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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Primary skill analysis: Chaos Magic
Thread: Primary skill analysis: Chaos Magic
Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted October 17, 2001 07:00 PM
Edited By: Djive on 20 Jan 2002

Primary skill analysis: Chaos Magic

Since this is the first Magic skill, I'll describe some general items for all magic skills.

First of all: to have a decent chance to be offered a magic skill I believe you'll need to have mastered one of its neighbouring Magic schools. If not, then you stand a lot less chance to have it offered. Barbarians will probably need to go to a Witch Hut/University to get some tuition to learn magic at all.

One of the first things that strikes you when you look at the new magic system is the similarities with Magic the Gathering. This maps as follows:

Plains - White - Life magic - Haven
Island - Blue - Order magic - Academy
Swamp - Black - Death magic - Necropolis
Mountain - Red - Chaos magic - Asylum
Forest - Green - Nature magic - Preserve

All the Magic skills have two secondary skills that have very similar (or even identical) effects, and the Primary skills also work in an identical way.

Primary magic skill: Allows you to cast spells of a certain level of the magic skill.
Basic: level 1.
Advanced: level 2.
Expert: level 3.
Master: level 4.
Grand master: level 5.

The first secondary skill to the primary skill increases the spell-points available. Will this mean that we have mana dedicated to a certain school in Magic the Gathering style? I haven't heard anything towards this effect, but if not then the secondary skill should decrease the mana cost for the specific school instead of increasing the Mana pool.

The second secondary magic skill increase the effectiveness of a spell when cast.

So let's look at Chaos Magic then.

Chaos family of skills: Chaos Magic, Conjuration, Pyromancy, Sorcery
Chaos magic specializes in direct damage.
From MtG (red): haste.

Examples of Heroes 3 spells that could fit: Haste, Lightning Bolt, Meteor Shower, Implosion, Fire Wall, Fireball, Land Mine, Armageddon, Fire Shield.

Confirmed spells:
Level 1
Bloodlust
Fire Aura
Magic Arrow

Level 2
Confusion
Firebolt
Misfortune

Level 3
Fire Ring
Fireball

Level 4
Implosion
Inferno

Level 5
Chain lightning

Unknown level:
Cat Reflexes: Allows a troop to make an additional strike when attacking. (A troop with two strikes (Wolf, Crusader) will be able to make three strikes)

There's probably a few spells missing in this school, although it's difficlut to say what they'll do. Presumably, we'll have some spells for the adventure map.

Sorcery: Increases damage of all spells cast.
Grand master: 100% increase.

This would be (by far) the most straight-forward school. It's easy to play and use and therefore makes a straight-forward choice.

My guess is that some of the other schools won't have access to direct damage spells at all, so this would be something that differs between Heroes 3, where all schools had 2 or more damage spells.

How useful this will be will be very much dependent on the damage potiental of high level spells.

For damage spells we've been told that the damage will be dependent on Hero level, so Hero level will replace Spellpower in this case. For spell casting creatures damage will be a fixed amount.
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StormWarning
StormWarning


Promising
Famous Hero
Archmage of Thunder
posted October 17, 2001 10:15 PM

It's hard to say how useful each magic skill will be, because we don't know the spell lists, point costs, or effectiveness of any spells - just one or two spells (Steal Magic or something was mentioned in the GamePen preview - take all spells from a hostile creature and put them on one of yours! But I can't remember what school, or even if it was mentioned.) But Chaos will be the most straight-forward - none of that sissy* protection, creature enhancement, or having to agonize over whether to Bless or Cure, just blow 'em away! I suppose there might be a pair of "Ward" spells for each school which act as the Nightmare's Life Ward ability for whatever school. Chaos would have Life Ward and Order Ward if that's the case.

Sorcery, depending on how much damage the spells do, may be one of the weaker "special" skills for magic. Resurrection and Necromancy are both going to be powerful, although Charm might not. Little is really known about Summoning, so it's hard to say where that will fit in. Unless damaging spells are very strong, Sorcery will probably be 3rd or 4th among "special" skills.

* This is the view of a Chaos mage, not necessarily me.
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thunderknight
thunderknight


Promising
Famous Hero
posted October 18, 2001 11:03 AM

My view:

Ya, Chaos Magic may got the most devastating direct-damage spells and is very straight-forward. Nevertheless, it also has some limitations:-

1). Your chaos magic specialist will be the prime target for the first round attack. Since a magic specialist shall get less hp (assumption) and so is easier to destroyed by either ranged attack or even direct damage spells.

2). It seems the new magic resistance skill can allow 100% resistance (am I right ???) and would be the must-learn for might heroes or even magic heroes. But any limitation in learning resistance for magic heroes ???

3). Will the damage potential of those chaos spells >> combined effect of beneficial spells + horde/throng/swamp/legion of creatures ???
Just like the old h3 controversy: implosion vs berserk or chain lightning vs clone ???? or even a simple expert bless may beat the powerful meteror shower sometimes......

Any way, to have a new magic system is interesting. And making the new magic systems different from each other is even more interesting. Wish to see some "brand new" spells and some tricky spells..............
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StormWarning
StormWarning


Promising
Famous Hero
Archmage of Thunder
posted October 18, 2001 04:01 PM

Good points, Thunderknight. All heroes can learn Combat (and thus Resistance), but how easy it will be for an Asylum magic hero to get it is unknown.

Xenophanes, please edit that post and put a few spaces in. You've conjured up the Evil Horizontal Scroll Bar of Doom. (Just a pet peeve of mine on forums. )
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Svetac
Svetac


Promising
Known Hero
Saintified Paladin
posted November 27, 2001 05:34 PM

Was it confirmed that Cat Reflext belongs to the Chaos magic school, or was that an educated guess?

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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted November 27, 2001 05:42 PM
Edited By: Djive on 15 Feb 2002

Quote:
Was it confirmed that Cat Reflext belongs to the Chaos magic school, or was that an educated guess?


It's confirmed as a Chaos spell. Check out Kiar's interview. (Currently on page 2 of the Altar.)

ADDED updated description with known Chaos spells:

Prerequisites for skills:
Basic Chaos Magic for Advanced Sorcery
Advanced Chaos Magic for Master Sorcery
Expert Chaos Magic for Grandmaster Sorcery
Basic Conjuration  for Advanced Chaos Magi.
Advanced Conjuration and Basic Pyromancy for Expert Chaos Magic
Expert Conjuration and Expert Pyromancy for Master Chaos Magic
Grandmaster Conjuration and Grandmaster Pyromancy for Grandmaster Chaos Magic


Basic Chaos Magic
Hero can cast level 1 Chaos Magic spells.
Spells: Bloodlust(B), Fire Aura(B), Haste(B), Magic Arrow(D), Slayer(B), Sparks(D)

Advanced Chaos Magic
Hero can cast level 2 Chaos Magic spells.
Spells: Cofusion(C), Fire Bolt(D), First Strike(B), Mana Flare(B), Misfortune(C), Spell Shackle(C)

Expert Chaos Magic
Hero can cast level 3 Chaos Magic spells.
Spells: Blood Fenzy(B), Fire Ring(D), Fire Ball(D), Lightning(D), Magic Mirror(B), Mass Slayer(B)

Master Chaos Magic
Hero can cast level 4 Chaos Magic spells.
Spells: Cat Reflexes(B), Cloud of Confusion(C), Implosion(D), Inferno(D), Mass first Strike(B), Mass Misfortune(C)

Grandmaster Chaos Magic
Hero can cast level 5 Chaos Magic spells.
Spells: Armageddon(D), Chain Lightning(D), Disintegrate(D)

****

Basic Conjuration: +5 mana and +10% efficiency of Chaos spells.
Advanced Conjuration: +10 mana, +20% efficiency of Chaos spells, recovers 1 mana/day
Expert Conjuration:+15 mana, +30% efficiency of Chaos spells, recovers 1 mana/day.
Master Conjuration: +20 mana, +40% efficiency of Chaos spells, recovers 2 mana/day
Grandmaster Conjuration: +25 mana, +50% efficiency of Chaos spells, recovers s mana/day

Basic Pyromancy: +5 mana and +10% efficiency of Chaos spells.
Advanced Pyromancy: +10 mana, +20% efficiency of Chaos spells, recovers 1 mana/day
Expert Pyromancy:+15 mana, +30% efficiency of Chaos spells, recovers 1 mana/day.
Master Pyromancy: +20 mana, +40% efficiency of Chaos spells, recovers 2 mana/day
Grandmaster Pyromancy: +25 mana, +50% efficiency of Chaos spells, recovers s mana/day

****

Basic Sorcery
All Damage spells deal an additional + 20% damage.

Advanced Sorcery
All Damage spells deal an additional + 40% damage.

Expert Sorcery
All Damage spells deal an additional + 60% damage.

Master Sorcery
All Damage spells deal an additional + 80% damage.

Grandmaster Sorcery
All Damage spells deal an additional + 100% damage.

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StormWarning
StormWarning


Promising
Famous Hero
Archmage of Thunder
posted February 15, 2002 10:19 PM

Just to be sure ... are those letters after the spell names

B = Bonus/Beneficial
C = Curse/Harmful but not damaging
D = Damage
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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted February 15, 2002 11:23 PM
Edited by alcibiades at 09:58, 09 Dec 2008.

Quote:
Just to be sure ... are those letters after the spell names

B = Bonus/Beneficial
C = Curse/Harmful but not damaging
D = Damage


Yes.. B=Blessing, cast on your unit. C= Curse, cast on enemy unit, D=Damage, and S=Summon. I wrote those out in ThE_HyDrA's spell thread.




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.
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