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Heroes Community > Heroes 7+ Altar of Wishes > Thread: At last: Regnus_Khan's Stuff...
Thread: At last: Regnus_Khan's Stuff...
regnus_khan
regnus_khan


Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
posted March 05, 2004 06:35 PM bonus applied.
Edited By: regnus_khan on 5 Mar 2004

At last: Regnus_Khan's Stuff...

NOTE: THERE IS NOTHING TO DO WITH MY OLD THREADS. DO NOT CLOSE THEM.  

POST 1/4 - HEROES V: DWELLINGS

This is the section where I’ve collected all of my newly made creature and dwelling proposals. It consists of several towns, six levels, each with two different, upgradeable creatures. I only wrote dwellings and creatures (unfortunately, with no stats or costs, sorry). Happy reading

ACADEMY: THE TOWN OF ORDER

Level 1:

Workshop:
Gremlin -----> Master Gremlin

Halfling Hole:
Halfling -----> Trained Halfling

Level 2:

Dwarven Mines:
Duergar -----> Einherjar

Snowbound Caves:
Snow Tiger -----> Sabretooth

Level 3:

Ice Gate:
Ice Shade -----> Ice Elemental

Parapet:
Ice Gargoyle -----> Diamond Gargoyle

Level 4:

Mage Tower:
Apprentice -----> Mage

Pantheon:
Naga -----> Naga Queen

Level 5:

Riddle Crag:
Criosphinx -----> Hieracosphinx

Altar of Air:
Sylph -----> Djinn

Level 6:

Storm Temple:
Titan -----> Frost Titan

Pinnacle of Valhalla:
Valkyrie -----> Goddess Valkyrie

UNDERWORLD: THE TOWN OF CHAOS

Level 1:

Crumbling Tunnels:
Kobold -----> Troglodyte

Thieves’ Guild:
Bandit -----> Rogue

Level 2:

Pillar of Eyes:
Evil Eye -----> Eye of Chaos

Harpy Nest:
Harpy -----> Harpy

Level 3:

Stone Fields:
Euryale -----> Stheno

Chapel of Broken Mirrors:
Medusa -----> Medusa Matriarch

Level 4:

Avengers’ Temple:
Fury -----> Erinye

Troll Caves:
Troll -----> Mountain Troll

Level 5:

Maze:
Minotaur -----> Bull Minotaur

Boneyard:
Scorpion-man -----> Manticore

Level 6:

Dragon Caves:
Black Dragon -----> Megadragon

Dell of Dreams:
Nightmare -----> Incubus

CASTLE - THE TOWN OF LIFE

Level 1:

Hovel:
Peasant -----> Militia

Hospital:
Medic -----> Healer

Level 2:

Squires’ Guild:
Squire -----> Maceman

Guardhouse:
Spearman -----> Lancer

Level 3:

Archery Range:
Archer -----> Marksman

Keep:
Halberdier -----> Guardian

Level 4:

Barracks:
Swordsman -----> Master Swordsman

Friary:
Friar -----> Monk

Level 5:

Holy Order:
Crusader -----> Paladin

Knight Grounds:
Cavalier -----> Champion

Level 6:

Elysian Fields:
Seraph -----> Cherub

Altar of Light:
Angel -----> Archangel

NECROPOLIS - THE TOWN OF DEATH

Level 1:

Torture Chambers:
Imp -----> Daredevil

Graveyard:
Skeleton -----> Zombie

Level 2:

Fiery Holes:
Gog -----> Magog

Barrow Mount:
Specter -----> Ghost

Level 3:

Hall of Sins:
Demon -----> Antichrist

Transylvanian Castle:
Vampire -----> Nospheratu

Level 4:

Volcanic Vent:
Fire Soul -----> Efreet

Mausoleum:
Lich -----> Lich Mage

Level 5:

Volcanic Crag:
Fire Giant -----> Brimo

Chapter of Darkness:
Dark Knight -----> Dark Champion

Level 6:

Forsaken Place:
Devil -----> Archdevil

Spectral Vault:
Reaper -----> Grim Reaper

FOREST - THE TOWN OF NATURE

Level 1:

Clover Fields:
Leprechaun -----> Gnome

Treehouse:
Pixie -----> Sprite

Level 2:

Wolf Den:
Wolf Whelp -----> Grey Wolf

Centaur Grove:
Centaur -----> Dire Centaur

Level 3:

Elven Lodge:
Elf -----> Wood Elf

Dryad Preserve:
Dryad -----> Hamadryad

Level 4:

Waterfalls:
Pegasus -----> Thestral

Stonehenge:
Hierophant -----> Druid

Level 5:

Tree Glade:
Unicorn -----> White Unicorn

Griffin Nest:
Griffin -----> Hippogryph

Level 6:

Pyre:
Firebird -----> Phoenix

Magic Forest:
Fae Dragon -----> Golden Dragon

STRONGHOLD - THE TOWN OF MIGHT

Level 1:

Longhouse:
Tribesman -----> Berserker

Goblin Hall:
Goblin -----> Hobgoblin

Level 2:

Nomad Tents:
Nomad -----> Sandrider

Boar Glen:
Boar -----> Dire Boar

Level 3:

Orc Towers:
Orc Axeman -----> Orc Axethrower

Shaman Idol:
Ogre -----> Ogre Shaman

Level 4:

Thundercliffs:
Storm Bird -----> Thunderbird  

Desert Nest:
Piasa Bird -----> Roc

Level 5:

Botanical Crag:
Wyvern -----> Montane Wyvern

Cave of Seeing:
Mountain Giant -----> Argus

Level 6:

Cyclops Cave:
Cyclops -----> Cyclops Giant

Behemoth Lair:
Behemoth -----> Gargantuan Behemoth

ATLANTIS - THE TOWN OF WATER AND SWAMPS

Level 1:

Gnoll Hut:
Gnoll -----> Gnoll Harasser

Sea Cave:
Nixie -----> Naiad

Level 2:

Lizardsmen Guild:
Lizardsman -----> Serpentman

Pirate Islands:
Pirate -----> Corsaire

Level 3:

Poison Hive:
Mantis -----> Dragonfly

Rocks of Lure:
Mermaid -----> Siren

Level 4:

Doomed Stables:
Satyr -----> Itinerant Satyr

Water Altar:
Nereid -----> Marid

Level 5:

Hidden Grove:
Backwoodsman -----> Poisoner

Frozen Waters:
Selkie -----> Kraken

Level 6:

Chaos Pool:
Hydra -----> Scylla

Maelstrom:
Haribdis -----> Whirlpool Haribdis

FORGE - THE TOWN OF ALCHEMY

Level 1:

Ballista Works:
Ballista -----> Wooden Ballista

Medical Facilities:
Medical Tent -----> Healing Tent

Level 2:

University:
Acolyte -----> Scholar

Tower Defence:
Tower Guard -----> Tower Sentinel

Level 3:

Chimera Lair:
Chimera -----> Ancient Chimera

Botanical Glade:
Old Treant -----> Green Treant

Level 4:

Human Factory:
Homonculus -----> Abomination

Concocting Lab:
Concoctor -----> Concocting Master

Level 5:

Golem Foundry:
Steel Golem -----> Bronze Golem

Catapult Works:
Catapult -----> Siege Catapult

Level 6:

Colossal Guild:
Colossus -----> Stone Colossus

Ancient Archives:
Cockatrice -----> Basilisk

POST 2/4 - HEROES V: CLASSES AND SKILLS

This section is about to be the new version of proposal guide I posted in HC’s “Altar of Wishes”’ “Heroic Guide (Part 1/2) by Regnus_Khan”.

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). Also, I think Advanced Classes brought menace to the game, so none of them in my posts.

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.

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

I’ll post two other posts soon.

P.S. I wonder that it's impossible, but if it is gimme +




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Lord_Woock
Lord_Woock


Honorable
Undefeatable Hero
Daddy Cool with a $90 smile
posted March 05, 2004 06:51 PM
Edited By: Lord_Woock on 5 Mar 2004

No, no, no, no, NO! DON'T mix the Necro with the Inferno!

And about Necro's top lev unit... What's the difference between reaper and grim reaper? A reaper is a farmer using a scythe. The Grim Reaper is the one who lets the dead die and continue to the next world. There is only one Grim Reaper and he does not kill. Having him as a unit makes no sense IMO.
____________
Yolk and God bless.
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KingofMinota...
KingofMinotaurs


Known Hero
Ruling the minotaurs below
posted March 05, 2004 07:01 PM

I don't want to start a war here but this is just some constructive criticism. First of all, you have some skills the same as others. Such as incantation, leadership/fervor, archery/marksmanship/offense/toughness, etc. Second of all your numbers for the skills are way too frivolous. Revitalization/rejuvination can make it so you can revive all of your units again at 100%. I don't even think Expert Ressurection does that. And Lore, Devotion, Occultism, Intelligence, Herbalism, Entrance, Wisdom,and Hex all give you around 100 extra spell points and regenerate 10 per day. I think these skills should be class specified. I think you should rethink some of the skills though and do this over again. Except for the creatures. Excellent ideas on the creatures  
____________
Be who you will be who you are but i'm the King of the Minotaur.

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regnus_khan
regnus_khan


Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
posted March 05, 2004 07:15 PM

@ WOOCK:

I cannot re-think necro. Yes, there's no difference between Reaper and Grim Reaper, but if it was in H5, looks an abilities will be different.

@ KING:

I cannot re-think skills too. If you saw some other games or even the same H4 more accurately, you'd see that skills will be almost the same. Alike all the enchantments, healings (skills) in H4, they're almost same. Please, I agree with your opinion and I do understand it, but sorry, I edited this so many times that I won't edit it one more time. I'm starting to be sick of this. Hopefully, not dead
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Lord_Woock
Lord_Woock


Honorable
Undefeatable Hero
Daddy Cool with a $90 smile
posted March 05, 2004 09:42 PM

You completely misunderstood me. What I was saying is that a reaper is just a peasant with a scythe or sickle, while the Grim Reaper is the one who takes the souls of the dead to the next world. The former is unsuitable as a high level unit, while the latter is unsuitable for any level.
____________
Yolk and God bless.
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Draco
Draco


Promising
Famous Hero
posted March 05, 2004 09:48 PM

Quote:
You completely misunderstood me. What I was saying is that a reaper is just a peasant with a scythe or sickle, while the Grim Reaper is the one who takes the souls of the dead to the next world. The former is unsuitable as a high level unit, while the latter is unsuitable for any level.


in all fairness there shouldnt be titans either.. seeying how in greek mythology there were only a handful of em

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Lord_Woock
Lord_Woock


Honorable
Undefeatable Hero
Daddy Cool with a $90 smile
posted March 05, 2004 10:20 PM

I am willing to ignore the fact that there is only one Grim Reaper in the same way as there's only one Minotaur, only one Medusa, only one Hydra etc. What bothers me though is that the Grim Reaper does not kill.
____________
Yolk and God bless.
---
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regnus_khan
regnus_khan


Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
posted March 06, 2004 07:32 AM

well, if you disagree wwith me woock, look at homm3. theere's medusa queen, minotaur king. But you say that this is impossible. Have it your way, though.

And for th reaper - i'm not fro, england, but I have a dictionary where reaper is the same as grim reaper. It shoul duse hand of death or death stare as its primayry attack.
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Lord_Woock
Lord_Woock


Honorable
Undefeatable Hero
Daddy Cool with a $90 smile
posted March 06, 2004 06:34 PM

Am I really that hard to understand? I said that I may accept multiple Grim Reapers in the same way as there already are many Minotaurs, Medusas and Hydras, but it still makes no sense to me because the Grim Reaper does not kill

Here is the definition of a reaper.
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Yolk and God bless.
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Dingo
Dingo


Responsible
Legendary Hero
God of Dark SPAM
posted March 07, 2004 05:46 AM
Edited By: Dingo on 6 Mar 2004

Hello Woock,  I believe you and I already had this conversation about the Grim Reaper long ago.


Grim Reaper must be in H5.

A Grim Reaper would be cool!
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The Above Post/Thread/Idea Is CopyRighted by, The Dingo Corp.

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regnus_khan
regnus_khan


Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
posted March 07, 2004 07:40 AM

I think that grim reaper is undead devil with a new form and abilities. It is necessary if we want to have an interesting undead town. BTW, I'd suggest the dwelling of grim reaper would look like spectral vault (blood dragons) in WoG.
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Deimos
Deimos


Known Hero
LHW Paladin
posted March 07, 2004 02:51 PM

I think a Goddess Valkrye should be a Valkrye Goddess.
____________
Let's Have War=Best thread on HC.

By the way, my name is Deimos, not Diemos.

Some people don't have a life. Others spend it on HC- Lord Woock.

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regnus_khan
regnus_khan


Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
posted March 07, 2004 04:26 PM

Does it matter?
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Dingo
Dingo


Responsible
Legendary Hero
God of Dark SPAM
posted March 07, 2004 10:52 PM

What do you think?
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Asmodean
Asmodean


Responsible
Supreme Hero
Heroine at the weekend.
posted March 08, 2004 04:39 AM

I think it matters.
____________

To err is human, to arr is pirate.

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KingofMinota...
KingofMinotaurs


Known Hero
Ruling the minotaurs below
posted March 10, 2004 06:18 PM

or the Grim Reaper could just be a Necro hero
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Be who you will be who you are but i'm the King of the Minotaur.

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The-Filth
The-Filth


Very dead
posted March 14, 2004 05:06 PM

that necro town is terrible. dont mix necro and inferno. that was the biggest mistake in homm 4. And the upgrade from demon to ANTICHRIST!!!! HELLO?? IF U WANT THE ANTICHRIST IN THE GAME, MAKE SURE TO PUT JESUS IN THE LIFE TOWN!!! HELLO??!!??!!
And vampire to Nospheratu, well.... acceptable. But Lich to Lich mage is a bit over to top. i would rather see Skeletal mage upgraded to Lich.
And u say that in your dictionary the Reaper and Grim Reaper is the same.......whats the point with the upgrade if they are the same? I like the idea about having the Grim Reaper in the game, but maybe give it another name, like Reaper of souls? I like the name Reaper of souls.
And to u who claim that the Grim reaper doesnt kill......have u met him? has he told u he doesnt kill?how do u know? why does he have that kick ass scythe, for decorations? I would bet if the Grim Reaper wants to kill, he kills!!

And finally get the Einherjar out of the academy!!! NO TRUE VIKING WOULD BE COUGHT DEAD AMONG THOSE ACADEMY WIMPS. The Einherjers place is in the Stronghold lair. and oh wait just a minute!! The Valkyrie is in Academy to?? NO NO NO NO NO!!The Valkyries place is in the Stronghold also among their Einherjer/viking friends Godess Valkyrie??What is that?? Never heard of them! Hehehe, and actually the Valkyries are the Norse mythologi version of the Grim Reaper. They bring the dead warriors to Valhalla. So they dont kill, either!! But who cares? If they want to kill, they will kill also. Just not among the ranks of the Academy pantsies. And yeah the Troll should be in the Stronghold to, along with its nordic friends.

hmmmm........ i guess i dont like your idea much, because there are more things i dont like here, but im not gonna bother my self with writing it down.
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Medusa
Medusa


Famous Hero
Yeah, right
posted March 15, 2004 09:34 AM

Nightmare -----> Incubus

Hmm.. actually this sounds strange to me..
As far as my brains know, Incubus is a demonic woman, and Nightmare is a black horse. So the "transformation" isn't very logical
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CoolFool
CoolFool


Hired Hero
posted March 15, 2004 02:05 PM
Edited by alcibiades at 11:34, 06 Jul 2009.

There are too many things in Regnus towns - wich I don`t like....

Level 4:
Naga -----> Naga Queen - naga Must be higher level

Maze:
Minotaur -----> Bull Minotaur - funny it`s like "Lizard Lizardman"

Megadragon?

Nightmare -----> Incubus -No way-  I agree with you guys...

Wolf Den:
Wolf Whelp -----> Grey Wolf

Centaur Grove:
Centaur -----> Dire Centaur HOW can you put wolf and centaur at the same level.. a wolf is weeker than a peasant with somthing heavy in his hands )

Boar Glen:
Boar -----> Dire Boar - peasants like boars they are tasty, I also... the wolf and the boar can not become fighters... they can only be neutral or sub creature... [ex: wolf summoner, wolf master... a creature that summons wolfs to fight for him... or boar to feed the army ;0)]


Orc Axeman -----> Orc Axethrower if they can be axe throwers the can be specialized in other things... like humans Peasant -----> Militia

Hospital:
Medic -----> Healer

Level 2:

Squires’ Guild:
Squire -----> Maceman

Guardhouse:
Spearman -----> Lancer

Level 3:

Archery Range:
Archer -----> Marksman

Keep:
Halberdier -----> Guardian

Level 4:

Barracks:
Swordsman -----> Master Swordsman

Friary:
Friar -----> Monk

Level 5:

Holy Order:
Crusader -----> Paladin

Knight Grounds:
Cavalier -----> Champion


why you dont have completly orc castle like in warcraft? but you have human?

Cyclops -----> Cyclops Giant? also funny ... is he twice biger than a normal cyclops - then it shuld be the strongest creature in the game


Ballista Works:
Ballista -----> Wooden Ballista

Medical Facilities:
Medical Tent -----> Healing Tent THEY ARE NOT CREATURES - IT`S THE MOST BIGGEST MISTAKE IN HEROES4 - I HATE THEM...

UBI SOFT SHUOLD DO SOMTHING ABOUT IT... HOW CAN BALISTA THROW ROCKS WICH NO ONE PUTS IN IT? HOW FIRST AID TENT CAN HEAL WITHOUT HEALER? IT`S STUPID... ALSO - Catapult -----> Siege Catapult...Tower Guard -----> Tower Sentinel

AND AFTER ALL - they told you - DON`T MIX INFERNO WITH NECRO...



BUT I LIKE SOME STUFF... -Sabretooth, Diamond Gargoyle,
Valkyrie Goddess - I ALSO think it matters.,Eye of Chaos,Mountain Troll







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 [url=http://heroescommunity.com/forumdisplay.php3?FID=6]Library Of Enlightenment[/url], to discuss Heroes 4, please go to [url=http://heroescommunity.com/forumdisplay.php3?FID=17]War Room Of Axeoth[/url], to discuss Heroes 5, go to [url=http://heroescommunity.com/forumdisplay.php3?FID=1]Temple Of Ashan[/url].

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