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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Bonuses for advanced hero classes
Thread: Bonuses for advanced hero classes
Syllogism
Syllogism


Adventuring Hero
Gazebo Slayer
posted March 12, 2002 11:33 PM
Edited By: Syllogism on 12 Mar 2002

Bonuses for advanced hero classes

Such a slow community, still no post about the new info. Anyway, heroes.ag.ru was kind enough to list them and Baron Zealot at 3D0 community to translate them, so here is the full list (in beta):

Archer: Initial class for Preserve - No bonus
Archmage: The effectiveness of all spells increases by 20%
Assassin: The Speed and Movement of the hero are increased by +3
Barbarian: Initial class for Stronghold - No bonus
Bard: Hero always has maximum Luck
Battle Mage: The force of the spells Magic Fist and Ice Bolt are increased by 20%. Magic Fist is automatically learned (if not already known)
Beast Lord: The effectiveness of the spells Summon Wolf and Summon White Tiger increase by 20%
Beastmaster: The effectiveness of the spell Summon Wolf increases by 20%
Cardinal: Hero obtains +5% to the Resurrection skill
Crusader: Hero always has maximum Morale
Dark Lord: Melee attack reduces the Morale of the enemy to the minimum
Dark Priest: Hero gains Vampirism: for every 2 HP Damage to the enemy, 1 HP is recovered
Death Kight: Initial class for Necropolis - No bonus
Demonologist: Increases the effectiveness of the Summon Imps, Summon Cerberi, Summon Venom Spawn, Summon Ice Demons, and Summon Devils spells so that they summon +50 XP more creatures
Druid: Initial class for Preserve - No bonus
Enchanter: The effectiveness of all Summoning and Illusion spells is increased by 20%
Field Marshal: All units gain a 10% increase in Ranged and Melee Attack
Fire Diviner: The effectiveness of all fire-based spells increases by 20%
Fireguard: The hero gains complete immunity to fire-based spells. Fire-based attacks inflict only half damage
General: All units gain +1 Morale
Guildmaster: Hero has a certain chance of stunning an enemy in melee fighting. Stunned enemies cannot do anyting (including retaliate) for one turn
Heretic: Hero gains the ability to ignore all effects from Wards
Illusionist: The effectiveness of Illusion spells increases by 20%
Knight: Initial class for Haven - No bonus
Lich: Hero can temporarily age enemies: Aged enemies have their Attack reduced by 25%, their Defense reduced by 20%, and their Speed and Movement reduced by 50%
Lord: Initial class for Academy - No bonus
Lord Commander: All units gain +2 Morale
Mage: Initial class for Academy - No bonus
Monk: Hero gains Chaos Ward: 50% resistence to Chaos spells and 50% protection (increase to Ranged and Melee Defenses) against Chaos aligned units
Necromancer: Initial class for Necropolis - No bonus
Ninja: The weapon of the hero becomes poisoned: the posioned enemy takes damage every round from the time of injury until the end of combat
Paladin: Hero gains Death Ward: 50% resistence to Death spells and 50% protection (increase to Ranged and Melee Defenses) against Death aligned units
Priest: Initial class for Haven - No bonus
Prophet: Hero has Spiritual Armor which increases Ranged and Melee Defense by 25%
Pyromancer: Hero constantly has a Fire Shield which inflicts damage on any who attempt a melee attack
Ranger: Hero gains the ability to shoot (if it didn't already) and gains +5 Ranged Attack
Reaver: Hero constantly has Bloodlust (+25% Damage)
Seer: The radius of vision of the hero increases by +2
Shadow Mage: Hero is constantly surrounded by a cloud which interferes with aiming, increasing Ranged Defense by 50%
Sorcerer: Initial class for Asylum - No bonus
Summoner: Increases the effectiveness of the Summoning Skill: Hero can raise +20 XP more creatures per day
Thief: Initial class for Asylum - No bonus
Warden: All units obtain a 10% increase in Ranged and Melee Defense
Warlock: The Spellpoints of the hero increase by +10 and Spellpoints regenerate +1 per day
Warlord: Hero gains +5 Melee Attack
Witch King: Melee attack induces Fear: the enemy does not retaliate and flees several spaces
Wizard: The cost of all spells is reduced by 2
Wizard King: Melee attack reduces the Luck of the enemy to the minimum

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Oldtimer
Oldtimer


Honorable
Supreme Hero
Please leave a message after..
posted March 12, 2002 11:50 PM

These bonuses look great, it fits into my theory that advanced claases will be very difficult if to change(the only one I can think of is the archmage upgrade).

But look at the dark priest, a vampire hero.  I might have to try that.
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Syllogism
Syllogism


Adventuring Hero
Gazebo Slayer
posted March 13, 2002 01:38 AM
Edited By: Syllogism on 12 Mar 2002

Actually it does not look like it. Translate this with babelfish to get an idea how it works. Unless you really try, your heroes will go through several advanced classes in the progress of the game.
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jondifool
jondifool


Promising
Adventuring Hero
extinct but alive!
posted March 13, 2002 10:10 AM

looks interesting!

So this is how the game will make all this heroclasses  interesting!!

Looking forward to discuss the effects.
Vampyrism looks good !!

Jondifool
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Holger
Holger


Adventuring Hero
King of Silence
posted March 13, 2002 01:27 PM

And the obvious Barbarian 'start out'-combo (Combat and money, sorry Nobility) gives you mere ´+5 melee attack... it seems that the combo itself is too strong:-)

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Ichon
Ichon


Responsible
Famous Hero
posted March 13, 2002 05:15 PM

looks interesting, but....

These advanced class bonus are in addition to normal skills, so more of a bonus, but not the main concern. Some of them appear very useful though. I wonder if you are a certain class and advance to another, to you get to keep that bonus in addition to new bonus? It seems to me you must, so cumalitively it will add up to alot of bonus in higher levels.

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darkspirit
darkspirit


Famous Hero
aka Zutus
posted March 13, 2002 05:42 PM

some seems really a lot stronger than others... but this might be because some skills are a lot better than others, so for the really good skills you get a hero with a not so good speciality, no?

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Syllogism
Syllogism


Adventuring Hero
Gazebo Slayer
posted March 13, 2002 06:30 PM

Quote:
These advanced class bonus are in addition to normal skills, so more of a bonus, but not the main concern. Some of them appear very useful though. I wonder if you are a certain class and advance to another, to you get to keep that bonus in addition to new bonus? It seems to me you must, so cumalitively it will add up to alot of bonus in higher levels.


Unlikely.
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Ichon
Ichon


Responsible
Famous Hero
posted March 13, 2002 09:23 PM

So-

You are saying that is a Ranger gets the ability to shoot, when he moves to a new class, he will lose it? That doesn't make alot of sense... The only way it could work is to keep abilities once gained, there won't be that many classes afterall for each hero to advance through. They don't change class every level.

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Syllogism
Syllogism


Adventuring Hero
Gazebo Slayer
posted March 13, 2002 10:15 PM
Edited By: Syllogism on 15 Mar 2002

Quote:
You are saying that is a Ranger gets the ability to shoot, when he moves to a new class, he will lose it? That doesn't make alot of sense... The only way it could work is to keep abilities once gained, there won't be that many classes afterall for each hero to advance through. They don't change class every level.


Changing advanced class is not hard. A level 12 hero could have gone through 5 different advanced classes:

Level 1 Haven hero = Knight (Tactics, Defense = weight 2)
Level 3 Haven hero = General (Combat category weight = 2)
Level 6 Haven hero = Lord Commander (Nobility 3)
Level 7 Haven hero = Warlord (Combat 3, Nobility 3)
Level 11 Haven hero = Cardinal (Life magic 4, Nobility 3)
Level 12 Haven hero = Paladin (Combat 4, Life magic 4)


Therefore he would have following abilities:
All units gain +1 Morale (General)
All units gain +2 Morale (Lord Commander)
Hero gains +5 Melee Attack (Warlord)
Hero obtains +5% to the Resurrection skill (Cardinal)
Hero gains Death Ward: 50% resistence to Death spells and 50% protection (increase to Ranged and Melee Defenses) against Death aligned units (Paladin

Also, with the help of university, for example, you can change class even more rapidly. I believe this kind of system would force players to keep moving from one advanced class into another and certain combos might also be unbalancing.
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Holger
Holger


Adventuring Hero
King of Silence
posted March 13, 2002 10:22 PM

Maybe the whole Advanced class system has already changed. At first it was your two most developed primary skills which determined what Advanced class you would achieve, but appearantly this has changed.

Please allow me to quote this translation done by Dragon Angel on ForumPlanet from the same Russian web site which published the story of the new bonuses:

"* Each family of skills has a weight on a hero. This weight is calculated by summing all the levels of the skills in that family.
I.E:
A hero with Advanced Order, Advanced Enchantment, Basic Charm, Basic Death, Basic Scouting and Expert Seamanship will have:
- A weight of 5 in Order Family = 2(Adv. Order)+2(Adv. Enchantment)+1(B. Charm)
- A weight of 1 in Death Family = 1(B. Death)
- A weight of 4 in Scouting Family = 1(B. Scouting) + 3 (Exp. Seamanship)

The first advanced class is adquired when reaching a weight of two in two families (note that the hero starts with a weight of two already in his main one - three in the case of a barbarian.
I.E.
The hero in the example would have become a Seer after adquiring B.Scouting and B.Seamanship

You can change advanced class if one of the families the hero has outweights one of your hero's main ones, thus substituting it...
I.E.
If the hero in the example starts getting Death Magic skills until having a weight of 5 in that family, he'll will end being a Seer and become a Shadow Mage."

The thread can be read here:
http://www.forumplanet.com/StrategyPlanet/homm/topic.asp?fid=3653&tid=568079

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Oldtimer
Oldtimer


Honorable
Supreme Hero
Please leave a message after..
posted March 13, 2002 10:24 PM

"Will you lose your advanced class bonuses if you change advanced class?"

Of coarse you will, the bonus is for having the title of the advanced class, so if you change classes you will lose the bonus from your former class and gain the bonus of your new class.  Think of an advanced class like an artifact, if you don't use the artifact you will not get it's bonus, so if you are not currently a particular class, you will not get it's associated bonus.

I could be wrong, but I doubt it.
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jondifool
jondifool


Promising
Adventuring Hero
extinct but alive!
posted March 15, 2002 11:13 AM

This is a look at the Pure magic heros !



There is some really strong spells, nearly putting out a whole magicschool. This does make it more necassery to get more than 1 magic school to be prepared! This could be as a pure magic hero!
As long as developing only the starting town , and no usefull new one is conquered, the full effect of the pure magic hero comes from sticking to the magic skills , that the towns mageguild support with spells. How does this then relates to the bonus from the advanced class bonus (title bonus)?

The full list is rather confusing as the names is not familliar, so here is an extract.

Magic Hero Combos:

Dark Priest: Vampirism: 2 HP Damage inflicted, 1 HP is recovered  (Life and Death=  in ORDER magic town )
Demonologist: Summon spells given demonologi, summon +50 XP more creatures (Nature and Death = CHAOS town)
Enchanter: all Summoning and Illusion spells is increased by 20% (Order and Nature= LIFE town)
Heretic: Hero gains the ability to ignore all effects from Wards (Life and Chaos = NATURE town)
Wizard: The cost of all spells is reduced by 2 (Order and Chaos = DEATH town)

Lich: temporarily age enemies= Attack reduced by 25 %, defense 20%, Speed and Movement reduced by 50% (DEATH+CHAOS)
Monk: Hero gains Chaos Ward: 50% resistence to Chaos spells and 50% protection against Chaos aligned units(LIFE+ ORDER)
Shadow Mage: Hero is surrounded by a cloud, increasing Ranged Defense by 50%(ORDER+ DEATH)
Summoner: Increases the effectiveness of the Summoning Skill: Hero can get +20 XP more creatures per day(LIFE+NATURE)
Warlock: The Spellpoints of the hero increase by +10 and Spellpoints regenerate +1 per day (CHAOS+NATURE)

Archmage: The effectiveness of all spells increases by 20% (3 Schools of magic!)

The first 5 are the special cases of magic Heroes developing in opposing alignments, those would take some developing to be usefull, because the only towntype to support one, not only needs mageguilds, but also the expensive supporting structure given access to these neighbouring schools of magic. And until getting that , the mage just have nothing!

Some questions and thoughts comes to mind, when looking at this.
10 (11 with archmage) classes. Bonus of 3 is summoning related though proberly quite different in effect, 3(4) is a bonus to spellponts or overall spellstrength, 3 is attack related (as I se them) and 3 is defense/protection related.

First?  is any of thesse bonus so important , that we can imagine that it could be worth it to develop a hero along a path, even though the base town is only going to give one of the schools. In effect sacrificing a magic branch (until other towns is conquered and developed) to get some of these bonus.

Wizard is posible , just to get very cheep spells going.
Monk, when knowing having to face chaos
Heretic, when knowing have to face wards
Shadow mage, maybe if knowing have to face mainly shooters, or as part of a death army!

But else  the bonus looks like something, where getting access to the spells is of more concern. The summon bonus is though the area where I feel it most difficult just to get an Idea of its usefullness!
The Lich and Dark priest bonus, I imagine to be melee (maybe ranged) related , but not spell related, and therefore not of  longterm importance! But most of them looks like that Archmage is an overall bonus to get!

Another thought , would it be possible to navigate a heros progress , to such aims, or is it just way to random, whats a hero gets to choose from ? Not that I can answer!

Anyone else there like to give their thoughts on the pure magic hero!

With regards
Jondifool

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insatiable
insatiable


Supreme Hero
Ultimate N00bidity
posted March 16, 2002 12:03 PM

There is a smell in the air...
...that heroes and his roadcrew,dont regenarate HP after battle...-_-plz somebody tell me this is false..!

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Xenophanes
Xenophanes


Promising
Famous Hero
Chief Consul to Queen Mutare
posted March 16, 2002 05:09 PM

Quote:
Maybe the whole Advanced class system has already changed. At first it was your two most developed primary skills which determined what Advanced class you would achieve, but appearantly this has changed.

Please allow me to quote this translation done by Dragon Angel on ForumPlanet from the same Russian web site which published the story of the new bonuses:

"* Each family of skills has a weight on a hero. This weight is calculated by summing all the levels of the skills in that family.
I.E:
A hero with Advanced Order, Advanced Enchantment, Basic Charm, Basic Death, Basic Scouting and Expert Seamanship will have:
- A weight of 5 in Order Family = 2(Adv. Order)+2(Adv. Enchantment)+1(B. Charm)
- A weight of 1 in Death Family = 1(B. Death)
- A weight of 4 in Scouting Family = 1(B. Scouting) + 3 (Exp. Seamanship)

The first advanced class is adquired when reaching a weight of two in two families (note that the hero starts with a weight of two already in his main one - three in the case of a barbarian.
I.E.
The hero in the example would have become a Seer after adquiring B.Scouting and B.Seamanship

You can change advanced class if one of the families the hero has outweights one of your hero's main ones, thus substituting it...
I.E.
If the hero in the example starts getting Death Magic skills until having a weight of 5 in that family, he'll will end being a Seer and become a Shadow Mage."

The thread can be read here:
http://www.forumplanet.com/StrategyPlanet/homm/topic.asp?fid=3653&tid=568079



How much weight do you have to have in two families to become an advanced class?
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Syllogism
Syllogism


Adventuring Hero
Gazebo Slayer
posted March 16, 2002 05:11 PM

Quote:
How much weight do you have to have in two families to become an advanced class?


Two.
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Holger
Holger


Adventuring Hero
King of Silence
posted March 16, 2002 08:06 PM

It makes sense

Quote:
There is a smell in the air...
...that heroes and his roadcrew,dont regenarate HP after battle...-_-plz somebody tell me this is false..!


Actually, it makes sense - one of the most ridiculous features of HoMM 3 is that you can have 5 hit points left in a battle and have 300 HP ready in the next.

Also it underlines the usefulness of the potions of healing. In one of the most recent screenshots I saw the hero was equiped with at least 3 potions.

I - for one - welcome the change!

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Xenophanes
Xenophanes


Promising
Famous Hero
Chief Consul to Queen Mutare
posted March 17, 2002 12:25 AM

Thanks, Syll(sorry, your name's too long

I'm going to always have two Heroes in my army - a Warlcok and a Witch King!
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Shadowstormed
Shadowstormed


Known Hero
posted March 18, 2002 08:32 AM
Edited by alcibiades at 10:09, 09 Dec 2008.

Yeah its good but its kinda silly . if you got badly hurt you wouldnt suddenly heal, would you???



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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