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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: What the Fudge-Pie~?!
Thread: What the Fudge-Pie~?!
LordPaul
LordPaul


Promising
Famous Hero
Crazy Bat Guy.
posted August 22, 2001 01:52 AM

What the Fudge-Pie~?!

Hey,
 I was looking at the primary and secondary skill stats:

Tactics: Offense / Defence / Leadership
Combat: Toughness / Archery / Magic Resistance
Scouting: Pathfinding / Seamanship / Stealth
Nobility: Estates / Mining / Diplomacy

Life Magic: Healing / Spirituality / Resurection
Death Magic: Occultism/ Demonology / Necromancy
Order Magic: Enchantment / Wizardry / Charmn
Chaos Magic: Conjuration / Pryomancy / Sorcery
Nature Magic: Herbalism / Meditation / Summoning

and I started trying to figure out what some of them were.  

It's pretty obvious that the underlines ones are the after battle effects we have heard about (necromancy - adding dead to army, charm - charming your opponents troops, resurection - reviving troops after battle, sorcery - probably the extra spell points chaos magic is supposed to get).  

Healing is probably just like the healing tent in Heroes 3, except without the tent (it's gone, right?).  Then I thought, hey, what if Occultism is the opposite?  What if it deals random damage to the opponent each turn?  That would fit in with Death magic's weakining your opponent ability.  

Anyway, what do y'all think these skills are?  I have no freaking clue what Nobility could be!  


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Smiley
Smiley


Adventuring Hero
King of All Smileys
posted August 22, 2001 02:34 AM

Here goes.....

Quote:
Hey,
 I was looking at the primary and secondary skill stats:

Tactics: Offense / Defence / Leadership
Combat: Toughness / Archery / Magic Resistance
Scouting: Pathfinding / Seamanship / Stealth
Nobility: Estates / Mining / Diplomacy

Life Magic: Healing / Spirituality / Resurection
Death Magic: Occultism/ Demonology / Necromancy
Order Magic: Enchantment / Wizardry / Charmn
Chaos Magic: Conjuration / Pryomancy / Sorcery
Nature Magic: Herbalism / Meditation / Summoning

and I started trying to figure out what some of them were.  

It's pretty obvious that the underlines ones are the after battle effects we have heard about (necromancy - adding dead to army, charm - charming your opponents troops, resurection - reviving troops after battle, sorcery - probably the extra spell points chaos magic is supposed to get).  

i think  u are right for those hightlighted spells.



My own opinion :

Healing should give u more hit points for healing and related spells.
Sprituality : should enhance blessing or enhancing the attack and defense of life related spells.

Occultism :
well according to the info i found-
It is various theories and practices involving a belief in and knowledge or use of supernatural forces or beings. Such beliefs and practices—principally magical or divinatory—have occurred in all human societies throughout recorded history, with considerable variations both in their nature and in the attitude of societies toward them. In the West the term occultism has acquired intellectually and morally pejorative overtones that do not obtain in other societies where the practices and beliefs concerned do not run counter to the prevailing worldview.

Occult practices centre on the presumed ability of the practitioner to manipulate natural laws for his own or his client's benefit; such practices tend to be regarded as evil only when they also involve the breaking of moral laws. Some anthropologists have argued that it is not possible to make a clear-cut distinction between magic—a principal component of occultism—and religion, and this may well be true of the religious systems of some nonliterate societies. The argument does not hold, however, for any of the major religions, which regard both natural and moral law as immutable.

Hope this help in watever speculations u guys come up with.
i think this is used to enhance death and cursing related spells.

Demology will be used to summon more demons or enhance demon stats (eg archdevil, ceberi(forgot spelling), imps).

Enchantment ,well for enchanment spells ofcourse.
wizardry adds damage to order magic???

Conjuration : enhance duration of conjuration spells(eg fire wall)

Pyromancy: definition again...  
Pyromancy (divination by fire) may be highly dramatic in a society dependent on fire for light and safety at night. In some trans-Saharan societies the diviner may test an accusation at a séance around the fire, which will suddenly explode upon the “guilty” one. Elsewhere, objects may be overtly cast into the fire and signs read in the reaction

see that pyromancy is divination to fire, so chaos magic will concentrate on fire magic.

Here is the opposite school to fire (water ofcourse)
just for fellow fans information.
Hydromancy (divination by water) is usually less dramatic, ranging from the reading of reflections in a shallow surface, in the manner of the crystal gazer, to construing the movements of floating objects, as in the reading of tea leaves.

Hhhhmmm, Herbalism. don't have ideas what herbs will be used for, can be anything.
As for...
Meditation, think that is for protection and defense.

Thanks for bearing with me  

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niteshade
niteshade


Known Hero
posted August 22, 2001 06:08 AM

Ok for the magic skills, we actually pretty much know already what they all do. The first skill (healing, demonology,enchantment, herbalism) is kind of like spell power for that school, it determines how powerful and effective all the individual spells are. The second skill (spiritualism, meditation, occultism, wizardry) are kind of like knowledge for the apropriate schools, they effect your spell points.

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UnkaHaakon
UnkaHaakon


Responsible
Famous Hero
happily tilting at windmills
posted August 22, 2001 11:35 AM
Edited By: UnkaHaakon on 22 Aug 2001

Nobility

If I remember correctly. Nobility increases creature production, etc. Makes sense, as its subskills seemed to be related to economic issues (Increasing mine production, direct income, gaining creatures)
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Syllogism
Syllogism


Adventuring Hero
Gazebo Slayer
posted August 22, 2001 05:17 PM

Quote:
If I remember correctly. Nobility increases creature production, etc. Makes sense, as its subskills seemed to be related to economic issues (Increasing mine production, direct income, gaining creatures)


Correct. I believe this was mentioned in one of the video interviews. By the way, I suggest anyone, who has not already seen them, to do so now. Even if you don't have cable, you can watch the low quality versions easily with realplayer (they can be found at gamespot at least).
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LordPaul
LordPaul


Promising
Famous Hero
Crazy Bat Guy.
posted August 23, 2001 09:25 AM

Huh.

I should of known that Nobility would deal with creatures.  It was just beyond my grasp, though (that, and I really didn't think hard about it).

I'm not sure the second set of skills for the magic classes has to do with spell points.  Since all of the other schools of magic get pre or post battle bonuses (raise dead, charm, etc.), 3do has mentioned that Chaos magic would get more spell points instead.  This is because they really couldn't find a good pre or post battle effect for them.

I'm really hoping that more of these skills are unique, and not just different versions of the same skill.  

P.S.  I think it should be pretty obvious that the Magic skills themselves will determine what level of spell you learn for that class!


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niteshade
niteshade


Known Hero
posted August 23, 2001 03:59 PM

"I'm not sure the second set of skills for the magic classes has to do with spell points."

Did you read the gamesworkshop article that wyvern translated? They said that there. With no knowledge stat, there has to be something to determine spell points.

" Since all of the other schools of magic get pre or post battle bonuses (raise dead, charm, etc.), 3do has mentioned that Chaos magic would get more spell points instead. This is because they really couldn't find a good pre or post battle effect for them.
"

Yep, so perhaps chaos gets more benefit from their knowledge skill then other classes. Chaos also gets sorcery which is not a post battle effect but does double their spell damage at grandmaaster.


"I'm really hoping that more of these skills are unique, and not just different versions of the same skill. "

No such luck. But it's all good, earth and air magic in H3 were just different versions of the same skill, but yet they managed to be pretty unique too.

"P.S. I think it should be pretty obvious that the Magic skills themselves will determine what level of spell you learn for that class! "

Yep, that's been established already. The magic skill itself is like wisdom for that one school of magic, while two of the others are like spell power and knowledge.

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DarkRain_CHN
DarkRain_CHN

Tavern Dweller
posted August 23, 2001 04:12 PM
Edited By: DarkRain_CHN on 23 Aug 2001

Hey LordPaul,
"The first two secondary skills to each of the Magic primary skills are obligatory for you to develop it to the end and in spite of their different names their action is one and the same - they increase the spell points and the efficiency of all the spells with particular percentage. " - Game's Workshop article from Wyvern

Perhaps, these skills are for you to increase the spell points:
 Life Magic - Spirituality
 Order Magic - Enchantment
 Death Magic - Occultism
 Chaos Magic - Conjuration
 Nature Magic - Meditation
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niteshade
niteshade


Known Hero
posted August 23, 2001 04:57 PM

I suspect the academy uses wizardry for spell points, since enchantment sounds more like their spell specialty (like healing, and herbalism) and wizardry sounds more knowledge based. Of course though, I'm just guessing.

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LordPaul
LordPaul


Promising
Famous Hero
Crazy Bat Guy.
posted August 23, 2001 09:42 PM

Hmmm. I have a hard time seeing Pyromancy or Demonoligy effecting only your spell points.  I just thought that they would go up with each of your Hero's levels, like his life did.

Of course, I was wrong on the 6 levels thing, too.  


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niteshade
niteshade


Known Hero
posted August 23, 2001 10:43 PM

"Hmmm. I have a hard time seeing Pyromancy or Demonoligy effecting only your spell points"

That's because those are not spell point effecting skills. Occultism and Conjuration are the ones that only effect spell points. Pyromancy and Demonology boost the power of chaos and death spells.



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