1 Armour for +1 Armour
  • Anti-Air: 3 Weapon for +50% damage against Flying

Review
Marcra used to be a hero of almost no use. No skill tree, few useful skills, bad mobility and difficulty to survive a few hits. However now she has become a powerful one, and can act as the main heroin of your army. Her Army Stance skills cast an effect on all your units, and works perfectly when you are in need of them.

Promotions provided by Marcra is good, extra armour improves defence, and anti-air improves offense. As a leader of Pegasus Riders, she may be able to deploy more flyers on the battlefield, and those promotions will surely boost her riders greatly, making them the angles of death.
Dolos the Trickster: A rogue transmuter
Empire hero in Invasion campaign.

Experience
Dolos first appeared in Krell's Tower mission near the tower. He was catched by scouts of Falirson's army, and forced to serve him. Before the attack on Porikos, he visited Falirson and asked his permission to leave. You can choose to bribe him with gold or liquid mana, or exceute him as a traiter.
It is unknown whether he survived the Invasion, and what happend to him after that if he has survived.

Ingame Status
  • Health: 120
  • Armour: 3
  • Speed: 3
  • Search: 3
  • Morale: 7
  • Damage: 20×3, Magic, Range 2, Ranged Attack (60)
  • Starting Traits: Hero
  • Starting Skills: Ranged Attack, Resting

If you give him the 2 liquid mana he requested after Shrouded Coast and he survived until the end of Porikos, he will bring you an Extractor (get 1 Mana when make a kill) and some other artifacts after this mission.

Excuetion of Dolos will cause "Shocked" (-1 Moral) on Ailsa.

Skill Tree


(From bottom to top, left to right)
  • Death Mark: Grant the skill "Death Mark", 1 Mana cost, range 3, cause "Death Mark" on target unit, affected unit recieve -3 Moral and +100% chance to suffer kills for 2 turns.
  • Stealth: Can remain hidden on any terrain, and won't be discovered unless moving adjacent to enemy units or attack.
  • Attuned I: +25% Magic damage
  • Transmute Life: Grant the skill "Transmute Life", range 3, select a unit, kill all wounded member in it and gain 1 Mana for each kill. 3t cd.
  • Resurrect: Grant the skill "Resurrect", 3 Mana cost, range 3, revive all killed member in a squad, target lose experience in this progress.
  • Transmute Armour: Grant the skill "Transmute Armour", 2 Mana cost, range 3, cause "Transmuted Armour" on target unit, -66% Armour Modifier for 3 turns.
  • Turn Evil: Grant the skill "Turn Evil", 3 Mana cost, radius 3, cause all affected non-hero Evil (Undead, Demon) units to flee or perish if cannot flee.
  • Mirror Image: Grant the skill "Mirror Image", 4 Mana cost, radius 2, creates 2 duplicates of the caster and scrambles the positions of the mirror images and the caster, mirror images has the same capability as the caster, but dies in one blow. Mirror Images last for 3 turns before vanish.
  • Shackles of Pain: Grant the skill "Shackles of Pain", 3 Mana cost, range 10, bind the lives of 2 units together, the first one doesn't recieve any damage, but transfers it to the second. Last for 5 turns.
  • Cleanse: Grant the skill "Cleanse", 1 Mana cost, range 10, remove all status effects on a unit. Free Action.

Training
Dolos provides 2 promotions.
  • Pilfer: 100 Gold for recieving 20 Gold when made a kill.
  • Bigger Pockets: 1 Liquid Mana for 1 additional artifact slot.

Review
Dolos works good as a forward support hero with his ranged attack and skills. As the only hero who have access to the Stealth ability, he can easily slip away from enemy sights, and cast whatever spell he prefers when his enemies even don't know where he is.

Promotions provides by Dolos is quite powerful. Pilfer boosts the income of the whole army, and additional artifact slots allows more flexibility on all units. Armoured Trolls with Helmet of Splendour and Charging Boots? Fire Archers with Blood Oak Bow and Magic Ring? just think about the possiblities this can bring you.
Filos: The young imperial general
Main hero in Empire Aflame Campaign (WIP), also a choice in Onslaught Campaign.
Filos can hire Hunters, Spearmen, Peltists and Taurus Catapults in Onslaught. He starts with 3 Spearmen and 3 Hunters.

Experience
Currently unknown.

Ingame Status
  • Health: 150
  • Armour: 6
  • Speed: 4
  • Search: 3
  • Morale: 8
  • Damage: 15×3, 6AP
  • Starting Traits: Hero, Mounted
  • Starting Skills: Melee Attack, Resting

Skill Tree


(From bottom to top, left to right)
  • War-Leader: Grant the aura "War-Leader Nearby", range 2, affected allies recieve +1 Moral and +10% damage.
  • Conscript: Grant the skill "Constript", destroy a settlement and force its population fight for you as mercenaries.
  • Quartermaster: +2 Supply Limit
  • Elite Conscript: Grant the skill "Elite Constript", destroy a settlement and force its population fight for you as mercenaries. Yield better units.
  • Master Provisioner: +4 Supply Limit
  • Drill: New recruits start at a third of hero's level and start at least from level 1, reduce exp lost of units at the end of scenario. Also affects the starting level of volunteer units.
  • Army Stance: Defense: Grant the skill "Army Stance: Defense", cause a stance on the whole army, replace other stances. Cause "Shieldwall!", Break Charge, +50% Fortification Damage Reduction and -2 Speed for 3 turns. 4t cd.
  • Army Stance: Advance: Grant the skill "Army Stance: Advance", cause a stance on the whole army, replace other stances. Cause "Advance!", cannot capture or explore locations, +50% damage for 3 turns. 4t cd.
  • Army Stance: March: Grant the skill "Army Stance: March", cause a stance on the whole army, replace other stances. Cause "March!", +33% retreat chance, +2 Movement Range, +25% chance to suffer kills and -50% Armour Modifier for 3 turns. 4t cd.
  • Drill II: New recruits start at half of hero's hevel and start at least from level 2, reduce exp lost of units at the end of scenario. Also affects the starting level of volunteer units.
  • More Health: +50 Health
  • Break Through: Grant the skill "Break Through", range 3, do 100% damage as charge damage to everyone in a line, and if the final hex is blocked, do 100% melee damage on target and return to starting posion. 3t cd. Stopped by charge breaking.

Training
Filos provides 2 promotions.
  • Siege Engineer: 200 Gold for +20% damage when in Buildings (Castle, Light Forge, Tower, Trading Station, Transmuter College, Settlement, Raided Settlement, War Camp)
  • Formation: 2 Weapon for Formation aura.

Review
Designed to be the main hero in campaign, Filos works exactly in that way, and when you compare Falirson with him, Filos may evern do better than the Invasion hero. His promotions all focus on leading an army, not fighting a 1 on 1 battle.

Promotions provided by Filos is a little embarrassing, maybe due to reasons of balance control. Buildings are not that many on most maps, and the formation aura is too small to use when it comes to real battles, most of the time.
Moira: A Transmuter Adept
Main heroin of the Empire Aflame campaign. She made her first appearance together with Filos in the promotion video of Empire Aflame as an mounted female transmuter.
Still, few information about her is available now, but once the beta for Empire Aflame starts, I would update this chapter.
Relkar of Misneach: King of the Mercenaries
Mercenary hero in Onslaught Campaign. His picture is actually different from normal thanes, note the Misneach mark on his face.
Relkar starts with 200 Gold, but cannot hire permanent units. His starting units are 1 Younglings, 1 Axemen, 2 Maidens and 2 Hunters.

Experience
Relkar appeared in Invasion campaign as a named Thane from Clan Misneach, who has stood against Falirson for many times. He was defeated in the Battle of Clanmeet, and exceuted by Falirson/ bought back by his family with money/ forced to serve Falirson, depends on your choice.
In Onslaught, Relkar is remade into a unique hero who commands a band of mercenaries.

Ingame Status
  • Health: 120
  • Armour: 4
  • Speed: 3
  • Search: 3
  • Morale: 8
  • Damage: 20×3, has a Round Shield granting +50% Missile Damage Reduction
  • Starting Traits: Hero, War-Leader, Harasser
  • Starting Skills: Melee Attack, Resting

Skill Tree


(From bottom to top, left to right)
  • Construct War-Camp: Grant the skill "Construct War Camp", create a War Camp on a Plain hex to allow deploy and replenish units around it. Radius 1. War Camp also provides +15% Fortification Damage Reduction, +15% Missile Damage Reduction, and Breaks Charge. 8t cd.
  • Tough II: Grant the aura "Tough II", range 4, all allies affected recieve -15% chance to suffer kills.
  • Call Champion: Grant the skill "Call Champion", require any one action, range 6, select a unit, cause "Champion" on this unit, grant +40% Damage and never suffer kills for 3 turns. 5t cd.
  • Patron: Instantly grants 500 Gold.
  • Well-Connected: Can hire 2 additional Mercenaries.
  • Famous: Mercenaries cost 25% less to hire, can hire 2 additional Mercenaries.
  • Rally: Grant the skill "Rally", restore some Moral on nearby allies, radius 3. Free Action, 5t cd.
  • Infantry Leader: +20% discount on ground melee units, grant the aura "Infantry Leader Nearby", range 3, all affected ground melee units recieve +3 Moral.
  • More Health: +50 Health. Does not stack with More Health II.
  • Sharpened Blade: +4 AP
  • More Health II: +100 Health. Does not stack with More Health.

Training
Relkar provides 3 promotions
  • Battle-Hardened: 1 Weapon and 25 Gold for +50 Health and -10% chance to suffer kills
  • Flanking Immunity: 50 Gold for immunity to flank attack
  • Entrenched: 3 Armour for not abort resting when attacked

Review
The first thing to remember when talking about Relkar is, he fights with gold and luck, not his own men.
Without the ability to recruit the unit you want like the others, things can sometimes be harder when playing as Relkar, and since his band is usually smaller than the others, a mistake will have higher chance to kill the playthrough.

Promotions provided by Relkar is good, if not to say powerful. He has Battle-Hardened the same as Falirson, which should keep his core units lives longer, and Entrenched, an extremly unique one. With Entrenched, a unit not killed in 2 turns is an invulnerable unit, considering he can reduce the death chance of his own units to 5% (30% - 15% from Tough aura - 10% from Battle-Hardened).
Transmuter: Master of the Undeads
Empire hero.
Appeared first in Battle for Heartspire.

Ingame Status
  • Health: 150
  • Armour: 3
  • Speed: 3
  • Search: 3
  • Morale: 8
  • Damage: 20×3, Magic, Range 2, Ranged Attack (60)
  • Starting Traits: Hero, Summon Skeleton Infantry
  • Starting Skills: Ranged Attack, Resting, Summon Skeleton Infantry (2 Mana cost, summon a Skeleton Infantry)

Skill Tree


(From bottom to top, left to right)
  • Death Mark: Grant the skill "Death Mark", 1 Mana cost, range 3, cause "Death Mark" on target unit, affected unit recieve -3 Moral and +100% chance to suffer kills for 2 turns.
  • Transmute Armour: Grant the skill "Transmute Armour", 2 Mana cost, range 3, cause "Transmuted Armour" on target unit, -66% Armour Modifier for 3 turns.
  • Transmute Life: Grant the skill "Transmute Life", range 3, select a unit, kill all wounded member in it and gain 1 Mana for each kill. 3t cd.
  • Resurrect: Grant the skill "Resurrect", 3 Mana cost, range 3, revive all killed member in a squad, target lose experience in this progress.
  • Attuned I: +25% Magic damage. Doesn't stack with Attuned II.
  • Defensive Fire: Can fire on enemy melee/skirmish attackers attacking on adjacent allies first, once each turn.
  • Attuned II: +50% Magic damage. Doesn't stack with Attuned I.
  • Necromancer: Grant the aura "Strong Bond", range 3, all affected Undead units recieve +3 Moral.
  • Summon Skeleton Archers: Grant the skill "Summon Skeleton Archers", 4 Mana cost, summon a Skeleton Archers to fight for you.
  • Summon Flesh-Walkers: Grant the skill "Summon Flesh-Walkers", 3 Mana cost, summon a Flesh-Walkers to fight for you.
  • Soul Fire: Grant the skill "Soul Fire", 1 Mana cost, range 3, target an Undead unit, target lose 40 health at the start of each turn, gain +33% damage and +1 Speed for 5 turns.
  • Summon Heavy Skeleton Infantry: Grant the skill "Summon Heavy Skeleton Infantry", 5 Mana cost, summon a Heavy Skeleton Infantry to fight for you.
  • Summon Elite Flesh-Walkers: Grant the skill "Summon Elite Flesh-Walkers", 4 Mana cost, summon an Elite Flesh-Walkers to fight for you.
  • Summon Bone Golem: Grant the skill "Summon Bone Golem", 9 Mana cost, summon a Bone Golem to fight for you.
  • Transmute Weapons: Grant the skill "Transmute Weapons", 1 Mana cost, range 3, cause "Magic Weapons" on selected unit, all damage dealt by this unit becomes magic damage for 3 turns. Free Action.

Training
Transmuter provides 3 promotions.
  • Transmuter's Pact: 30 Gold for gaining 3 Mana when this unit dies
  • Disfigured: 2 Weapon for Fear aura that also affect allies
  • Strong: 3 Liquid Mana for +25% Health and +25% damage

Review
Transmuters can go in two directions, left tree as a spell caster and supporter, right tree as a summoner and necromancer. They need a large amout of Mana to use their full power, but if they made it, they can be powerful in any battle.

Promotions provided by Transmuters are also quite powerful. if you have the resources needed to get them, especially Strong, a promotion everyone wants.
21 Comments
HeathenSW Jan 19, 2023 @ 3:14am 
There is a way to loose another 1 morale for Ulnar actually - before Krell's Tower he will insult Ailsa and if you call out on that in front of everyone he will lose 1 morale permanently.
Virgil-SKY  [author] Dec 29, 2022 @ 4:21pm 
@Lampros yes, stacked traits does work when it comes to damage calculation etc. It is not a must, but can be a way to spend resources when you have more than you know what to do with.
Lampros Dec 29, 2022 @ 3:23pm 
Also, other than Slayer on Berserkers, what would you say is useful to "double dip" in this way?
Lampros Dec 29, 2022 @ 3:21pm 
Yeah, I asked someone about it on the general forum, and it was explained there. So I am all set. Thanks though!
Virgil-SKY  [author] Dec 28, 2022 @ 4:53pm 
@Lampros I haven't updated any guides to Evolution era, yes, but the part you mentioned is not changed I think. A Berserkers cannot recieve Slayer promotion because it already has one, but a Younglings can take it and then be upgraded to Berserkers so you get a Berserker with 2 Slayer trait.
Lampros Dec 28, 2022 @ 1:52pm 
This seems incorrect. Was this changed since you wrote this guide?:

"If a unit already have a specific promotion, then they cannot recieve it again (i.e. you cannot stack another Slayer on a Berserker).

"However, units can carry their promotions when upgraded to another one. So if you want to stack, train before upgrade."
Lampros Dec 25, 2022 @ 6:08pm 
Yeah, I figured this out already. Thanks though!
Virgil-SKY  [author] Dec 25, 2022 @ 6:03pm 
@Lampros it is written in the Training Grounds section.
Lampros Dec 25, 2022 @ 8:05am 
Can you tell me how I run across or find or activate Training Grounds?
HeathenSW Feb 28, 2021 @ 10:14pm 
@Virgil-SKY
Amazing! Even in the current state it's invaluable for planning. Looking forward to an overhaul then.