A detailed guide in which we disassemble all branches of talent by ideals, as well as tell which perks of Order, Anarchy, Mastery or Strength are worth paying attention to
Every time you level up a hero in King’s Bounty 2 , you are allowed to choose from several dozen talents. However, they are all divided into categories depending on the ideal (worldview). If the level of a particular ideal is not high enough, you simply will not have access to talents or their enhancements.
Completing tasks, you will constantly make some kind of choice. He will pump Strength, Order, Anarchy or Mastery. It is these ideals that are used to classify talent. The higher the value of the ideal, the more talents and their improvements are available to the hero.
Here is the talent classification:
- Level 1 – No Requirements. You can distribute talent points between any perks of this level of different categories.
- Level 2 – 8 points of a specific ideal.
- Level 3 – 16 points of a specific ideal and improving the perks of the previous level to 2-3 ranks.
- Level 4 – 28 points of a specific ideal and improving the perks of the previous level to 2-3 ranks.
Depending on the decisions made during the game, you can only pump two ideals to level 28, so decide in advance what the bundle will be – Order and Mastery, Order and Strength, Anarchy and Mastery, Anarchy and Strength). At the same time, you cannot simultaneously pump two diametrically opposed ideals – that is, Anarchy and Order, Strength and Mastery. Finally, when you follow a certain ideal, sooner or later you will encounter thresholds that can prevent you from completing the task in a way that is contrary to this worldview. This is confusing at times.
Note. Remember that most talents are upgradeable, although additional talent points are required to do so. Upon reaching level 30, you will be able to distribute a total of 180 talent points. In addition, once the game will allow you to reset all talents for free, and then for money. Finally, unlike perk points, you cannot reset Ideal points and go from Order to Anarchy or Strength to Mastery.
Try to prioritize Training and Renown as they will play into the hands of your army. Competence is an amazing skill that allows buffs and abilities to last much longer. For example, a knight using a taunt makes enemies chase him not one, but three turns!
- Balance Order / Strength / Anarchy / Mastery. All of these talents reduce the Morale Penalty when your army mixes units of a certain ideal with units of other ideals. Should not be prioritized unless you intend to mix units of different ideals.
- Training– for winning a battle, the hero gets 10/15/20% more experience.
- Glory– increases the leadership of the hero.
- Mercy– increases the effectiveness of healing.
- Endurance. Requires 16 Order Points. At the beginning of the battle, a random allied unit gains immunity to negative effects for 2 turns.
- Competencerequires 16 Order Points. Increases the duration of positive effects applied by skills of allied units by 1 turn.
- Keeper. Requires 28 points of Order, the second level of Competence and Endurance. The first friendly unit that died in battle will immediately resurrect at the place of its death in the same state as at the beginning of the battle. The summoned units are not resurrected.
I don’t know why, but I didn’t like the talents of Anarchy. I didn’t feel any need for gold. During the passage of the game, I had plenty of it. However, the skills “Onslaught” and “Run!” can be useful, although you can do without them.
- Insidious maneuver– when dealing damage, an allied squad removes a random positive effect from the enemy and applies it to itself.
- Retribution– the damage of an allied squad is increased by a certain value for each wounded soldier in this squad.
- Trophies– the reward for winning a battle is increased by a certain value.
- Treasure hunter– the reward in the caches is increased by a certain value.
- Drain Life– Requires 8 Anarchy Points. When dealing damage to an enemy, an allied unit regains its health by 15% of the damage dealt. Does not work when attacking fighters of Undead, Magic creatures, Death.
- Junk Man– Requires 8 Anarchy Points. When selling items to merchants, the hero receives 5% more gold.
- Run! Requires 8 Anarchy Points. In the first round, all allied units gain +1 speed for one turn.
- Onslaught. Requires 16 Anarchy points, the third level is “Drain a Life” and the second is “Run!” In the first round, all allied units receive +1 initiative for 1 turn.
- Fury. Requires 16 Anarchy points, the third level “Junkman” and the second “Run!” Allows allied units to respond to enemy attacks 2 times per round.
- Reflection. Requires 28 Anarchy points, second level “Onslaught” and second level “Fury”. Allied units return 35% of the received damage to the enemy unit.
Strength talents are aimed at directly strengthening your units. I suggest you study the “Training” as early as possible, as it will allow you to increase the level of units from the first to the third in just a couple of battles.
- Training. For winning a battle, units receive 20% more experience.
- Magic armor. In the first round, all allied units receive a resistance bonus.
- Protection. In the first round, all allied units receive a defense bonus.
- Preparing for battle. The hero receives a bonus to military affairs.
- Defense. Requires 8 strength points. Defense now additionally increases the armor and resistance of the unit by 5 units.
- Advantage. Requires 8 strength points. Increases the bonus damage from above by 10% to all allied ranged units.
- Dodge. Requires 8 strength points. Allied units receive a dodge bonus.
- Crushing blow. Requires 16 strength points, third level “Advantage” and “Defense”. Increases critical hit damage by 165%.
- Ticks. Requires 16 strength points, the third level is “Dodge” and “Defense”. Allows allied units to use the zone of control twice per round.
- Generalissimo. Requires 28 points of strength, the third level “Crushing Blow” and the second “Pincers”. Increases the influence of the “Military” parameter on units by 20%.
Mastery is associated with increasing and enhancing your hero’s magical abilities. During the passage, I gave priority to the magic of “Air and Fire” and “Earth and Ice”, which was associated with the spells “Burning Touch” and “Ice Blade”. These two spells significantly increase unit damage, adding fire and ice to weapons. If you learn or upgrade spells and discard talents, you cannot cast them after that. Your parameters must meet the requirements!
- Magic of Death and Darkness, Air and Fire, Life and Light, Earth and Ice. These talents will unlock the advanced spell enhancements of the respective schools, so they should only be chosen if your focus is on using magic. For example, we chose Cassandra.
- Linguistics. Requires 8 mastery points. The hero gets +10 to secret knowledge.
- The scribe. Requires 8 mastery points. Upgrading spells requires 10% less mana.
- The fury of the elements. Requires 8 mastery points. Increases damage dealt by hero spells over time by 50%.
- Secret advantage. Requires 16 points of mastery, third level “Linguistics” and “Scribe”. The hero gains +10 magic power.
- Call. Requires 16 points of mastery, third level “Linguistics” and “Scribe”. Hero summoning spells summon creatures of the second rank.
- Higher magic. Requires 28 mastery points, third level of Secret Advantage and second level of Summoning. Secrets of High Magic allows you to use the Book of Magic twice in each round.