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Heroes Community > Heroes 7+ Altar of Wishes > Thread: A New Skill
Thread: A New Skill This thread is 2 pages long: 1 2 · «PREV
Asmodean
Asmodean


Responsible
Supreme Hero
Heroine at the weekend.
posted January 10, 2004 07:26 PM

I thought having the skill subclasses in HOMM4 was way cool in places, not so cool in others.
I mean, who needed basic spirituality, herbalism AND occultism.
It would have just been better to have a single wisdom skill that took into account spell points, damage AND the ability to learn them on the road (eagle eye/scholar type thing).

And mining was pants. That's why you bother to flag mines.
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regnus_khan
regnus_khan


Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
posted January 27, 2004 08:09 PM

If including Dungeon town, its name would be Archaean (my decision) and it would have Archaic Magic:

Magic Hero's skills:
Chiromancy allows the hero to learn Archaic Magic spells
Basic: allows to learn level 1 spells
Novice: allows to learn level 2 spells
Advanced: allows to learn level 3 spells
Expert: allows to learn level 4 spells
Master: allows to learn level 5 spells (hero gains “Archaic Magic Ward”)

Mysticism increases maximum spell points and mana regeneration of the hero
Basic: increases by 10 and mana regeneration by 2
Novice: increases by 20 and mana regeneration by 4
Advanced: increases by 30 and mana regeneration by 8
Expert: increases by 50 and mana regeneration by 12
Master: increases by 100 and mana regeneration by 20 (hero gains bonus in spell power of 4)

Eagle Eye allows hero to learn one extra spell per level (spells are selected from the towns aligned with “Iniquity”)
Basic: one extra level 1 spell
Novice: one extra level 2 spell
Advanced: one extra level 3 spell
Expert: one extra level 4 spell
Master: one extra level 5 spell (in addition to, hero gains one extra level 1 spell)

Learning increases hero’s XP obtained
Basic: increases by 10%
Novice: increases by 20%
Advanced: increases by 30%
Expert: increases by 40%
Master: increases by 50% (hero gains 20% of his/hers total XP)


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Veldarian
Veldarian

Tavern Dweller
posted January 28, 2004 06:02 AM

Quote:
If including Dungeon town, its name would be Archaean (my decision) and it would have Archaic Magic:

Magic Hero's skills:
Chiromancy allows the hero to learn Archaic Magic spells
Basic: allows to learn level 1 spells
Novice: allows to learn level 2 spells
Advanced: allows to learn level 3 spells
Expert: allows to learn level 4 spells
Master: allows to learn level 5 spells (hero gains “Archaic Magic Ward”)




They are all Good and I played Dungeon all the time when I played Homm3 But "Chiromancy" Would not be an appropriate name for this skill

CHIROMANCY : The Divination of the lines of a person's Hands.

Here are a few alternatives for you if you want them.

BIBLOMANCY: Involves Divination from books.
RECOGNITION: An inner knowledge of things too come.
SCIOMANCY: A term for divination gained through spiritual aid.

STICHOMANCY: Another form of opening a book, hoping a random passage will give inspiration.









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Styq
Styq


Known Hero
Grandmaster Leadership
posted January 28, 2004 09:17 AM

New Skills:

Chemistry: Increase's the effect of Potions

Concocting: Enables your hero to randomly create potions over time.

Construction: Enables your hero to decrease the costs of buildings in the town he is visiting.

Training: Enables your hero to increase the creature growth at the town or dwelling he is visiting.

The Arts: Enables your hero to randomly have spaciel physical attacks like Poison Arrow or Stunn Attack.

Trading: Decrease's the Marketplace costs of resources for the town this hero is visiting.

Magic Merchant: Enables you to sell and buy spell points using resources. You can also buy improvements for your spells (really expensive)

Marching: Increase's battlefield speed of creatures

Military Majestry: Increase's the spell power and maximum spell points of spellcasters in your army.

Terror: Decrease's enemy morale

Cusrsing: Decrease's enemy luck

Witchcraft: Increase's the duration of all your curse spells

Priestship: Increase's the duration of all blesses and healing of all healing spells cast by this hero

Repairing: Enables your hero to heal walls and towers at no cost and increase's the effect of healings on mechanical creatures
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Leadership is nothing but being a good actor,
just like bravery is nothing but being a fool

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regnus_khan
regnus_khan


Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
posted January 28, 2004 07:33 PM

Pretty interesting! But I don't understand smth: to which towns (or hero types) belong these skills???
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tearhole
tearhole

Tavern Dweller
posted January 28, 2004 08:26 PM

there's a reason why there are only 4 suits and 52 cards in a deck - if you had 300 cards (just an example) you take out a lot of the strategy and it becomes dumb luck.  By adding way too many variables you start to lose the appeal (my opinion) - there are not 120 pieces on a chess board and 220 available spaces to move them to.  That is what makes chess a good game.  Homm 3 is a great game because it seems to have a good balance of features and strategy along with fairly interesting graphics.  I could see adding a few new features, skills, abilities, etc. but some have to be removed then, otherwise you simply have no way of estimating your opponents next move.  You are stuck with guessing and guessing can be fun, but eventually most strategists will want to have something tangible to base their guesses on.

I'm done,
let me know what you think about that
CT
see ya mo fugger
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Abdera fortuitus,...

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regnus_khan
regnus_khan


Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
posted January 29, 2004 08:19 AM

Hmmm... What are you talkking about, Tearhole???
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Styq
Styq


Known Hero
Grandmaster Leadership
posted January 29, 2004 04:51 PM

I didn't get it either.

Skills like Chemistry or Spell Research go in Alchemist or Wizzard town. Skills like Construction and Training probably go to your garrison hero.
____________
Leadership is nothing but being a good actor,
just like bravery is nothing but being a fool

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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted January 30, 2004 09:48 PM
Edited by alcibiades at 12:11, 29 Jun 2009.

Quote:
Hmmm... What are you talkking about, Tearhole???


The more limited resources you have the more appeal for strategy a game has. Not always, but often. For this reason its a good thing if the players is restricted to limited numbers in a variety of game parameters.

Strategy breaks down when the game becomes predictible, that is when you know you have won. Tic Tac Toe quickly becomes tedious when both players know how not to lose. Basically, the game has lost replay value when this happens.

Higher number of towns, spells, type of heroes and so on are in the game mainly to give the game high replay value. To some extent these also adds strategy, but there is a point when you start to lose strategy because the player loses the overview and control of the game because the game is simply too big and complex.




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

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