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Thread: Heroic Guide for H5 (Part 1/2) by Regnus_Khan | |
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regnus_khan
Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
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posted February 04, 2004 05:47 PM |
bonus applied. |
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Heroic Proposals for H5
Full Entitlement: Heroic Proposals for H5 by Regnus_Khan
Hello, everybody!
I’ve made a decision to create a guide that would represent all of my proposals since now.
REMEMBER: This is proposals section only. None of these ideas may appear in H5. Don't be mistaken.
This is the first part of the guide. It will contain some main skills, completely new level system, secondary skills, hero classes (basic and advanced). Due to the fact that there was a thread about interactive landscape, I included terrain types (and some other things) with interactive landscape (not in this part, sorry). Also, I’ve read Marelt’s thread about specialties and flaws and made some examples for H5 too.
Note: this guide is made due to ThE_HyDrA’s “Heroic Guide’s Alignment Section” which inspired me much. Best regards to ThE_HyDrA
Note (EDIT): I will wrote first half on this page. Sorry, but I’ll move terrains and interactive landscape into another part of guide.
IF HEROES ARE STILL IN THE BATTLEFIELD (THIS WAS A GREAT IDEA, I THINK THEY SHOULD KEEP IT. ONLY WEAKEN ‘EM A BIT)
I thought of a new idea. At first, I thought if UbiSoft brings some of the skills to H5, I thought of new specialties and secondary skill additions. Also, I’ve created some new ones. Towns (and heroes) are selected from towns, I will create and write in topic. It is just the introduction. Shall I begin???
SOME MAIN SKILLS
All of those which were in H4 are included in my proposals too. Also, there are new ones:
Heroes’:
Magic Power of Life -- indicates the effectiveness of Life spells and resistance against Death ones
Magic Power of Death -- indicates the effectiveness of Death spells and resistance against Life ones
Magic Power of Order -- indicates the effectiveness of Order spells and resistance against Order ones
Magic Power of Chaos -- indicates the effectiveness of Chaos spells and resistance against Chaos ones
Magic Power of Nature -- indicates the effectiveness of Nature spells and resistance against Shaman ones
Magic Power of Shamans -- indicates the effectiveness of Shaman spells and resistance against Nature ones
Magic Power of Alchemy -- indicates the effectiveness of Alchemic spells and resistance against Witch ones
Magic Power of Witches -- indicates the effectiveness of Witch spells and resistance against Alchemic ones
Hero gains magic power when he gains that type of magic skill. For example: when your knight gains Life Magic, he gains 10 spell power of Life. That’s the main indicator. It is increased every level by 1. It indicates the effectiveness of spells.
!!!NOTE: Good magic powers -- Life, Order, Nature, Alchemy; Evil magic powers: Death, Chaos, Shamans, Witches!!!
Creatures’:
Magic Resistance -- indicates the magic resistance (if this indicator is above 100%, unit is immune to all magic)
HEROES
Knight -- Leadership -- Life, Might
Priest -- Life Magic -- Life, Magic
Death Knight -- Leadership -- Death, Might
Necromancer -- Death Magic -- Death, Magic
Lord -- Nobility -- Order, Might
Wizard -- Order Magic -- Order, Magic
Scout -- Scouting -- Chaos, Might
Conjurer -- Chaos Magic -- Chaos, Magic
Barbarian -- Combat -- Might, Might
Shaman -- Battle Magic -- Might, Magic (limited abilities)
Ranger -- Exploration -- Nature, Might
Druid -- Nature Magic -- Nature, Magic
Alchemist -- Alchemy -- Alchemy, Might
Thaumaturge* -- Alchemic Magic -- Alchemy, Magic
Beastmaster -- Beastmastership -- Swamp/Water, Might
Witch -- Witch Magic -- Swamp/Water, Magic
*Thaumaturges learn how to increase effects of potions as well.
LEVEL SYSTEM
I write from level 1 to level 30 (Hero can become better, of course)
Level 1: 0
Level 2: 1000
Level 3: 2100
Level 4: 3400
Level 5: 5000
Level 6: 7100
Level 7: 9500
Level 8: 12200
Level 9: 15000
Level 10: 18200
Level 11: 22900
Level 12: 28200
Level 13: 36700
Level 14: 46100
Level 15: 58000
Level 16: 71000
Level 17: 84500
Level 18: 99300
Level 19: 109000
Level 20: 130800
Level 21: 156600
Level 22: 199900
Level 23: 242400
Level 24: 311100
Level 25: 398700
Level 26: 480600
Level 27: 592000
Level 28: 628400
Level 29: 755500
Level 30: 900000
SKILLS
Leadership: Primary Skill
Basic -- increases morale and luck of all units by +1
Novice -- increases morale and luck of all units by +2
Advanced -- increases morale and luck of all units by +3
Expert -- increases morale and luck of all units by +4
Master -- increases morale and luck of all units by +5
Offence: Secondary Skill
Basic -- increases melee and ranged attack of all units by 10%
Novice -- increases melee and ranged attack of all units by 20%
Advanced -- increases melee and ranged attack of all units by 30%
Expert -- increases melee and ranged attack of all units by 40%
Master -- increases melee and ranged attack of all units by 50%
Armorer (or Defence): Secondary Skill
Basic -- increases melee and ranged defence of all units by 10%
Novice -- increases melee and ranged defence of all units by 20%
Advanced -- increases melee and ranged defence of all units by 30%
Expert -- increases melee and ranged defence of all units by 40%
Master -- increases melee and ranged defence of all units by 50%
Mobility: Secondary Skill
Basic -- increases movement and speed of all units by +1
Novice -- increases movement and speed of all units by +2
Advanced -- increases movement and speed of all units by +3
Expert -- increases movement and speed of all units by +4
Master -- increases movement and speed of all units by +5
Magic Resistance: Secondary Skill
Basic -- increases magic resistance of all units by 10%
Novice -- increases magic resistance of all units by 20%
Advanced -- increases magic resistance of all units by 30%
Expert -- increases magic resistance of all units by 40%
Master -- increases magic resistance of all units by 50%
Life Magic: Primary Skill
Basic -- allows to learn 1st level Life Magic spells
Novice -- allows to learn 2nd level Life Magic spells
Advanced -- allows to learn 3rd level Life Magic spells
Expert -- allows to learn 4th level Life Magic spells
Master -- allows to learn 5th level Life Magic spells
Devotion: Secondary Skill
Basic -- increases max. spell points by +10 and mana regeneration by +2
Novice -- increases max. spell points by +20 and mana regeneration by +4
Advanced -- increases max. spell points by +50 and mana regeneration by +6
Expert -- increases max. spell points by +75 and mana regeneration by +8
Master -- increases max. spell points by +100 and mana regeneration by +10
Spirituality: Primary Skill
Basic -- increases magic power of Life by 2
Novice -- increases magic power of Life by 4
Advanced -- increases magic power of Life by 6
Expert -- increases magic power of Life by 8
Master -- increases magic power of Life by 10
Resurrection: Secondary Skill
Basic -- allows to resurrect 10% of units that die in combat
Novice -- allows to resurrect 20% of units that die in combat
Advanced -- allows to resurrect 30% of units that die in combat
Expert -- allows to resurrect 40% of units that die in combat
Master -- allows to resurrect 50% of units that die in combat
Healing: Secondary Skill
Basic -- provides with healing tent (25HP; heals 10% of lost health) and increases hit points healed by 10%
Novice -- provides with healing tent (50HP) and increases hit points healed by 30%
Advanced -- provides with healing tent (75HP) and increases hit points healed by 50%
Expert -- provides with healing tent (125HP) and increases hit points healed by 70%
Master -- provides with healing tent (200HP) and increases hit points healed by 90%
Death Magic: Primary Skill
Basic -- allows to learn 1st level Death Magic spells
Novice -- allows to learn 2nd level Death Magic spells
Advanced -- allows to learn 3rd level Death Magic spells
Expert -- allows to learn 4th level Death Magic spells
Master -- allows to learn 5th level Death Magic spells
Diabolism: Secondary Skill
Basic -- increases max. spell points by +10 and mana regeneration by +2
Novice -- increases max. spell points by +20 and mana regeneration by +4
Advanced -- increases max. spell points by +50 and mana regeneration by +6
Expert -- increases max. spell points by +75 and mana regeneration by +8
Master -- increases max. spell points by +100 and mana regeneration by +10
Devilry: Secondary Skill
Basic -- increases magic power of Death by 2
Novice -- increases magic power of Death by 4
Advanced -- increases magic power of Death by 6
Expert -- increases magic power of Death by 8
Master -- increases magic power of Death by 10
Necromancy: Secondary Skill
Basic -- allows hero to raise a number of skeletons equal to 10% of the strength of the defeated army
Novice -- allows hero to raise a number of skeletons equal to 20% of the strength of the defeated army
Advanced -- allows hero to raise a number of skeletons equal to 30% or raise a number of zombies equal to 20% of the strength of the defeated army
Expert -- allows hero to raise a number of skeletons equal to 40% or raise a number of zombies equal to 25% or raise a number of ghosts equal to 10% of the strength of the defeated army
Master -- allows hero to raise a number of skeletons equal to 50% or raise a number of zombies equal to 30% or raise a number of ghosts equal to 20% or raise a number of vampires equal to 10% of the defeated army
There should be an option of which do you want to raise after combat; for example, if master, the table shows: “raise: 5 skeletons or 3 zombies or 2 ghosts or 1 vampire”
Demonology: Secondary Skill
Basic -- increases the quantity of infernal creatures (imps, demons etc.) summoned by 10%
Novice -- increases the quantity of infernal creatures summoned by 20%
Advanced -- increases the quantity of infernal creatures summoned by 30%
Expert -- increases the quantity of infernal creatures summoned by 40%
Master -- increases the quantity of infernal creatures summoned by 50%
Nobility: Primary Skill
Basic -- decreases the cost of recruiting troops by 10%
Novice -- decreases the cost of recruiting troops by 20%
Advanced -- decreases the cost of recruiting troops by 30%
Expert -- decreases the cost of recruiting troops by 40%
Master -- decreases the cost of recruiting troops by 50%
Estates: Secondary Skill
Basic -- increases daily income in town by 100 gold
Novice -- increases daily income in town by 200 gold
Advanced -- increases daily income in town by 300 gold
Expert -- increases daily income in town by 400 gold
Master -- increases daily income in town by 500 gold
Mining: Secondary Skill
Basic -- produces extra wood and ore over 7-day period
Novice -- produces extra two wood and two ore over 7-day period
Advanced -- produces extra two wood, two ore and one random precious (gems, crystals, sulphur, mercury) resource
Expert -- produces extra two wood, two ore and two random precious resources (one per kind)
Master -- produces extra three wood, three ore and three random precious resource (one per kind)
Overgrowth: Secondary Skill
Basic -- increases base creature growth by 10%
Novice -- increases base creature growth by 20%
Advanced -- increases base creature growth by 30%
Expert -- increases base creature growth by 40%
Master -- increases base creature growth by 50%
Diplomacy: Secondary Skill
Basic -- allows hero to convince 10% of creatures in a hostile army for a price that is 90% of normal
Novice -- allows hero to convince 20% of creatures in a hostile army for a price that is 85% of normal
Advanced -- allows hero to convince 30% of creatures in a hostile army for a price that is 80% of normal
Expert -- allows hero to convince 40% of creatures in a hostile army for a price that is 75% of normal
Master -- allows hero to convince 50% of creatures in a hostile army for a price that is 70% of normal
Order Magic: Primary Skill
Basic -- allows to learn 1st level Order Magic spells
Novice -- allows to learn 2nd level Order Magic spells
Advanced -- allows to learn 3rd level Order Magic spells
Expert -- allows to learn 4th level Order Magic spells
Master -- allows to learn 5th level Order Magic spells
Intelligence: Secondary Skill
Basic -- increases max. spell points by +10 and mana regeneration by +2
Novice -- increases max. spell points by +20 and mana regeneration by +4
Advanced -- increases max. spell points by +50 and mana regeneration by +6
Expert -- increases max. spell points by +75 and mana regeneration by +8
Master -- increases max. spell points by +100 and mana regeneration by +10
Wizardry: Secondary Skill
Basic -- increases magic power of Order by 2
Novice -- increases magic power of Order by 4
Advanced -- increases magic power of Order by 6
Expert -- increases magic power of Order by 8
Master -- increases magic power of Order by 10
Charm: Secondary Skill
Basic -- allows hero to convince 10% of creatures in a hostile army
Novice -- allows hero to convince 15% of creatures in a hostile army
Advanced -- allows hero to convince 20% of creatures in a hostile army
Expert -- allows hero to convince 25% of creatures in a hostile army
Master -- allows hero to convince 30% of creatures in a hostile army
Divination: Secondary Skill
Basic -- allows hero to see what is going to be next “month of” on day 2
Novice -- allows hero to see what is going to be next “week of” on day 2
Advanced -- allows hero to see what new spells are going to be in upper level of mage guild by left-clicking the building
Expert -- allows hero to see what spells are going to be in mage guild (all of ‘em) by left-clicking the building
Master -- allows hero to see all the information about a hostile army, town or a hero
Scouting: Primary Skill
Basic -- increases scouting radius by +1 and allows hero to see heroes with Basic Stealth
Novice -- increases scouting radius by +2 and allows hero to see heroes with Novice Stealth, the number of units in a hostile army and the chance of winning in battle
Advanced -- increases scouting radius by +3 and allows hero to see heroes with Advanced Stealth
Expert -- increases scouting radius by +4 and allows hero to see heroes with Expert Stealth
Master -- increases scouting radius by +5 and allows hero to see heroes with Master Stealth and all the information about a hostile army, town or a hero
Briskness: Secondary Skill
Basic -- increases melee and ranged attack of all creatures on Subterranean terrain by 15%
Novice -- increases melee and ranged attack of all creatures on Subterranean terrain by 30%
Advanced -- increases melee and ranged attack of all creatures on Subterranean terrain by 45%
Expert -- increases melee and ranged attack of all creatures on Subterranean terrain by 60%
Master -- increases melee and ranged attack of all creatures on Subterranean terrain by 75%
Stealth: Secondary Skill
Basic -- makes hero invisible to heroes with no scouting and 1st-2nd level units (stationary ones)
Novice -- makes hero invisible to heroes with Basic Scouting and 3rd level units
Advanced -- makes hero invisible to heroes with Novice Scouting and 4th level units
Expert -- makes hero invisible to heroes with Advanced Scouting and 5th level units
Master -- makes hero invisible to heroes with Expert Scouting and 6th level units
Remember my opinion - I hate wandering monsters. Every creature has to be in his place. Only when a hero is 1 yard (or arrow) away, he can attack.
Pathfinding: Secondary Skill
Basic -- decreases the cost of movement penalty on all terrains by 10%
Novice -- decreases the cost of movement penalty on all terrains by 20%
Advanced -- decreases the cost of movement penalty on all terrains by 30%
Expert -- decreases the cost of movement penalty on all terrains by 40%
Master -- decreases the cost of movement penalty on all terrains by 50%
Bribery: Secondary Skill
Basic -- allows hero to convince 10% of creatures in a hostile army for a price that is 80% of normal
Novice -- allows hero to convince 15% of creatures in a hostile army for a price that is 70% of normal
Advanced -- allows hero to convince 20% of creatures in a hostile army for a price that is 60% of normal
Expert -- allows hero to convince 25% of creatures in a hostile army for a price that is 50% of normal
Master -- allows hero to convince 30% of creatures in a hostile army for a price that is 40% of normal
Chaos Magic: Primary Skill
Basic -- allows to learn 1st level Chaos Magic spells
Novice -- allows to learn 2nd level Chaos Magic spells
Advanced -- allows to learn 3rd level Chaos Magic spells
Expert -- allows to learn 4th level Chaos Magic spells
Master -- allows to learn 5th level Chaos Magic spells
Mysticism: Secondary Skill
Basic -- increases max. spell points by +10 and mana regeneration by +2
Novice -- increases max. spell points by +20 and mana regeneration by +4
Advanced -- increases max. spell points by +50 and mana regeneration by +6
Expert -- increases max. spell points by +75 and mana regeneration by +8
Master -- increases max. spell points by +100 and mana regeneration by +10
Conjuration: Secondary Skill
Basic -- increases magic power of Chaos by 2
Novice -- increases magic power of Chaos by 4
Advanced -- increases magic power of Chaos by 6
Expert -- increases magic power of Chaos by 8
Master -- increases magic power of Chaos by 10
Sorcery: Secondary Skill
Basic -- increases all magic powers by 1
Novice -- increases all magic powers by 2
Advanced -- increases all magic powers by 3
Expert -- increases all magic powers by 4
Master -- increases all magic powers by 5
Learning: Secondary Skill
Basic -- increases hero’s XP obtained by 10%
Novice -- increases hero’s XP obtained by 20%
Advanced -- increases hero’s XP obtained by 30%
Expert -- increases hero’s XP obtained by 40%
Master -- increases hero’s XP obtained by 50%
Combat: Primary Skill
Basic -- increases melee attack, melee and ranged defence of the hero to 15
Novice -- increases melee attack, melee and ranged defence of the hero to 20
Advanced -- increases melee attack, melee and ranged defence of the hero to 25
Expert -- increases melee attack, melee and ranged defence of the hero to 30
Master -- increases melee attack, melee and ranged defence of the hero to 50
Melee: Secondary Skill
Basic -- increases melee attack of the hero to 15
Novice -- increases melee attack of the hero to 20
Advanced -- increases melee attack of the hero to 25
Expert -- increases melee attack of the hero to 30
Master -- increases melee attack of the hero to 50
Archery: Secondary Skill
Basic -- increases ranged attack of the hero to 15
Novice -- increases ranged attack of the hero to 20
Advanced -- increases ranged attack of the hero to 25
Expert -- increases ranged attack of the hero to 30
Master -- increases ranged attack of the hero to 50
Swiftness: Secondary Skill
Basic -- increases speed and movement of the hero by +1
Novice -- increases speed and movement of the hero by +2
Advanced -- increases speed and movement of the hero by +3
Expert -- increases speed and movement of the hero by +4
Master -- increases speed and movement of the hero by +5
Fervor: Secondary Skill
Basic -- increases morale and luck by +1
Novice -- increases morale and luck by +2
Advanced -- increases morale and luck by +3
Expert -- increases morale and luck +4
Master -- increases morale and luck +5
Battle Magic: Primary Skill
Basic -- allows to learn 1st level Battle Magic spells
Novice -- allows to learn 2nd level Battle Magic spells
Advanced -- allows to learn 3rd level Battle Magic spells
Expert -- allows to learn 4th level Battle Magic spells
Master -- allows to learn 5th level Battle Magic spells
Entrance: Secondary Skill
Basic -- increases max. spell points by +10 and mana regeneration by +2
Novice -- increases max. spell points by +20 and mana regeneration by +4
Advanced -- increases max. spell points by +50 and mana regeneration by +6
Expert -- increases max. spell points by +75 and mana regeneration by +8
Master -- increases max. spell points by +100 and mana regeneration by +10
Shamanism: Secondary Skill
Basic -- increases magic power of Shamans by 2
Novice -- increases magic power of Shamans by 4
Advanced -- increases magic power of Shamans by 6
Expert -- increases magic power of Shamans by 8
Master -- increases magic power of Shamans by 10
Revitalization: Secondary Skill
Basic -- allows to revitalize (resurrect) 10% of units that die in combat
Novice -- allows to revitalize 20% of units that die in combat
Advanced -- allows to revitalize 30% of units that die in combat
Expert -- allows to revitalize 40% of units that die in combat
Master -- allows to revitalize 50% of units that die in combat
Exploration: Primary Skill
Basic -- increases scouting radius by +1 and allows hero to see heroes with Basic Camouflage
Novice -- increases scouting radius by +2 and allows hero to see heroes with Novice Camouflage
Advanced -- increases scouting radius by +3 and allows hero to see heroes with Advanced Camouflage
Expert -- increases scouting radius by +4 and allows hero to see heroes with Expert Camouflage
Master -- increases scouting radius by +5 and allows hero to see heroes with Master Camouflage
Logistics: Secondary Skill
Basic -- increases movement points of the hero by 15%
Novice -- increases movement points of the hero by 30%
Advanced -- increases movement points of the hero by 45%
Expert -- increases movement points of the hero by 60%
Master -- increases movement points of the hero by 75%
Camouflage: Secondary Skill
Basic -- makes hero invisible to heroes with no exploration and 1st-2nd level units
Novice -- makes hero invisible to heroes with Basic Exploration and 3rd level units
Advanced -- makes hero invisible to heroes with Novice Exploration and 4th level units
Expert -- makes hero invisible to heroes with Advanced Exploration and 5th level units
Master -- makes hero invisible to heroes with Expert Explorationand 6th level units
This is the same as Stealth, only on the Combat Map.
Tactics: Secondary Skill
Basic -- increases movement by 15% and speed by 10% of all units
Novice -- increases movement by 20% and speed by 15% of all units
Advanced -- increases movement by 25% and speed by 20% of all units
Expert -- increases movement by 30% and speed by 25% of all units
Master -- increases movement by 50% and speed by 30% of all units
Marksmanship: Secondary Skill
Basic -- increases ranged attack of the hero to 15 and of all units by 10%
Novice -- increases ranged attack of the hero to 20 and of all units by 20%
Advanced -- increases ranged attack of the hero to 25 and of all units by 30%
Expert -- increases ranged attack of the hero to 30 and of all units by 40%
Master -- increases ranged attack of the hero to 50 and of all units by 50%
Nature Magic: Primary Skill
Basic -- allows to learn 1st level Nature Magic spells
Novice -- allows to learn 2nd level Nature Magic spells
Advanced -- allows to learn 3rd level Nature Magic spells
Expert -- allows to learn 4th level Nature Magic spells
Master -- allows to learn 5th level Nature Magic spells
Herbalistics: Secondary Skill
Basic -- increases max. spell points by +10 and mana regeneration by +2
Novice -- increases max. spell points by +20 and mana regeneration by +4
Advanced -- increases max. spell points by +50 and mana regeneration by +6
Expert -- increases max. spell points by +75 and mana regeneration by +8
Master -- increases max. spell points by +100 and mana regeneration by +10
Meditation: Secondary Skill
Basic -- increases magic power of Nature by 2
Novice -- increases magic power of Nature by 4
Advanced -- increases magic power of Nature by 6
Expert -- increases magic power of Nature by 8
Master -- increases magic power of Nature by 10
Summoning: Secondary Skill
Basic -- increases the effect of Summoning spells by 20%
Novice -- increases the effect of Summoning spells by 40%
Advanced -- increases the effect of Summoning spells by 60%
Expert -- increases the effect of Summoning spells by 80%
Master -- increases the effect of Summoning spells by 100%
Convocation: Secondary Skill
Basic -- summons an amount of 1st level Nature units based on the power of Nature
Novice -- summons an amount of 2nd level Nature units based on the power of Nature
Advanced -- summons an amount of 3rd level Nature units based on the power of Nature
Expert -- summons an amount of 4th level Nature units based on the power of Nature
Master -- summons an amount of 5th level Nature units based on the power of Nature
Alchemy: Primary Skill
Basic -- increases the effect of potions by 20%
Novice -- increases the effect of potions by 40%
Advanced -- increases the effect of potions by 60%
Expert -- increases the effect of potions by 80%
Master -- increases the effect of potions by 100%
Artificer: Secondary Skill
Basic -- allows hero to upgrade artifacts that are to place on head, left and right hands, and torso till minor
Novice -- allows hero to upgrade artifacts that are to place on head, left and right hands, and torso till medium
Advanced -- allows hero to upgrade artifacts that are to place on head, left and right hands, and torso till major
Expert -- allows hero to upgrade artifacts that are to place on head, left and right hands, and torso till relic
Master -- allows hero to upgrade all artifacts till relic
Each Upgrade: 1000 gold
For Example: wooden plate mail (treasure) ----> elven plate mail (minor) ----> steel plate mail (medium) ----> golden plate mail (major) ----> mithril plate mail (relic)
For Example: saber (treasure) ----> shortsword (minor) ----> longsword (medium) ----> backsword (major) ----> broadsword (relic)
Metallurgy: Secondary Skill
Basic -- increases the effect of metal artifacts (longsword, mithril plate mail etc.) by 10%
Novice -- increases the effect of metal artifacts by 20%
Advanced -- increases the effect of metal artifacts by 30%
Expert -- increases the effect of metal artifacts by 40%
Master -- increases the effect of metal artifacts by 50%
For Example: longsword gives +10 melee attack to the hero, but with Master Metallurgy longsword gives +15
For Example: shield of Order gives +20 to melee and ranged defence of the hero and grants Chaos ward, but with Master Metallurgy shield of Order gives +30
Transformation: Secondary Skill
Basic -- allows hero to transform artifacts into wood and ore
Novice -- allows hero to transform artifacts into wood, ore and gold
Advanced -- allows hero to transform artifacts into wood, ore, sulphur, mercury, gems, crystals and gold
Expert -- allows hero to transform artifacts into wood, ore, sulphur, mercury, gems, crystals, mithril and gold
Master -- allows hero to transform artifacts into wood, ore, sulphur, mercury, gems, crystals, mithril and gold or trade them into XP
The quantity of resources increases with the level of artifact. For ex.: treasure - 20 wood (1500 XP), minor - 25 wood (3500 XP), medium - 35 wood (6000 XP) etc.
Materialization: Secondary Skill
Basic -- allows hero to transform 15% of XP collected in battle into gold
Novice -- allows hero to transform 30% of XP collected in battle into gold
Advanced -- allows hero to transform 45% of XP collected in battle into gold
Expert -- allows hero to transform 60% of XP collected in battle into gold
Master -- allows hero to transform 75% of XP collected in battle into gold
Alchemic Magic: Primary Skill
Basic -- allows to learn 1st level Alchemic Magic spells
Novice -- allows to learn 2nd level Alchemic Magic spells
Advanced -- allows to learn 3rd level Alchemic Magic spells
Expert -- allows to learn 4th level Alchemic Magic spells
Master -- allows to learn 5th level Alchemic Magic spells
Omniscience: Secondary Skill
Basic -- increases max. spell points by +10 and mana regeneration by +2
Novice -- increases max. spell points by +20 and mana regeneration by +4
Advanced -- increases max. spell points by +50 and mana regeneration by +6
Expert -- increases max. spell points by +75 and mana regeneration by +8
Master -- increases max. spell points by +100 and mana regeneration by +10
Theurgy (or Thaumaturgy): Secondary Skill
Basic -- increases magic power of Alchemy by 2
Novice -- increases magic power of Alchemy by 4
Advanced -- increases magic power of Alchemy by 6
Expert -- increases magic power of Alchemy by 8
Master -- increases magic power of Alchemy by 10
Perception: Secondary Skill
Basic -- allows hero to learn extra 1st level spell per level
Novice -- allows hero to learn extra 2nd level spell per level
Advanced -- allows hero to learn extra 3rd level spell per level
Expert -- allows hero to learn extra 4th level spell per level
Master -- allows hero to learn extra 5th level spell per level
Pharmacy: Secondary Skill
Basic -- increases the effect of potions by 20%
Novice -- increases the effect of potions by 40%
Advanced -- increases the effect of potions by 60%
Expert -- increases the effect of potions by 80%
Master -- increases the effect of potions by 100%
Beastmastership: Secondary Skill
Basic -- increases melee and ranged attack of all creatures on Swamp terrain by 15%
Novice -- increases melee and ranged attack of all creatures on Swamp terrain by 30%
Advanced -- increases melee and ranged attack of all creatures on Swamp terrain by 45%
Expert -- increases melee and ranged attack of all creatures on Swamp terrain by 60%
Master -- increases melee and ranged attack of all creatures on Swamp terrain by 75%
Navigation: Secondary Skill
Basic -- decreases movement cost per tile on Water terrain by 15%
Novice -- decreases movement cost per tile on Water terrain by 30%
Advanced -- decreases movement cost per tile on Water terrain by 45%
Expert -- decreases movement cost per tile on Water terrain by 60%
Master -- decreases movement cost per tile on Water terrain by 75%
Swamper: Secondary Skill
Basic -- decreases movement cost per tile on Swamp terrain by 15%
Novice -- decreases movement cost per tile on Swamp terrain by 30%
Advanced -- decreases movement cost per tile on Swamp terrain by 45%
Expert -- decreases movement cost per tile on Swamp terrain by 60%
Master -- decreases movement cost per tile on Swamp terrain by 75%
Seamanship: Secondary Skill
Basic -- increases melee and ranged attack of all creatures on Water terrain by 15%
Novice -- increases melee and ranged attack of all creatures on Water terrain by 30%
Advanced -- increases melee and ranged attack of all creatures on Water terrain by 45%
Expert -- increases melee and ranged attack of all creatures on Water terrain by 60%
Master -- increases melee and ranged attack of all creatures on Water terrain by 75%
Doctorate: Secondary Skill
Basic -- allows hero to study basic leadership or basic combat
Novice -- allows hero to study novice leadership or novice combat
Advanced -- allows hero to study advanced leadership or advanced combat
Expert -- allows hero to study expert leadership or expert combat
Master -- allows hero to study master leadership or master combat
Witch Magic: Primary Skill
Basic -- allows to learn 1st level Witch Magic spells
Novice -- allows to learn 2nd level Witch Magic spells
Advanced -- allows to learn 3rd level Witch Magic spells
Expert -- allows to learn 4th level Witch Magic spells
Master -- allows to learn 5th level Witch Magic spells
Hex: Secondary Skill
Basic -- increases max. spell points by +10 and mana regeneration by +2
Novice -- increases max. spell points by +20 and mana regeneration by +4
Advanced -- increases max. spell points by +50 and mana regeneration by +6
Expert -- increases max. spell points by +75 and mana regeneration by +8
Master -- increases max. spell points by +100 and mana regeneration by +10
Witchcraft: Secondary Skill
Basic -- increases magic power of Alchemy by 2
Novice -- increases magic power of Alchemy by 4
Advanced -- increases magic power of Alchemy by 6
Expert -- increases magic power of Alchemy by 8
Master -- increases magic power of Alchemy by 10
Scholar: Secondary Skill
Basic -- allows hero to trade 1st level spells with another hero (who has scholar)
Novice -- allows hero to trade 2nd level spells with another hero
Advanced -- allows hero to trade 3rd level spells with another hero
Expert -- allows hero to trade 4th level spells with another hero
Master -- allows hero to trade 5th level spells with another hero
Potion-Making: Secondary Skill
Basic -- increases the effect of potions by 10%
Novice -- increases the effect of potions by 20%
Advanced -- increases the effect of potions by 30%
Expert -- increases the effect of potions by 40%
Master -- increases the effect of potions by 50%
ADVANCED HERO CLASSES & SPECIALTIES
MIGHT
Leadership/Nobility: Commander -- All units gain +20% bonus in growth
Leadership/Scouting: Marshall -- Hero gains +2 scouting radius
Leadership/Combat: General -- All units gain +3 morale
Leadership/Exploration: Rover -- Hero gains +2 bonus in movement and +5 bonus in ranged attack
Leadership/Alchemy: Adept -- Hero gains +10% increase in Alchemy skill
Leadership/Beastmastership: Leader -- All units gains +10% increase in melee and ranged attack
Nobility/Scouting: Diplomat -- Hero gains +10% increase in Diplomacy (and Bribery) skill
Nobility/Combat: Warlord -- Hero gains +5 increase in melee attack and defence
Nobility/Exploration: Thane -- Hero gains -20% decrease in cost per tile (movement)
Nobility/Alchemy: Lord Alchemist -- Hero gains +20% increases in Transformation skill
Nobility/Beastmastership: Beast King -- All units gain +20% increase in melee and ranged attack (on Swamp and Water terrains only)
Scouting/Combat: Rogue -- Hero constantly has “First Strike” ability
Scouting/Exploration: Spy -- Hero gains +20% increase in Stealth (and Camouflage) skill
Scouting/Alchemy: Guildmaster -- Hero gains the ability to cast “Shackles of Pain” (same as “Pain Mirror”), in addition, to its melee attack
Scouting/Beastmastership: Pirate -- Hero gains +2 scouting radius at Water and Swamp terrain
Combat/Exploration: Elven Ranger -- Hero constantly has “Shoot Twice” ability
Combat/Alchemy: Smith -- Hero gains +10% increase in Metallurgy skill
Combat/Beastmastership: Marauder -- All units gain +10% increase in melee and ranged attack (hero gains +5 melee attack)
Exploration/Alchemy: Renegade -- Hero gains +2 movement and +10% increase in Alchemy skill
Exploration/Beastmastership: Sentinel -- All units gain +10% increase in melee and ranged defence
Alchemy/Beastmastership: Backwoodsman -- Hero constantly has ranged attack and gains the ability to poison the enemy, in addition to it
MAGIC
Any 3 good: White Wizard -- Hero gains +50% increase in all good magic powers
Any 3 evil: Sorcerer -- Hero gains +50% increase in all bad magic powers
Any 3 good and evil (mixed): Archmage -- Hero gains +50% increase in all magic powers
Life/Death: Dark Priest -- Hero gains Life Drain (for every 4HP damage done, hero regains 1HP)
Life/Order: Cleric -- Hero gains Chaos Ward (+50% increase in resistance to Chaos spells and +50% increase in melee and ranged defence against Chaos-aligned units)
Life/Chaos: Heretic -- Hero gains Order Ward (+50% increase in resistance to Order spells and +50% increase in melee and ranged defence against Order-aligned units)
Life/Battle: Voodoo Priest (or Exorcist) -- Hero gains +20% increase in Resurrection (and Revitalization) skill
Life/Nature: Summoner -- Hero gains +20% increase in Summoning skill
Life/Alchemic: Chemist -- Hero’s healing spells have their effect increased by 20%
Life/Witch: Healer -- Hero gains 75HP provision to the healing tents and gains +10% increase in healing
Death/Order: Dark Mage -- All units that are adjacent to the hero (foe) suffers from “Poison” spell
Death/Chaos: Lich -- Hero gains the ability to age the enemies by melee attack (reduces melee, ranged attack & melee, ranged defence by 30%, speed by 50%)
Death/Battle: Necrologist -- Hero gains +10% increase in Necromancy skill
Death/Nature: Demonologist -- Hero’s summoning and raising spells have their effect increased by 20%
Death/Alchemic: Poisoner -- Hero gains the ability to poison the enemy by melee attack
Death/Witch: Charlatan -- Hero gains +20 spell points and increases mana regeneration by +4
Order/Chaos: Grey Wizard -- Hero’s spells have their cost reduced by 2
Order/Battle: Seer -- Hero instantly gains “Revitalization” spell in their spell book
Order/Nature: Illusionist -- Hero’s summoning and illusion creating spells have their effect increased by 20%
Order/Alchemic: Potionmaster -- Hero’s potions have their effect increased by 200%
Order/Witch: Prophet -- Hero gains 2 extra spells for each level
Chaos/Battle: Magician -- Hero gains +50% increase in Sorcery skill
Chaos/Nature: Warlock -- Hero constantly has “Anti-Magic” cast upon him
Chaos/Alchemic: Oracle -- Hero learns two spells per level instead of one (Perception) skill
Chaos/Witch: Zealot -- Hero’s spells have their effect increased by 25% (mostly, direct damage spells)
Battle/Nature: Hierophant -- Hero convokes as twice units as normal (Convocation)
Battle/Alchemic: Messenger -- Hero gains +1% bonus increase in Revitalization skill every level
Battle/Witch: Witchdoctor -- Hero gains +20% increase in Revitalization skill
Nature/Alchemic: Planeswalker -- Hero summons as twice elementals as normal
Nature/Witch: Hex -- Hero summons free potion daily
Alchemic/Witch: Termagent -- Hero gains one free potion per level
MIGHT & MAGIC
Leadership/Life: Crusader -- All units (and hero) gains +2 morale
Leadership/Death: Paladin -- All units (and hero) gains Death Ward (+50% increase in resistance to Death spells and +50% increase in melee and ranged defence against Death-aligned units)
Leadership/Order: Enchanter -- Hero’s illusion creating spells have their effect increased by 50%
Leadership/Chaos: Fire Diviner -- Hero’s fire-based spells have their effect increased by 20%
Leadership/Battle: Shaman Leader -- All units gain +10% increase in HP
Leadership/Nature: Warden -- All units gain +10% increase in melee and ranged attack
Leadership/Alchemic: Acolyte -- Hero gains +20% increase in Metallurgy skill
Leadership/Witch: Witch Hag -- Hero gains “No Retaliation” ability
Nobility/Life: Cardinal -- Hero gain +5% increase in “Resurrection” skill and +1% every level obtained
Nobility/Death: Dark Lord -- Hero gains the ability to reduce enemy’s morale by melee attack to minimum
Nobility/Order: Wizard King -- Hero gains +20% increase in “Overgrowth” skill
Nobility/Chaos: Overlord -- Hero gains +20% increase in “Conjuration” skill
Nobility/Battle: Fortune-teller -- Hero gains the ability to reduce enemy’s luck by melee attack to minimum
Nobility/Nature: Druid Lord -- Hero’s summoning spells have their costs reduced by 50%
Nobility/Alchemic: Wonder-worker -- All buildings have their costs reduced by 10%
Nobility/Witch: Witch King -- Hero gains the ability to weaken the enemy by melee attack (weakness = -melee attack and defence by 25%, speed and movement by 50%)
Scouting/Life: Celebrant -- Hero constantly has “Spiritual Armor” (spiritual armor = +melee and ranged defence by 25%)
Scouting/Death: Ninja -- Hero gains the ability to be fearsome (fear = same as no retaliation, only makes the unit run several spaces away)
Scouting/Order: Harbinger -- Hero gains an increase in radius of “Visions” spell of +3
Scouting/Chaos: Firebrand -- Hero gains to ability to make unit to become berserk by attacking with melee attack
Scouting/Battle: Augur -- Hero instantly gains “Dolor” spell in his/hers spell book and casts it at no cost (dolor = reduces unit’s luck to minimum)
Scouting/Nature: Bard -- Hero has maximum luck always
Scouting/Alchemic: Fascinator -- Hero gains +25% increase in spell points and +10% increase in mana regeneration
Scouting/Witch: Beldam -- Hero gains +2 scouting radius
Combat/Life: Paladin -- Hero gains Death Ward (+50% increase in resistance to Death spells and +50% increase in melee and ranged defence against Death-aligned units)
Combat/Death: Assassin -- Hero gains Life Ward (+50% increase in resistance to Life spells and +50% increase in melee and ranged defence against Life-aligned units)
Combat/Order: Charmer -- Hero gains +10% in “Charm” skill
Combat/Chaos: Fireguard -- Hero gains complete fire-based spell immunity and fire-based attacks do 50% damage less
Combat/Battle: Battle Mage -- Hero gains +5 increase in melee and ranged attack
Combat/Nature: High Druid -- Hero gain +10 increase in melee attack and defence
Combat/Alchemic: Bewitcher -- Hero instantly gains “Hypnotize” spell in spell book
Combat/Witch: Valiant -- Hero gains +2 morale and luck
Exploration/Life: Herald -- Hero gains +20% increase in “Resurrection” skill
Exploration/Death: Death Rider -- Hero gains +2 movement and +2 speed
Exploration/Order: Telepath -- Hero gains the ability to see all the information about the hostile army
Exploration/Chaos: Pyromancer -- Hero constantly has “Fire Shield”
Exploration/Battle: Psychic -- Hero gains +30% increase in movement points
Exploration/Nature: Elven Minstrel -- Hero gains -10% decrease in cost of recruiting units which are aligned with Nature
Exploration/Alchemic: Python -- Hero gains +1 scouting radius every three levels
Exploration/Witch: Medicine-man -- Hero gains +2% increase in “Potion-Making” skill every level
Alchemy/Life: Sacristan -- Hero gains +2% increase in XP every level obtained
Alchemy/Death: Satanist -- Hero gains +20% increase “Devilry” skill (gains extra magic power of Death)
Alchemy/Order: Metallurgist -- Hero gains +10% increase in “Metallurgy” skill
Alchemy/Chaos: Disintegrator -- Hero’s spell “Disintegrate” (if he doesn’t have this spell, he instantly gains it) has its effect increased by 20%
Alchemy/Battle: Physician -- Hero gains +2% increase in “Revitalization” skill every level
Alchemy/Nature: Herbalist -- Hero’s potions have their effect increased by 5% and +1% every level
Alchemy/Alchemic: Visionary -- Hero gains +2 vision and +2 scouting radius
Alchemy/Witch: Powwow -- Hero gains +10% increase in “Potion-Making” skill
Beastmastership/Life: Knight-errant -- All units gain +20% movement and speed over Swamp, Water and Grass terrains
Beastmastership/Death: Energumen -- All units (demons, not undeads) gain +10% increase in melee and ranged attack
Beastmastership/Order: Doctorate -- Hero is allowed to study “Advanced Order Magic” and “Advanced Intelligence” for 2000 gold each
Beastmastership/Chaos: Admiral -- All units gain +2 movement and +2 speed over Swamp and Water terrains
Beastmastership/Battle: Master Shaman -- All units gain +10% HP
Beastmastership/Nature: Twisted Druid -- Hero’s spells have their effect increased by 20% over Swamp and Water terrains
Beastmastership/Alchemic: Soothsayer -- Hero gains two extra spells per level instead of one
Beastmastership/Witch: Picaroon -- Hero’s spells have their effect increased by 20% over Swamp and Water terrains
SPECIALTIES (and FLAWS)
I used some aspects from the discussion about Specialties & Flaws I found in Altar. I decided to create some specialties (and flaws, of course) too.
Every might hero should have main specialty that is always a creature (from 1-6 level) or an ability when the appropriate level is achieved
Every magic hero should have main specialty that is always a spell (from 1-3 level) or an ability when the appropriate level is achieved
I’ll give an example for every hero (2 heroes’ examples per kind)
NOTE: Shamans - Male always, Witches - Female always
Knight (Male) -- Life, Might
Main Specialty: Creature: Archer
Additional Specialty: All units gain +3 morale and luck
Additional Flaw: Hero has its speed and movement (battlefield) reduced by -2
Knight (Female) -- Life, Might
Main Specialty: Creature: Crusader
Additional Specialty: All units gain +10% in HP
Additional Flaw: Hero has its melee attack and melee defence reduced by -3
Knight (Male) -- Life, Might
Main Specialty: Ability: 6th Level -- Two Attacks
Additional Specialty: Hero gains +2 morale and luck
Additional Flaw: All units have their speed and movement reduced by -10%
Knight (Female) -- Life, Might
Main Specialty: Ability: 8th Level -- Unlimited Retaliation
Additional Specialty: Hero gain +15% in HP
Additional Flaw: All units have their attack and defence reduced by -1% per 2 levels
Priest (Male) -- Life, Magic
Main Specialty: Spell -- Spiritual Armor
Additional Specialty: Hero gains +1% increase in “Healing” skill per level
Additional Flaw: Hero gains -1 morale and luck
Priestess (Female) -- Life, Magic
Main Specialty: Spell -- Holy Word
Additional Specialty: Hero gains +5 magic power of Life
Additional Flaw: Hero suffers extra 10% of damage from Chaos-aligned units
Priest (Male) -- Life, Magic
Main Specialty: Ability: 5th Level -- Permanent “Spiritual Armor”
Additional Specialty: Hero instantly gains two random 2nd level spells
Additional Flaw: All units have their magic resistance reduced by -5%
Priestess (Female) -- Life, Magic
Main Specialty: Ability: 10th Level -- Permanent “Heavenly Shield”
Additional Specialty: Hero gains +20 spell points and +2 mana regeneration
Additional Flaw: Hero’s magic power of Death (if has one) is reduced by -3
Death Knight (Male) -- Death, Might
Main Specialty: Creature: Ghost
Additional Effect: Hero gains +10% increase in melee and ranged attack
Additional Flaw: All units have their melee and ranged defence by -1% per 2 levels
Death Knight (Female) -- Death, Might
Main Specialty: Creature: Vampire
Additional Effect: Hero gains +2 luck and morale
Additional Flaw: Hero has its melee attack reduced by -10%
Death Knight (Male) -- Death, Might
Main Specialty: Ability: 9th Level -- Poisoned Attack
Additional Effect: All units gain +1% increase in magic resistance every level
Additional Flaw: Hero has its HP reduced by -5%
Death Knight (Female) -- Death, Might
Main Specialty: Ability: 4th Level -- Mana Drain
Additional Effect: Hero has 20% chance to inflict double damage
Additional Flaw: Hero suffers extra 20% of damage done by “Holy Shout”
Necromancer (Male) -- Death, Magic
Main Specialty: Spell -- Plague
Additional Effect: Hero has 30% chance to poison the enemy by melee attack
Additional Flaw: Hero has 30% chance to lose 50% of hero’s spell points
Necromancer (Female) -- Death, Magic
Main Specialty: Spell -- Mire
Additional Effect: Hero gains +2 spell points per level
Additional Flaw: Hero’s movement points are reduced by 10%
Necromancer (Male) -- Death, Magic
Main Specialty: Ability: 7th Level -- Life Drain
Additional Effect: Hero’s raising spells have their effect increased by 25%
Additional Flaw: Hero’s summoning spells have their effect decreased by 20%
Necromancer (Female) -- Death, Magic
Main Specialty: Ability: 8th Level -- Disrupting Attack
Additional Effect: Hero’s spell “Disrupting Ray” has its effect increased by 50%
Additional Flaw: Hero’s spell “Mire” has its effect reduced by 25%
Lord (Male) -- Order, Might
Main Specialty: Creature -- Dwarf
Additional Effect: Hero gains extra 100 gold (mining skill is not counted) daily
Additional Flaw: Hero loses 5 wood and 5 ore at the start of each new week
Lord (Female) -- Order, Might
Main Specialty: Creature -- Genie
Additional Effect: Hero gains +1% increase in “Diplomacy” skill
Additional Flaw: All units have their luck decreased by -2
Lord (Male) -- Order, Might
Main Specialty: Ability: 7th Level -- Gold-digger (extra gold daily; 5% of total amount)
Additional Effect: Hero gains +2 luck
Additional Flaw: Hero has its luck reduced by 1
Lord (Female) -- Order, Might
Main Specialty: Ability: 9th Level -- Persuasion (like from WoG Astral Spirit; hero persuades 5-10% of enemy units to leave battlefield and never return)
Additional Effect: All units gain “Taxpayer” ability (deficit, more likely)
Additional Flaw: Hero instantly loses 10% of total amount of gold
Wizard (Male) -- Order, Magic
Main Specialty: Spell -- Hypnotize
Additional Effect: All units between 1-3 level have permanent “Blur”
Additional Flaw: All units between 4-5 level have their melee defence reduced by 10%
Wizard (Female) -- Order, Magic
Main Specialty: Spell -- Blur
Additional Effect: Hero gains 5% increase in “Charm” skill every 3 levels
Additional Flaw: Hero loses 5% HP every 3 levels
Wizard (Male) -- Order, Magic
Main Specialty: Ability: 6th Level -- Fimbulwinter
Additional Effect: All units gain +50% increase in movement and speed over Snow terrain
Additional Flaw: Hero has its speed reduced by -1 and movement by -3
Wizard (Female) -- Order, Magic
Main Specialty: Ability: 10th Level -- Hypnotizing Attack
Additional Effect: Hero gains +20% increase in spell points
Additional Flaw: Hero has its mana regeneration reduced by -2
Scout (Male) -- Chaos, Might
Main Specialty: Creature -- Minotaur
Additional Effect: Hero’s special creature gains extra 25% increase in HP
Additional Flaw: Hero’s special creature has its speed and movement reduced by 10%
Scout (Female) -- Chaos, Might
Main Specialty: Creature -- Medusa
Additional Effect: All units gain +10% increase in melee and ranged attack
Additional Flaw: Hero has its melee and ranged attack reduced by 5% every 5 levels
Scout (Male) -- Chaos, Might
Main Specialty: Ability: 7th Level -- Inner Stealth (makes the hero invisible when standing on the combat map)
Additional Effect: Hero gains +3 scouting radius
Additional Flaw: Hero has the effect of “Bribery” skill reduced by 10%
Scout (Female) -- Chaos, Might
Main Specialty: Ability: 9th Level -- Outer Stealth (makes the hero invisible when standing on the adventure map)
Additional Effect: Hero gains +3 luck
Additional Flaw: Hero has its morale reduced by -2
Conjurer (Male) -- Chaos, Magic
Main Specialty: Spell -- Fireball
Additional Effect: Hero has the effect of fire-based spells increased by 20%
Additional Flaw: Hero has the effect of air-based spells reduced by 10%
Conjurer (Female) -- Chaos, Magic
Main Specialty: Spell -- Hydra’s Venom
Additional Effect: Hero has the ability to stun the units by melee attack
Additional Flaw: Hero has the ability to become stunned every three turns (for one turn)
Conjurer (Male) -- Chaos, Magic
Main Specialty: Ability: 5th Level -- Multiple Attack
Additional Effect: Hero gains extra magic power of Chaos every two weeks
Additional Flaw: Hero loses 5% of total spell points every two weeks
Conjurer (Female) -- Chaos, Magic
Main Specialty: Ability: 10th Level -- Permanent “Order Ward”
Additional Effect: All units gain immunity to fire-based spells
Additional Flaw: All units has their magic resistance reduced by 30%
Barbarian (Male) -- Might, Might
Main Specialty: Creature -- Orc
Additional Effect: Hero gains 25% chance to get no retaliation after attack
Additional Flaw: Hero has the melee skill reduced
Barbarian (Female) -- Might, Might
Main Specialty: Creature -- Berserker
Additional Effect: All units gain +30% increase in their melee and ranged attack
Additional Flaw: All units gain 30% chance to become berserk
Barbarian (Male) -- Might, Might
Main Specialty: Ability: 6th Level -- Charge
Additional Effect: Hero gains +20% increase in “Archery” skill
Additional Flaw: All ranged units have their ranged attack reduced by -1% every level
Barbarian (Female) -- Might, Might
Main Specialty: Ability: 9th Level -- First Strike and First Strike Negation
Additional Effect: Hero gains +20% increase in “Melee” skill
Additional Flaw: All units have their melee attack reduced by -1% every level
Shaman (Male) -- Might, Magic
Main Specialty: Spell -- Haste
Additional Effect: Hero gains +1% increase in “Revitalization” skill every level
Additional Flaw: Hero has its HP reduced by -10%
Shaman (Male) -- Might, Magic
Main Specialty: Ability: 7th Level -- Toughness
Additional Effect: All units gain +20% in HP
Additional Flaw: All units have their speed and movement reduced by -30%
Ranger (Male) -- Nature, Might
Main Specialty: Creature -- Elf
Additional Effect: Hero gains +50% increase movement and speed on Grass terrain
Additional Flaw: Hero has its movement and speed reduced by -30% when on Swamp and Volcanic terrain
Ranger (Female) -- Nature, Might
Main Specialty: Creature -- Griffin
Additional Effect: All units gain +30% increase in movement and speed on Grass terrain
Additional Flaw: All units have their movement and speed reduced by -20% when on Swamp and Volcanic terrain
Ranger (Male) -- Nature, Might
Main Specialty: Ability: 7th Level -- Two Shots
Additional Effect: All units gain +20% increase in ranged attack and defence
Additional Flaw: All units have their melee attack and defence reduced by -1% every level
Ranger (Female) -- Nature, Might
Main Specialty: Ability: 9th Level -- Ranged First Strike and Ranged First Strike Negation
Additional Effect: All units gain +30% increase in melee and ranged attack
Additional Flaw: All units have their magic resistance reduced by -10%
Druid (Male) -- Nature, Magic
Main Specialty: Spell -- Ranged First Strike
Additional Effect: All units gain +30% increase in magic resistance
Additional Flaw: All units have their melee and ranged attack by reduced -10%
Druidess (Female) -- Nature, Magic
Main Specialty: Spell -- Ranged First Strike Negation
Additional Effect: Hero gains +5 in magic power of Nature
Additional Flaw: Hero has its melee and ranged attack reduced by -1% every level
Druid (Male) -- Nature, Magic
Main Specialty: Ability: 7th Level -- Giant Fist (puts the creature into the ground, so he cannot move till the end of the combat)
Additional Effect: Hero gains +1 in magic power of Nature every two levels
Additional Flaw: All units have their magic resistance reduced by -1% every level
Druidess (Female) -- Nature, Magic
Main Specialty: Ability: 10th Level -- Mana Double (hero gains the ability to double hero’s spell points every 2 weeks)
Additional Effect: Hero gains +20% increase in “Convocation” skill
Additional Flaw: Hero’s damage spells have their effect reduced by -1% every level
Alchemist (Male) -- Alchemy, Might
Main Specialty: Creature -- Golem
Additional Effect: Hero gains +20% increase in “Alchemy” skill
Additional Flaw: Hero’s summoning spells have their effect reduced by -10%
Alchemist (Female) -- Alchemy, Might
Main Specialty: Creature -- Naga
Additional Effect: All units gain +20% increase in HP
Additional Flaw: All units have their melee and ranged defence reduced by -10%
Alchemist (Male) -- Alchemy, Might
Main Specialty: Ability: 5th Level -- Poisoning Attack
Additional Effect: Hero gains +20% increase in HP
Additional Flaw: Hero has its melee and ranged defence reduced by -10%
Alchemist (Female) -- Alchemy, Might
Main Specialty: Ability: 11th Level -- Disintegrating Attack (Hero has 10% chance to cast “Disintegrate”, in addition to, melee (or ranged) attack
Additional Effect: Hero gains +20% increase in “Metallurgy” skill
Additional Flaw: Hero has its melee and ranged attack reduced by -10%
Thaumaturge (Male) -- Alchemy, Magic
Main Specialty: Spell -- Shroud
Additional Effect: Hero gains +20% increase in “Pharmacy” skill
Additional Flaw: Hero has its morale and luck reduced by -2
Thaumaturge (Female) -- Alchemy, Magic
Main Specialty: Spell -- Decay (I wanted to put “Disintegrate” spell here, but I thought better: lower this spell and its effect by 2-4 levels and rename it)
Additional Effect: Hero gains +40 spell points
Additional Flaw: Hero has its damage reduced by -10%
Thaumaturge (Male) -- Alchemy, Magic
Main Specialty: Ability: 6th Level -- Regeneration
Additional Effect: All spellcaster units gain +50% increase in their spell effectiveness
Additional Flaw: All ranged units have their damage reduced by -20%
Thaumaturge (Female) -- Alchemy, Magic
Main Specialty: Ability: 6th Level -- Weakening Attack
Additional Effect: Hero gains +20% increase in magic power of Alchemy
Additional Flaw: Hero has its melee and ranged defence reduced by -10%
Beastmaster (Male) -- Swamp/Water, Might
Main Specialty: Creature -- Pirate
Additional Effect: Hero gains +50% movement and speed over Swamp and Water terrains
Additional Flaw: Hero has its movement and speed over Grass terrain by -25%
Beastmaster (Female) -- Swamp/Water, Might
Main Specialty: Creature -- Gnoll
Additional Effect: All units gain “Bonus at Sea” ability
Additional Flaw: All units have their melee and ranged attack plus melee and ranged defence over Grass terrain reduced by -20%
Beastmaster (Male) -- Swamp/Water, Might
Main Specialty: Ability: 7th Level -- Snake Strike (grants first strike + poisons the enemy by melee attack)
Additional Effect: Hero gains “Bonus at Sea” ability
Additional Flaw: Hero has its melee and ranged attack plus melee and ranged defence over Grass terrain reduced by -20%
Beastmaster (Female) -- Swamp/Water, Might
Main Specialty: Ability: 8th Level -- Double Damage (hero gains 50% chance to inflict double damage)
Additional Effect: All units gain +30% increase in HP when over Swamp and Water terrains
Additional Flaw: All units have their HP reduced by -25% when over Grass terrain
Witch (Female) -- Swamp/Water, Magic
Main Specialty: Spell -- Snake Strike
Additional Effect: Hero gains +20% increase in “Potion-Making” skill
Additional Flaw: Hero’s bless and damage spells have their effect decreased by -20%
Witch (Female) -- Swamp/Water, Magic
Main Specialty: Ability: 9th Level -- Possession (like mermaids in H4; after successful melee attack enemy unit is hypnotized, only for 2 turns instead of one)
Additional Effect: Hero gains +20% increase in HP
Additional Flaw: All units have their HP reduced by -20%
This is where the first part, which I’ve tried to make so long, ends. Sorry, but I’ll have to put much effort to create another part (since it has not been created yet). I’ll post it at the end of this month or at the very start of March (maybe sooner). Beware! I’m sure that I’ll edit this post soon, so there will be some new things.
EDIT: Please keep this thread clean. Don't ask me how much time did it took to write this post. It took between 10-14 days to make it full.
EDIT: HyDrA, rename this thread. I said you can, so rename.
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mvassilev
Responsible
Undefeatable Hero
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posted February 04, 2004 07:18 PM |
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Good, very good, QP deserving, but I think you should change the Novice level into the Intermediate level.
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Eccentric Opinion
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Styq
Known Hero
Grandmaster Leadership
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posted February 04, 2004 07:24 PM |
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mvassilev is right. Novice and Basic are kinda the same thing.
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Leadership is nothing but being a good actor,
just like bravery is nothing but being a fool
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regnus_khan
Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
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posted February 04, 2004 07:25 PM |
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Why do we need intermediate?
I think that Novice is better than Intermediate because:
a) you learnt basics and then its novice. You're trying to learn more things, while intermediate is when you're quite aware of the subject (advanced, in my post)
b) i think intermediate is more likely to be a difficulty than a skill level
c) intermediate is often used to say "novice + 1 = intermediate" while the correct one "novice + 10 = advanced"
That's only my opinion, so I won't rename it. BTW, thanks for the compliment
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Asmodean
Responsible
Supreme Hero
Heroine at the weekend.
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posted February 05, 2004 03:57 AM |
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I must salute you on the grand scale of your imagination .
Now I'm going to nitpick
I like the way you think about the secondary skills, they're well thought out and imaginative, they would be fun to have i think (I think beastmastery sounds more polished than beastmastership, but thats a small point).
Apart from the obvious sameness in each magic school dealing with spell points and damage - btw, I think you outdid yourself with the alchemy skills, real good ideas there - I thought some of them weren't individual enough. Some of your Witch skills seem too similar to those of Alchemy.
I also liked the idea of each spell school having it's own reserve of specialised manna, it means that by the end of a long campaign, your archmage won't have manna to do the whole campaign over without refuelling as I found in H4, and you don't mind gaining those kind of skills for more than one school of magic.
I like the way you've extrapolated all the advanced hero classes and given them names, but some of the percentages you give them for certain abilities seem a bit high to me, and in some cases give them abilities are a bit too advanced imho, considering that a hero can change class as early as level 3 (or do you have some thoughts on this - such as hero may not multiclass until a certain level is reached?).
An example:
Exploration/Order: Telepath -- Hero gains the ability to see all the information about the hostile army.
Whereas if the hero is learning Order skills as he progresses as you've led them out, he would not gain this ability until Master Divination is reached. Modifying it slightly so that as the hero increases in both Divination (order) and Exploration, they're able to see exact numbers of increasingly harder troops -eg- can identify no. of imps but rest of army info says 'few' 'several' etc. And as he becomes a more experienced Telepath he can eventually identify the exact numbers of all levels of creatures in armies/towns etc.
Another question:
Perception: Secondary Skill
Basic -- allows hero to learn extra 1st level spell per level
Novice -- allows hero to learn extra 2nd level spell per level
Advanced -- allows hero to learn extra 3rd level spell per level
Expert -- allows hero to learn extra 4th level spell per level
Master -- allows hero to learn extra 5th level spell per level
I just don't understand what you mean with this skill. Does this mean that the hero can further upgrade his mage guild (in alchemy town only I presume) to reveal an extra spell - like the Library in the Tower town of HOMM3? Does this happen automatically or does the hero get the option to pay for an extra spell?
Then at the end you have added extra abilities for different base classes. I totally don't understand where this fits in. Is this something that happens if you don't take an advanced class and stay at your base class - which might work, but the game would have to give you a choice about this when you gain the appropriate secondary skills etc.
I agree with the specialty bit about creatures/spells. It seems all nostalgic for H3, and giving different genders different specialties is a nice touch ;good;
But:
Knight (Male) -- Life, Might
Main Specialty: Creature: Archer
Additional Specialty: All units gain +3 morale and luck
Additional Flaw: Hero has its speed and movement (battlefield) reduced by -2
Knight (Male) -- Life, Might
Main Specialty: Ability: 6th Level -- Two Attacks
Additional Specialty: Hero gains +2 morale and luck
Additional Flaw: All units have their speed and movement reduced by -10%
So to start off, a male knight, just for being a basic knight, all units get +3 morale AND luck? Just for being a knight? A basic class? And he has his speed reduced by -2, when considering that he's a level one knight and might conceivably only have a speed of about 4/5?
Then once he gets to level 6 he gets an extra melee attack, and an extra +2 morale and luck, and all his units speed are reduced by 10%? I would be tempted to stay at level 5!
Or am I reading this wrong and there are 2 kinds of basic male knight, one with a creature speciality and the other who confers an extra attack on his sixth level unit?!
Again, that's way too much for a basic class.
I think it'd be better if you kept it simple and just gave them creature/spell specialties.
Again, the flaw concept - great, but looking at some of them, there's no way i would choose:
Death Knight (Male) -- Death, Might
Additional Flaw: All units have their melee and ranged defence by -1% per 2 levels!!!!!!
That's nasty. As I go up levels I'm supposed to confer greater ability to my army, not weaken my creatures.
The flaws should be kept nice and simple, kind of like the Angel/Devil rivalry though changed slightly otherwise it'll be the boring Death/Life story all over again.
Of course I could be stupid and have read that whole sectio of the post wrong - it's 3am and I have had no sleep in about 20 hours.
But please don't take the criricism the wrong way. Parts of this post have totally blown me away with the effort put into them, and I did take the time to read it and not just skim it. Just a couple of tweaks and the other parts would be great.
Apart from the bit's I don't understand and that you're going to explain and prove that I should have went to bed hours ago.
Can't wait to hear from you
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To err is human, to arr is pirate.
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regnus_khan
Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
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posted February 05, 2004 06:26 AM |
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Additional Effect and Flaws.
I'm sorry, but I've only made some examples. I didn't think about consequences: logical or no? I just thought of examples to give. If this option is transfered to H5 by UbiSoft, it would have to change some things anyhow. These answers are just examples and examples can be illogical.
Moderator's note:This topic has been closed, as it refers to an older version of the game. To discuss Heroes 3, please go to Library Of Enlightenment, to discuss Heroes 4, please go to War Room Of Axeoth, to discuss Heroes 5, go to Temple Of Ashan.
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