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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Creature Specialities
Thread: Creature Specialities This thread is 2 pages long: 1 2 · NEXT»
afm
afm


Hired Hero
posted October 17, 2001 11:00 AM

Creature Specialities

Hi!

It is said that _every_ creature has a speciality in HOMM4, but there is little known about this topic. Here is what I found till now:

Bandits
Have the Advanced Stealth skill, which means they can sneak by first level creatures on the adventure map and steal any treasure those creatures might be guarding.

Minotaur
Can block physical attacks 30% of the time. A blocked attack does no damage to the Minotaur.

Bone Dragon
Induce Panic in creatures when it attacks. A creature which Panic cannot retaliate, and it runs a short distance away from the dragon, if it can.

Nightmare
Can cast Terror.

Dragon Golems
First Strike; eliminate the same speciality from other units.

Hm - there are approx. 60 creatures left. What will their special ability be? Any clues?

afm
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Xeron
Xeron

Tavern Dweller
posted October 17, 2001 11:20 AM

In addition

Berserker
Attacks the nearest troops on the battlefield, no matter if they are enemies or not.
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When everyone has to reinvent the wheel, many people invent square wheels.

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afm
afm


Hired Hero
posted October 17, 2001 01:07 PM
Edited By: afm on 17 Oct 2001

special?

Quote:
Berserker
Attacks the nearest troops on the battlefield, no matter if they are enemies or not.


Hi!

I knew this, but is this really a "speciality"? How could you use this behaviour to your benefit? I think it is something like the "friendly fire" from the magogs - useless in most cases.

afm
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Dajek
Dajek


Known Hero
Psychedelic Knight
posted October 17, 2001 09:32 PM

What`s "Terror?"
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Preserver
Preserver


Promising
Famous Hero
Elemental Druid
posted October 17, 2001 09:54 PM

Some few guesses... (abilities in "x" are for sure)


Sprite: No enemy retaliation as in the previous HoMMs?

White Tiger: First strike (?)

Unicorn: Some % blinding attack. Will the aura return too?

Faerie Dragon: "Spellcaster" (is this special ability enough?)

Black Dragon: "Spell immunity" (as in HoMM3)

Medusa: Petrifying hand-to-hand attack. (anything else?)

Troll: "Regeneration"

Thunderbird: Thunderbold attack (?%)

Cyclop: Attack town walls doing a siege.

Angel: Ressurects team members. Hate devils

Mummy: % curse attack.

Beholder: "Spellcaster"

Harpy: Swooping attack (as in HoMM3)

Genie: "Beneficial spellcaster" (hate efreet?)

Titan: "No melee penalty. Chaos Ward"

Halfling: "Giantslayer"

Dwarf: "50% resistance"

Gold Golem: "75% resistance. mechanical"

Cerberus: 3 headed attack.

Skeleton: Arrow immunity or atleast less taken damage.

Vampire: Ressurect troop members.

Devil: Hate angels.

Venom Spawn: Looks ugly. (enough to kill enemy hero)

Efreet: Fire shield. Hate genies.

Zombie: 20% disease attack.

Ghost: Regeneration. (growth ability as in HoMM2?)

Phoenix: Rebirth

Leprechaun Same as Venom Spawn. (To be serious, something with luck?)


That was about 28... (or I just can't count)

BTW: Great thread/topic afm...
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StormWarning
StormWarning


Promising
Famous Hero
Archmage of Thunder
posted October 17, 2001 10:25 PM

1) Berserkers attack the nearest ENEMY troop, otherwise there would be no point at all to having them. You can't control them, but they don't go after you.

2) Cyclopes, it is said, will have an area effect attack like Magogs in H3.

3) I'd guess that Black Dragons may not have total spell immunity in this version, considering the focus on allies/enemies. Perhaps it will have Order Ward, Life Ward, or both, but I doubt it would have total immunity. And of course it'll have its breath attack.'

BTW, Terror is believed to be a spell that causes the creature to have a chance of losing its next turn. And Nightmares also have Life Ward.


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Lith-Maethor
Lith-Maethor


Honorable
Legendary Hero
paid in Coin and Cleavage
posted October 18, 2001 12:00 AM

it is said...

that each special will be unique... if that is true how can there be more than one spellcasters?
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UnkaHaakon
UnkaHaakon


Responsible
Famous Hero
happily tilting at windmills
posted October 18, 2001 01:31 AM

Moderator's hat off for a quick post...

Well, if you look at it that genies will cast Order magic, etc, or that each spellcasting creature has a unique list of spells, it makes sense.
I still want to know what 'Unique, Special' ability peasants will have, other than making more peasants, of course. Any speculations on this burning issue of Heroes 4 are welcome.
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Some people say the glass is half full..Some people say it's half empty... I say "What're you asking me to drink?"

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Lith-Maethor
Lith-Maethor


Honorable
Legendary Hero
paid in Coin and Cleavage
posted October 18, 2001 04:16 AM
Edited By: Lith-Maethor on 17 Oct 2001

[stealing Unka's hat]

..."making more peasant's"? KEWL!!!

I don't know how usefull this might be, BUT it sure is fun... for the peasants...
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Xenophanes
Xenophanes


Promising
Famous Hero
Chief Consul to Queen Mutare
posted October 18, 2001 04:50 AM

Black Dragons will probably have immunity to all Order Spells at least...

Troglodytes will have their immunity to blind again, I'm sure.

Speaking of which, where are the Troglodytes, Harpies, and Beholders going to come from? I've seen them in many battles and screenshots alongside Asylum units, but they don't seem to fit into the town lineup. This really bugs me.

Maybe they are summoned throught the portal of summoning, like in the Preserve?.
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<Dragons rule, Titans drool!>

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Steep_Descent
Steep_Descent

Tavern Dweller
posted October 18, 2001 07:24 AM

Don't forget about the devils life ward ability.
Also, xenophanes, i have a feeling that the harpy will be in the stronghold level 2. And i know that the necro, Asylam, and preserve have portals for summoning but i'm not sure about stronghold. They probably have one too.
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Preserver
Preserver


Promising
Famous Hero
Elemental Druid
posted October 18, 2001 09:28 AM

If not in Stronghold, harpies are neutral as is the troglodytes and beholders. In that way, they will be able to recruit through the Creature Portal...
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ThE_HyDrA
ThE_HyDrA


Admirable
Famous Hero
The Leader of all Hydras
posted October 18, 2001 12:02 PM

Sorry to stray off topic, afm, but could you please change your avatar? That is my custom you have there.
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"Dragons may breathe fire, but Hydras have many heads." - The Creed of Hydras
"As the Dragon drew its breath, the Hydra pounced, swiftly but powerfully, and the Dragon was defeated.”

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Zune
Zune


Adventuring Hero
of Tatalia
posted October 18, 2001 02:05 PM

Quote:
Quote:
Berserker
Attacks the nearest troops on the battlefield, no matter if they are enemies or not.


Hi!

I knew this, but is this really a "speciality"? How could you use this behaviour to your benefit? I think it is something like the "friendly fire" from the magogs - useless in most cases.

afm


According to that logic, the Black Dragons' spell immunity isn't a special either, because it's sometimes a disadvantage (you can't cast benefical spells on them).
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You can have as many hit points as you care,
you're dead when facing the Mighty Stare!

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Preserver
Preserver


Promising
Famous Hero
Elemental Druid
posted October 18, 2001 02:11 PM

Special abilities don't have to be beneficial...
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- The only alert the invaders had was the rustling of leaves on a day without wind -

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afm
afm


Hired Hero
posted October 18, 2001 02:27 PM

Really?

Quote:
Special abilities don't have to be beneficial...


I don't think so. The Magog's friendly fire is so disturbing that I don't upgrade the Gogs in most cases. Who would hire creatures with a speciality like "destroys own army" or "casts bless on opposing army"? I always thought of "speciality" as a beneficial tactic element, and it's up to the player to use it in the right time and place to get most out of it.

You cannot compare this to the fact that you cannot bless black dragons, because preventing a bonus spell is one thing, damaging the own army is another.

BTW: I hope that "Mass dispel" will be changed in HOMM4.

afm
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Preserver
Preserver


Promising
Famous Hero
Elemental Druid
posted October 18, 2001 02:46 PM

The point of special abilities in HoMM4 is to make every creature something special. It was a result of the fact that too many creatures in HoMM3 were exactly the same, but just looked different. Therefor, all creatures are now going to be unique. That doesn't mean they all have a "good" ability, they are all just different. NWC has not said anything about the specialities being good or bad, and what I'm saying is just my guess, so you could be right aswell...
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Zune
Zune


Adventuring Hero
of Tatalia
posted October 18, 2001 03:02 PM

I partly agree with Preserver... I think the special should be good in some cases, but not necessarily in all cases, like the Magogs and the Black Dragons. I don't see why preventing a bonus is different from the possibility of damaging one's own army.
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You can have as many hit points as you care,
you're dead when facing the Mighty Stare!

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Wyvern
Wyvern


Promising
Famous Hero
posted October 18, 2001 08:20 PM

Yes, it would be interesting if there were bad specialties like: "The creature X is very strong but sometimes it falls asleep and misses its turn" or "The creature Y is an archer who can do a great amount of damage no matter where the enemy is. But it is a bit absent-minded and sometimes misses the target"...

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Preserver
Preserver


Promising
Famous Hero
Elemental Druid
posted October 18, 2001 10:28 PM

Hehe Wyvern. You are funny: "..but sometimes fall asleep". I like that...
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