
Hero gains +2/3/4 Might Defense permanently.Īllows Hero to effectively negotiate with hostile creatures.

The Paragon line is a very simple line - all the abilities are passive, and they directly augment a Hero's stats. So without further ado, we'll start with the first tab of the Skills tree, the Paragon line: A * means that the values can be bolstered by Hero stats.) ~Effect (If an ability has x/y/z values, that means those are the values for the base, tier 1 reputation, and tier 2 reputation values associated with that abilit's alignment. ~Reputation Alignment (Tears, Blood, or Neutral) ~Combat/Adventure (All spells are combat-only, so this only applies to Skills.) ~Active/Passive ability (Active abilties are cast in battle, Passive ones are always on.) Here's the breakdown for the general format I'll be presenting them in: I'll place an asterix (*) next to values that are bolstered by stats. Many spells are also bolstered by the Hero's stats (skills not so much) - generally, the higher the Magic Power, the more effective those abilities are. Casting an active ability also gains Reputation of that alignment - for example, casting Heal will grant 1 Tears reputation point.

Many abilities will also be improved by reputation - Heal has three base values, the first is when cast by a Hero with Neutral or Blood reputation, the second is for the first Tears reputation, and the second is for maxed Tears reputation. Most abilities are aligned with a certain Reputation - for example, Heal belongs to Tears, and Ice Bolt belongs to Blood. Might Heroes get access to the third-tier Skills, and Magic Heroes get access to the third-tier Spells.Ī Hero's Reputation also plays a part. Some will have a free starting spell because of their specialization, but aside from that, the only differences in choices are faction, and whether they're Might or Magic. Part 86: Appendix: Skills (Paragon, Realm) Appendix C - Might and Magic (Paragon and Realm)Įach Hero of a faction has almost essentialy the same skills and magic to learn from.
