Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Heroes 8+ Altar of Wishes > Thread: Expansion Projekt
Thread: Expansion Projekt This thread is 2 pages long: 1 2 · NEXT»
arxur
arxur


Adventuring Hero
posted May 20, 2008 06:13 PM
Edited by arxur at 18:18, 20 May 2008.

Expansion Projekt

I was just simply playing with the idea that in heroes V should be 2 kind of heroes for each town like in heroes 4 each with unique racial skill. So I just couldn't stop myself to think about, altough I know there is know way to bring this idea to life... This is topic is to share my idea for a possible expansion pack. So I just thought I just simply share my idea with you guys and discuss it.

Note: this means total new element
     this one changed element

Today, I'll introduce you my imagination for the other sylvan hero, called Druids.

          Ranger                             Druid

racial
skill:     Avenger                      Meditation*

*Basic Meditation: When hero enters meditation mode (waits or defends) he/she increases his stats with 10% until the start of his next turn. (The hero's troops also enjoys this bonus, since the hero stats is added to creature's, but they will also lose this bonus, if the hero's meditation is over. The 10% mana increase, means 10% mana regeneration.) Moreover, if a creature enters meditation mode (waits or defends), the creature's defense and attack will also increase for their next action. (A level 1 tier has a +1 ATK/DEF bonus, a lv 2 has +2 ATK/DEF bonus, a lv 3 has +3 ATK/DEF etc...)

Advanced Meditation: When hero enters meditation mode, he/she increases his/her stats with 20% until the start of his/her next turn. Moreover, if a creature enters meditation mode (waits or defends), they will have an advanced regeneration effect on their next turn too. (If hero has expert light magic, the regeneration is casted on expert level.)

Expert Meditation: When hero enters meditation mode, he/she increases his/her stats with 30% until the start of his/her next turn. Moreover, if a creature enters meditation mode (waits or defends), they will have a random light magic effect on them too, which lasts until 3 turns.

Ultimate Meditation: When hero enters meditation mode, he/she increases his/her stats with 40% until the start of his/her next turn. Moreover, if a creature enters meditation mode (waits or defends), they will have no enemy retaliation ability too, that lasts until the hero ends his meditation.

Druid's perks:

Vision of Luck: If the creatures meditates, it's next attack will be ALWAYS lucky.

Master of Meditation: The hero's or creatures' turns come 10% faster as normal if they are waiting or defending.

Vision of Life: The hero is able to resurrect fallen creatures after the battle for mana. (The resurrection of a level 1 creature costs 2 mana, a lv 2 costs 4 mana, a lv 3 costs 6 mana etc...)

Ultimate skill:

Absolute Enlightenment: The hero will be always in meditation mode, even if he spend his/her turn with attacking or casting spells.

Needed skills: Deep silence (from enlightenment)
             Healing grass (from light magic)
             Preparation (from defense)

Status growth:

                    Ranger                 Druid

Attack:                15%                   25%
Defense:               45%                   25%
Spellpower:            10%                   25%
Knowledge:             30%                   25%

As you can see, Druids are in total harmony.

Starting stats:

                  Ranger             Druid

Attack               0                  1
Defense              2                  1
Magic                1                  2
Knowledge            2                  1

Chance of learning a skill:

                    Ranger                 Druid

Attack:                6%                     2%
Defense:              10%                    10%
Leadership:            8%                     2%
Logistics:            15%                    11%
Luck:                 15%                     8%
War Machines:          2%                     2%
Enlightenment:        10%                    15%
Sorcery:               4%                    10%
Dark Magic:            2%          They can learn only shatter dark.
                                             5%
Destructive Magic:     8%             Only shatter destruction.
                                             5%
Light magic:           8%                    10%
Summoning magic:       2%                    10%

---------------------------------------------------------------------
Global change for every faction:

After building mage guild, you can build an Altar:

Altar of Light: gives +1 light magic spell for every circle.
Altar of Darkness: gives +1 dark magic spell for every circle.
Altar of Destruction: gives +1 destructive spell for every circle.
Altar of Summoning: gives +1 summoning spell for every circle.

You can build only 1 Altar in each town.
----------------------------------------------------------------------

Perks:

In attack for Ranger:

No change.

In attack for Druid:

No change, but for Retribution you don't need rain of arrows.

---

In defense for Ranger:

No change.

In defense for Druid:

No change, but they don't need Tactics to learn Preparation. They need Master of Meditation instead.

---

In luck for Ranger:

Give them back dead man's curse, and they need this skill and soldier's luck for Elven Luck.

In luck for Druids:

Same as the rangers, but they don't need arcane brilliance for warlock's luck. They need vision of luck instead.

--------------------------------------------------------------------

Global change in Leadership!!!

Recruitment: Weekly growth is not increased by +3, +2 and +1. It is increased with +30%, +20% and +10%. (Think about a Knight and a Warlock. 3 peasant doesn't worth as much as 3 scout.) Moreover, with advanced or expert mastery hero don't have to be at home to make this skill work. It will increase the population of the nearest friendly town.

Estates: With basic mastery it produces 250 gold, with advanced 500 and with expert 750.

End of global change

--------------------------------------------------------------------

In leadership for Rangers:

No change.

In leadership for Druids:

Remove battle commander.
New skill herbalist: Hero produces daily one random resource. (Not gold) Needed skill: Estates.

---

In logistics for Ranger:

No change.

In logistics for Druids:

Remove death march.
For Silent stalker they need Master of Meditation and Scouting.
For Swift mind, they only need Master of Meditation.
For Familiar ground they don't need anything.
For Snatch: silent stalker and scouting.

---

In enlightenment for Rangers:

No change.

In enlightenment for Druids:

Remove Know your enemy.
Deep Silence: The meditation bonus is increased with 5%. Requires: Arcane Intuition and Intelligence.

---

In war machines for Rangers:

No change.

In war machines for Druids:

Remove Imbue Ballista.
Herbal Cart:Ammo cart becomes a herbal cart, so the first aid tent will be able to heal endlessly. But the cart won't be able to store ammo any more. No skills needed.

---

In Light magic for Rangers:

No change.

In light magic for Druids:

Remove storm wind.
Refined mana needs only master of wrath.
Healing grass: The creatures regenerates as many hit point as many tiles it moves. Works only on grassy terrain and can't heal more than the creature's maximum hit points. (no resurrection) Needs: Refined mana.

---

Dark magic for rangers:

No change.

Shatter Dark magic for druids:

Like for Barbarians, but remove weakening strike.

---

Destructive magic for Rangers:

No change.

Shatter Destructive magic for Druids:

Like for Barbarians, but add sap magic.

---

Summoning magic for Rangers:

No change.

Summoning for Druids:

Remove Exorcism.
Remove Fire warriors.
Add Wind Warriors: same as fire warriors. Only with wind elementals. Needed skill: master of conjuration.

---

Sorcery for Rangers:

No change.

Sorcery for Druids:

Remove Counter Spell and add Mystic instead.
Mystic:The mana regeneration is doubled during meditation.

Huhh... End of part one I guess... Thanx for reading it.
Leave comments or ideas if you wish.

I think next time I'll introduce the second academy hero.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Guarder
Guarder


Supreme Hero
posted May 20, 2008 06:21 PM

It looks great, but i think it actually should go in the altar? nevermind, if this had been made, i think many would have enjoyed that
____________

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
carcity
carcity


Supreme Hero
Blind Sage
posted May 20, 2008 07:04 PM

Your suggestions is very good arxur. can you make this expansion for me?
____________
Why can't you save anybody?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted May 20, 2008 07:25 PM

Sounds good but I don't have the time to read it through atm. I'll soon move it to the altar that is more appropriate for this type of threads.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Plague
Plague


Known Hero
Only Hell know my pain
posted May 20, 2008 07:42 PM
Edited by Plague at 19:44, 20 May 2008.

Quote:
Ranger                             Druid

Well i met this class first in H3.I loved H3 and i still love.There are 2 kind of heroes.There are more races,beter campaigns(this is my opionion).And yes in H5 is need more races(where is CONFLUIX?),2 calsses of heroes of each races,and pls beter units to undead,where are Dread Knights?.
Arxus all that u say is exacly like in H3,but with H5 graphics,units,skills,spells.
Yes i agree with skills growing,exacly like in H3.
____________
The biggest evil that you can do is to do nothing.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
arxur
arxur


Adventuring Hero
posted May 20, 2008 07:46 PM
Edited by arxur at 19:50, 20 May 2008.

Altar of wishes is for rather heroes 6. And I made this idea in the heroes 5 universe.

But I forget to introduce the 8 druid hero. I'm not good in giving names, so if you have any good names for them than tell us.
I'll only list their starting skills and specials.

1. ???

Special: Spirit of the forest
Pixies, Sprites and Dryads gain +1 to their attack and defense for every 2 levels of the hero. Moreover, Sprite's bee swarm has delay effect and deals more damage (+1% damage for every levels of the hero), Dryads heals +1% hit points in total to treants for every levels of the hero.

Starting skills: basic meditation
              basic light magic
              basic summoning magic

starting spell: arcane crystal

starting army: slot 1: 5-10 Pixies
              slot 2: 5-10 Pixies
              slot 3: 5-10 Pixies

2. ???

Special: Wolf Trainer
At the beginning of the battle wolfs join the hero's army. The number of wolfs is the same as the level of the hero. The wolfs leave the army after the battle.

Starting skills: basic meditation
                basic attack >>> battle frenzy

starting spells: none

starting army: normal sylvan starting army.

3. ???

Special: The Light Seeker
Hero's troops have a chance to enter the battle with the effect of any light magic spells. (lv1-lv3 light magic spells) The chance raises as the hero gains new levels.

Starting skills: advanced meditation
                basic enlightenment

starting spells: haste

starting army: normal sylvan starting army.

4. ???

Special: Student of Tieru
Druids, Druid Elders and high druids gain +1 to their attack and defense for every 2 level of the hero.

Starting skills: basic meditation
                basic sorcery >>> mana regeneration

starting spells: fire trap

staring army: normal sylvan army + 1 druid

5. ???

Special: The healer
The first aid tent's turn comes 1% faster for every level of the hero.

Starting skills: basic meditation
                basic war machines >>> herbal cart

starting spells: none

starting army: normal sylvan army + first aid tent + ammo cart

6. ???

Special: Battle Artist
Close-combat troops in hero's army gain +1% to their initiative for every 2 level of the hero. Moreover, they get +1 speed.

Starting skills: basic meditation
                basic logistics >>> familiar ground

starting spells: none

starting army: normal sylvan army.

7. ???

Special: Counter caster
If the enemy hero casts a dark magic spell, the hero will cast a light magic spell on a random friendly creature. (The level of the casted light magic spell is the same as the casted dark magic spell.) If the enemy casts a destructive spell, the hero casts a summoning magic spell form the same level.

Starting skill: Basic meditation
               Basic summoning magic >>> master of earthblood

starting spells: fist of wrath

starting army: normal sylvan army.

8. ???

Special: Rage of the forest
During the hero's meditation, creatures get the enraged ability, but they will suffer 30% more damage from enemy attacks. The extra damage gets lower as hero gain new levels.

Starting skills: Advanced meditation >>> Vision of luck

Starting spells: none

Starting army: normal sylvan army.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted May 20, 2008 07:50 PM

Interesting thread... Maybe if when we see more, a QP may be applied...
____________
Coincidence? I think not!!!!

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
arxur
arxur


Adventuring Hero
posted May 20, 2008 08:00 PM

I'll try to update quickly. But it takes some time to write these comments. XD

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
carcity
carcity


Supreme Hero
Blind Sage
posted May 20, 2008 10:01 PM

I really hopes that someone from nival or ubisoft is reading this and starting to make this expansion.
____________
Why can't you save anybody?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
pause
pause


Known Hero
posted May 20, 2008 10:12 PM
Edited by pause at 22:29, 20 May 2008.

erm... doesn't this relate to this thread in the work shop?


Quote:
Arxur Said:
Herbal Cart:Ammo cart becomes a herbal cart

lol

Didn't they finally legalize those in California?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted May 20, 2008 10:25 PM

Quote:
Altar of wishes is for rather heroes 6. And I made this idea in the heroes 5 universe.


Technically you are right. However, as the official announcement is that Heroes 5 will have no more expansion [and thus no major changes] any suggestions for major changes [like this one] is considered of Heroes 6 relevance. As such, I will move this thread to the Altar within the next couple of days - don't let that hold you back, however. Also notice that there are several threads about Dual Hero Classes around already, you might want to look into some of those.
____________
What will happen now?

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
xerox
xerox


Promising
Undefeatable Hero
posted May 20, 2008 11:43 PM

Why would wood elves be another expansion? -.-
Makes no sense at all. And all factions in the new world is based on a race, not some mix between diffrent creatures anymore
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
arxur
arxur


Adventuring Hero
posted May 21, 2008 07:56 AM

Move to the Altar than if you think it would better there.

It's not only for Wood Elves, I just started with them. The others are coming soon too.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted May 22, 2008 01:17 PM
Edited by Moonlith at 13:17, 22 May 2008.

The idea of 2 racial skills for two heroes is something I am using as well

Basicly, in my vision, Rangers start with Elven Luck racial and the magic class, Sorceress, starts with Summoning (Simular to H4 summoning magic).

However, Elven Luck can be gained by Sorceress on levelup like other skills, and Summoning can be gained by the Ranger on levelup.

This is just to ensure more fairness between the two classes To not distinguish them TOO much, so the difference is mainly on stat development and skill chances.
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
arxur
arxur


Adventuring Hero
posted May 23, 2008 10:59 PM

But I don't want Might AND Magic classes. It's not simply a choice between 2 possibilities. It gives more combination possibilities.

Like Druids. They start better with magic, but still can they become might heroes because meditation boosts attack and defense of the creatures. They do not rely on magic like Wizards or Warlocks.

This class is just an alternative for Rangers. No more no less.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
arxur
arxur


Adventuring Hero
posted May 25, 2008 03:06 PM
Edited by arxur at 10:36, 26 May 2008.

It's time for the second academy hero:


           Wizard                        Scholar

racial
skill:     Artificer                   Teaching*

*Basic Teaching: Hero is able to teach his/her lv 1-2 creatures abilities from other creatures, that he/she has already seen in battle, at arcane forge for 1000 Gold.

Explanation: If a Scholar sees the Conscript's bash ability in combat, than he can teach this ability to the gremlins. Lv 1 creatures can learn from other level 1 creatures, lv 2 creatures from level 2 creatures and so on... Only one ability can be possessed for a creatures at the same time, but you can change this ability at arcane forge. DON'T FORGET: hero must see the ability in action to be able to teach it even if it's a passive ability. (If you want to teach your titans the "immune to magic" ability from black dragons, than you have to cast some kind of spell on it to see how he resists it.) Abilities like large creature, shooter, caster, flyer, non-combat abilities, activated abilities etc... can't be learned. (See below for exact details.) And the abilities from the creature's alternative upgrade can't be learned. (So you can't combine them together.)

Advanced Teaching: Hero is able to teach his/her lv 3-4 creatures abilities from other creatures, that he/she has already seen in battle, at arcane forge for 1000 Gold.

Expert Teaching: Hero is able to teach his/her lv 5-6 creatures abilities from other creatures, that he/she has already seen in battle, at arcane forge for 1000 Gold.

Ultimate Teaching: Hero is able to teach his/her lv 7 creatures abilities from other creatures, that he/she has already seen in battle, at arcane forge for 1000 Gold.

Abilities each creature can learn:

Gremlins: Bash, Assault, No Melee Penalty, Poisonous Attack, Mana Destroyer, Mana Stealer, Magic Proof 25%, No enemy retaliation, Spray Attack, Armoured, Enraged, Hold Ground.

Gargoyles: Strike and Return (), No enemy Retaliation, Immune to Weakness, Enraged, Weakening Strike, Festering Aura, Agility, Crippling Wound, Armoured

Golems: Bravery, Double Attack, Aura of Bravery, Enraged, Bash, Cleave, No enemy retaliation, Mana Drain, Paw Strike, Bear Roar, Assault, Fierce Retaliation, Taunt

Mages: Rider Charge, Wheeling Attack, Unlimited Retaliation, Immune to Blind, Battle Frenzy, Ranged Retaliation, Chain Shoot (don't forget: it will hit you creatures too!!!), Immune to Puppet Master, No enemy Retaliation, Life Drain, Torpor, Immune to Mind Control, Giant Slayer, Battle Rage, Sacrifice Goblin, Hexing attack, Swift attack, Pack Hunter, Howl, Elemental, Immune to Fire, Fire Shield, Immune to Air, Immune to Earth, Magic Proof 50%

Djinns: No enemy Retaliation, Enraged, Regeneration, Acid Blood, Purge, Fear Attack, Frightful Aura, Searing Aura, Aura of Magic Resistance, Blinding Attack, Child of the Light, Fire Proof 50%, Mark of fire, Immune to fire, Cleave, Bravery, Commanding presence, Hexing Attack,

Rakshasas: Whip strike, Jousting, Immune to frenzy, Vorpal Sword, Blade of Slaughter, Magic proof 50%, Enraged, Immune to slow, Immune to fire, Immune to Air, Regeneration, Venom, Immune to Blind, Poisonous Attack, Cursing Attack, Deadly Strike

Titans: Immune to Magic, Cursing Attack, Death stare, Sorrow strike, Immune to Earth, Elemental, Immune to Fire, Magma Shield, Swallow Goblin, Gobliin Thrower, Evil-eye, Rebirth

Scholar's perks:

Mimicry: The hero can mimic the last action of the enemy hero. Regardless what kind of spell or skill he/she casted. (If the enemy hero casts Frenzy with advanced mastery and the scholar don't have dark magic, ha copies it with no mastery power. If the scholar has expert dark magic, than he casts it with expert mastery.) The spell or skill won't be learned! It's only mimicry.

Oblivion: Hero is able to remove one of the ability of a creature at arcane shop, to make it able to learn one more!

Assistance: The hero is able to help his/her creatures. Helped creatures takes action right after the turn of the scholar.

Ultimate skill:

Battle Omniscience: Hero is able to teach any abilities to his/her creatures, even if he/she hasn't seen the ability before. Moreover, every creature becomes able to learn abilities from higher or lower level creatures.

Needed skills: Aura of Swiftness (Leadership)
              Master of all summoning perks (Summoning)
              Mentoring (Enlightenment)

Status growth:

                   Wizard                 Scholar

Attack:                10%                   15%
Defense:               15%                   25%
Spellpower:            30%                   30%
Knowledge:             45%                   30%

Starting stats:

                 Wizard             Scholar

Attack               0                  0
Defense              0                  2
Magic                2                  1
Knowledge            3                  2

Chance of learning a skill:

                   Wizard                Scholar

Attack:                2%                    7,5%
Defense:               2%                    7,5%
Leadership:            2%                    7,5%
Logistics:             2%                    7,5%
Luck:                  8%                    7,5%
War Machines:          8%                    7,5%
Enlightenment:        15%                    7,5%
Sorcery:              10%                    7,5%
Dark Magic:            8%                    7,5%
Destructive Magic:     8%                    7,5%
Light magic:          10%                    7,5%
Summoning magic:      15%                    7,5%

Scholars have good chance to learn anything. They are the masters of learning.

Perks:

Only change in leadership. Everything is else is the same.

In leadership for Wizards:

Aura of Swiftness and Divine Guidance don't need march of the golems.

In leadership for Scholars:

Same as Wizards.

---

Leave comments please!
Tell your opinion.

Soon I'll list the Scholar heroes and after comes the second necro hero!!!

Edit: Please leave a comment. I don't want to triple post for the 8 hero. Thanx.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Card_Ximinez
Card_Ximinez


Famous Hero
no
posted May 26, 2008 12:34 PM

You could always edit your second post...

Oh, and good work. Just that have you thought about that the second Sylvan hero is called Druid, just like the creature?
____________
wtf this still exists

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
arxur
arxur


Adventuring Hero
posted May 27, 2008 10:18 AM

I know I could edit it, but I like to write new informations in new comments.

Yeah, I know they have the same name.


So, the 8 scholar hero:

1. ???

special: Happy Rider
Hero receives more bonuses from morale, luck and movement increasing objects. The bonus of these places are doubled. (Example: Upon visiting tattered flag, hero receives 2 morale and luck instead of 1.)

starting skill: basic teaching
               basic logistics>>>Pathfinding

starting spell: haste

starting army: normal academy army.


2. ???

special: The Elementalist
The hero increases the effect of the obsidan and elemental gargoyles. Obsidans will absorb +3% elemental damage for every level of the hero, Elemental Gr. will suffer +1% damage for every level of the hero.

starting skill: basic teaching
               advanced destructive magic

staring spell: stone spikes

starting army: normal academy army


3. ???

special: The Mimic
Hero wastes only half of his initiative using mimicry. Moreover, the hero's spell power increases by 1 for every 3 level when he uses a spell with mimicry.

staring skills: basic teaching>>>mimicry
               basic enlightenment

starting spell: bee swarm

starting army: normal academy army


4. ???

special: Seeker of Darkness
Hero receives +1 magic power when he casts dark magic spells for his every 4 level and wastes 1% less initiative for every level.

staring skills: basic teaching
               advanced dark magic

starting spell: decoy

starting army: normal academy army


5. ???

special: The Beast Tamer
Rakshasa Rani's, Rakshasa Raja's and Rakshasa Kshatra's dash ability increases the normal initiative bonus by +5% for every level of the hero. Moreover, the dash ability increases their other stats by 1% for every 2 level of the hero.

starting skills: basic teaching
                basic leadership >>> diplomacy

starting spells: endurance

starting army: normal academy army


6. ???

special: The Disciplinarian
Enemy hero will receive 1% penalty to initiative for every 2 level of the hero.

starting skills: basic teaching
                basic sorcery >>> magic insight

starting spells: sorrow

starting army: normal academy army


7. ???

Special: The Battle Master
Troops in heroes army receives bonus to their attack, depending on the magic power of the hero. At level 1 they receive 20% of the hero's spell power as attack points. They receive +1% for every level of the hero.

starting skills: basic teaching >>>assistance
                basic attack

starting spells: none

starting army: normal academy army

8. ???

Special: Brave Warrior
Having positive morale, hero's troops increases their attack and defense by 1% for their next action for every level of the hero.

starting skills: basic teaching
                advanced leadership

starting spells: haste

starting army: normal academy army


Again: Leave comments please!

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
arxur
arxur


Adventuring Hero
posted June 07, 2008 06:57 PM

Let's see the third one:

Leave comments please! I don't want to triple post next time...

The second necro hero:

              Necromancer              Death Lord

Racial Skill:   Necromancy                Terror

Basic Terror: Hero is able to terrify enemy troops. Depending on the actions of his/her army, the enemies receive fear points. If a creature collects 100 fear point it will enter level 1 fear status. In level 1 fear status, the creature don't retaliates and runs away after being hit. (Like little goblins.)

Advanced Terror: If a creature collects another 100 fear points, it will enter level 2 fear status. Creatures in level 2 fear status suffer -1 speed penalty, -20% initiative penalty and won't be able to trigger positive morale or luck. (Ranger's troops with Nature's Luck still have luck rolled on their attacks.)

Expert Terror: If a creature collects another 100 fear points, it will enter level 3 fear status. Creatures in level 3 fear status lose 20% attack and defense power and suffer a random expert dark magic effect from lv 1-3.

Ultimate Terror: Enemy creatures can not lose fear points.

How to "do" enemies fear points?

- When the Death Lord enters the battle, the enemy troops get additional fear points, depending on the size of Death Lord's army and enemy army. (The maximum fear is 66 from this option.)

- If the enemy creature is within the movement range of a melee undead unit they receive 10 fear points. (This bonus is multiplicative, if the creature is in the movement range of 2 or 3 undead troops, it will receive 20 or 30 fear points.)

- Triggering bad morale or luck , will add 50 fear points to a creature.

- Standard attacks from the Death Lord will add 50 fear points to a creature.

- Being hit by an undead creature, adds 30 fear points. (Ranged attacks or spells adds only 15 points.)

- Standing next to a large undead creature will add 30 fear point too.

- If a friendly troops dies, every other creature receives 30 fear points.

- Defending or waiting will also add fear points to creature, it adds 25 fear points.

How to remove fear points?

- Triggering positive morale and luck removes 50 fear points.

- If a light magic spell is casted on a troop it will lose 10/20/30/40/50 (depending on the level of the spell) fear points.

- Attacking an undead troop which does not retaliates, removes 60 fear points.

- If an undead troops dies, enemy troops will lose 30 fear points.

Death Lords perks:

Fear Strike: If a troop triggers bad morale, the hero will do a stantard attack on it.

Nightmare: The hero receives a special skill, which adds -5 morale to a selected enemy troop for 1 turn.

Torture: Removes 99% of a creature's hit points. (1 hit point always remains.)


I have to go for now, I'll finish this post later.
Until than:
Leave comments please! I don't want to triple post next time...
____________
For my Heroes 5 maps and other game stuff visit
projectarxur.wordpress.com

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Guarder
Guarder


Supreme Hero
posted June 07, 2008 08:59 PM

As said before, looks good, but you know you can put all this into the master post
____________

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This thread is 2 pages long: 1 2 · NEXT»
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.1062 seconds