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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Homm4 Spells...
Thread: Homm4 Spells... This thread is 2 pages long: 1 2 · «PREV
Oldtimer
Oldtimer


Honorable
Supreme Hero
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posted August 13, 2001 07:56 AM

When I look at nature magic I see meditation as the spell point enhancer but if herbalism is not a power boost could it be a potion making skill?

We now have potions and enchanted items.  who going to do them and how?

Maybe enchantment is creating enchanted wands and such.


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niteshade
niteshade


Known Hero
posted August 13, 2001 09:34 AM

The more I think about it, the more I think you are right about every school having a spell point enhancement skill. With no knowledge skill anymore, spell points have to come from somewhere. Perhaps the asylum just has a better skill then other people.

If that's true, then perhaps the other skills (healing, demonology, enchantment, herbalism and something in the asylum) have to do with spell power. It could be like how the elemental skills boost spells in the elemental schools. Healing might boost all life spells, demonology might boost all death spells, etc.

The thing that really makes me question this is herbalism. The life spells probably favor healing, so healing is a logical name, as it demonology for death, and possibly enchantment for blue. But it's hard to imagine all the nature spells having to do with herbalism. Unless they create potions or something like you suggested.

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Oldtimer
Oldtimer


Honorable
Supreme Hero
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posted August 13, 2001 07:59 PM

Life spells I would like to see.

Heroism.  Target creature takes damage targeted at another creature.

Righteousness. Target creature cannot take damage this turn and also cannot attack.

Soul echo.  All damage directed at target creature goes to his soulecho until it is destoyed.

Justice.  All direct damage taken from one spell is duplicated on target creature.

Rally.  Targeted creatures get +1 attack/+1 defence.


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niteshade
niteshade


Known Hero
posted August 13, 2001 08:38 PM

Well, I know that they are borrowing alot of stuff from MTG, but I don't think they need to steal spells from them that badly. Plus alot of those spells would completely suck in heroes.

I also wonder if monsters will still have attack and defence values.

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Kwisatz-Hade...
Kwisatz-Haderach


Hired Hero
For Paul maud'dib
posted August 13, 2001 10:39 PM

hum....

Wel... if you think about it don't let them mix too much but attack and defens was too high in the earlier series, I think like peasants could get an attack like 40 or something dude that's bad, too f*cking high
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Viper
Viper


Known Hero
Lord of Black Magic
posted August 13, 2001 11:03 PM

Quote:
... I also wonder if monsters will still have attack and defence values.


Monsters MUST have att/def values if they didnt than with strong hero Sceletons would be powerful as Dragons. I hope they wont change Damage Calculating Formula i've got used it.

BTW I'm not sure but magic scolls like Illision, Necromanty and etc borowed from AD&D
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niteshade
niteshade


Known Hero
posted August 13, 2001 11:28 PM

Well remember that heroes don't have attack and defence values anymore to give to monsters. There is the offence and defence skill, but those only go up to lvl 5 and may work like offence and armor in H3.

As a result I wouldn't be surprised if monsters just have hps and damage, with no attack and defence. If only we could get a good look at the monster stats in the H4 videos we could know for sure.

By the way, D&D certainly did not invent necromancy and illusion, although alot of the specific spells they created are always being used by other games (fireball for example).

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Ichon
Ichon


Responsible
Famous Hero
posted August 14, 2001 12:38 AM

Conjuration

I am not sure about this actually, but if Asylum can't summon, perhaps it can confuse? Might this not work like mirror image? For each level of mastery the Asylum units have a duplicate generated before battle that looks like the real unit, but does no damage and is dispelled if attacked? I think that would be interesting, and make up for no summoning of creatures. It would really irritate opponents the first couple of rounds of battle, but it would be obvious soon which oens were real and which fake even if not dispelled by watching which ones do damage. There could be all sorts of tricks there, waiting the real unit and advancing the fake or vice versa... it would be interesting for sure.

As for the other skills, herbalism certainly sounds like potions or something like that to me. Perhaps it gives nature units a chance to resist other units specials like poison, illness, paralyze, weakness etc...

Pyro- well, certainly having something to do with spell power or affect I would guess.

Occultism- could be many different things.

Wizardy/sorcery- probably similiar skills, wizards and sorcers always have a rivalary.

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Oldtimer
Oldtimer


Honorable
Supreme Hero
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posted August 14, 2001 01:51 AM

Death house can recruit devils as a top creatures but I didn't see demons on the roster.  Maybe demons will be one of the 18 neutral characters and can only be summoned after you start practicing occultism and demonology.  Is demoniac a hero class?

Healing may be and art to heal creatures or heroes after the battle.  They have said that fallen heroes must drink healing potions or wait for time to pass before they are fully healed.  If heroes are more like creatures it makes sense for the healing not to be automatic after a battle, It is possible that creatures will retain wounds after battle and heal slowly over time.  Or instantly with healing potions or at the town.

Remember "it's all new, period."
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Preserver
Preserver


Promising
Famous Hero
Elemental Druid
posted August 16, 2001 05:21 PM

My money is on nature magic.
I would like some kind of tangle/root spell to bind enemies in place... hehe
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Nagash
Nagash

Tavern Dweller
posted August 19, 2001 04:04 AM

I have Ideas for death spells (I should know, I a necromancer, true story)

Demon Gate:
Summons a devil for the price of a quarter of your army.

Necromancy:
At the end of battle, your dead soldiers are resurected as skeletons, mages as liches, dragons as Bone Dragons etc.

Frost Ring:
Any enemy thet steps in the frost ring will become petrefied.

Hand of Death:
Causes enemy closest to the hero to die.

Eclipse:
Enables all nocturnal creatures, vampires werewolves etc. to be able to fight.

Grave bane:
Causes chosen unit to automatically be brought back to life if killed.




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Nagash is a necromancer who's hobbies are rasing the dead, raising the dead and raising the dead, along with collecting minatures.

Did I mention he enjoys raising the dead.

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