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


Honorable
Supreme Hero
Zapper of Toads
posted October 19, 2001 09:12 PM
Edited By: Djive on 20 Jan 2002

Primary skill analysis: Life Magic

So time for the analysis for Life Magic.

Life family of skills: Life Magic, Healing, Spirituality, Resurrection
Life magic specializes in blessings and healing.
From MtG (white): protection spells.

Example of Heroes 3 spell that could fit: Disguise, Air Shield, Protection from X, Counterstrike, Shield, Slayer, and Mirth.

Confirmed spells:
Level 1.
Bind Wound
Bless
Spiritual Armor

Level 2.
Heal
Heavenly Shield
Song of Peace

Level 3.
Necromancy Ward
Holy Shout
Regeneration
Celestial Armor

Level 4.
Fervor
Prayer

Level 5.
Guardian Angel
Sanctuary (Friendly target may not be attacked or targeted. The spell ends if the unit does anything except 'defend')

Spirituality: Gives Luck, according to a beta-tester.
(In addition: Likely to grant increased spell efficiency)

Healing: Likely to grant Healing spells or a First Aid alike ability. (Otherwise likely to increase spell points)

Resurrection: Post combat effect to resurrect troops who died in combat.
Grand master: 50% resurrected.

Resurrection will (I hope) be a post-combat effect only. Resurrection like Animate Dead and Necromancy should be post-combat only IMO.

Life magic looks like a very versatile group of spells, and would be one of my favourites since I don't have to worry about opponent's Magic Resistance for most of my spells. With both protective spells and enhancing spells this school looks strong. The only damage spell I've placed here is Destroy Undead, which is to foil the Necropolis.

For the secondary skills both Ressurrection and Spirituality looks strong. Good Luck will decrease the damage you take in Heroes 4, bad luck will increase it. So the skill will of greater importance.

At a glance I'd say that this is the magic Primary skill that seems to be the strongest one.

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Jenova
Jenova


Famous Hero
posted October 20, 2001 06:14 AM

This certainly sounds to be a very promising skill. Are there prerequisites for the secondary skills? For example, if you want Resurrection skill, do you have to have gotten Spirituality and Healing first? Or are they all independent of one another? I would certainly like to take resurrection as my first skill.

This primary skill will be the one all my fighting heroes will take (unless they are both in the same party).
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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted October 20, 2001 08:47 AM

So far I've seen that there are requirements on secondary skills before you advance the Primary skills.

I've not seen requirements on secondary skill due to primary skills. So you may be able to increase Resurrection very quickly (once you have Life Magic at basic level) assuming you're offered increases in it.

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InfernoGuy
InfernoGuy


Adventuring Hero
Enjoys eating chicken
posted January 20, 2002 10:17 PM

Jenova, perhaps some heroes will have Resurrection as their speciality (btw Heroes still have specialities, right)like Alamar in Homm3
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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted January 20, 2002 10:58 PM

Quote:
Jenova, perhaps some heroes will have Resurrection as their speciality (btw Heroes still have specialities, right)like Alamar in Homm3


No, heroes now start out alike. So heroes specialities are gone. Instead you get to pick from 6 starting hero classes and can tailor the gender and picture of your hero.
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StormWarning
StormWarning


Promising
Famous Hero
Archmage of Thunder
posted January 21, 2002 04:51 PM

Djive, according to the addendum on the Gamepen preview, it works as follows (for Life Magic; others are similar):

The first two secondaries are identical in all schools - +10% spell power per skill level and +5 spell points per skill level (each one does both of these, so someone with GM Healing and GM Spirituality gets double power Life spells and +50 spell points). In addition, they are prerequisites for the primary as follows:

Basic Life - no prerequisites
Adv Life - Basic Healing (1 level of secondary skill)
Expert Life - Adv Healing and Basic Spirituality (2 more levels of secondary skill)
Master Life - Expert Healing and Spirituality (3 more levels of secondary skill)
GM Life - GM Healing and Spirituality (4 more levels of secondary skill)

I'm not sure if there is a prerequisite for the secondary skills (other than having their primary).
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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted January 21, 2002 05:12 PM

True StormWarning, but remember that Demonology combined with Nature Magic also gives you access to additional spells, and also that we're told that Spirituality also affects Luck.

The main purpose for the two skills is just to make sure that you spend levels-advancements between increasing advancing the primary skill, and this is done in the same way for all the five magic skills. (According to the scheme you explained.)

However, if Demonology and Spirituality gives some (minor) side-benefits then to keep things balanced other skills are likely to also have side-benefits, independent of their main purpose.

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StormWarning
StormWarning


Promising
Famous Hero
Archmage of Thunder
posted January 22, 2002 10:15 PM

Probably, although I know the Spirituality-Luck thing was with an earlier beta and might have changed. But I wouldn't be surprised if there are some other slight benefits to the skills (in keeping with the distinctness of each school of magic).
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triton
triton


Adventuring Hero
Master of the Deep
posted January 23, 2002 06:23 PM

Little disappointment

These few days are quite interesting for heroes fans with all the news coming out everyday.Good sign that the game's coming out soon.However, I had a disappointment when i learnt that 2 of the secondary skills of the magic schools have similar effects,that is add to the effectiveness and spell points only.I always thought that since they took the pain to come up with such fanciful names for the skills,those skills should do more meaningful stuff than that.

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Linkki
Linkki


Adventuring Hero
posted January 23, 2002 06:39 PM

You could think of it like this:
The hero has to study Healing and Spirituality, thus becoming more binded with Life in order to be able to handle the powers (s)he deals with when casting more powerful spells, also giving more power to the lesser ones.

If the magic schools would have more special secondary skills, they would once again be much more powerful than the non-magic skills. It's all about the balance. I really, I mean really want to be able to stand a chance when playing the barbarians.

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sos
sos


Known Hero
posted January 23, 2002 08:16 PM

new magic skills dont make much sense to me. We had 3 distinct magic skills in Heroes 3 - Intelligence, Sorcery, and Mysticism and now they have combined all of them in one skill and have duplicated it. How smart is that?

What I think is best is to have the primary magic school level determine the level of spells a hero can learn - basic allows to learn level 1 spells, advanced - level 2, etc (something like wisdom, but only for a particular magic school). Then we have 3 secondary skills which can be the same Intelligence (more spell points), Sorcery (more damage), and Mysticism (spell point regeneration) like in Heroes 3, but modified a bit.

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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted January 23, 2002 08:20 PM

Another idea for the secondary skills is that they reduce the cost to cast spells of that particular school, or give access to certain spells in that school.

This could work as Demonology and be dependent on your rank of some other primary skill or it could be your own primary skill.

The secondary skills are there to prevent heroes from reaching the master and grand master levels too quickly. So they're basically a product of creating game balance.
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sos
sos


Known Hero
posted January 23, 2002 08:32 PM

Quote:

The secondary skills are there to prevent heroes from reaching the master and grand master levels too quickly. So they're basically a product of creating game balance.


Well I dont see why we need the same secondary skill TWICE in order to do that. What I said was a plain and simple suggestion how it could be done, and its very close to Heroes 3 skills on top of that. We'll have same prerequisites for advancing the primary magic skill, just the secondary skills will make more sense.

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niteshade
niteshade


Known Hero
posted January 23, 2002 09:37 PM

Well I think they combined all the skills into one skill for balance reasons mostly. Let's face it, mysticism was a pretty awful skill on most boards in H2 and H3 and almost nobody ever took it. By mixing it's effects in with another skill they avoid having another lousy skill that everyone avoided. I agree that it is a little boring the way things work now, but I don't miss mysticism as a seperate skill at all.

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sos
sos


Known Hero
posted January 23, 2002 10:05 PM

thats why I said that the skills could be modified a bit - intelligence is fine, sorcery is improved, only mysticism needs more beefing up. Making the secondary skills prerequisite for advancing the primary one assures that you cant avoid 1 skill (mysticism) for too long if you want to get GM in primary magic.

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triton
triton


Adventuring Hero
Master of the Deep
posted January 24, 2002 04:02 PM

I would still have to say that the secondary skill effects need some beefing up.A might hero can be an invincible killing machine with the boosters from the combat skills.A magic hero could do with some additional bonuses from the secondary skills of his school to stay in competition.

I'm pretty certain that a magic hero couldn't probably last long without the hp bonuses from the combat skill.A hero with grandmaster life magic seems much weaker than another with grandmaster in combat.The former would die much faster than the latter.The additional effects could possibly enhance a magic hero's chances of survival.For example herbalism could help the hero recover some lost hit points every round(maybe from 10% to 30% as the skill level increases).Meditation could stay with the original intended effect.Surely that wouldn't make the hero unreasonably strong?I'm quite fond of magic heroes and so I hope they would not become useless weaklings  

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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted February 15, 2002 06:59 PM
Edited by alcibiades at 09:58, 09 Dec 2008.

Updated description for Life Magic...

Prerequisites for skills:
Basic Life Magic for Advanced Resurrection
Advanced Life Magic for Master Resurrection
Expert Life Magic for Grandmaster Resurrection
Basic Healing  for Advanced Life Magi.
Advanced Healing and Basic Spirituality for Expert Life Magic
Expert Healing and Expert Spirituality for Master Life Magic
Grandmaster Healing and Grandmaster Spirituality for Grandmaster Life Magic


Basic Life Magic
Hero can cast level 1 Life Magic spells.
Spells: Bind Wound(B), Bless(B), Exorcism(B), Holy Word(D), Spiritual Armour(B), Summon Ship

Advanced Life Magic
Hero can cast level 2 Life Magic spells.
Spells: Chaos Ward(B), Death Ward(B), Nature Ward(B), Order Ward(B), Defender(B), Heal(B), Heavenly Shield(B), Martyr(B), Mirth(B), Retribution(B), Song of Peace(C).

Expert Life Magic
Hero can cast level 3 Life Magic spells.
Spells: Celestial Armour(B), Holy Shout(D), Mass Bless(B), Mass Healing(B), Necromancy Ward(B), Regeneration(B)

Master Life Magic
Hero can cast level 4 Life Magic spells.
Spells: Mass Chaos Ward(B), Mass Death Ward(B), Mass Nature Ward(B), Mass Order Ward(B), Mass Exorcism(B), Mass Fervor(B), Prayer(B)

Grandmaster Life Magic
Hero can cast level 5 Life Magic spells.
Spells: Divine Intervention(B), Guardian Angel(B), Sanctuary(B)

****

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

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

****

Note: Resurrection probably only applies to living creatures. Mechanical, undead and elementals are not raised.

Basic Resurrection
After the battle 20% of the casualties are resurrected.

Advanced Resurrection
After the battle 30% of the casualties are resurrected.

Expert Resurrection
After the battle 40% of the casualties are resurrected.

Master Resurrection
After the battle 45% of the casualties are resurrected.

Grandmaster Resurrection
After the battle 50% of the casualties are resurrected.




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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