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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Primary skill analysis: Order Magic
Thread: Primary skill analysis: Order Magic
Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted October 19, 2001 09:58 PM
Edited By: Djive on 23 Jan 2002

Primary skill analysis: Order Magic

So the last school of magic: Order Magic

Order family of skills: Order Magic, Enchantment, Wizardry, Charm
Order magic specializes in illusion and mind control.
From MtG (blue): boomerang skills, manipulation, counter magic, delaying tactics.

Spell list is Edited to include new information and more Confirmed spells.

Confirmed spells (from gamepen):
Level 1:
Blur
Dispel
Displacement
Magic Fist (Deals a small amount of damage)
Precision
Visions

Level 2:
Create Illusion
Ice Bolt
Steal Enchantement
Cowardice
Flight (Allows a creature to fly, combat only)
Slow
Power Drain

Level 3
Banish
Forgetfulness
Mass Blur
Mass Dispel
Mass Precision
Town Gate (Teleports to closest town.)
Teleport

Level 4
Phantom Image
Berserk
Blind

Level 5
Hypnotize
Pain Mirror
Steal All Enchantment (Steals all positive enchantments on a creature and places them on random friendly creatures.)


Enchantment & Wizardry:
It appears these skills are identical in effect.
Basic: +10% effectiveness of Order magic spells, +5 spellpoints.
Advanced: +20% effectiveness of Order magic spells, +10 spellpoints. +1 mana regenerated/day.
Expert: +30% effectiveness of Order magic spells, +15 spellpoints. +1 mana regenerated/day.
Master: +40% effectiveness of Order magic spells, +20 spellpoints. +2 mana regenerated/day.
Basic: +50% effectiveness of Order magic spells, +25 spellpoints. +2 mana regenerated/day.

Charm: Pre-combat effect to charm creature to fight on your side. (Charm will hopefully not work on undead.)
Basic: Can convert 15% of outnumbered hostile creatures to own side.  Cannot convert more than 60 experience points of creatures, plus 10% per caster's level. The cost of surrendering is 90% of normal.

Advanced: 20%, 120 XP, 80%

Expert: 25%, 180 XP, 75%

Master: 30%, 240 XP, 70%

Grand Master: 35%, 300 XP, 65%


Order Magic seems to be the school which is most difficult to play and determine the value off. On one side many of your spells are useful for delaying and disruptive tactics, but many of them still leaves it up to your troops to make the kill. The one that really disrupts the enemy like Berserk will likely be top level spells and won't be available until the late game. This will likely be a good school but it will take some time to figure out which spells are best to use.

The secondary skill Charm looks promising and is potentially very useful.
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Jenova
Jenova


Famous Hero
posted October 20, 2001 06:22 AM

How does this charm ability work? Does it also depend how powerful the stack is? Or is it possible to randomly charm 10 black dragons? I see very limited use in this skill, unless its actually random, but I wouldn't want it that way.

About the order spells.. Is the system like H3 where you could learn any school of magic even without the skill? Or have they made it so you HAVE to learn Order magic in order (no pun intended) to cast order spells?
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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted October 20, 2001 08:57 AM

I believe I put this into the Chaos Magic thread, but yes they're restricting access to the magic schools.

You must have basic Order Magic to cast level 1 Order spells.
You must have Advanced Order magic to cast level 2 Order spells.
You must have Expert Order magic to cast level 3 Order spells.
You must have Master Order magic to cast level 4 Order spells.
You must have Grand Master Order magic to cast level 5 Order spells.

It's the same for all the Magic schools.

The level of Charm required to get a stack to join would likely be set when a stack is placed on the map, and would be editable in the Map editor, unless the stack appears during the game. (Like: week of the Halberdier. Halberdier population doubles! events)
____________
"A brilliant light can either illuminate or blind. How will you know which until you open your eyes?"

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Svetac
Svetac


Promising
Known Hero
Saintified Paladin
posted November 27, 2001 04:05 PM

One question concerning the Order magic, as well as all of the magic schools.

It is clear that we need higher levels of the primary skill in order to learn higher level spells. But does it have any other effect than that. Does with GM in Order (or any other) magic, your spells, like hipnotyze or similar caracteristic spells for that school, have greater effect?
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--- Paladin of the Macedon ---

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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted November 27, 2001 04:11 PM

Quote:
One question concerning the Order magic, as well as all of the magic schools.

It is clear that we need higher levels of the primary skill in order to learn higher level spells. But does it have any other effect than that. Does with GM in Order (or any other) magic, your spells, like hipnotyze or similar caracteristic spells for that school, have greater effect?


I don't think the Primary skill will affect the effectiveness of the spells. On the other hand, some of the secondary skills may affect the effectiveness of some or all of the spells in the school.
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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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Svetac
Svetac


Promising
Known Hero
Saintified Paladin
posted November 27, 2001 06:35 PM

I thought so. But I had to clear this up.
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InfernoGuy
InfernoGuy


Adventuring Hero
Enjoys eating chicken
posted January 20, 2002 10:10 PM

Do you think certain spells will be "castable" within more than one school of magic? For example, homm3's primitve system of magic schools contained magic arrow in every school.
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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted February 15, 2002 07:07 PM
Edited by alcibiades at 09:58, 09 Dec 2008.

And the update for Order Magic....

Prerequisites for skills:
Basic Order Magic for Advanced Charm
Advanced Order Magic for Master Charm
Expert Order Magic for Grandmaster Charm
Basic Enchantment  for Advanced Order Magi.
Advanced Enchantment and Basic Wizardry for Expert Order Magic
Expert Enchantment and Expert Wizardry for Master Order Magic
Grandmaster Enchantment and Grandmaster Wizardry for Grandmaster Order Magic


Basic Order Magic
Hero can cast level 1 Order Magic spells.
Spells: Blur (B), Dispel, Displacement, Magic Fist(D), Precision(B), Visions

Advanced Order Magic
Hero can cast level 2 Order Magic spells.
Spells: Cowardice(C), Create Illusion(S), Flight(B), Ice Bolt(D), Power Drain(C), Slow(C), Steal Enchantment(C).

Expert Order Magic
Hero can cast level 3 Order Magic spells.
Spells: Banish (C), Forgetfulness(C), Mass Dispel, Mass Precision(B), Teleport, Town Gate(B).

Master Order Magic
Hero can cast level 4 Order Magic spells.
Spells: Berserk(C), Blind(C), Mass Slow(C), Phantom Image(S)

Grandmaster Order Magic
Hero can cast level 5 Order Magic spells.
Spells: Hypnotize(C), Pain Mirror(B), Steal All Enchantment(C)

****

Basic Enchantment: +5 mana and +10% efficiency of Order spells.
Advanced Enchantment: +10 mana, +20% efficiency of Order spells, recovers 1 mana/day
Expert Enchantment:+15 mana, +30% efficiency of Order spells, recovers 1 mana/day.
Master Enchantment: +20 mana, +40% efficiency of Order spells, recovers 2 mana/day
Grandmaster Enchantment: +25 mana, +50% efficiency of Order spells, recovers s mana/day

Basic Wizardry: +5 mana and +10% efficiency of Order spells.
Advanced Wizardry: +10 mana, +20% efficiency of Order spells, recovers 1 mana/day
Expert Wizardry:+15 mana, +30% efficiency of Order spells, recovers 1 mana/day.
Master Wizardry: +20 mana, +40% efficiency of Order spells, recovers 2 mana/day
Grandmaster Wizardry: +25 mana, +50% efficiency of Order spells, recovers s mana/day

****

Charm works only when you overpower the monsters.
The creatures that don't join attack you(?!?)

Basic Charm
Allows Hero to negotiate with neutral monsters. If successful the hero can hire 15% of the monsters in the neutral army for free. Experience points of the monsters cannot be higher than 60+10% per level. Surrender cost is 90% of the usual.

Advanced Charm
Allows Hero to negotiate with neutral monsters. If successful the hero can hire 20% of the monsters in the neutral army for free. Experience points of the monsters cannot be higher than 120+10% per level Surrender cost is 80% of the usual.


Expert Charm
Allows Hero to negotiate with neutral monsters. If successful the hero can hire 25% of the monsters in the neutral army for free. Experience points of the monsters cannot be higher than 180+10% per level Surrender cost is 75% of the usual.

Master Charm
Allows Hero to negotiate with neutral monsters. If successful the hero can hire 30% of the monsters in the neutral army for free. Experience points of the monsters cannot be higher than 240+10% per level Surrender cost is 70% of the usual.

Grandmaster Charm
Allows Hero to negotiate with neutral monsters. If successful the hero can hire 35% of the monsters in the neutral army for free. Experience points of the monsters cannot be higher than 300+10% per level Surrender cost is 65% of the usual.




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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"A brilliant light can either illuminate or blind. How will you know which until you open your eyes?"

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