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Thread: Styqstyle Heroic Guid | |
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Styq
Known Hero
Grandmaster Leadership
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posted February 21, 2004 07:35 AM |
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Styqstyle Heroic Guid
Nobilty
Main Skill (Nobilty)
Increase’s creature growth in a town this hero
Is governor of.
Basic – Increases creature growth by 10%
Advanced – Increases creature growth by 20%
Expert – Increases creature growth by 30%
Master – Increases creature growth by 40%
Guildmaster – Increases creature growth by 50%
Estates
Secondary Skill (Nobilty)
The hero earns gold for your kingdom every day.
Basic - +100 gold per day
Advanced - +200 gold per day
Expert - +300 gold per day
Master - +400 gold per day
Guildmaster - +500 gold per day
Diplomacy
Secondary Skill (Nobilty)
The hero may convince a part of a neutral enemy army to join him for a certain price before combat.
Basic – May convince 10% of greatly outnumbered enemies.
Enemies surrender at 80% the normal cost
Advanced – May convince 20% of a greatly outnumbered enemies.
Enemies surrender at 75% the normal cost
Expert – May convince 30% of greatly outnumbered enemies.
Enemies surrender at 65% the normal cost
Master – May convince 30% of outnumbered enemies.
Enemies surrender at 56% the normal cost
Guildmaster – May convince 42% of outnumbered enemies
Enemies surrender at 50% the normal cost.
Training
Secondary Skill (Nobilty)
Creatures are cheaper in the town this hero governs.
Basic – Creatures are 3% cheaper
Advanced – Creatures are 6% cheaper
Expert – Creatures are 9% cheaper
Master – Creatures are 12% cheaper
Guildmaster – Creatures are 15% cheaper
Combat
Main Skill (Combat)
Increases hero defense.
Basic - +15 to hero defense
Advanced - +20 to hero defense
Expert - +30 to hero defense
Master - +45 to hero defense
Guildmaster - +60 to hero defense
Mellee
Secondary Skill (Combat)
Increases hero melee (hand-to-hand) attack and reduces enemy defense (cannot reduce defense below 10 and cannot reduce enemy heroes’ defense)
Basic - +15 attck and :1.5 enemy defense
Advanced - +20 attck and :2 enemy defense
Expert - +30 attck and :3 enemy defense
Hero can now attck before enemy can retaliate
Master - +40 attck and :4 enemy defense
Guildmaster - +50 attck and :4 enemy defense
Hero can now attck a second time after retaliation
Archery
Secondary Skill (Combat)
Enables your hero to use ranged attacks
Basic - +15 attck and :1.5 enemy defense
Advanced - +20 attck and :2 enemy defense
Expert - +30 attck and :3 enemy defense
Full dmg at any range, no obstacle penalty
Master - +40 attck and :4 enemy defense
Attcks before ranged retaliation
Guildmaster - +40 attck and :4 enemy defense
Hero shoots a second time
Tactics
Secondary Skill (Combat)
Increases all creatures’ attck and defense
Basic – Increases all creatures’ attack and defense by 8%
Advanced – Increases all creatures’ attack and defense by 16%
Expert – Increases all creatures’ attack and defense by 24%
Master – Increases all creatures’ attack and defense by 32%
Guildmaster – Increases all creatures’ attck and defense by 40%
Leadership
Main Skill (Leadership)
Increases creature morale
Basic – Increases creature morale by 1
Advanced – Increases creature morale by 2
Expert – Increases creature morale by 3
Master – Increases creature morale by 4
Guildmaster – Increases creature morale by 5
Glory
Secondary Skill (Leadership)
Let’s your troops earn morale by killing
Basic – 40% chance to get +1 morale for 30 kills
Advanced – 55% chance to get +1 morale for 30 kills
Expert - 60% chance to get +1 morale for 25 kills
Master – 75% chance to get +1 morale for 25 kills
Guildmaster – 100% chance to get +1 morale for 25 kills
Impirialism
Secondary Skill (Leadership)
Increases troop morale and luck during a siege upon an enemy town
Basic - +2 morale and +1 luck
Advanced - +2 morale and +2 luck
Expert - +3 morale and +2 luck
Master - +3 morale and +3 luck
Guildmaster - +4 morale and +4 luck
Terror
Secondary Skill (Leadership)
Decreases enemy troops’ morale
Basic – 75% chance to decreases morale by 1
Advanced – 85% chance of decreasing enemy morale by 1
40% chance of decreasing enemy morale by 2
Expert – 100% chance of decreasing enemy morale by 1
50% chance of decreasing enemy morale by 2
30% chance of decreasing enemy morale by 3
Master – 100% chance of decreasing enemy morale by 1
80% chance of decreasing enemy morale by 2
65% chance of decreasing enemy morale by 3
Guildmaster – 100% chance of decreasing enemy morale by 2
85% chance of decreasing enemy morale by 3
50% chance of decreasing enemy morale by 4
5% chance of decreasing enemy morale by 5
Scouting
Main Skill (Scouting)
Increases the vision radius of your hero
Basic – Increases scouting radius by 1
Advanced – Increases scouting radius by 2
Expert – Increases scouting radius by 3
Master – Increases scouting radius by 4
Guildmaster – Increases scouting radius by 5
Stealth
Secondary Skill (Scouting)
Makes the hero invisible to enemies on the adventure map, powerful ambush and assassination weapon
Basic – Makes the hero invisible to 1st and 2nd lvl creatures and heroes with no Observation skill unless they are adjacted
Advanced – Makes the hero invisible to 1-4 lvl creatures and heroes with no Observation skill unless they are adjacted
Expert – Makes the hero invisible to lvl 1-6 creatures and heroes with below Advanced Observation skill unless they are adjacted
Master – Makes the hero invisible to lvl 1-8 creature and heroes with below than Expert Observation unless they are adjacted
Guildmaster – Makes the hero invisible to all creatures and heroes with below Master Observation even if they are adjacted
Observation
Secondary Skill (Scouting)
Enables the hero to see and understand enemy heroes, armies and towns on the adventure map
Basic – Will always give you exact group names of creature stacks and information about town fortification and reveal low level Stealth heroes to you
Advanced – Will always give you exact group amounts (22-35, etc.) of creature stacks, may do so in towns,
Also reveales heroes with Expert of below Stealth
Expert – Will always give you a exact 5-5 difference group amounts (24-29, 30-35, etc.) 50% chance to do so in towns
Reveals heroes with Master or lower stealth
Master – Will always give you exact creature numbers (26, 32, etc.) 60% chance to do so in towns. Also reveals
Heroes with any lvl of stealth, and shows you enemy heroes’ main skills (no skill lvl)
Guildmaster – Will always give you exact enemy creature stack
Numbers, reveal heroes with any level of stealth,
And show you enemy heroes’ main skills (including skill lvl)
Astronomy
Secondary Skill (Scouting)
Enables your hero to predict what the next week of- will be
Basic – Enables your hero to predict one week into the future
Advanced – Enables your hero to predict two weeks into the future and predict the first week of next month
Expert – Enables your hero to predict four weeks into the future
And increases the chance of next month’s first week being a creature from your allignment by 10%
Master – Enables your hero to predict 6 weeks into the future and
Increases the chance of next month’s first week being a
Creature from your allignment by 20%
Guildmaster – Enables your hero to predict 2 months into the
Future and increases the chance of next month’s
First week being a creature from your allignment by
30%
Pathfinding
Main Skill (Pathfinding)
Decreases the hero’s movement penalty over rough terrain
Basic – Decreases movement penalty by 20%
Advanced – Decreases movement penalty by 40%
Expert – Decreases movement penalty by 60%
Master – Decreases movement penalty by 80%
Guildmaster – Eliminates movement penalty
Logistics
Secondary Skill (Pathfinding)
Increases the hero’s movement range over land
Basic – Increases movement range by 8%
Advanced – Increases movement range by 16%
Expert – Increases movement range by 24%
Master – Increases movement range by 32%
Guildmaster – Increases movement range by 40%
Marching
Secondary Skill (Pathfinding)
Increases all troops’ movement points and speed
Basic - +2 movement and +1 speed for all troops
Advanced - +3 movement and +2 speed for all troops
Expert - +4 movement and +3 speed for all troops
Master - +5 movement and +4 speed for all troops
Guildmaster - +6 movement and +5 speed for all troops
Seamanship
Secondary Skill (Pathfinding)
Increases hero’s movement rate over sea
Basic – Increases movement rate by 60%
Advanced – Increases movement rate by 120%
Expert – Increases movement rate by 180% and decreases the
Cost of ships for this hero by 20%
Master – Increases movement rate by 240% and decreases the
Cost of ships for this hero by 40%
Guildmaster – Increases movement rate by 300%, decreases the
Costs of ships for this hero by 60%, and lowers the
Cost of “Summon Boat” spell by 1 spell point
Chaos Magic
Main Skill (Chaos)
Enables your hero to learn Chaos spells
Basic – Enables your hero to learn 1st lvl Chaos spells
Advanced - Enables your hero to learn 2nd lvl Chaos spells
Expert - Enables your hero to learn 3rd lvl Chaos spells
Master – Enables your hero to learn 4th lvl Chaos spells
Guildmaster - Enables your hero to learn 5th lvl Chaos spells
Pyromancy
Secondary Skill (Chaos)
Decreases the cost of all fire-based spells. The minimum cost is 1
Basic – Decreases cost by 8%
Advanced – Decreases cost by 16%
Expert – Decreases cost by 24%
Master – Decreases cost by 32%
Guildmaster – Decreases cost by 40%
Sorcery
Secondary Skill (Chaos)
Increases the effect of all Chaos spells
Basic - Increases the effect by 20%
Advanced – Increases the effect by 40%
Expert – Increases the effect by 60%
Master – Increases the effect by 80%
Guildmaster – Increases the effect by 100%
Conjuring
Secondary Skill (Chaos)
Increases the dmg caused by all dmging spells
Basic – Increases the dmg by 5% and by 20 to spells above lvl 4
Advanced – Increases the dmg by 10% and by 40 to spells above
Lvl 3
Expert – Increases the dmg by 15% and by 60 to spells above lvl 3
Master – Increases the dmg by 20%, by 80 to spells above lvl 3,
And by 30 to lvl 3 spells
Guildmaster – Increases the dmg by 25%, by 100 to spells above
Lvl 3, and by 50 to lvl 3 spells
Death Magic
Main Skill (Death)
Enables your hero to learn Death spells
Basic – Enables your hero to learn 1st lvl death spells
Advanced – Enables your hero to learn 2nd lvl death spells
Expert – Enables your hero to learn 3rd lvl death spells
Master – Enables your hero to learn 4th lvl death spells
Guildmaster – Enables your hero to learn 5th lvl death spells
Necromancy
Secondary Skill (Death)
Enables your hero to raise battlefield casualties as undead
Basic – 10% of the living casualties may be raised as Skeletons
Advanced – 20% of the living casualties may be raised as
Skeletons, and there is a 40% chance that they will
Be raised as Zombies
Expert – 30% of the living casualties are raised as Zombies, and
There is a 40% chance Ghosts\Wraiths will be raised
As-well
Master – 40% of the living casualties are raised as Ghosts\Wraiths
And there is a 80% chance the few-several Vampires will be raised as-well
Guildmaster – 45-51% of the living casualties are raised as
Ghosts\Wraiths, several-pack Vampires may be
Raised as-well, and there is a 50% chance that a
Few Liches will be raised
Voodoo
Secondary Skill (Death)
Decreases the costs of all Curses. The minimum cost is 1
Basic – decreases the cost by 9%
Advanced – decreases the cost by 18%
Expert – decreases the cost by 27%
Master – decreases the cost by 36%
Guildmaser – decreases the cost by 45%
Occultism
Secondary Skill (Death)
Increases the effect of death spells
Basic - Increases the effect by 20%
Advanced – Increases the effect by 40%
Expert – Increases the effect by 60%
Master – Increases the effect by 80%
Guildmaster – Increases the effect by 100%
Nature Magic
Main Skill (Nature)
Enables your hero to learn Nature spells
Basic – Enables your hero to learn 1st lvl nature spells
Advanced – Enables your hero to learn 2nd lvl nature spells
Expert – Enables your hero to learn 3rd lvl nature spells
Master – Enables your hero to learn 4th lvl nature spells
Guildmaster – Enables your hero to learn 5th lvl nature spells
Luck
Secondary Skill (Nature)
Increases the luck of all creatures
Basic – Increases luck by 1
Advanced – Increases luck by 2
Expert – Increases luck by 3
Master – Increases luck by 4
Guildmaster – Increases luck by 5
Summoning
Secondary Skill (Nature)
Summons your hero bonus troops every day
Basic – Allows your hero to summon few-several Leprechauns,
Sprites, and\or Satyrs every day
Advanced – Allows your hero to summon few-pack Leprechauns,
Sprites, and\or Satyrs every day
Expert – Allows your hero to summon few-pack Elves, Dwarves,
And\or Centaurs every day
Master – Allows your hero to summon several-pack Elves,
Dwarves, and\or Centraurs every day
Guildmaster – Allows your hero to summon several-pack
Dendroids, Unicorn, and Pegasi every day
Herbalism
Secondary Skill (Nature)
Increases the effect of nature spells
Basic - Increases the effect by 20%
Advanced – Increases the effect by 40%
Expert – Increases the effect by 60%
Master – Increases the effect by 80%
Guildmaster – Increases the effect by 100%
Life Magic
Main Skill (Life)
Enables your hero to learn Life spells
Basic – Enables your hero to learn 1st lvl life spells
Advanced – Enables your hero to learn 2nd lvl life spells
Expert – Enables your hero to learn 3rd lvl life spells
Master – Enables your hero to learn 4th lvl life spells
Guildmaster – Enables your hero to learn 5th lvl life spells
Spirituality
Secondary Skill (Life)
Increases the effect of all Life spells
Basic – Increases the effect by 20%
Advanced – Increases the effect by 40%
Expert – Increases the effect by 60%
Master – Increases the effect by 80%
Guildmaster – Increases the effect by 100%
Ressurection
Secondary Skill (Life)
Enables your hero to bring back some of the friendly living battlefield casualties
Basic – The hero can bring back 8% of the casualties to life
Advanced – The hero can bring back 16% of the casualties to life
Expert – The hero can bring back 24% of the casualties to life
Master – The hero can bring back 32% of the casualties to life
Guildmaster – the hero can bring back 40% of the casualties to life
Celestial Health
Secondary Skill (Life)
Gives your hero unique health bonuses
Basic – Increases hero natural health by 5%
Advanced – Increases hero natural health by 10%, hero earns 1
Hp for every 7 hp he dmgs (upon an enemy)
Expert - +15% to hero’s natural health, hero earns 1 hp for every
5 hp he\she dmgs, hero will take only 95% physical dmg
Master - +20% to hero’s natural health, hero earns 1 hp for every
4 hp he dmgs, hero takes only 95% physical and magical
dmg
Guildmaster - +25% to hero’s natural health, hero earns 1 hp for
Every 3 he\she dmgs, hero will take only 92%
Physical and\or magical dmg, he\she regenerates 1
hp per turn
Order Magic[b/]
Main Skill (Order)
Enables your hero to learn Order spells
Basic – Enables your hero to learn 1st lvl order spells
Advanced – Enables your hero to learn 2nd lvl order spells
Expert – Enables your hero to learn 3rd lvl order spells
Master – Enables your hero to learn 4th lvl order spells
Guildmaster – Enables your hero to learn 5th lvl order spells
Wizzardry
Secondary Skill (Order)
Increases the effect of Order spells
Basic – Increases the effect by 20%
Advanced – Increases the effect by 40%
Expert – Increases the effect by 60%
Master – Increases the effect by 80%
Guildmaster – Increases the effect by 100%
Hypnotism
Secondary Skill (Order)
Decreases the cost of all mind spells
Basic – Decreases the cost by 10%
Advancd – Decreases the cost by 20%
Expert – Decreases the cost by 30%
Master – Decreases the cost by 40%
Guildmaster – Decreases the cost by 50%
Magic Resistance
Secondary Skill (Order)
I know this was a combat skill, but: to be able to resist magic, you
Must be able to wield it, right? So I thought this is the best magic
Group because they have all the counterspells.
Basic – The hero and his forces may resist magic 6% of the time,
And reduce it’s effect by 4%
Advanced – Hero and forces resist magic 12% of the time, and
Reduce it’s effect by 8%
Expert – Hero and forces resist magic 18% of the time, and reduce
It’s effect by 12%
Master – Hero and forces resist magic 24% of the time, and reduce
It’s effect by 16%
Guildmaster – Hero and forces resist magic 30% of the time, and
Reduce it’s effect by 20%
Learning
Main Skill (Learning)
Increases the amount of experience, learned after a battle by the
Hero
Basic - Increases learning by 5%, and an extra 5 experience
Points per level of the hero
Advanced – Increases learning by 10%, and an extra 5 experience
Points per level of the hero
Expert – Increases learning by 15%, and an extra 10 experience
Points per level of the hero
Master – Increases learning by 20%, and an extra 10 experience
Points per level of the hero
Guildmaster – Increases learning by 25%, and an extra 15
Experience points per level of the hero
Intelligence
Secondary Skill (Learning)
Increases the hero’s mana maximum and mana regeneration
Basic – Increases max mana by 10, mana regeneration by 2,
And immidietly grants the hero 3 mana points
Advanced – Increases max mana by 20, mana regeneration by 4,
And immidietly grants the hero 5 mana points
Expert – Increases max mana by 30, mana regeneration by 6, and
Immidietly grants the hero 7 mana points
Master – Increases max mana by 40, mana regeneration by 8, and
Immidietly grants the hero 9 mana points
Guildmaster – Increases max mana by 50, mana regeneration by
10, and immidietly grants the hero 11 mana points
Scholar
Secondary Skill (Learning)
Enables the hero to learn spells by seeing them being cast by other
Heroes (not creatures) and enables your hero to trade spells with
Other heroes
Basic – The hero has a 50% chance of learning 1st lvl spells that
Are cast during combat, and can trade 1st lvl spells
Advanced – The hero has a 60% chance of learning 1st lvl spells
That are cast in combat, and can trade 1-2 lvl spells
Expert – The hero has a 75% chance of learning 1 lvl spells,
50% chance of learning 2 lvl spells that are cast in
combat, and can trade 1-3 lvl spells
Master – The hero has a 85% chance of learning 1 lvl spells,
65% chance of learning 2 lvl spells, 20% chance of
learning 3 lvl spells, and can trade 1-3 lvl spells
Guildmaster – Hero has a 100% chance of learning 1 lvl spells,
80% chance of learning 2 lvl spells, 50% chance
of learning 3 lvl spells, 15% chance of learning
4 lvl spells, and can trade 1-4 lvl spells
Spell Research
Secondary Skill (Learning)
Enables your hero to learn spells in a town’s mage guild by
Remaining in that town for a while
Basic – Enables your hero to learn all 1st lvl spells over a 6 day
Period
Advanced – Enables your hero to learn all 1st lvl spells over a 5
Day period
Expert – Enables your hero to learn all 1st lvl spells over 4 days,
And 2nd lvl spells over 5 days
Master – Enables your hero to learn all 1st lvl spells over 3 days,
2nd lvl spells over 4 days, and 3rd lvl spells over 7 days
Guildmaster – Hero learns 1st & 2nd lvl spells in 3 days, 3rd lvl
Spells in 5 days, and one 4th lvl spell every 7 days
Artifactmanship
Main Skill (Artifacts)
Increases the bonus that items, treasure, and minor artifacts give your hero
Basic – Increases bonus by 10%
Advanced – Increses bonus by 20%
Expert – Increases bonus by 30%
Master – Increases bonus by 40%
Guildmaster – Increases bonus by 50%
Chemistry
Secondary Skill (Artifacts)
Increases the power of potions
Basic – Increases the power by 15%
Advanced – Increases the power by 30%
Expert – Increases the power by 45%
Master – Increases the power by 60%
Guildmaster – Increases the power by 75%
Forge
Secondary Skill (Artifacts)[i/]
Enables your hero to buy or disemble artifacts anywhere
Basic – Let’s your hero buy a randomly selected item artifact at
140% merchant cost, and disemble artifacts to get 20%
merchant gain
Advanced – Hero can choose from two randomly selected item
Artifacts at 130% merchant cost, and disemble
Artifacts to get 40% merchant gain
Expert – Hero can choose from three randomly selected item
Artifacts at 120% merchant cost, and diemble artifacts
To get 60% merchant gain
Master – Hero can choose from four randomly selected item
Artifacts at 110% merchant cost, and disemble them
To get 80% merchant gain
Guildmaster – Hero can choose from five randomly selected item
Artifacts at merchant cost, and diemble them
To get merchant gain
[b/]Carrying
Secondary Skill (Artifacts)
Gives your hero more wielding space
Basic – Adds another misc space
Advanced – Adds another feet space
Expert – Adds another right-hand (weapon) space
Master – Adds another head space
Guildmaster – Adds another space which can be used for all
Classes
Nobilty\Nobilty – Lord (Base Class)
Nobilty\Combat – Warlord (+5% to mellee)
Nobilty\Leadership – Emperor (+10% to Impirialism skill)
Nobilty\Scouting – Grandwatcher (40% chance to stunn with mellee)
Nobilty\Pathfinding – Field Marshall (Units have +10% to ranged attck)
Nobilty\Chaos – Witch King (40% chance Fear Attck)
Nobilty\Death – Lich King (Melle and ranged area attck)
Nobilty\Nature – Herbamancer (+15% to Herbalism skill)
Nobilty\Life – Cardianl (+5% to Ressurection skill)
Nobilty\Order – Wizzard King (Mellee reduce enemy luck to minimum)
Nobilty\Learning – Guild Researcher (hero learns a random extra spell)
Nobilty\Artifacts – Guild Forge (hero can choose from an extra 2 artifacts per level of Forge skill
Combat\Nobilty – Warlord (+5% to mellee)
Combat\Combat – Warchiefe (Base Class)
Combat\Leadership – General (+1 morale to all units)
Combat\Scouting – Marauder King (+10% to Tactics Skill)
Combat\Pathfinding – Marauder Lord (+5% to Tactics skill)
Combat\Chaos – Pyromancer (Hero is immune to fir-based spells)
Combat\Death – Reaver (Hero has +25% dmg)
Combat\Nature – Beastmaster (+25% to all summoning spells)
Combat\Life – Paladin (Hero has 50% resistance to death spells)
Combat\Order – Battle Mage (Order dmg spells have +40%)
Combat\Learning – Militray Historion (+5% to Combat skill)
Combat\Artifacts – Armorer (Has an extra Torso space)
Leadership\Nobilty – Emperor (+10% to Impirialism skill)
Leadership\Combat – General (+1 morale to all units)
Leadership\Leadership – Knight (Base Class)
Leadership\Scouting – Commander Lord (+2 morale to all units)
Leadership\Pathfinding – Wayguard (+5% to Marching skill)
Leadership\Chaos – Fireguard (Hero has permanent Fire Shield)
Leadership\Death – Dark Lord (Mellee reduce enemy morale to min)
Leadership\Nature – Fate-Player (+1 luck to all creatures)
Leadership\Life – Patron Bishop (+10% to Spirituality skill)
Leadership\Order – Archmage (+10% to all spells)
Leadership\Learning – Headmaster (+3% to Intell’ skill per lvl of hero)
Leadership\Artifacts – Grandsmith (+1 artifact to choose from per level of Forge skill)
Scouting\Nobilty – Grandwatcher (40% chance to stunn in mellee)
Scouting\Combat – Marauder King (+10% to Tactics skill)
Scouting\Leadership – Commander Lord (+2 morale for all units)
Scouting\Scouting – Thiefe (Base Class)
Scouting\Pathfinding – Guild Scout (+1 to scouting radius)
Scouting\Chaos – Fire Diviner (+5% to Pyromancy skill)
Scouting\Death – Assassin (Poison at mellee or archery)
Scouting\Nature – Bard (max luck for hero)
Scouting\Life – Prophet (+25% to hero’s defense)
Scouting\Order – Seer (+2 to scouting radius)
Scouting\Learning – Explorer (Lowers the cost of Visions spells to 0)
Scouting\Artifacts – Duplicator Forge (The hero will always be offered artifacts he has seen in battle or at friendly heroes
At his Forge skill
Pathfinding\Nobilty – Field Marshall (+10% to units’ ranged attcks)
Pathfinding\Combat – Marauder Lord (+5% to Tactics skill)
Pathfinding\Leadership – Wayguard (+5% to Marching skill)
Pathfinding\Scouting – Guild Scout (+1 scouting radius)
Pathfinding\Pathfinding – Terrainwalker (Base Class)
Pathfinding\Chaos – Earth Flayer (Earthquake spell costs 7 mana)
Pathfinding\Death – Dread Scout (Necromancy increases on “bad” terrian)
Pathfinding\Nature – Hastemaster (All movement spells get +30%)
Pathfinding\Life – Crusader (hero has max speed)
Pathfinding\Order – Balanced Pacer (All Order skills +5%)
Pathfinding\Learning – Wanderer (+10% to Logistics skill)
Pathfinding\Artifacts – Noticer (Hero can see artifacts 1 radius outside his\hers scouting radius)
Chaos\Nobilty – Witch King (40% chance fear attack)
Chaos\Combat – Pyromancer (Hero is immune to Fire-based spells)
Chaos\Leadership – Fireguard (Hero has permanent Fire Shield)
Chaos\Scouting – Fire Diviner (+5% to Pyromancy skill)
Chaos\Pathfinding – Earth Flayer (Earthquake spell costs 7 mana points)
Chaos\Chaos – Sorceror (Base Class)
Chaos\Death – Tifeling (+30% to summon Imp, Devil, Hell Hound, spells)
Chaos\Nature – Drow Druid (Summon Beholders, and Trogoldytes with Summoning skill)
Chaos\Life – Heretic (hero can ignore wards)
Chaos\Order – Mage (hero has 20% resistance to Chaos & Order spells)
Chaos\Learning – Rogue Study (+5% to Intelligence skill)
Chaos\Artifacts - Dark-Smith (Can purchase minor Chaos artifacts at 130% merchant price
Death\Nobilty – Lich King (mellee and ranged area attck)
Death\Combat – Reaver (hero has +25% dmg)
Death\Leadership – Dark Lord (mellee reduce enemy morale to minimum)
Death\Scouting – Assassin (poison at attck)
Death\Pathfinding – Dread Scout (Necromancy increased on “bad” terrrain)
Death\Chaos – Tifeling (+30% to summon Imp, Devil, Hell Hound spells)
Death\Death – Necromancer (Base class)
Death\Nature – Demonologist (Summon Imps, and Hell Hounds with Summoning skill
Death\Life – Dark Priest (+5% to Ressurection skill)
Death \Order – Shadow Mage (+30% defense)
Death\Learning – Acolyte (+10% to Intelligence skill)
Death\Artifacts – Wight (+30% to effect of “darkness” potions)
Nature\Nobilty – Herbamancer (+15% to Herbalism skill)
Nature\Combat – Beastmaster (+25% to all summoning spells)
Nature\Leadership – Fate-Player (+1 luck to all units)
Nature\Scouting – Bard (Hero always has max luck)
Nature\Pathfinding – Hastemaster (+30% to all movement spells)
Nature\Chaos – Drow Druid (Summon Beholders, and Trogoldytes with Summoning skill
Nature\Death – Demonologist (Summon Imps, and Hell Hounds with Summoning skill
Nature\Nature – Druid (base class)
Nature\Life – Summoner (+5% to Summoning skill)
Nature\Order – Enchanter (+30% to all Mind spells)
Nature\Learning – Guildmaster (Scholar skill can trade 5th lvl spells)
Nature\Artifacts – Magic-Smtih (Offers your hero an extra Spell Scroll in Forge skill levels 3-5)
Life\Nobilty – Cardinal (+5% to Ressurection skill)
Life\Combat – Paladin (hero has 50% resistance to death spells)
Life\Leadership – Patron Bishop (+10% to Spirituality skill)
Life\Scouting – Prophet (+25% to hero’s defense)
Life\Pathfinding – Crusader (hero has max speed)
Life\Chaos – Heretic (hero can ignore wards)
Life\Death – Dark Priest (+5% to Ressurection and Necromancy skill)
Life\Nature – Summoner (+5% to Summoning skill)
Life\Life – Cleric (Base Class)
Life\Order – Planeswalker (30% resistance to Chaos and Death spells)
Life\Learning – Calestial Documancer (+25% to hero’s defense)
Life\Artifacts – Life-Smith (Can purchase Minor Life artifacts at 130% Merchant price
Order\Nobilty – Wizzard King (mellee reduce enemy luck to minimum)
Order\Combat – Battle Mage (Order magic spells have +40% to effect)
Order\Leadership – Archmage (+10% to all spells)
Order\Scouting – Seer (increases scouting radius by 1)
Order\Pathfinding – Balanced Pacer (All Order skills +5%)
Order\Chaos – Mage (hero has 20% resistance to Order & Chaos spells)
Order\Death – Shadow Mage (+30% defense)
Order\Nature – Enchanter (+30% to all Mind spells)
Order\Life – Planeswalker (30% resistance to Chaos and Death spells)
Order\Order – Wizzard (Base class)
Order\Learning – Intellectual (+10% to Intelligence skill)
Order\Artifacts – Alchemist (+15% to Chemistry skill)
Learning\Nobilty – Guild Researcher (+1 spell per level of Spell Research)
Learning\Combat – Military Historion (+5% to Combat skill)
Learning\Leadership – Headmaster (+3% to Intell’ per lvl of the hero)
Learning\Scouting – Explorer (Lowers the cost of Visions spell to 0)
Learning\Pathfinding – Wanderer (+10% to Logistics skill)
Learning\Chaos – Rogue Study (+5% to Intelligence skill)
Learning\Death – Acolyte (+10% to Intelligence skill)
Learning\Nature – Guildmaster (Scholar skill can trade 5th lvl spells)
Learning\Life – Calestial Documancer (+25% to hero’s defense)
Learning\Order – Intellectual (+10% to Intelligence skill)
Learning\Learning – Scholar (base class)
Learning\Artifacts – Mineralist (+1 wood or ore per day)
Artifacts\Nobilty – Guild Forge
Artifacts\Combat – Armorer (+1 space at Torso)
Artifacts\Leadership – Grandsmih (Hero can choose from an extra 2
Artifacts per level of Forge skill)
Artifacts\Scouting – Duplicator Forge (hero will be offered to buy artifacts he\she has seen with enemies or allies)
Artifacts\Pathfinding – Noticer (hero can see artifacts 1 radius outside hers\his scouting radius)
Artifacts\Chaos – Dark-Smith (hero can purchase minor Chaos artifatcs with Forge skill)
Artifacts\Death – Wight (+30% to effect of “darkness” potions)
Artifacts\Nature – Magic-Smith (offers an extra spell-scroll in Forge skill)
Artifacts\Life – Life-Smith (can purchase minor Life artifacts at 130% merchant price)
Artifacts\Order – Alchemist (+15% effect to all potions)
Artifacts\Learning – Mineralist (+1 wood or ore per day)
Artifacts\Artifacts – Forge (base class)
____________
Leadership is nothing but being a good actor,
just like bravery is nothing but being a fool
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Djive
Honorable
Supreme Hero
Zapper of Toads
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posted February 24, 2004 09:46 PM |
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Edited By: Djive on 25 Feb 2004
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Generally, I'd like to see only four levels of each skill, and no more than 3 skills in each group.
Nobilty
Fine. (I presume this is for one particulr town H4 style)
Estates
I think you need to keep the 10% bonus per level which was was in Heroes 4.
Diplomacy
What needs to change for this skill compared to H4 is what is considered greatly outnumbered. This is done to some extent in the Equilibris Mod.
Also Diplomacy is "join for a price" which i suggest keeping, and doesn't work on enemies (compared to Hero's faction). Both of these should also be kept.
I don't understand the Enemies part. It's the Hero who can surrender to Enemies and pay 80% cost.
I don't see any reason for changing the fee from 50% of the price, and ahving an XP limit on how many creature you can buy.
I think keeping the Mining skill in Nobility group and putting Diplomacy in another group would be good.
Training
I'd say no. You get extra money to be able to buy more creatures. You don't need to reduce cost as a separate skill. Would work better as a Town structure, if you really want to have something like it.
Combat
Ditch it! This skill ruined Heroes 4 skill system. Defence must be given to EVERY hero as they gain levels, or the skill will become a must take.
Generally speaking I'd like to see the skill system offer all bonuses to army (including Heroes), and few if any offering bonuses only to Heroes.
The same apply to the other skills in this group.
Tactics
Way too big bonuses for this skill. And as mentioned earlier, I'd like it to affect all in army (including heroes if they are in battlefield).
You also need a special "ranged attack" skill for the army.
Leadership
One of the big mistakes in Heroes 4. This skill should affect Heroes as well as creatures.
This skill is much much too weak compared to the Tactics main skill.
Glory
Not sure what this skill does.
Impirialism
Hmmm....
With so many skills to increase morale... What bonus do you want good morale to give?
Terror
Just remember here that perhaps a third of all creatures normally has no morale (machines, elementals, and undead).
Scouting
You need to keep the other bonuses from Heroes 4 too, or this skill will be too weak.
Stealth
IMO, this skill should not be in Scouting group. Logistics/Navigation, Pathfinding/Seamanship like skills fits much better here.
Introduce more thief like skills instead. In addition this skill need to cloak the army (what can be cloaked depend on mastery of skill) as well as the hero.
Observation
These things should be part of Scouting skill. Not worth a skill of its own.
Astronomy
This might have some potential, but I'd prefer adventure objects, grail builds or similar to give things like this. I'd prefer not to have this as a hero skill.
Pathfinding
Fine.
Logistics
Why not 10-50% instead?
Marching
Is this for combat?
Is bonuses applied before or after Logistics effects are applied?
Seamanship
I don't see why this skill would make ships cheaper?
This skill should give better interaction with sea map also.
Chaos Magic
Death Magic
Nature Magic
Life Magic
Order Magic
I'd prefer to make an entirely new magic skill system, not relying at all on the H4 system.
Necromancy
Necromancy should be a separate skill from Death Magic. More flexible use of Necromancy is good idea. I think this skill should cost spellpoints, and spellpoints should limit how many creatures you can gain.
Summoning
I think this skill should ALWAYS summon creatures aligned with the hero who do the summoning. And Summoning should cost spellpoints.
Ressurection
Should also cost Spellpoints to use.
Magic Resistance
Should apply to all creatures in army. Magic Resistance might fit well in a Leadership/Diplomacy group, or a skill group which is neither might heavy nor magic heavy.
I think you need higher percentages of Resistances, unless you decide that Direct Damage spell are resisted based on the same criteria instead of MR reducing damage.
Learning
One of the most useless skills in H3. You really need to boost the levels here. Even if you have linear growth of XP the below percentages are too low. If you keep exponential growth as in previous Heroes, then 4 levels requires you to double XP and the Learning skills must give substantially more than that to be worth the effort.
To be considered worthwhile I think you need 50% increase at basic level, and then an additional 50% for each advancement. Perhaps a bit less if you keep a linear XP scale.
Remember that this skill gives the Hero no benefit of its own. You sacrifice to take another skill which gives a benefit for advancing faster, but the advancement rate you will get from below will mean that the Hero will be maximum of one level higher even if you have master level of the skill.
Intelligence
Hmm... This depends on what other things you have affecting spells. Do you have a Knowledge stat? My not have a Mysticism skill (regernating X% of spellpoints) and an Intelligence skill just increasing spellpoints?
Scholar
The Eagle Eye skill never worked. The only thing which might make it worthwhile is actually learning spells from creatures. But since you have spell schools limiting what you can learn anyway, I think this part of skill will kick in so seldom it's not worth the skill slot.
Trading spells is useful, but will be severaly limited by you introducing spell schools.
Spell Research
I'm not sure what you want this skill to do. Does it allow you to learn level 1 Death spells without having Death magic? Or are you simply hampering mages by requiring them to stay in town for a week before they can cast any spells?
Artifactmanship
Hmm... I think not.
Chemistry
Potions is somthing which I think they should take away altogether.
Forge
This might be a good idea if it allowed you to combine artifacts into new and more powerful artifacts, and giving an increasing number of "combination" for each skill level.
Carrying
I don't think this is a good idea.
Also, I'd NOT like to see classes change because you pick certain skills. It should be the other way around. Certain classes only get certain skills offered.
Overall, some good ideas. Keep up working on your proposals.
____________
"A brilliant light can either illuminate or blind. How will you know which until you open your eyes?"
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Lord_Woock
Honorable
Undefeatable Hero
Daddy Cool with a $90 smile
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posted February 24, 2004 10:02 PM |
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Quote: Nature\Nobilty – Herbamancer (+15% to Herbalism skill)
You mean herbologist?
____________
Yolk and God bless.
---
My buddy's doing a webcomic and would certainly appreciate it if you checked it out!
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Styq
Known Hero
Grandmaster Leadership
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posted February 25, 2004 02:00 PM |
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To Djive: So much bad comments I could think you hate it. If-fact: i do!
Spell Research: yes, the point is to learn lvl 1 Death spell without Death Magic.
Scholar: As u see, I tried to combine the H3 Scholar and Eagle Eye skills to make it better, but i guess it isn't.
Observation: It is part of the Scouting group, if u haven't noticed
The Stygstyle morale and system:
Morale:
1 morale - Cowardice Morale (80% to freeze in battle)
2 morale - Low Morale (75% to freeze in battle)
3 morale - Bad Morale (50% to freeze in battle)
4 morale - Normal Morale (creatures start with it)
5 morale - Good Morale (30% for extra turn)
6 morale - High Morale (50% for extra turn)
7 morale - Great Morale (65% for extra turn)
8 morale - Bloodlust (70% for extra turn)
9 morale - Glorious Morale (80% for extra turn)
10 morale - Heavenly Morale (90% for extra turn)
____________
Leadership is nothing but being a good actor,
just like bravery is nothing but being a fool
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Djive
Honorable
Supreme Hero
Zapper of Toads
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posted February 25, 2004 10:47 PM |
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Quote: To Djive: So much bad comments I could think you hate it. If-fact: i do!
There are some new good ideas.
BUT:
A lot of what you posted are near copies of Heroes 4 ideas.
There are TOO many skills. More is not necessarily better here. It's more about having about the same amount of skills.
Quote: Scholar: As u see, I tried to combine the H3 Scholar and Eagle Eye skills to make it better, but i guess it isn't.
I've had the same idea myself, but this idea works mainly if the spell system is like the system in Heroes 3. It doesn't seem to work well (IMO) for a system similar to the one Heroes 4 has with separate "Wisdom" skills needed for each spell school.
On Observation: The Scouting skill in Heroes 4 does all the things your Scouting and Observation skill does. I don't think Scouting is overpowered so I don't see a need to split it.
On Morale: may main concern would be how spells interact with Morale. If they carry over the H4 system of pretty much negating any and all bonuses you might have, then there are way too many mundane Morale skills.
If the Mirth and Sorrow spells doesn't exist then there might be better reason to have more skills affecting Morale, but isn't 4 skills a bit much affecting the same parameter?
____________
"A brilliant light can either illuminate or blind. How will you know which until you open your eyes?"
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regnus_khan
Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
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posted February 28, 2004 11:34 AM |
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Quite good ideas Styq. I made something below, look:
This section is about to be the re-edited version of proposal guide I posted in HC’s “Altar of Wishes”’ “Heroic Guide (Part 1/2) by Regnus_Khan”. It is made due to some suggestions of Styq.
Here, I’ll post the skill system, that could appear in Heroes V. I think heroes in battle was a wise, a bit complicated, but interesting decision to make. I’d transfer this option as a copy to new version. Still, I think they were a bit overpowered in Heroes IV, so I weaken them a bit. As a matter of fact, I thought having 5 x 4 skill section was too good (another times heroes overpowered), so I changed it (again) into 4 x 5. Harder to get, weaker heroes, easier to understand. Anyway, I include some of the skills that are given to new towns: Alchemic (or Medieval) & Swamp (or Aquatic).
LEADERSHIP SKILLS:
LEADERSHIP / OFFENCE / DEFENCE / MOBILITY / STRENGTH
LEADERSHIP: increases morale and luck of all friendly units.
Basic: increases morale and luck by 1.
Advanced: increases morale and luck by 2.
Expert: increases morale and luck by 3.
Master: increases morale and luck by 4.
GM: increases morale and luck by 5.
OFFENCE: increases melee and ranged attack of all friendly units.
Basic: increases melee and ranged attack by 10%.
Advanced: increases melee and ranged attack by 20%.
Expert: increases melee and ranged attack by 30%.
Master: increases melee and ranged attack by 40%.
GM: increases melee and ranged attack by 50%.
DEFENCE: increases melee and ranged defence of all friendly units.
Basic: increases melee and ranged defence by 10%.
Advanced: increases melee and ranged defence by 20%.
Expert: increases melee and ranged defence by 30%.
Master: increases melee and ranged defence by 40%.
GM: increases melee and ranged defence by 50%.
MOBILITY: increases movement of all friendly units.
Basic: increases movement by 10%.
Advanced: increases movement by 15%.
Expert: increases movement by 20%.
Master: increases movement by 25%.
GM: increases movement by 30%.
STRENGTH: increases hit points and damage of all friendly units.
Basic: increases hit points and damage by 10%.
Advanced: increases hit points and damage by 15%.
Expert: increases hit points and damage by 20%.
Master: increases hit points and damage by 25%.
GM: increases hit points and damage by 30%.
LIFE MAGIC SKILLS:
LIFE MAGIC / DEVOTION / SPIRITUALITY / RESURRECTION / HEALING
LIFE MAGIC: enables hero to learn Life Magic spells.
Basic: enables to learn 1st level spells.
Advanced: enables to learn 2nd level spells.
Expert: enables to learn 3rd level spells.
Master: enables to learn 4th level spells.
GM: enables hero to learn 5th level spells.
DEVOTION: increases hero’s total spell points and daily spell point regeneration.
Basic: increases hero’s spell points by 20 and regenerates up to 2 spell points.
Advanced: increases hero’s spell points by 40 and regenerates up to 4 spell points.
Expert: increases hero’s spell points by 60 and regenerates up to 6 spell points.
Master: increases hero’s spell points by 80 and regenerates up to 8 spell points.
GM: increases hero’s spell points by 100 and regenerates up to 10 spell points.
SPIRITUALITY: increases the effectiveness of all Life Magic spells and provides spells with some new effects.
Basic: increases the effectiveness by 20% and provides with new 1st level spell effects.
Advanced: increases the effectiveness by 40% and provides with new 2nd level spell effects.
Expert: increases the effectiveness by 60% and provides with new 3rd level spell effects.
Master: increases the effectiveness by 80% and provides with new 4th level spell effects.
GM: increases the effectiveness by 100% and provides with new 5th level spell effects.
RESURRECTION: enables hero to resurrect a portion of friendly units that died in combat.
Basic: resurrects 10% portion of friendly units.
Advanced: resurrects 20% portion of friendly units.
Expert: resurrects 30% portion of friendly units.
Master: resurrects 40% portion of friendly units.
GM: resurrects 50% portion of friendly units.
HEALING: enables hero to heal a portion of damage done to all friendly units at the start of every new turn.
Basic: heals up to 20 hit points of damage.
Advanced: heals up to 40 hit points of damage.
Expert: heals up to 60 hit points of damage.
Master: heals up to 80 hit points of damage.
GM: heals up to 100 hit points of damage.
DEMONOLOGY SKILLS:
DEMONOLOGY / RAISING / OSTEOLOGY / DEVILDOM / NECROPSY
DEMONOLOGY: increases the amount of all demon-like units to summon.
Basic: increases the amount to summon by 20%.
Advanced: increases the amount to summon by 40%.
Expert: increases the amount to summon by 60%.
Master: increases the amount to summon by 80%.
GM: increases the amount to summon by 100%.
RAISING: increases the amount of all undead units to raise.
Basic: increases the amount to raise by 20%.
Advanced: increases the amount to raise by 40%.
Expert: increases the amount to raise by 60%.
Master: increases the amount to raise by 80%.
GM: increases the amount to raise by 100%.
OSTEOLOGY: reduces the cost of all undead units.
Basic: reduces the cost by 10%.
Advanced: reduces the cost by 20%.
Expert: reduces the cost by 30%.
Master: reduces the cost by 40%.
GM: reduces the cost by 50%.
DEVILDOM: reduces the cost of all demon-like units.
Basic: reduces the cost by 10%.
Advanced: reduces the cost by 20%.
Expert: reduces the cost by 30%.
Master: reduces the cost by 40%.
GM: reduces the cost by 50%.
NECROPSY: increases the base growth of all demon-like and undead units.
Basic: increases the base growth by 10%.
Advanced: increases the base growth by 15%.
Expert: increases the base growth by 20%.
Master: increases the base growth by 25%.
GM: increases the base growth by 30%.
DEATH MAGIC SKILLS:
DEATH MAGIC / OCCULTISM / DEVILRY / INTIMIDATION / NECROMANCY*
DEATH MAGIC: enables hero to learn Death Magic spells.
Basic: enables to learn 1st level spells.
Advanced: enables to learn 2nd level spells.
Expert: enables to learn 3rd level spells.
Master: enables to learn 4th level spells.
GM: enables hero to learn 5th level spells.
OCCULTISM: increases hero’s total spell points and daily spell point regeneration.
Basic: increases hero’s spell points by 20 and regenerates up to 2 spell points.
Advanced: increases hero’s spell points by 40 and regenerates up to 4 spell points.
Expert: increases hero’s spell points by 60 and regenerates up to 6 spell points.
Master: increases hero’s spell points by 80 and regenerates up to 8 spell points.
GM: increases hero’s spell points by 100 and regenerates up to 10 spell points.
DEVILRY: increases the effectiveness of all Death Magic spells and provides spells with some new effects.
Basic: increases the effectiveness by 20% and provides with new 1st level spell effects.
Advanced: increases the effectiveness by 40% and provides with new 2nd level spell effects.
Expert: increases the effectiveness by 60% and provides with new 3rd level spell effects.
Master: increases the effectiveness by 80% and provides with new 4th level spell effects.
GM: increases the effectiveness by 100% and provides with new 5th level spell effects.
INTIMIDATION: reduces the morale and luck of all enemy units at the very start of new combat.
Basic: reduces the morale and luck by 1.
Advanced: reduces the morale and luck by 2.
Expert: reduces the morale and luck by 3.
Master: reduces the morale and luck by 4.
GM: reduces the morale and luck by 5.
NECROMANCY: enables hero to raise a portion of enemy units that died in combat to stand for your kingdom as skeletons, as long as the number doesn’t exceed the corresponding amount of experience.
Basic: raises a portion of 1st level undead units equal to 10% of the defeated army’s strength (total hit points), as long as it doesn’t exceed 30 experience plus 10 experience per level of the hero.
Advanced: raises a portion of 2nd level undead units equal to 15% of the defeated army’s strength, as long as it doesn’t exceed 70 experience plus 15 experience per level of the hero.
Expert: raises a portion of 3rd level undead units equal to 20% of the defeated army’s strength, as long as it doesn’t exceed 120 experience plus 20 experience per level of the hero.
Master: raises a portion of 4th level undead units equal to 25% of the defeated army’s strength, as long as it doesn’t exceed 180 experience plus 25 experience per level of the hero.
GM: raises a portion of 5th level undead units equal to 30% of the defeated army’s strength, as long as it doesn’t exceed 250 experience plus 30 experience per level of the hero.
* Only one creature is raised.
NOBILITY SKILLS:
NOBILITY / ESTATES / MINING / DIPLOMACY* / PERSUASION*
NOBILITY: reduces the cost of all units.
Basic: reduces the cost by 10%.
Advanced: reduces the cost by 15%.
Expert: reduces the cost by 20%.
Master: reduces the cost by 25%.
GM: reduces the cost by 30%.
ESTATES: provides with extra gold daily.
Basic: provides with 300 gold.
Advanced: provides with 600 gold.
Expert: provides with 900 gold.
Master: provides with 1200 gold.
GM: provides with 1500 gold.
MINING: provides with extra resources weekly.
Basic: provides with 1 wood and 1 ore.
Novice: provides with 1 wood, 1 ore and 1 random precious resource (gem, crystal, sulfur, mercury).
Expert: provides with 2 wood, 2 ore and 1 random precious resources.
Master: provides with 2 wood, 2 ore and 2 random precious resources.
GM: provides with 3 wood, 3 ore and 3 random precious resources.
DIPLOMACY: enables hero to convince a portion of creatures in a hostile army to join your side instead of hostile for a small price, as long as the number doesn’t exceed the corresponding amount of experience.
Basic: convinces up to 10% for a price that is 90% of normal, as long as it doesn’t exceed 80 experience plus 10 experience per level of the hero.
Advanced: convinces up to 15% for a price that is 85% of normal, as long as it doesn’t exceed 160 experience plus 15 experience per level of the hero.
Expert: convinces up to 20% for a price that is 80% of normal, as long as it doesn’t exceed 240 experience plus 20 experience per level of the hero.
Master: convinces up to 25% for a price that is 75% of normal, as long as it doesn’t exceed 320 experience plus 25 experience per level of the hero.
GM: convinces up to 30% for a price that is 70% of normal, as long as it doesn’t exceed 400 experience plus 30 experience per level of the hero.
PERSUASION: enables hero to persuade a portion of creatures in a hostile army to leave the combat map (forever…)
Basic: persuades up to 10%, as long as it doesn’t exceed 100 experience plus 10 experience per level of the hero.
Advanced: persuades up to 15%, as long as it doesn’t exceed 200 experience plus 15 experience per level of the hero.
Expert: persuades up to 20%, as long as it doesn’t exceed 300 experience plus 20 experience per level of the hero.
Master: persuades up to 25%, as long as it doesn’t exceed 400 experience plus 25 experience per level of the hero.
GM: persuades up to 30%, as long as it doesn’t exceed 500 experience plus 30 experience per level of the hero.
* if the hero has both skills, he has 50% chance to persuade a portion of creatures to leave and 50% chance to convince a portion of creatures to join your forces.
ORDER MAGIC SKILLS:
ORDER MAGIC / INTELLIGENCE / WIZARDRY / CHARM / INCANTATION
ORDER MAGIC: enables hero to learn Order Magic spells.
Basic: enables to learn 1st level spells.
Advanced: enables to learn 2nd level spells.
Expert: enables to learn 3rd level spells.
Master: enables to learn 4th level spells.
GM: enables hero to learn 5th level spells.
INTELLIGENCE: increases hero’s total spell points and daily mana regeneration.
Basic: increases hero’s spell points by 30 and regenerates up to 1 spell point.
Advanced: increases hero’s spell points by 50 and regenerates up to 2 spell points.
Expert: increases hero’s spell points by 70 and regenerates up to 4 spell points.
Master: increases hero’s spell points by 90 and regenerates up to 7 spell points.
GM: increases hero’s spell points by 110 and regenerates up to 11 spell points.
WIZARDRY: increases the effectiveness of all Order Magic spells and provides spells with some new effects.
Basic: increases the effectiveness by 20% and provides with new 1st level spell effects.
Advanced: increases the effectiveness by 40% and provides with new 2nd level spell effects.
Expert: increases the effectiveness by 60% and provides with new 3rd level spell effects.
Master: increases the effectiveness by 80% and provides with new 4th level spell effects.
GM: increases the effectiveness by 100% and provides with new 5th level spell effects.
CHARM: enables hero to convert a portion of enemy units in a hostile army to join your side, as long as the number doesn’t exceed the corresponding amount of experience.
Basic: converts up to 10%, as long as it doesn’t exceed 50 experience plus 10 experience per level of the hero.
Advanced: converts up to 15%, as long as it doesn’t exceed 100 experience plus 15 experience per level of the hero.
Expert: converts up to 20%, as long as it doesn’t exceed 150 experience plus 20 experience per level of the hero.
Master: converts up to 25%, as long as it doesn’t exceed 200 experience plus 25 experience per level of the hero.
GM: converts up to 30%, as long as it doesn’t exceed 250 experience plus 30 experience per level of the hero.
INCANTATION: increases the effectiveness of all cold-based spells.
Basic: increases the effectiveness by 20%.
Advanced: increases the effectiveness by 40%.
Expert: increases the effectiveness by 60%.
Master: increases the effectiveness by 80%.
GM: increases the effectiveness by 100%.
THIEVERY SKILLS:
THIEVERY / STEALTH / BRIBERY / EAGLE-EYE / DESPOILMENT
THIEVERY: enables hero to steal an artifact from the enemy hero (by right-clicking and choosing it) without battle, but from a specified location on the Adventure map.
Basic: steals a treasure artifact when the hero is within 3 tiles from the victim.
Advanced: steals a minor artifact when the hero is within 3 tiles from the victim.
Expert: steals a mediocre artifact when the hero is within 3 tiles from the victim.
Master: steals a major artifact when the hero is within 3 tiles from the victim.
GM: steals a relic artifact when the hero is within 3 tiles from the victim.
STEALTH: enables hero to hide his army and himself from enemy heroes on the Adventure map.
Basic: hides from heroes with no Scouting.
Advanced: hides from heroes with Basic Scouting.
Expert: hides from heroes with Advanced Scouting.
Master: hides from heroes with Expert Scouting.
GM: hides from heroes with Master Scouting.
BRIBERY: enables hero to bribe a portion of creatures in a hostile army to join your side instead of hostile for a small price, as long as the number doesn’t exceed the corresponding amount of experience.
Basic: bribes up to 10% for a price that is 90% of normal, as long as it doesn’t exceed 60 experience plus 10 experience per level of the hero.
Advanced: bribes up to 15% for a price that is 80% of normal, as long as it doesn’t exceed 120 experience plus 15 experience per level of the hero.
Expert: bribes up to 20% for a price that is 70% of normal, as long as it doesn’t exceed 180 experience plus 20 experience per level of the hero.
Master: bribes up to 25% for a price that is 60% of normal, as long as it doesn’t exceed 240 experience plus 25 experience per level of the hero.
GM: bribes up to 30% for a price that is 50% of normal, as long as it doesn’t exceed 300 experience plus 30 experience per level of the hero.
EAGLE-EYE: enables hero to learn a skill from the enemy hero (by right-clicking and choosing it) without battle, but from a specified location on the Adventure map.
Basic: learns a skill at Basic level when the hero is within 3 tiles from the victim.
Advanced: learns a skill at Advanced level when the hero is within 3 tiles from the victim.
Expert: learns a skill at Expert level when the hero is within 3 tiles from the victim.
Master: learns a skill at Master level when the hero is within 3 tiles from the victim.
GM: learns a skill at Grandmaster level when the hero is within 3 tiles from the victim.
DESPOILMENT: enables hero to steal a portion of gold from the enemy hero (by right-clicking and choosing it) without battle, but from a specified location on the Adventure map.
Basic: steals up to 250 gold when the hero is within 3 tiles from the victim.
Advanced: steals up to 750 gold when the hero is within 3 tiles from the victim.
Expert: steals up to 1250 gold when the hero is within 3 tiles from the victim.
Master: steals up to 1750 gold when the hero is within 3 tiles from the victim.
GM: steals up to 2500 gold when the hero is within 3 tiles from the victim.
CHAOS MAGIC SKILLS:
CHAOS MAGIC / LORE / SORCERY / LEARNING / PYROMANCY
CHAOS MAGIC: enables hero to learn Order Magic spells.
Basic: enables to learn 1st level spells.
Advanced: enables to learn 2nd level spells.
Expert: enables to learn 3rd level spells.
Master: enables to learn 4th level spells.
GM: enables hero to learn 5th level spells.
LORE: increases hero’s total spell points and daily mana regeneration.
Basic: increases hero’s spell points by 30 and regenerates up to 1 spell point.
Advanced: increases hero’s spell points by 50 and regenerates up to 2 spell points.
Expert: increases hero’s spell points by 70 and regenerates up to 4 spell points.
Master: increases hero’s spell points by 90 and regenerates up to 7 spell points.
GM: increases hero’s spell points by 110 and regenerates up to 11 spell points.
SORCERY: increases the effectiveness of all Chaos Magic spells and provides spells with some new effects.
Basic: increases the effectiveness by 20% and provides with new 1st level spell effects.
Advanced: increases the effectiveness by 40% and provides with new 2nd level spell effects.
Expert: increases the effectiveness by 60% and provides with new 3rd level spell effects.
Master: increases the effectiveness by 80% and provides with new 4th level spell effects.
GM: increases the effectiveness by 100% and provides with new 5th level spell effects.
LEARNING: increases hero’s experience obtained after combat or in chests.
Basic: increases hero’s experience obtained by 10%.
Advanced: increases hero’s experience obtained by 15%.
Expert: increases hero’s experience obtained by 20%.
Master: increases hero’s experience obtained by 25%.
GM: increases hero’s experience obtained by 30%.
INCANTATION: increases the effectiveness of all fire-based spells.
Basic: increases the effectiveness by 20%.
Advanced: increases the effectiveness by 40%.
Expert: increases the effectiveness by 60%.
Master: increases the effectiveness by 80%.
GM: increases the effectiveness by 100%.
ARCHERY SKILLS:
ARCHERY / TACTICS / MARKSMANSHIP / AEGIS / BRISKNESS
ARCHERY: increases ranged attack of the hero.
Basic: increases ranged attack up to 15.
Advanced: increases ranged attack up to 20.
Expert: increases ranged attack up to 25.
Master: increases ranged attack up to 30.
GM: increases ranged attack up to 50.
TACTICS: increases movement and speed of all friendly units.
Basic: increases movement and speed by 10%.
Advanced: increases movement and speed by 15%.
Expert: increases movement and speed by 20%.
Master: increases movement and speed by 25%.
GM: increases movement and speed by 30%.
MARKSMANSHIP: increases ranged attack of all friendly units.
Basic: increases ranged attack by 10%.
Advanced: increases ranged attack by 20%.
Expert: increases ranged attack by 30%.
Master: increases ranged attack by 40%.
GM: increases ranged attack by 50%.
AEGIS: increases ranged defence of all friendly units.
Basic: increases ranged defence by 10%.
Advanced: increases ranged defence by 20%.
Expert: increases ranged defence by 30%.
Master: increases ranged defence by 40%.
GM: increases ranged defence by 50%.
TOUGHNESS: increases damage of all friendly units.
Basic: increases damage by 10%.
Advanced: increases damage by 15%.
Expert: increases damage by 20%.
Master: increases damage by 25%.
GM: increases damage by 30%.
NATURE MAGIC SKILLS:
NATURE MAGIC / HERBALISM / CONSERVATION / SUMMONING / CONVOCATION
NATURE MAGIC: enables hero to learn Nature Magic spells.
Basic: enables to learn 1st level spells.
Advanced: enables to learn 2nd level spells.
Expert: enables to learn 3rd level spells.
Master: enables to learn 4th level spells.
GM: enables hero to learn 5th level spells.
HERBALISM: increases hero’s total spell points and daily spell point regeneration.
Basic: increases hero’s spell points by 18 and regenerates up to 2 spell points.
Advanced: increases hero’s spell points by 36 and regenerates up to 5 spell points.
Expert: increases hero’s spell points by 54 and regenerates up to 7 spell points.
Master: increases hero’s spell points by 72 and regenerates up to 10 spell points.
GM: increases hero’s spell points by 90 and regenerates up to 12 spell points.
CONSERVATION: increases the effectiveness of all Nature Magic spells and provides spells with some new effects.
Basic: increases the effectiveness by 20% and provides with new 1st level spell effects.
Advanced: increases the effectiveness by 40% and provides with new 2nd level spell effects.
Expert: increases the effectiveness by 60% and provides with new 3rd level spell effects.
Master: increases the effectiveness by 80% and provides with new 4th level spell effects.
GM: increases the effectiveness by 100% and provides with new 5th level spell effects.
SUMMONING: increases the effectiveness of all summoning spells.
Basic: increases the effectiveness by 20%.
Advanced: increases the effectiveness by 40%.
Expert: increases the effectiveness by 60%.
Master: increases the effectiveness by 80%.
GM: increases the effectiveness by 100%.
CONVOCATION: enables to summon a portion of units every day, as long as the number doesn’t exceed the corresponding amount of experience.
Basic: summons a portion of 1st level Nature units, as long as it doesn’t exceed 30 experience plus 10 experience per level of the hero.
Advanced: summons a portion of 2nd level Nature units, as long as it doesn’t exceed 60 experience plus 15 experience per level of the hero.
Expert: summons a portion of 3rd level Nature units, as long as it doesn’t exceed 90 experience plus 20 experience per level of the hero.
Master: summons a portion of 4th level Nature units, as long as it doesn’t exceed 120 experience plus 25 experience per level of the hero.
GM: summons a portion of 5th level Nature units, as long as it doesn’t excced 150 experience plus 30 experience per level of the hero.
COMBAT SKILLS:
COMBAT / MELEE / CELERITY / FERVOR / MAGIC RESISTANCE
COMBAT: increases damage of the hero.
Basic: increases damage by 10%.
Advanced: increases damage by 15%.
Expert: increases damage by 20%.
Master: increases damage by 25%.
GM: increases damage by 30%.
MELEE: increases melee attack and defence of the hero.
Basic: increases melee attack and defence up to 15.
Advanced: increases melee attack and defence up to 20.
Expert: increases melee attack and defence up to 25.
Master: increases melee attack and defence up to 30.
GM: increases melee attack and defence up to 50.
CELERITY: increases movement and speed of the hero.
Basic: increases movement and speed by 10%.
Advanced: increases movement and speed by 15%.
Expert: increases movement and speed by 20%.
Master: increases movement and speed by 25%.
GM: increases movement and speed by 30%.
FERVOR: increases morale and luck of the hero.
Basic: increases morale and luck by 1.
Advanced: increases morale and luck by 2.
Expert: increases morale and luck by 3.
Master: increases morale and luck by 4.
GM: increases morale and luck by 5.
MAGIC RESISTANCE: increases magic resistance of the hero.
Basic: increases magic resistance by 20%.
Advanced: increases magic resistance by 40%.
Expert: increases magic resistance by 60%, plus it increases magic resistance of all friendly units by 25%.
Master: increases magic resistance by 80%.
GM: increases magic resistance by 100%, plus it increases magic resistance of all friendly units by 50%.
BATTLE MAGIC SKILLS:
BATTLE MAGIC / ENTRANCE / SHAMANISM / REVITALIZATION / SPELL RESEARCH
BATTLE MAGIC: enables hero to learn Battle Magic spells.
Basic: enables to learn 1st level spells.
Advanced: enables to learn 2nd level spells.
Expert: enables to learn 3rd level spells.
Master: enables to learn 4th level spells.
GM: enables hero to learn 5th level spells.
ENTRANCE: increases hero’s total spell points and daily spell point regeneration.
Basic: increases hero’s spell points by 18 and regenerates up to 2 spell points.
Advanced: increases hero’s spell points by 36 and regenerates up to 5 spell points.
Expert: increases hero’s spell points by 54 and regenerates up to 7 spell points.
Master: increases hero’s spell points by 72 and regenerates up to 10 spell points.
GM: increases hero’s spell points by 90 and regenerates up to 12 spell points.
SHAMANISM: increases the effectiveness of all Battle Magic spells and provides spells with some new effects.
Basic: increases the effectiveness by 20% and provides with new 1st level spell effects.
Advanced: increases the effectiveness by 40% and provides with new 2nd level spell effects.
Expert: increases the effectiveness by 60% and provides with new 3rd level spell effects.
Master: increases the effectiveness by 80% and provides with new 4th level spell effects.
GM: increases the effectiveness by 100% and provides with new 5th level spell effects.
REVITALIZATION: enables hero to revitalize a portion of friendly units that died in combat.
Basic: revitalizes 10% portion of friendly units.
Advanced: revitalizes 20% portion of friendly units.
Expert: revitalizes 30% portion of friendly units.
Master: revitalizes 40% portion of friendly units.
GM: revitalizes 50% portion of friendly units.
SPELL RESEARCH: enables hero to learn a random spell (spells cycles through every magic school) when advanced to next level.
Basic: teaches extra 1st level spell when advanced to next level.
Advanced: teaches extra 2nd level spell when advanced to next level.
Expert: teaches extra 3rd level spell when advanced to next level.
Master: teaches extra 4th level spell when advanced to next level.
GM: teaches extra 5th spell when advanced to next level.
ALCHEMY SKILLS:
ALCHEMY / ARTIFICER / MECHANICS / ARTILLERY / MATERIALISM
ALCHEMY: increases the effectiveness of all potions.
Basic: increases the effectiveness by 20%.
Advanced: increases the effectiveness by 40%.
Expert: increases the effectiveness by 60%.
Master: increases the effectiveness by 80%.
GM: increases the effectiveness by 100%.
ARTIFICER: enables hero to create an artifact every week (random artifact that appears in blacksmith (cost depends on level: treasure - 1500 gold, minor - 3000 gold, mediocre - 5000 gold, major - 7500 gold, relic - 12000 gold) and is changed every week).
Basic: creates treasure artifact.
Advanced: creates minor artifact.
Expert: creates mediocre atifact.
Master: creates major artifact.
GM: creates relic artifact, plus decreases the cost of artifacts by: 25% chance - 50% discount, 75% chance - 20% discount.
MECHANICS: increases the hit points and damage of all friendly mechanical units.
Basic: increases hit points and damage by 10%.
Advanced: increases hit points and damage by 20%.
Expert: increases hit points and damage by 30%.
Master: increases hit points and damage by 40%.
GM: increases hit points and damage by 50%.
METALLURGY: increases the melee and ranged attack of all friendly mechanical units.
Basic: increases hit points and damage by 10%.
Advanced: increases hit points and damage by 20%.
Expert: increases hit points and damage by 30%.
Master: increases hit points and damage by 40%.
GM: increases hit points and damage by 50%.
MATERIALISM: enables hero to transform a portion of experience obtained in battle into gold (you still get full experience, only a portion of experience is copied and transformed as gold).
Basic: transforms 10% of experience into gold.
Advanced: transforms 15% of experience into gold.
Expert: transforms 20% of experience into gold.
Master: transform 25% of experience into gold.
GM: transform 30% of experience into gold.
MEDIEVAL MAGIC SKILLS:
MEDIEVAL MAGIC / WISDOM / MEDIEVALISM / PERCEPTION / THEURGY
MEDIEVAL MAGIC: enables hero to learn Medieval Magic spells.
Basic: enables to learn 1st level spells.
Advanced: enables to learn 2nd level spells.
Expert: enables to learn 3rd level spells.
Master: enables to learn 4th level spells.
GM: enables hero to learn 5th level spells.
WISDOM: increases hero’s total spell points and daily mana regeneration.
Basic: increases hero’s spell points by 15 and regenerates up to 3 spell points.
Advanced: increases hero’s spell points by 30 and regenerates up to 6 spell points.
Expert: increases hero’s spell points by 45 and regenerates up to 9 spell points.
Master: increases hero’s spell points by 60 and regenerates up to 12 spell points.
GM: increases hero’s spell points by 75 and regenerates up to 15 spell points.
MEDIEVALISM: increases the effectiveness of all Medieval Magic spells and provides spells with some new effects.
Basic: increases the effectiveness by 20% and provides with new 1st level spell effects.
Advanced: increases the effectiveness by 40% and provides with new 2nd level spell effects.
Expert: increases the effectiveness by 60% and provides with new 3rd level spell effects.
Master: increases the effectiveness by 80% and provides with new 4th level spell effects.
GM: increases the effectiveness by 100% and provides with new 5th level spell effects.
PERCEPTION: teaches hero some useful options and abilities.
Basic: teaches the ability to see what is “NEXT MONTH OF…”.
Advanced: teaches the ability to see what is “NEXT WEEK OF…”.
Expert: teaches the ability to see what spells are going to appear in upper mage guild level (by left-clicking).
Master: teaches the ability to see what spells are going to appear in fully upgraded mage guild (by left-clicking).
GM: teaches the ability to see whole information about hostile (enemy) towns, heroes and armies (like “Grandmaster Scouting” in H4)
THEURGY: increases the effectiveness of all storm-based spells.
Basic: increases the effectiveness by 20%.
Advanced: increases the effectiveness by 40%.
Expert: increases the effectiveness by 60%.
Master: increases the effectiveness by 80%.
GM: increases the effectiveness by 100%.
SCOUTING SKILLS:
SCOUTING / SPYING / SEAMANSHIP / PATHFINDING / NAVIGATION
SCOUTING: increases the scouting radius of the hero and enables to see armies with corresponding Stealth skill level.
Basic: increases scouting radius by 1 and enables hero to see armies with Basic Stealth.
Advanced: increases scouting radius by 2 and enables hero to see armies with Advanced Stealth.
Expert: increases scouting radius by 3 and enables hero to see armies with Expert Stealth.
Master: increases scouting radius by 4 and enables hero to see armies with Master Stealth.
GM: increases scouting radius by 5 and enables hero to see armies with Grandmaster Stealth.
SPYING: enables hero to learn the information about the traits.
Basic: teaches the ability to see the exact amount of resources are there in a pile.
Advanced: teaches the ability to see the exact amount of creatures are there in a hostile army or stack.
Expert: teaches the ability to see what chance do the army have of winning a battle.
Master: teaches the ability to see the exact amount of buildings, garrison guardians and other things does a town have.
GM: teaches the ability to see all the information about stacks and traits.
SEAMANSHIP: increases hit points, damage, melee & ranged attack and defence of all friendly units and heroes over Water/Sea terrain.
Basic: increases hit points, damage, melee & ranged attack and defence by 10%.
Advanced: increases hit points, damage, melee & ranged attack and defence by 15%.
Expert: increases hit points, damage, melee & ranged attack and defence by 20%.
Master: increases hit points, damage, melee & ranged attack and defence by 25%.
GM: increases hit points, damage, melee & ranged attack and defence by 30%.
PATHFINDING: increases movement points of hero and reduces the cost per tile over Swamp, Rough, Volcanic and Subterrranean terrains.
Basic: increases movement points by 10% and the cost is 90% of normal.
Advanced: increases movement points by 15% and the cost is 85% of normal.
Expert: increases movement points by 20% and the cost is 80% of normal.
Master: increases movement points by 25% and the cost is 75% of normal.
GM: increases movement points by 30% and the cost is 70% of normal.
NAVIGATION: increases movement points of hero and reduces the cost per tile over Water terrains.
Basic: increases movement points by 10% and the cost is 90% of normal.
Advanced: increases movement points by 15% and the cost is 80% of normal.
Expert: increases movement points by 20% and the cost is 70% of normal.
Master: increases movement points by 25% and the cost is 60% of normal.
GM: increases movement points by 30% and the cost is 50% of normal.
AQUATIC MAGIC SKILLS:
AQUATIC MAGIC / HEX / WITCHCRAFT / SCHOLAR / OMNISCIENCE
SWAMP MAGIC: enables hero to learn Swamp Magic spells.
Basic: enables to learn 1st level spells.
Advanced: enables to learn 2nd level spells.
Expert: enables to learn 3rd level spells.
Master: enables to learn 4th level spells.
GM: enables hero to learn 5th level spells.
HEX: increases hero’s total spell points and daily mana regeneration.
Basic: increases hero’s spell points by 15 and regenerates up to 3 spell points.
Advanced: increases hero’s spell points by 30 and regenerates up to 6 spell points.
Expert: increases hero’s spell points by 45 and regenerates up to 9 spell points.
Master: increases hero’s spell points by 60 and regenerates up to 12 spell points.
GM: increases hero’s spell points by 75 and regenerates up to 15 spell points.
WITCHCRAFT: increases the effectiveness of all Swamp Magic spells and provides spells with some new effects.
Basic: increases the effectiveness by 20% and provides with new 1st level spell effects.
Advanced: increases the effectiveness by 40% and provides with new 2nd level spell effects.
Expert: increases the effectiveness by 60% and provides with new 3rd level spell effects.
Master: increases the effectiveness by 80% and provides with new 4th level spell effects.
GM: increases the effectiveness by 100% and provides with new 5th level spell effects.
SCHOLAR: enables hero to trade spells (any magic school) with another hero who has scholar.
Basic: trades 1st level spells.
Advanced: trades 2nd level spells.
Expert: trades 3rd level spells.
Master: trades 4th level spells.
GM: trades 5th level spells.
OMNISCIENCE: enables hero to learn extra spell per 3 three levels (any magic school) without need of corresponding skills.
Basic: hero learns 1st level spells.
Advanced: hero learns 2nd level spells.
Expert: hero learns 3rd level spells.
Master: hero learns 4th level spells.
GM: hero learns 5th level spells.
Plus, new base classes:
This section is part-continuation to Primary Skill section (upper one).
Leadership: KNIGHT - Basic Leadership; Basic Offence
Life Magic: PRIEST - Basic Life Magic; Basic Devotion
Demonology: DEMONIAC - Basic Demonology; Basic Raising
Death Magic: NECROMANCER - Basic Death Magic; Basic Occultism
Nobility: LORD - Basic Nobility; Basic Estates
Order Magic: MAGE - Basic Order Magic; Basic Intelligence
Thievery: THIEF - Basic Thievery; Basic Stealth
Chaos Magic: SORCERER - Basic Chaos Magic; Basic Lore
Archery: ARCHER - Basic Archery; Basic Tactics
Nature Magic: DRUID - Basic Nature Magic; Basic Herbalism
Combat: BARBARIAN - Basic Combat; Basic Melee
Battle Magic: SHAMAN - Basic Battle Magic; Basic Entrance
Alchemy: ALCHEMIST - Basic Alchemy; Basic Artificer
Medieval Magic: MEDIEVALIST - Basic Medieval Magic; Basic Wisdom
Scouting: SCOUT - Basic Scouting; Basic Spying
Aquatic Magic: WITCH - Basic Aquatic Magic; Basic Hex
This may be not the best skills (re-edited), still, they're good.
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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