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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted October 05, 2013 10:30 AM |
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1. I think there should be subskills with the ability to enhance ambushing. Which skill shall hold such a sub?
Choose 0-7 of the following
Wood Magic
OR
Earth Magic
OR
Dark Magic
OR
Art of War
OR
Battle Lore
OR
Logistics
OR
Scout/Scouting
OR
Battle
2. As well, there should probably be subskills helping you to prevent such an ambush...or at least make the best of the situation. Again: which skill/s shall hold 'em?
CHoose 0-7 of the following
Wood Magic
OR
Light Magic
OR
Leadership
OR
Art of War
OR
Battle Lore
OR
Logistics
OR
Scout/Scouting
OR
Enlightenment
3. Which final name for Battle/Fighting Skill?
Battle
OR
Fighting
4. Which final name for Anti-Magic/Resistance Skill?
Anti-Magic
OR
Resistance
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Vindicator
Supreme Hero
Right Back Extraordinaire
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posted October 05, 2013 01:55 PM |
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted October 05, 2013 03:10 PM |
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Fine with it.
1. I think there should be subskills with the ability to enhance ambushing. Which skill shall hold such a sub?
Choose 0-7 of the following
Wood Magic
OR
Earth Magic
OR
Dark Magic
OR
Art of War
OR
Battle Lore
OR
Logistics
OR
Scout/Scouting
OR
Battle
2. As well, there should probably be subskills helping you to prevent such an ambush...or at least make the best of the situation. Again: which skill/s shall hold 'em?
CHoose 0-7 of the following
Wood Magic
OR
Light Magic
OR
Leadership
OR
Art of War
OR
Battle Lore
OR
Logistics
OR
Scout/Scouting
OR
Enlightenment
3. Which final name for Battle/Fighting Skill?
Battle
OR
Fighting
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master_learn
Legendary Hero
walking to the library
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posted October 05, 2013 06:43 PM |
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3.Battle
____________
"I heard the latest HD version disables playing Heroes. Please reconsider."-Salamandre
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted October 06, 2013 09:45 AM |
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1. I think there should be subskills with the ability to enhance ambushing. Which skill shall hold such a sub?
Choose 0-7 of the following
Wood Magic
OR
Earth Magic
OR
Dark Magic
OR
Art of War
OR
Battle Lore
OR
Logistics
OR
Scout/Scouting
OR
Battle
2. As well, there should probably be subskills helping you to prevent such an ambush...or at least make the best of the situation. Again: which skill/s shall hold 'em?
CHoose 0-7 of the following
Wood Magic
OR
Light Magic
OR
Leadership
OR
Art of War
OR
Battle Lore
OR
Logistics
OR
Scout/Scouting
OR
Enlightenment
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Vindicator
Supreme Hero
Right Back Extraordinaire
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posted October 06, 2013 02:18 PM |
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1. Art of War
OR
Battle Lore
OR
Logistics
OR
Scout/Scouting
OR
Battle
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted October 06, 2013 02:22 PM |
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As well, there should probably be subskills helping you to prevent such an ambush...or at least make the best of the situation. Again: which skill/s shall hold 'em?
CHoose 0-7 of the following
Wood Magic
OR
Light Magic
OR
Leadership
OR
Art of War
OR
Battle Lore
OR
Logistics
OR
Scout/Scouting
OR
Enlightenment
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LizardWarrior
Honorable
Legendary Hero
the reckoning is at hand
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posted October 06, 2013 02:44 PM |
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1.Wood Magic
2.Leadership
3.Art of War
4.Battle Lore
5.Logistics
6.Scout/Scouting
7.Enlightenment
____________
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted October 07, 2013 09:36 AM |
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Quite some ways to enhance ambuhs - and mroe to defend against htem
1. How is the tactical phase during a (normal) ambush?
The defending player positions their troops around the centre of the battlefield, the ambushing player positions their troops around
OR
The defending player positions their troops around the centre of the battlefield, the ambushing player positions their troops around - after the defending player, so the ambusher sees the defenders battle formation
OR
The defending player's troops are randomly placed around the centre of the battlefield, the ambushing player positions their troops around
OR
The defending player's troops are randomly placed around the centre of the battlefield, the ambushing player positions their troops around - after the defending player, so the ambusher sees the defenders battle formation
OR
The defending player's troops are (in a default formation) placed in a (marchign) line that leads from one side of the battlefield to the other, the ambushing player positions their troops around
OR
The defending player's troops are (in a default formation) placed in a (marchign) line that leads from one side of the battlefield to the other, the ambushing player positions their troops around - after the defending player, so the ambusher sees the defenders battle formation
2. Shall the ambushing player's troops get an initiative bonus on the first round?
Yes
OR
Only with one of the enhancing subskills
OR
No
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Avirosb
Promising
Legendary Hero
No longer on vacation
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posted October 07, 2013 10:35 AM |
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted October 08, 2013 08:01 AM |
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How is the tactical phase during a (normal) ambush?
The defending player positions their troops around the centre of the battlefield, the ambushing player positions their troops around
OR
The defending player positions their troops around the centre of the battlefield, the ambushing player positions their troops around - after the defending player, so the ambusher sees the defenders battle formation
OR
The defending player's troops are randomly placed around the centre of the battlefield, the ambushing player positions their troops around
OR
The defending player's troops are randomly placed around the centre of the battlefield, the ambushing player positions their troops around - after the defending player, so the ambusher sees the defenders battle formation
OR
The defending player's troops are (in a default formation) placed in a (marchign) line that leads from one side of the battlefield to the other, the ambushing player positions their troops around
OR
The defending player's troops are (in a default formation) placed in a (marchign) line that leads from one side of the battlefield to the other, the ambushing player positions their troops around - after the defending player, so the ambusher sees the defenders battle formation
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master_learn
Legendary Hero
walking to the library
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posted October 08, 2013 08:36 AM |
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The defending player's troops are (in a default formation) placed in a (marchign) line that leads from one side of the battlefield to the other, the ambushing player positions their troops around - after the defending player, so the ambusher sees the defenders battle formation
____________
"I heard the latest HD version disables playing Heroes. Please reconsider."-Salamandre
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted October 08, 2013 09:39 AM |
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Edited by Jiriki9 at 09:48, 15 Oct 2013.
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nice
So, big summin' up!
...only half, took more time than I expected. This is not all I need to do all that up to spellbinding (p357)
Soul Gathering
For every being with a soul killed by the blood lord or his units, the blood Lord gains a Soul, up to a Maximum of X (X being the hero level multiplied with the Racial Level). With souls, powerfull abilities can be used. The Level of the racial determines which abilities a blood Lord can use. The Maximum of Souls he can carry is determined by the Racial and his Hero Level. And the power of the Abilities is influenced by the hero level, too, as well as Spell Power Value of the Hero.
Basic Soul Gathering
Sets free the 2 basic soul gathering abilities.
-Soul Wound (Can only be used on units with a soul. Deals X(=Racial Level)*2% of the target Max HP for the next X turns. The damage has no element.)
-Abyssal Incentive (Initiative bonus)
Advanced Soul Gathering
Sets free the 2 advanced soul gathering abilities.
-Abyssal Influence (Independent of its morale, the target creature (Which is not immune to mind magic) has a X*10% chance to loose their turn, each of the next X turns.)
-Soul Slash (Deals (mind?dark/shadow?) damage.)
Expert Soul Gathering
Sets free the 2 expert soul gathering abilities.
-Abyssal Wall (Damage to all but demonic units passing.)
-Abyssal March (moves all friendly Abyss units 2 tiles forward.)
Master Soul Gathering
Sets free the 2 master soul gathering abilities.
-Netherburst (Massive Areal Damage)
-Abyssal Portal (Directly moves a friendly Abyss unit to anywhere on the battlefield.)
Gating
Similar to H5. The Blood Lord can order their demonic troops to call in reinforcement for the battle. Doing so, the creature uses a turn and palces a gate, from which, after a while, a stack of the same creature will appear and fight alongside you, until the battle is won, or the creature dead.
Advancing Gating increases the percentage in size the gated stack has in relation to the gating stack, as well as which units can be gated.
Basic Gating
Enables Gating for Core units with a 20% rate.
Advanced Gating
Enables Gating for Core units with a 30% rate and for Expert units with a 15% rate.
Expert Gating
Enables Gating for Core units with a 55% rate and for Expert units with a 40% rate.
Master Gating
Enables Gating for Core units with a 75% rate, for Expert units with a 60% rate and for Champion units with a 20% rate.
Slave Hunting
After a victorious battle, some enemy living creatures are taken slaves. The formular for that is (RL*HL) + (((N/E)*100))-100)! You can decide if you want to sacrifice them (moral bonus), sell them (Money) or take some of them into your ranks with decreased stats. If you choose morale , you get the gain as morale bonus for N/5 days (N=number of units you've taken). When you take money, you get the product of your gain and the HP of all taken units as money (HP x G). If you take the units, you choose which you get, but they are marked as slave units and thus weaker.
How many of the enemy units are taken as slaves is determined by the number of your units, the hero level and the level of the racial, which will also improve the gain of what you do with the slaves.
Basic Slave Hunting
Gain 1
Advanced Slave Hunting
Gain 2
Expert Slave Hunting
Gain 3
Master Slave Hunting
Gain 4
Empowered Spells
Basic Empowered Spells
Can cast Empowered Spells up to level 1 for 250% of their normal spell cost.
Advanced Empowered Spells
Can cast Empowered Spells up to level 1 for 200% of their normal spell cost.
Expert Empowered Spells
Can cast Empowered Spells up to level 1 for 150% of their normal spell cost.
Master Empowered Spells
Can cast Empowered Spells up to level 1 for 125% of their normal spell cost.
Empowerments list: (yet unsorted)
-Quicksilver: larger ini- and def malus
-Spirit of the ancients: morale and speed
-Impalement: more damage
-Hypnotize/Puppet Master: Cannot be empowered
-Treasure Hunt: Larger AoE
-Growth: Better hp&dmg boosts
-Barricade: more archery protection
-Woodwalk: cannot be empowered
-Iron Cube: More defense&HP
-Flood: More damage
-volcano: Increases damage dealt by volcano
-Autumn's touch: greater stat decrease
-Shrink: more hp decrease
-Wall of Blades: more damage
-Briar Wall: Larger Wall
-Deep Freeze: more damage
-Guardian Angel: larger percentage of survivors
-Dimension Door: Cannot be empowered
-Glyphs of Neutralization: Larger AoE
Runemagic
Like H5. The hero can, in battle, cast certain runes on their units, which cost ressources and give the units specific bonuses.
There are 4 Levels of runes.
Basic Runemagic
Allows the Hero to learn and cast Level 1 Runes.
Available Level 1 Runes:
-Apprentice Rune (Increases the effect of further runes on the unit in this battle.)
-Axe Rune (Increases Attack)
-Rune of Speed (Increases Speed)
-Rune of Will (Increases Morale)
-Shield Rune (Increases Defense)
-Rune of Elemental Cover / better name (X% resistance against damage of one random element)
Advanced Runemagic
Allows the Hero to learn and cast Level 2 Runes.
-Meteor Rune (Increases Damage)
-Rune of Passion (Increases Initiative)
-Counter Rune (Gives an additional retaliation)
ExpertRunemagic
Allows the Hero to learn and cast Level 3 Runes.
-Clover Rune (Increases Luck)
-Rune of Life (Increases Max HP)
-Silver Rune (The unit deals additional damage to undead and demonic units)
MasterRunemagic
Allows the Hero to learn and cast Level 4 Runes.
Available Level 4 Runes:
-Dragonskin Rune (Gives the unit Fire immunity and Immunity to magic up to level 3)
-Rune of Rebirth (When the living unit with this rune's stack is finished, it will, one time, resurrect with the size it had at the beginning of the battle.)
Forge
In a Fortress town, the Hero can create Equipment for their Fortress Creatures, which will increase their stats. There are different types of equipment however, and except combined effects, which you can also do, but are high expensive, each equipment type can only have a certain stat, for exapmle Shields allways give a defense bonus. Forging will cost you ressources - and, on higher levels, permanently Experience Points of the Hero.
Advancing in the Racial increases the strength of created equipment.
List of Equipment and corresponding Stat:
-Weapon>Attack
-Armour>Defense
-Talisman>Damage
-Helmet>HP
-Cloak>Initiative
-Shoes>Speed/Movement
-Ring>Morale
-Neck>Luck/Crit Chance
Basic Forge
20% forging effect
Advanced Forge
55% forging effect. Allows to combine up to two different stat enhancements in one equipment.
Expert Forge
80% forging effect
Master Forge
100% forging effect
Crusade
Some Haven Core Units (including Neutral Haven Cores) will join the Priest at the beginning of each week.
The formular for the exact number of creatures is "((HL/2)*T)+/-R"
Which creature appears is random, as long as the hero has a free stack placeholder. If not, only creatures which are in the army will appear. If there are neither a free stack placeholder nor a Haven Core unit stack in the army, no creatures will appear. An exception for the randomness is when the hero has a creature specialty, which will increase the chance of this creature to appear.
Basic Crusade
Counts as one more town for the formular.
Advanced Crusade
Counts as two more towns for the formular.
Expert Crusade
Counts as three more towns for the formular.
Master Crusade
Counts as four more towns for the formular.
Training
Sets free certain abilities for haven units.
It works like this: The Haven Creatures have 2 abilities belonging to each of 3 chosable paths (aggressive, defensive and tactical training), which are set free when they are in the hero's army. Additionally, not all stacks are influenced by the racial - which, is to be chosen in hero screen - and not all tiers can be chosen from the beginning on.
Basic Training
Allows you to choose a path and to choose up to 2 Core Unit stacks to train.
Advanced Training
Allows you to choose up to 4 Stacks of Core or Elite units to train.
Expert Training
Allows you to choose up to 6 Stacks of any Haven units to train.
Master Training
Sets free a second special ability for all affected stacks.
Aggressive Training Abilities:
Basic: No Enemy Retaliation
Master: Shatter Armour (Each strike by a creature with this ability reduces the enemy defence by 1/4/10 for Core/Elite/Champion units. The malus lasts for the remaining battle and is cumultative up to 25 on a unit.) (NOTE: numbers may be changed later for balancing, of course)
Defensive Training Abilities:
Basic: Take Stand (Each turn this unit did not move (but it may range-attack or cast!), its defense increases a bit.)
Master: Master Parry (This unit has an 35% chance to completely block off physical damage.)
Tactical Training Abilities:
Basic: Discipline (Halves any change of morale or initiative)
Master: Preparing Maneuver. (If this unit walks only up to the half of its movement, it gets another action at the end of the turn. THisd works only once per turn, of course.)
Archive:
Like Eagle Eye, the archivist can learn spells used by the enemy, creatures and heroes, after battle, but not abilities.
The number of spells which can be learned is equal to 20% of the hero's knowledge, with a minimum of 1.
When more learnable spells were cast than a hero can learn, the controlling player gets to choose.
Basic Archive:
Allows the hero to learn Level 1 Spells.
Advanced Archive:
Allows the hero to learn Level 2 Spells.
Expert Archive:
Allows the hero to learn Level 3 Spells.
Master Archive:
Allows the hero to learn Level 4 Spells.
Repair
After each battle they are able to spend a relatively small amount of resources to raise some their fallen troops. This only applies to non-living units.
Basic Repair:
Can repair up to 30% of each Core stack in the hero's army.
Advanced Repair:
Can repair up to 45% of each Core stack in the hero's army.
Expert Repair:
Can repair up to 70% of each Core stack and 40% of each Elite stack in the hero's army.
Master Repair:
Can repair up to 90% of each Core stack, 70% of each Elite stack and 45% of each Champion stack in the hero's army.
Necromancy
Allows the Necromancer to revive fallen living units as undead after Battle. After a battle, the hero gets to chose which of the possible units he wants to resurrect.
Basic Necromancy:
After a battle, 8% of the fallen Core units can be resurrected.
AdvancedNecromancy:
After a battle, 12% of the fallen Core units and 5% of the fallen Elite units can be resurrected.
Expert Necromancy:
After a battle, 16% of the fallen Core units and 9% of the fallen Elite units can be resurrected.
Master Necromancy:
After a battle, 20% of the fallen Core units, 15% of the fallen Elite units and 5% of the fallen Champion units can be resurrected.
Transformation
Necromancers can transform living units into undead units. Upgrades will be transformed into upgrades.
Performed outside a Necropolis Town, it costs the hero Necroplastic Energy.
Basic: Allows to transform Core units with a 25% ratio.
Advanced: Allows to transform Core units with a 40% ratio.
Expert: Allows to transform Core units with a 55% ratio and Elite units with a 40%.
Master: Allows to transform Core units with a 70% ratio, Elite units with a 55% ratio and Champion units with a 35% ratio.
List of units which will turn into...
Note: a (+) means transformation to a lower tier, and a (-) to a higher tier.
-Ghoul
Elven Warrior, Harpy, Javeliner, Kobold, Lizardman, Rogue, Satyr Beastmaster
-Corpse Beast:
Griffin, Manticore(-), Spider
-Bone Giant:
Minotaur, Pikeman, Troll
-Vampire:
Bard, Faceless, Fencer
-Wraith:
Beholder, Cernunnos, Cleric, Dwarven Priest, Mermaid, Shaman
-Abomination:
Behemoth, Giant Owl, Giant Worm, Mantis
-Grim Reaper:
Angel, Crusader
-Ghost:
Defender, Maceman, Mage, Nymph, Pixie, Shajrin, Turtle Rider
-Bone Dragon:
Azure Dragon, Black Dragon, Dragon Rider, Fairy Dragon, Kirin, Nidhogg, Red Dragon, Rust Dragon, T-Rex, Wyvern
-Skeleton:
Axe-Thrower, Bowman, Gremlin
-Bonehoof:
Centaur
-Fallen Naga:
Naga Warrior
-Cannot be transformed:
Chariot, Crystal Dragon, Elven Archer, Flamebird, Leprechaun, Magma Toad, Mucegai, Ogre, Phoenix, Redcap, Swarms, Thunderbird, Valkyrie, Werewolf
New Creatures:
Axe-Thrower+Bowman+Gremlin, Centaur, Cyclops, Naga Warrior (Undead Naga)
Beast-Taming
Can summon creatures depending on hero level and skill, once per battle. Each creature has a value. If the product of Hero Level and Racial LEvel is equal to or larger than that value, the hero can summon the creature.
Wolf [1]
Raven [1]
Jaguar [2]
Dragonfly [5]
Bull [18]
Magma Toad [20]
Giant Worm [21]
Thunderbird [28]
Advancing in the Racial, hero can summon more and better creatures.
Basic Beast-Taming
Summons creatures with a stack size of 40%.
Advanced Basic Beast-Taming
Summons creatures with a stack size of 60%.
Expert Basic Beast-Taming
Summons creatures with a stack size of 80%.
Master Basic Beast-Taming
Summons creatures with a stack size of 100%.
Soul of the Land
The Wardens are Wardens of all the land, they can gain power of the land they fight on - different boni depending on what terrain they are on.
The Higher a hero's level in this racial, the better the bonus he/she gets is.
Badlands/Dust/Wasteland
-Unit Stat Bonus: Mana
-Hero Stat Bonus: Attack
-Hero Skill Bonus: Art of War
-Special Hero Ability: Law/Right/Might of the Strongest (passive. If the hero Finished an enemy stack off, he gets a free second action immediately)
-Special Unit Ability: Hardened (+15/10/5% max HP (Core/Elite/Champion))
Cold Volcanic
-Unit Stat Bonus: Defense
-Hero Stat Bonus: Spellpower
-Hero Skill Bonus: Arcane Refinement
-Special Hero Ability: Ashenway (Passive. Increases the Adventure Map Movement points of the hero by 10%)
-Special Unit Ability: Strike From the Ashes (One turn after this unit is finished, it can perform another attack (melee or ranged!) For the damage calculation, it is assumed the stack has the size as when the battle began.)
Dead Land/Cursed Land
-Unit Stat Bonus: Mana
-Hero Stat Bonus: Defense
-Hero Skill Bonus: Dark Magic
-Special Hero Ability: Fallen Lands (Passive. The army gets -3 morale, but the hero deals double damage on attacks.)
-Special Unit Ability: Curse Ward (This unit has a X*10% chance to ward off negative effects with a duration. X = racial level of the Hero)
Desert
-Unit Stat Bonus: Damage
-Hero Stat Bonus: Attack
-Hero Skill Bonus: Logistics
-Special Hero Ability: Burning Sun (Active. Once per battle, the hero can use this ability, dealing massive fire damage to all units on the battlefield)
-Special Unit Ability: Thirstless (Passive. This unit gets +25% initiative)
Earth Tunnels/Underground Earth
-Unit Stat Bonus: Hitpoints
-Hero Stat Bonus: Defense
-Hero Skill Bonus: Earth Magic
-Special Hero Ability: Tunnel Breakdown (Active. Once per battle, the hero can cause a tunnel massive tunnel collapse, damaging a large area)
-Special Unit Ability: Dig In (Active. Using this ability this unit cannot be targeted by ranged attacks, but cannot act until it leaves it's hole.)
Forest Earth
-Unit Stat Bonus: Hitpoints
-Hero Stat Bonus: Defense
-Hero Skill Bonus: Wood Magic
-Special Hero Ability: From out of the leaves (Passive. The hero attack uses up the retaliation of enemies still having it (and no unlimited retaliation!), even though the enemy cannot retaliate against the hero.)
-Special Unit Ability: Bushcrawling (Passive. This unit can move through nature-based obstacles in battle.)
Grass
-Unit Stat Bonus: Speed/Movement
-Hero Stat Bonus: Defense
-Hero Skill Bonus: leadership
-Special Hero Ability: Birds Whispers (Passive. This ability allows the hero to get more information when looking at enemy structures, heroes, etc. Note: If boni can be switched often and freely, this ability will get a prevention mechanism! You cannot take a peak and then take a better (maybe even fitting to the info!) bonus!)
-Special Unit Ability: Light-Footed (Passive. This unit gets +1 Movement/Speed)
Grotto
-Unit Stat Bonus: Attack
-Hero Stat Bonus: Knowledge
-Hero Skill Bonus: Nobility
-Special Hero Ability: Lurking in the Darkness (Passive. Enemies can not see information about this hero on the Adventure Map without using magic.)
-Special Unit Ability: Immune to Blind
Hot Volcanic
-Unit Stat Bonus: Damage
-Hero Stat Bonus: Attack
-Hero Skill Bonus: Fire Magic
-Special Hero Ability: Lava Stream (Active. Once per battle, the hero can create a lava stream by choosing a free spot. The lava will flow into a line (but not a straight one) of X (=racial level) tiles (except the origin spot). Any unit hit by the stream gets a good deal of fire damage and is moved to the next free spot. The stream lasts for X*2 turns and is unpassable except for flyers.)
-Special Unit Ability: Heatened (This unit gets +50% damage when getting fire damage, but it strikes twice on melee)
Ice
-Unit Stat Bonus: Defense
-Hero Stat Bonus: Knowledge
-Hero Skill Bonus: Anti-Magic/Resistance
-Special Hero Ability: Steady Snowfall (Passive. During battles, the weather is always snowfall.)
-Special Unit Ability: Inner Warmth (This unit looses 20% of its initiative, but gets 50% resistance against cold damage and cannot be frozen.)
Plains
-Unit Stat Bonus: Initiative
-Hero Stat Bonus: Spellpower
-Hero Skill Bonus: Scouting
-Special Hero Ability: Plain Hunter (Passive. Attacks by the hero half the initiative of enemy units for one turn.)
-Special Unit Ability: Free Heart (This unit will sometimes not wait for orders, but act as it sees fit. It's morale and initiative are increased by X(=racial level) though)
Rock
-Unit Stat Bonus: Speed/Movement
-Hero Stat Bonus: Knowledge
-Hero Skill Bonus: War Machines
-Special Hero Ability: Stone Barrier (Active. Once per battle. Using this ability, the hero creates a Stone Barrier of X (=racial level) tiles.)
-Special Unit Ability: Hard as a Rock (This unit gets +X Defense for every turn it did not move.)
Tropical/Jungle
-Unit Stat Bonus: Initiative
-Hero Stat Bonus: Spellpower
-Hero Skill Bonus: Battle Lore
-Special Hero Ability: Heart of the Jungle (Passive. During the placement phase, the hero can move each nature based obstacle by 2 tiles.)
-Special Unit Ability: No Enemy Retaliation
Underground Rock/Stone
-Unit Stat Bonus: Attack
-Hero Stat Bonus: Spellpower
-Hero Skill Bonus: Defense
-Special Hero Ability: Fractures/Moving Stone/better name (Active. Once per battle, the hero can make the stoens move, Reducing the movement of All units on the battlefield to 25%).
-Special Unit Ability: Basalt Will (This unit gets X*10% magic resistance)
Honour Guard:
Every Wizard has an honour guard, a special unit that does not need a stack placeholder, unless it's the last stack - so a wizard can survive with only their honour guard. This honour guard is special to every single hero. Strength and number of the Guard depend on many things, but the hero level has greatest impact.
The Honour Guard of any hero has a maximum value, which increases with increasing racial Level, and a weekly growth, by which the Guard will grow (even when it has been reduced to 0 before) until it has reached maximum. The stats and abilities are determined by hero level.
Basic Honour Guard
The Honor Guard's size is maxed to 1.
Advanced Honour Guard
The Honor Guard's size is maxed to 4.
Expert Honour Guard
The Honor Guard's size is maxed to 7.
Master Honour Guard
The Honor Guard's size is maxed to 10.
Spellbinding
The Wizard can bind spells into units on the Adventure Map for double spell cost. The hero can only bind N (half his hero level) of spells at one time. For the time the spell is bound to the unit, the unit gains unique abilities through the spell. (For example a unit to whom "lightning bolt" was bound, would deal aditional Lightning Damage). Also each unit can only have one spell bound to it at a time!
With increasing level of the racial, the hero can bind more powerfull spells in more powerfull units for a longer time.
Basic Spellbinding
The hero can bind spells up to level 2 into Core units for 3 days.
Advanced Spellbinding
The hero can bind spells up to level 3 into Core and Elite units for 6 days.
Expert Spellbinding
The hero can bind spells up to level 4 into Core, Elite and Champion units for 9 days.
Master Spellbinding
The hero can bind spells up to level 4 into Core, Elite and Champion units for 12 days.
Blood Rage
Similar to H5, but blood rage comes quicker, yet you loose control over the raging unit. In Rage, units gain a bonus on Attack, Damage and HP. On level 3, units will also be affected by Lust for Battle (For Purpose of attacking an enemy unit, this unit gains +1 movement) and on level 4 they will obtain double strike.
Advancing in the racial allows your units to reach higher stages of rage - and gives you a chance not to loose control when a unit rages.
Basic Blood Rage
Your Stronghold Units can reach Blood Rage Level 1. You definitely loose control over them when they rage.
Advanced Blood Rage
Your Stronghold Units can reach Blood Rage Level 2. You have a chance of 7% to keep control over them in rage.
Expert Blood Rage
Your Stronghold Units can reach Blood Rage Level 3. You have a chance of 15% to keep control over them in rage.
Master Blood Rage
Your Stronghold Units can reach Blood Rage Level 4. You have a chance of 25% to keep control over them in rage.
Warcries
Your hero can learn special "Warcry" abilities, sorted into 4 levels, whose effectivity depends on Hero Level and Racial Level. The Level of this racial determines, which Warcries a hero can learn.
When having used a Warcry, a Hero must wait some time before using a Warcry again - the timer - which is indepependent from the racial level - is carried into future battles as well.
Basic Warcries
Allows to learn Level 1 Warcries:
-Lion Roar (Grants target Stronghold unit a boost on Morale and Initiative)
-Jackal Bark (Target stronghold unit has a chance of X% to perform another strike before retaliation, when performing a melee attack. X is equal to the damage dealt in the attack divided by the number of units in this stack.)
-Wind Gust (Target stronghold unit has double speed on it's enxt turn, but half on the turn after.)
-Shout of the Hunt [other possible names: Hunting Shout, Shout of Prey] (Target enemy unit will receive more damage through melee and ranged attacks.)
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Advanced Warcries
Allows to learn Level 2 Warcries.
-Shout of Vengeance (Increases damage of all friendly stronghold units. The amount depends on the number of friendly units lost in this battle.)
-Shout of Freedom (Makes target stronghold unit immune to any effects that reduce Initative and/or speed.)
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Expert Warcries
Allows to learn Level 3 Warcries.
-Shout of Rage (Grants target stronghold unit level one of blood rage.)
-Shout of Awe (Target enemy unit looses its next turn. Fear Effect!!!)
-Owl Screech (Reveals all hidden enemy units in chosen area. The area has a shape of a big hexagon with a side-length of 4.)
Master Warcries
Allows to learn Level 4 Warcries.
-Call of Lathane (Targets an enemy living unit that is not immune to mind-magic. You take control over that unit on its next turn.)
-Command of Yahomen (All friendly Stronghold units gain a bonus on Initiative and Double Strike on melee attacks.)
Other Stuff:
Ghosts are neutral.
Keep Neutral Summon Phoenix => Flamebird.
need a minute to think of a new question, sorry!
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Avirosb
Promising
Legendary Hero
No longer on vacation
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posted October 08, 2013 11:23 AM |
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Edited by Avirosb at 11:23, 08 Oct 2013.
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I have some questions about Slave Hunting:
"After a victorious battle, some enemy living creatures are taken slave",
does this mean the player get to choose from all the slain creatures and "restore" them?
Moreover, can you put slave creatures in a stack with similar creatures
if they have decreased stats?
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted October 09, 2013 09:11 AM |
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I have in mind that it is determined (1st question) and no (2nd question). But, unless someone knows we already talked bout it...let's make that our next questions
1. How is chosen WHICH units are taken slave?
Player choice ("restore")
OR
largest stack
OR
random choice
OR
better idea by you
2. Can slave units be put into one stack with non-slave units?
Yes, but with a penalty and it is memorized by the game how many slave units it was and you can take them out again
OR
No
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Avirosb
Promising
Legendary Hero
No longer on vacation
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posted October 09, 2013 10:38 AM |
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted October 09, 2013 10:42 AM |
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How is chosen WHICH units are taken slave?
Player choice ("restore")
OR
largest stack
OR
random choice
OR
better idea by you
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Avirosb
Promising
Legendary Hero
No longer on vacation
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posted October 09, 2013 03:07 PM |
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Uh, you decide
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted October 09, 2013 09:47 PM |
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heeew...hard choice...player choice I'd say...
Next question: Can a player retreat frrom an ambush?
Yes
OR
Only the attacker/Ambusher
OR
No
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Avirosb
Promising
Legendary Hero
No longer on vacation
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posted October 09, 2013 09:54 PM |
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Only the attacker/Ambusher
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