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Thread: Hero speciality according to the heroes race | This thread is pages long: 1 2 · «PREV |
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darkspirit
Famous Hero
aka Zutus
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posted May 13, 2002 08:21 PM |
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ow yes, sorry, I think my mind was kinda blurry the day I wrote that reply , btw, I actually read that other post about thievery a while ago, and yesterday I read the new one, it seems I didn't remember the previous post
anyways, I think your ideas on mounts are pretty cool, and so is the thievery skill-list.
I assume that gambling differs from leadership in the fact that gambling only affects the hero, but brings both morale and luck to maximum, while leadership doesn't.
however thievery as a skill could be like this:
-basic thievery gives you the possability to access your stat screen during battle, and so you can equip other artifacts.
-advanced: same as above + when attacking (melee) a neutral creature stack, the hero has a 20% chance of stealing a random potion. (the creature doesn't need to have a potion for this)
-expert: same as above + works on all creatures + hero can steal treasure and minor artifacts from other heroes (through melee)
-master: same as above + hero can steal up to major artifacts.
-grandmaster: same as above + hero can steal relic artifacts.
(only one artifact per turn, of course, stolen artifacts can be equipped during combat)
bargain would be -50% of all costs at grandmaster
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Young moles appear to be in full dispersal which means there are more moles per acre than at any other time of the year
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Largo_LeGrande
Promising
Known Hero
from the Carribean
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posted May 14, 2002 08:30 AM |
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Wow, never thought thievery would work in combat! Great idea! It should also work on adventure map IF your hero has stealth and is in stealth mode (new button in hero screen). Then the "swords" cursor would turn as that "two arrows" cursor when on enemy army. Then if the creatures or heroes don't have scouting (scouting <-> stealth would work the same way) it would open the army screen and then he could steal an artifact (Basic - Potion or Item, Advanced - Treasure, Expert - Minor, Master - Major, Grand Master - Relic, just like in combat). If the hero has scouting (or some kind of artifact that disables thievery) it would say that the hero notice you at his bag and the combat begins. You can steal only once a day on the adventure screen.
Other ideas about stealth mode is that the hero could try to enter enemy town (if it doesn't have or creatures heroes whit scouting or some kind of building) and be there as spy. He could see what buildings there are, how many creatures and what heroes are in the prison and maybe he could even try to rescue that hero! He could also try to pass enemy garrisons.
Now I try to make some advanced classes whit thievery:
Thievery + Scouting = Spy: would give him one more stealth level and he could make his mount to invisible
Thievery + Nobility = Mafioso or Guild Master: decrease building cost in the town where the hero is covernor
Thievery + Combat = Assasin: when stealing artifacts, the hero would give poison that would wear of only when visiting towns, sanctuary or using healing potion or spells.
Thievery + Tactics = ?: hero could make 1 level creatures invisible
Thievery + Chaos = ?: when enemies do a benefical spell, your hero steals it
Thievery + Order = ?: your hero can steal spells from enemy if you have the knowledge for it.
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darkspirit
Famous Hero
aka Zutus
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posted May 14, 2002 10:03 PM |
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How much I do like the thievery skill group and the riding skill, I don't think they'll ever implement it... sob,sob,sob, what do other people think about these skills?
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Young moles appear to be in full dispersal which means there are more moles per acre than at any other time of the year
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Djive
Honorable
Supreme Hero
Zapper of Toads
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posted July 25, 2002 05:57 PM |
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Off-topic: Bonuses applied.
Largo and Darkspirit both have several good ideas in this thread. Some of them I've seen in other threads but others I can't recall having seen anywhere else.
Mounts I believe should work as the War Machines in H3, and it should have a special slot in equipment. (I don't think that NWC will add animations of Hero classes with the various mounts, but some indication that the Hero riding a mount should be available.)
As far as I recall H4 boasted sporting several different Hero races... Well, when race doesn't have any impact beyond the hero protrait I believe that boast was unfounded. I'd be very happy to see races have an effect, although balance is paramount here. The races will need to be equally attractive regardless of the level of the creature.
Also taking the oppurtunity to revive this topic.
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"A brilliant light can either illuminate or blind. How will you know which until you open your eyes?"
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Lich_King
Honorable
Supreme Hero
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posted September 26, 2002 06:04 PM |
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Here goes nothing...
I.Life
I.I Knight
1.Human (none)
I.II Priest
1.Human (none)
II.Order
II.I Lord
1.Human (Bonus to Estates)
2.Genie (Flying. Starts with order magic)
3.Halfling (Slayer permenent. Bonus to Nobility)
4.Dwarf (30 % magic resistance, Mining Bonus)
II.II Mage
1.Human (starts with Order and Death skills and spells(same as mage))
2.Genie (starts with Order and Life skills and spells (the same as genie), flying)
3.Halfling (Slayer permenent, Order magic)
4.Dwarf (40 % magic resistance, Order magic)
III.Death
III.I Death knight
1.Human (none)
2.Vampire (Flying, life drain)
3.Demon (+20 % HP per level)
4.Lich (Skeletal, Death magic)
5.Zombie (Toughness, poisonous touch)
III.II Necromancer
1.Human (none)
2.Vampire (flying, life drain)
3.Lich (skeletal, bonuses at necromancy, aging)
4.Demon (+20 % HP per level)
5.Zombie (Toughness, plague touch)
IV.Chaos
IV.I Thief
1.Human (none)
2.Efreet (flying, fire shield, immune to fire)
3.Minotaur (blocking, good morale)
4.Orc (ranged)
IV.II Sorcerers
1.Human (none)
2.Efreet (flying, fire shield, fire immunity)
3.Minotaur (Blocking, good morale)
4.Orc (ranged)
V.Nature
V.I Archer
1.Human (none)
2.Elf (shoots twice, good luck)
V.II Druid
1.Human (none)
2.Elf (+15 % to summoning skills, good luck)
VI.Might
V. Barbarian
1.Human (none)
2.Ogre (Bloodlust x3, +35% melee)
As you can see humans have nothing special, but thier price could be only 1500 gold, when other race could be:
1.Genie - 4000 gold + 1 gem
2.Halfling - 2500 gold + 1 gem
3.Dwarf - 2500 gold + 2 ore
4.Lich - 3500 gold + 1 mercury
5.Zombie - 2000 gold + 1 ore
6.Demon - 2500 gold + 1 sulfur
7.Orc - 2000 gold + 1 wood
8.Efreet - 4000 gold + 1 sulfur
9.Minotaur - 3000 gold + 2 wood
10.Elf - 3000 gold + 1 crystal
11.Ogre - 2500 gold
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Zutus_evil_p...
Hired Hero
Flaming bird
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posted September 26, 2002 10:11 PM |
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I don't know actually. I don't think some classes should be more expensive and stronger than others. I would never buy a human although they might be less expensive, I'd still go for the stronger classes. I'd want all to have equal strength. Maybe someone else feels like sharing some ideas on this matter.
btw, I am darkspirit.
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Meet you at TeaNY's...
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Shadow_Elf
Wandering Thief
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posted September 26, 2002 10:18 PM |
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Riding
specialties for ridng
base : riding : bonus + 2 movement and speed increase by one evry level
secondary : stable master : mounts cost minus % 10 advance %20 exppert % 25 master %40 GM %50
Third : Jousting : gives hero battered joust ( not take up slot though ) advance fresh Joust expert expensive joust master Joust of Honour Grand Master Joust of the Gods
optional : animal talker : carry plus 1 misc item advance +2 expert +3 master +4 Grandmaster +7
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.
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Dont mess with the best cuz u aint got no contest.
Forget the rulz they were made to be broken
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