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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Joint Forum Heroes 6 Project
Thread: Joint Forum Heroes 6 Project This thread is 27 pages long: 1 2 3 4 5 ... 10 20 ... 23 24 25 26 27 · «PREV
Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted September 22, 2008 08:16 PM

As I'm, surprisingly, not in the mood of creating a Faction, I'll work on the Skill System instead.
____________
Coincidence? I think not!!!!

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xerox
xerox


Promising
Undefeatable Hero
posted September 23, 2008 07:53 PM

Added Iron Golems, Gold Golems & Steel Golems to academy creatures.
And if you ask then Auto-Repair is not overpowered!
15% is not very much.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted October 26, 2008 02:36 PM bonus applied by alcibiades on 29 Oct 2008.
Edited by Lexxan at 15:11, 27 Oct 2008.

Revival

I'm reviving this thread, because I wish to post the Might side of my Skill System.

Might Skill System  :

1) Offence
Type: Battle  
Basic: Melee Damage of All creatures is increased by 10%    
Advanced: Melee Damage of All creatures is increased by 20%  
Expert: Melee Damage of All creatures is increased by 30%  
Perk 1: Archery: The Offence Bonus now affects Ranged attack as well. The enemy's Evasion perk is negated    
Perk 2: Tactics: At the Start of the battle, the Hero can deploy is forces even further of the battle field.  
Perk 3: Counterstrike: The damage from Retaliations is increased by 15%, in addition to the Damage modifier from the Offence Skill  
Opposite Skill: Defence  
Leads to retenue:  

2) Defence
Type: Battle  
Basic: All creatures take 15% less melee damage    
Advanced: All creatures take 30% less melee damage  
Expert: All creatures take 40% less melee damage  
Perk 1: Evasion: The Damage reduction now affects enemy ranged attacks as well. The enemy's Archery perk is negated.  
Perk 2: Endurance: the Hit poinst of every creature is increased by 2  
Perk 3: Warded Protection: All allied Troops suffer 20% Less damage from Magical attacks and Offencive Spells  
Opposite Skill: Offence
Leads to retenue:  

3)Charisma
Type: Supportive/Battle  
Basic: Morale of all Elementals, Humanoids, Beasts, and Dragonkin is increased by 1. Maximum morale is now 5. Necromancers and Nuckelavees can't learn this skill.    
Advanced:  Morale of all Elementals, Humanoids, Beasts, and Dragonkin is increased by 2. Maximum Morale is now 7 Necromancers and Nuckelavees can't learn this skill.
Expert: Morale of all Elementals, Humanoids, Beasts, and Dragonkin is increased by 3. Maximum morale is now 10 Necromancers and Nuckelavees can't learn this skill.  
Perk 1: Diplomacy: The chances that neutral creastures join the Hero are increased, according to the Hero's level. The cost of joining is decreased by 20%  
Perk 2: Leadership: Morale triggers more often than usual. ATB value of Triggered morale is increased.  
Perk 3: Frantic Frenzy: the Damage of all creatures in the Hero's army is increased by 1 (both max. and min. damage)  
Opposite Skill: Chance, Despair (Necro Charisma)  
Leads to retenue:  

4)Chance
Type: Supportive/Battle  
Basic: Luck of all Undead, Humanoids, Beasts and Dragonkin is increased by 1. Maximum luck is now 5  
Advanced:  Luck of all Undead, Humanoids, Beasts and Dragonkin is increased by 2. Maximum luck is now 7  
Expert: Luck of all Undead, Humanoids, Beasts and Dragonkin is increased by 3. Maximum luck is now 10  
Perk 1: Opportunism: The Activated abilities of all allied creatures occur more often. (like Bash, Torpor, Magic resistance, etc)    
Perk 2: Resourcefullness: The Hero finds more resources than usual on the adventure map  
Perk 3: Fortune: Luck triggers more often than usual. The player earns 50 gold per Luck Trigger.
Opposite Skill: Charisma
Leads to retenue:  


5) Stewardship
Type: Supportive/Battle  
Basic:  The Hero contributes 250 gold daily for every city owned by the player and 100 gold daily for every village owned  by the player, in addition to it's income
Advanced: The Hero contributes 500 gold daily for every city owned by the player and 250 gold daily for every village owned  by the player in addition to it's income    
Expert:  The Hero contributes 750 gold daily for every city owned by the player and 375 gold daily for every village owned  by the player in addition to it's income  
Perk 1: Estates: For every external dwelling owned by the player, the Hero contributes an additional 100 gold/day.    
Perk 2: Conscription: If an enemy besieges a town, with the hero as the Garrison commander the number pf the native (of that town) forces in the Hero's army are increased by 10% for the duration of the battle. The Hero is also able to controll the Arrow Towers during sieges  
Perk 3: Defender: The hero gets a +1/2/3 (depends on level) bonus when defending a siege. In addition, Speed an initiaive of the creatures in his army are increased by 1 and 2 respectively during sieges. The Tactics perk of the enemy hero is negated  
Opposite Skill: Logistics
Leads to retenue:  

6) Logistics
Type: Adventure/supportive  
Basic: The Land Movement of the Hero (on the adventure map) is increased by 20%    
Advanced: The Land Movement of the Hero (on the adventure map) is increased by 35%    
Expert: The Land Movement of the Hero (on the adventure map) is increased by 50%    
Perk 1: Pathfinding: Land Terrain penalties are negated for the Hero    
Perk 2: Navigation: Sea Terrain penalties are negated for the Hero  
Perk 3: Maneuver: The Hero can move past enemy creatures more easily without being attacked by the creatures  
Opposite Skill: Stewardship  
Leads to retenue:  

7) Scouting
Type: Adventure/supportive  
Basic: Area of Visibility of the Hero is increased by 1. The Hero is able to spot Disguised creatures/armies.  
Advanced: Area of Visibility of the Hero is increased by 3. The Hero is able to spot Disguised and Stealthed creatures/armies.  
Expert: Area of Visibility of the Hero is increased by 5. The Hero is able to spot Disguised, Stealthed and Illusioned creatures/armies.  
Perk 1: Stealth: The Hero is now stealthy, and is able to move past buildings (like GATES). In addition, the Hero and his army become invisible to Enemy heroes/creatures without Advanced Scouting, unless when standing next to them. The Maneuver perk of enemy heroes is negated    
Perk 2: Eagle Eye: The Hero is able to memorize spells of the 1st, 2nd and 3rd Circle he doesn't know yet, that are cast in battle by enemy Heroes and (allied/enemy) Creatures. In case of Spells from the Third Circle, the Hero needs to have the corresponing magic skills/perks to learn them. the Stealth Perk of enemy heroes is negated
Perk 3: Resistance: Magic Resistance of All creatures in increased by 25%
Opposite Skill: Engineering
Leads to retenue:  

8) Siegecraft
Type: Battle/Supportive  
Basic: Damage of Ballista and Catapult increased by 10%. The Catapult has an additional chance of 10% of hitting the correct wall. Speed of Battering Ram and Siege Tower +1. First Aid Tent has 4 uses. Ammocart increases the Attack of Ranged creatures by 1  
Advanced: Damage of Ballista and Catapult increased by 18%.The Catapult has an additional chance of 20% of hitting the correct wall. Speed of Battering Ram and Siege Tower +1. First Aid Tent has 5 uses. Ammocart increases the Attack of Ranged creatures by 2    
Expert: Damage of Ballista and Catapult increased by 25%. The Catapult has an additional chance of 25% of hitting the correct wall. Speed of Battering Ram and Siege Tower +2. First Aid Tent has 5 uses. Ammocart increases the Attack of Ranged creatures by 4    
Perk 1: Ballistics: The Hero now controlls Both Catapult and Ballista. The Catapult's chance of hitting the correct wall is increased by 30%. the hit points of the Ballista are doubled. If the Ballista is destroyed during the battle, it's restored afterwards  
Perk 2: Advanced Machines: the Hero is able to contruct a Battering Ram or a Siege Tower before a siege (during the tactics phase). The Hit Poins of the Catapult and Ammo Cart are doubled. If the Ammo Cart is detroyed after the battle, it's restored afterwards. The Enemy's Defender perk is negated.  
Perk 3: First Aid: First Aid Tent's hit points are doubled. The Healing points of the First aid tent are increased by 90% (100 instead of 10). The Tent now cures minor curses and diseases. If the Tent is destroyed during the battle, it's restored afterwards  
Opposite Skill:  
Leads to retenue:  

9) Strategy
Type: Battle/Supportive    
Basic: The ATB value of the Hero is increased by 10% after using a special ability, shouting a Warcry, or attacking an opponent.    
Advanced: The ATB value of the Hero is increased by 20% after using a special ability, shouting a Warcry, or attacking an opponent.    
Expert: The ATB value of the Hero is increased by 30% after using a special ability, shouting a Warcry, or attacking an opponent.    
Perk 1: Adapt Strategy: the Hero is able to mimic enemy Abilities (like Battle Dive, bash) and use the once in combat.  
Perk 2: Meditation: the Hero is able to get mana when using a special ability. 1 Mana is gained for abilites with multiple uses and 3 mana for abilites with only one use.  
Perk 3: The Effect of the Allied Creatures' Abilities is increased by 15%  
Opposite Skill: Sorcery  
Leads to retenue:    

About Retenues: Retenue are mini-specialties the Hero can gain. (eg: Diplomat increases Diplomacy efficiency by 2% for every 2 levels gained) every Retenue gives a small bonus that is increased as the Hero gains new levels. The Hero can only have one Retenue per 10 levels, and not more than 4. (Campaign heroes can have up to 5 Retenues)
I'll post more about them later, as I dont have time now.
____________
Coincidence? I think not!!!!

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted October 26, 2008 02:45 PM

Quote:
About Retenues: Retenue are mini-specialties the Hero can gain. (eg: Diplomat increases Diplomacy efficiency by 2% for every 2 levels gained) every Retenue gives a small bonus that is increased as the Hero gains new levels. The Hero can only have one Retenue per 10 levels, and not more than 4. (Campaign heroes can have up to 5 Retenues)
I'll post more about them later, as I dont have time now.


I really like this idea. I think it would be even better if there was a SYNERGY effect, i.e. each Retinue required a proper combination of two skills, i.e. Diplomat requires Leadership and Light Magic.

Oh, and I don't support renaming skills just to give it a flavour of something new when the content is the same. It causes confusion and it annoys the long term fans, who'll just end up modding it back to the old names.

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted October 26, 2008 03:54 PM



Quote:
I really like this idea. I think it would be even better if there was a SYNERGY effect, i.e. each Retinue required a proper combination of two skills, i.e. Diplomat requires Leadership and Light Magic.

Actually that's the main idea. Diplomat requires the Diplomacy Perk and the Advanced Stewarship Skill, to give an example..
Quote:

Oh, and I don't support renaming skills just to give it a flavour of something new when the content is the same. It causes confusion and it annoys the long term fans, who'll just end up modding it back to the old names

Maybe... but I rename them because it makes it easier to understand what that skill actually is. To Quote Daystar:
Quote:
How exactly is Luck a Skill?


Anyway, I'm working on the Magic Skill System, I'll post it as soon as it is ready. Thanks for the Feedback
____________
Coincidence? I think not!!!!

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted October 27, 2008 01:48 PM

Part tow of the Skill System.

Magic Skill System  :

1) Full Moon Magiks
Type: Magic school  
Basic: Full Moon Spells are cast at Basic Mastery. The Hero is able to learn Full Moon Spells up to the Third Circle
Advanced: Full Moon Spells are cast at Advanced Mastery. The Hero is able to learn Full Moon Spells up to the Fourth Circle
Expert: Full Moon Spells are cast at Expert Mastery. The Hero is able to learn Full Moon Spells up to the Fifth Circle, as well as the Summon Angel (with Expert Spring) and Storm of Arrow Spells (with Expert Summer)  
Perk 1: Bringer of Faith: grants Mass effects to Crusade and Prayer spells, at the double mana cost. These spells use 50% less initative when cast.    
Perk 2: Bringer of Life: Increase the Spell power of the Heal, Ressurrection and birth Spells by 5. These spells use 35% less initiative when cast.
Perk 3: Bringer of Vengeance: grants Mass effects to the Exorcise and Divine Vengeance Spells, at the doulbe of the normal spell cost. These spells use 50% less initiative when cast.  
Opposite Skill: New Moon Mysticism  
Leads to retenue:  

2) Summer Spellstorming
Type:  Magic School
Basic: Summer Spells are cast at Basic Mastery. The Hero is able to learn Summer Spells up to the Third Circle
Advanced: Summer Spells are cast at Advanced Mastery. The Hero is able to learn Summer Spells up to the Fourth Circle
Expert: Summer  Spells are cast at Expert Mastery. The Hero is able to learn Summer Spells up to the Fifth Circle, as well as the Storm of Arrows (with Expert Full Moon) and Rain Dance (with Expert Dawn) spells
Perk 1: Tamer of Thunder: Grants Mass Effects to Stone Skin and Thunderclap spells, at the double mana cost. These spells use 50% less initiative when cast.    
Perk 2: Tamer of Lightning: Grants Stunning Effects (ATB value reset to 0) to Lightning Bolt and Chain Lightning Spells, and increases the Spell power of those spells by 2. These spells use 10% less initiative when cast.
Perk 3: Tamer of Rain: Grants Freezing Effects (Initiative and ATB halved untikll the next turn) to the Rain spell and Stunning Effects to the Mist and Temptest Spells. Spellpower of these spells in increased by 2.  
Opposite Skill: Winter Witchcraft.  
Leads to retenue:  

3)Dawn Abjuration
Type:  Magic School
Basic: Dawn Spells are cast at Basic Mastery. The Hero is able to learn Dawn Spells up to the Third Circle  
Advanced: Dawn Spells are cast at Advanced Mastery. The Hero is able to learn Dawn Spells up to the Fourth Circle
Expert: Dawn Spells are cast at Expert Mastery. The Hero is able to learn Full Dawn Spells up to the Fifth Circle, as well as the Rain Dance (with Expert Summer) and Summon Phoenix (with Expert Autumn) Spells.  
Perk 1: Channel of Purity: grants Mass effects to the Bless and Mirth Spells, at the double of the normal spell costs. These Spells are cast at 50% of the normal initiative cost.    
Perk 2: Channel of Levitation: The Spellpower of the Flight and Leap Spells is increased by 3, Grants Mass effect to the Haste Spell at the double of the normal spell cost (Haste only). The Initiative used when casting these spells is decreased by 40%
Perk 3: Channel of Radiance: Grants Stunning Effects to the Radiance Spell (affects enemies only). Grants mass Effects tothe Deflect Missile Spell, at the Doulbe of the Normal Spell cost (Deflect Missile only). The Initiative used when casting these spells (Mass Deflect Missile and Radiance) is halved. The Spell power of the Blind Spell is increased by 4.
Opposite Skill: Sunset Evocation  
Leads to retenue:  

4)Autumn Enchantements
Type: Magic School  
Basic: Autumn Spells are cast at Basic Mastery. The Hero is able to learn Autumn Spells up to the Third Circle
Advanced: Autumn Spells are cast at Basic Mastery. The Hero is able to learn Autumn Spells up to the Fourth Circle
Expert: Autumn Spells are cast at Basic Mastery. The Hero is able to learn Autumn Spells up to the Fifth Circle, as well as the Summon Phoenix (with Expert Dawn) and the Soul Drain (with Expert New Moon) spells  
Perk 1: Blood Rituals: Grants Mass Effect to the Bloodlust and Bravery Spells, at the double of the normal spell cost. These spells use 50% less initiative when cast.  
Perk 2: Flame Rituals: Grants Armor Damaging effects to the Fireball, Armaggeddon and Burn Spells. The Spell power of Armaggeddon and Firebreaath is increased by 3. These spell use 15% less initiative when cast.
Perk 3: Hearth Ritiuals: Grants Mass Effects to the Slayer and Reforge Spells, at the double of the normal spell cost. These spells use 50% less initiative when cast.
Opposite Skill: Spring Summoning  
Leads to retenue:  


5) New Moon Mysticism
Type: Magic School  
Basic: New Moon Spells are cast at Basic mastery. The Hero is able to learn New Moon Spells up to the Third Circle
Advanced:  New Moon Spells are cast at Advanced Mastery. The Hero is able to learn New Moon Spells up to the Fourth Circle
Expert: New Moon Spells are cast at Expert Mastery. The Hero is able to learn New Moon Spells up to the Fifth Circle, as Well as the Sould Drain (with Expert Autumn) and Cryomancy Spells (with Expert Winter)  
Perk 1: Cult of the NeTher Life: Increases the Spellpower of the Raise Dead and Ambush Spells by 5. These spells use 25% less initiative when cast.  
Perk 2: Cult of the Next Life: Increases the Spellpower of the End Suffering, Poison and Dead Ripple Spells by 4. Grants Stunning Effects to Dead Ripple and Grave. The Initiative used to cast Poison, Grave and End Suffering is decreased by 35%
Perk 3: Cult of the Eternal Life: Grants mass Effects to the Vampirism and Skelefy Spells, at the doulbe of the Normal Spell cost. These Spells use 50% less initiative when cast.
Opposite Skill: Full Moon Magic  
Leads to retenue:  

6) Winter Witchcraft
Type: Magic School  
Basic: Winter Spells are cast at Basic Mastery. The Hero is able to learn Winter spells up to the Third Circle
Advanced:  Winter Spells are cast at Advenced mastery. The Hero is able to learn Winter Spells up to the Fourth Circle.
Expert: Winter Spells are cast at Expert Mastery. The Hero is able to learn Winter Spells up to the Fifth Circle, and the Cryomancy (with Expert New Moon) and Ice Sheet Spells (with Expert Sunset)  
Perk 1: Power of Ice: Grants Freezing Effects to the Frost Ring and Ice Bolt Spells, increasing their Spellpower by 2. These spells use 10% less initiative when cast.    
Perk 2: Power of Frost: Grants Freezing effects to the Bite and Chill Spells. The Spellpower of the Deep Freeze Spell is increased by 3. Bite and Chill use 25% less initiative when cast.
Perk 3: Power of Sleep: Grants Mass Effects to the Recuperate and Cancel Spells, at the doulbe of the normal mana cost. These spells use 50% less initiative when cast.
Opposite Skill: Summer Spellstorming  
Leads to retenue:  

7) Day Divination
Type: Magic School  
Basic: Day Spells are cast at Basic Mastery. The Hero is able to Learn Day Spells up to the Third Circle
Advanced:  Day Spells are cast at Advanced Mastery. The Hero is able to Learn Day Spells up to the Fourth Circle
Expert: Day Spells are cast at Expert Mastery. The Hero is able to learn Day Spells up to the Fifth Circle.  
Perk 1: Visions of Adventure: The Mana Cost of the Scry Mines, Rescources and Structures is decreased by 33%. The Line of Sight of these spells in increased by 3.    
Perk 2: Quest for Adventure: Portal, Town Gate and Water Walk use 50% less movement points; The Cost of these spells is deceased by 25%
Perk 3: Trivial Adventures: The cost of Pre-cast and Summon Creatures is halved. The Chances of Succes of the Summon Boat Spell is increased by 25%. There is a chance of 25% that enemy heroes with Scouting will fail to see the true army of the Hero, if under the Masquerade Spell. The Mana COst of All these spells is halved.
Opposite Skill: Enlightement  
Leads to retenue:  

8) Sunset Evocation
Type:  
Basic: Sunset Spells are cast a Basic Mastery. The Hero is able to learn Sunset Spells up to the Third Circle
Advanced: Sunset Spells are cast at Advanced Mastery. The Hero is able to learn Sunset Spells up to the Fourth Circle
Expert: Sunset Spells are cast at Expert Mastery. The Hero is able to learn sunset Spells up to the Fifth Circle, as well as the Ice Sheet (with Expert Winter) and Summon Black Dragon (with Expert Spring) Spells
Perk 1: Master of Mind: Grants Mass Effects to the Confusion and Fright Spells, at the Double of the Normal Spell cost. These spells use 50% less initiative when cast.    
Perk 2: Master of Curses: grants Mass Effects to the Slow and Weakness Spells; at the Double of the Normal Spell cost. These Spells use 50% less inititive when cast.  
Perk 3: Master of Disease: Grants Area Effects to the Decay an Vulnerability Spells, at the Double of the Normal Spell cost. These Spells use 50%% less inititative when cast.  
Opposite Skill: Dawn Abjuration  
Leads to retenue:  

9) Spring Summoning
Type:  
Basic: Spring Spells are cast a Basic Mastery. The Hero is able to learn Spring Spells up to the Third Circle
Advanced: Spring Spells are cast at Advanced Mastery. The Hero is able to learn Spring Spells up to the Fourth Circle  
Expert: Spring Spells are cast at Expert Mastery. The Hero is able to learn Spring spells up to the Fifth Circle, as well as the Summon Black Dragon (with Expert Sunset) and Summon Angel (with Expert Full Moon) spells.    
Perk 1: Call Creatures: Increases the Spellpower of the Summon Faerie, Summon Satyr and Summon Kraken Spells by 4. These spells use 40% less initiative when cast.
Perk 2: Conjure Creatures:  Increases the Spellpower of the Summon Wasps, Summon Dendroid and Summon Asphodel Spells by 4. These spells use 40% less initiative when cast.
Perk 3: Create Creatures: Increases the Spellpower of the Summon Forest, Summon Elementals and Summon Duplicate Spells by 4. These spells use 40% less initiative when cast.
Opposite Skill:  
Leads to retenue:  

10)Sorcery
Type: Supportive/Battle
Basic: The Hero wastes 20% less initiative when casting a spell
Advanced: The Hero wastes 30% less initiative when casting a spell
Expert: The Hero wastes 40% less initiative when casting a spell
Perk 1: Mysticism: Mana Regeneration +100%
Perk 2: Spellforcing: Spell effectivity increased by 5% per Mastery Level (5 for none, 10 for basic, 15 for Advanced, 20 for Expert)
Perk 3: Spellcrafting: All Spells cost 20% less mana (minimal 1 mana)
Opposite Skill: Strategy
Leads to Retenue:

11)Enlightement
Type: Supportive/Battle
Basic: The Experienced the Hero gains increased by 15%. The Hero gains an extra +1 bonus to one of his Primairy Skill for every 4 levels he gains, including the one he has gained already.
Advanced: The Experienced the Hero gains increased by 25%. The Hero gains an extra +1 bonus to one of his Primairy Skill for every 3 levels he gains, including the one he has gained already.
Expert: The Experienced the Hero gains increased by 50%. The Hero gains an extra +1 bonus to one of his Primairy Skill for every 2 levels he gains, including the one he has gained already.
Perk 1: Scholar: the Hero is able to Trade Spells of the 1-4 Circle with other Heroes. Both Heroes need the apropriate Mastery to learn these spells. Spells of the Fifth Circle can't be Learned, nor taught unless the Hero possesses the Pendant of Mastery.
Perk 2: Wisdom. The Hero is able to Learn Any Spell up to the Third Circle, without requiring the appropriate Skills. If the Hero has the Pendant of Mastery, he even able t learn Spells of the Fourth Circle
Perk 3: Intelligence: The Hero's Mana cap is increased by 50%
Opposite Skill: Day Divination
Leads to Retenue:

I'll now work on the Advanced Perks.
____________
Coincidence? I think not!!!!

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted October 27, 2008 03:06 PM

So many magic schools.

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted October 27, 2008 03:10 PM
Edited by Lexxan at 15:10, 27 Oct 2008.

Quote:
So many magic schools.


I'm only adapting Daystar's Magic System on Page 7, and it has 9 magic schools
____________
Coincidence? I think not!!!!

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted October 30, 2008 06:39 PM

Advanced Perks. (Not Racially Dependant!!!!)

1) Offence
- Power of Speed: the Hero gains Mass Haste at Advanced Mastery (req: Tactics + Counterstrike)
- Offencive Formation: The Attack of Allied Creatures is increased, depending on how close they stand to eachother (req: Tactics)
- Crossfire: Once per battle, the Hero can force all Shooters in his army to shoot an enemy stack. The Shooting Stacks lose all of their ATB value, but their damage is 20% higher than usual (Req: Archery)
- Retribution: the Damage of all creature is increase or decreased by 5% per positive and negative morale point. (Req: Counterstrike + basic Charisma)
- Cold Steel: All creature do 10% additional Ice Damage versus all enemy creatures not immune to Ice (Req: Counterstrike + Winter Witchcraft- Power of Ice)
- Wrathfull Rage: The Maximum damage of every creature is increased by 1 (Req: Retribution)

2)Defence
- Stand Ground: Every units get a +30% bonus to defence everytime they Defend. (Req: Endurance)
- Rock Solid: The Hero get the Mass Stone Skin Spell at Advanced Mastery (Req: Endurance)
- Preparation: Allied units retalialate before they are attacked if they have defended in their previous turn. Creatures with Unlimited Retaliation retalialate before and after the attack. Creatures with the "Retaliates Twice" Ability gain "Unlimited Retaliation" when defending (req: Stand Ground)
- Last Stand: If enemy troops attack and kill all creatures in an allied stack, the last creature will remain with only 1 hit point left. This Perk and Battle Elation are mutually Exclusive (req: Evasion)
- Defencive Formation: The Defence of Allied creatures in increased, depending how close they stand to eachother. (req: Stand Ground)
- Reflex Training: Every Allied Creaute has 3% chance to block an enemy melee attack. In addition, the Hero's defence is increased by 2. (Req: Warded Protection - Chance + Opportunism)

3) Charisma
- Empathy: Every time Morale is triggered, the Hero moves 10/ forwards or Backwards on the ATB bar (depending on positive or negative Morale) (req: Diplomacy)
- Divine Guidance: the Hero gains the Divine Guidance Ability: If used on a creature, it's ATB value is doubled. In addition, the Creature recieves a +1 Morale Bonus (Leadership)
(Note: Many Race Dependant Skills in this branch, sorry)

4)Chance
- Dead Man's Curse: -1 to enemy's luck (req: Fortune)
- Sacred Vision: the Hero is able to predict the place where the Grail is burried, sensing where it's burried or hidden (if dug up already) (Req: Fortune)
- Spoils of War: the Hero gets a bonus of Random Resources after every combat. The Amount of Resources is proportioned to the Size of the enemy army (req: Rescourcefullness)
- Pandemonium: There is a chance of 20% that Damaging Spells cast by the Hero will do double damage (req: Opportunism + Sorcery-Spellforcing)

5)Stewardship
- War Taxes: All creatures in the hero's army get the Taxpayer ability. If a creature already has Taxpayer, the effect of it will be doubled (req: Estates)
- Recruitement: If the Hero is garrisonned in a town, the growth of all lvl 1-2-3s in that town, will be increased by 10%, as long as the Hero is in that town on the night of Sunday to Monday. (req: Conscription)
- Battle Commander: If the Hero is specialised in a Creature, all creature stacks of that unit type will join the Hero for free. If the Hero isn't specialised in a creature, all stacks of the Creature that has the relatively highest number in the Hero's army, will join for free (eg: if he has 37 Peasants and 36 Angels, Angels and not Peasants will join) (req: Recruitement + Charisma-Diplomacy)  
- Rally: The Hero gains the Rallying Cry ability. If used on a creature, the creature's initiative, luck and morale will increase by 50%, at the cost of 25% of it's defence and attack. (req: Defender)
- Final Hope: If the Hero defends the last town the player owns, all creatures get affected by the Preparation, Last Stand, Retribution, Reflex Training and Landing Forces Perks, regardless if the Hero has these perk or not.(req: Defender + Defence-Endurance-Stand Ground + Attack-Counterstrike)  
- Battle Elation: the Hero's troops get +1 to Morale for every killed allied troop. This perk and Last Stand are mutually Exclusive (req: Defender + Conscription)

6)Logistics
- Aura of Swiftness: Initiative and Speed of all allies is increased by 1 (req: Pathfinding + Charisma-Frantic Frenzy)
- War Path: The Hero gets a one-time bonus of 350 Movement Points after every victory he gains. (req: Pathfinding)
- Death March: The Hero's troops get +2 to speed when the hero besieges a town (Req: Pathfinding)
- Snatch: The Hero doesn't waste movement points when picking up rescources or entering structures. (req: Maneuver)
- Familiar Ground: If the Hero fights a battle of native grounds, his army gets a +1 bonus to Speed and initiative (req: Snatch)
- Fast Boarding: the Boarding of ships becomes free, making sure the Hero doesn't waste all his movement points to boarding. (Req: Navigation)
- Seaborne: When fighting a Naval battle, the Hero's troops gain a +2 bonus to Morale, Luck and Initiative. (req: Fast Boarding)

7)Scouting
- Predicate: Every time an enemy Hero or Creature casts a spell, The Hero can predict when this Units will cast this spell again. This perk is disabled in Multi-player. (req: Eagle Eye)
- Anticipate: Allied Retaliations have 50% to happen before the actual attack. Allied Creatures always retalialate. This perk and Surprise Attack are mutually exclusive. (req: Eagle Eye)
- Rush Forces: The Hero an his troops have a chance of 20% to by-pass an enemy unit's ATB value. (Eagle Eye + Strategy-Drill)
- Oppose the Arcane: the Hero has an additional 10% chance to resist enemy offencive spells.(Magic Resistance)
- Surprise Attack: After the Hero's troops attack an opponent, there is a chance of 20% that the opponent won't retalialate. The Chances of Bash, Torpor and Stun are increased by 8%. This perk and Anticipate are mutually exclusive (req: Stealth)
- Silent Stalker: The Hero acquires the Masquerade spell at Advanced level. The Hero's Line of Sight is increased by 2 (req: Stealth)

8)Siegecraft
- Flaming Bolts: Ballista shoots Flaming Bolts, doing additional Fire Damage to the target (req: Ballistics + Offence-Archery)
- Triple Ballista: Ballista shoots Thrice (Maximum shots is 3, unless with the Ring of Machine Affinity)(req: Ballistics)
- Greek Fire: Catapult Gains an extra shot, and does now 2x2 area Fire Damage when shooting. Catapult can, at a Miss Chance of 50% target enemy units. (req: Flaming Bolts)
- Brimstone Rain: Catapult gains an extra shot, increasing the amount of shots to 3 (Req: Ballistics)
- Plague Tent: the First Aid tent is now able to poison/damage emeny units. Damage is equal to the Tents Healing Rate. (req: First Aid)
- Smeared Joints: The Initiative of Every War Machine (expect Ammo Cart and Tent) is increased by 2. The Speed of the Battering Ram and Siege Tower is increased by 1 (req: Ballistics and Advanced Machines)
-  
9)Strategy
- Stunning Blow: the Hero's attack has 66% to stun the target. (req: Adapt Strategy)
- Excruciating Strike: the Hero's Attack has 50% to do double damage (req: Stunning Blow)
- Weakening Strike: The Hero's Attack casts the Vulnerability Spell on the target (Req: Meditation + Basic Sunset Evocation)
- Knock Out: the Hero's attack has a 25% chance to knock the target one tile backwards, stunning it and decreasing it's initiative by 3 for one turn. (Req: Excruciating Strike)
- Landing Forces: Flyers can now land on Obstackles. This doesn't include Walls, Arrow Towers, Creatures and War Machines. (req: Drill)
- Aereal Controll: If a Flying Creature passes one of your own flyers, you flyer will attempt attacking the enemy flyer en passant, and without retaliation. There is a chance of 50% that the attack will fail. (Req: Landing Forces)
- Swift Mind: The Hero get's a 25% initiative Bonus at the start of Combat (Req: Meditation + Scouting - Eagle Eye)

10)Sorcery
- Erractic Mana: There is a chance of 50% that after the Hero casts any spell, he'll be able to recuperate up to half of the Mana cost of that spell. (req: Mysticism)
- Excellence: The Hero gains +2 Spellpower and  a +100 one time bonus in Mana (req: Spellcrafting)
- Brilliance: The Hero gains +2 Knowlegde and a an extra spell he didn't have yet, but that is within his magical ability. If the Hero already learned every spell he could learn, he won't receive a spell. (req: Spellforcing)
- Counterspell: The Hero gains the Counterspell ability. Every time this ability is used, the Next spell cast by the enemy hero will have 75% chance to fail. If it fails, the (allied) Hero will gain the mana spent by the enemy hero. (req: Brilliance)
- Distract: Every time the Hero casts any spell, the enemy hero loses 15% of his ATB value. (req: Excellence)

11)Enlightement
- Insight: The Hero receives 1-2 random spells, he doesn't know yet. These spells are within the Hero's magical capability. If the Hero has learned all spells he's able to, this perk will be unavailable (req: Wisdom)
- Initiate: The Hero gets a +2 Spellpower bonus and a one-time bonus of 1000 Experience. (req: Intelligence)
- Graduate: the Hero gets a +2 bonus to Knowledge and gains a one-time reward of 2500 Gold. (req: Scholar)
- Arcane Exaltation: The Hero gets a +2 bonus to Spellpower and knowledge. The Experience the Hero gains from now on, is increased by 5% (req: Intelligence + Scholar)
- Mentor: When the Hero meets another Hero, he'll transfer his experienced to the other Hero, untill the latter Hero's Experience is at least 30% of the Mentor's. If level-ups are triggered, the chances that the Mentor's skill will appear are increased by 5% per skill. (req: Wisdom + Intelligence)

12)Full Moon Magiks
- Shrug Darkness: Enemy Full Moon, New Moon and Sunset spells will be cast at only 50% of the normal spellpower. (req: Bringer of Brightness)
- Banish: the Hero gains the Banish ability, which does Arcane damage to all summoned and gates units on  the battlefield. Damage is Spellpower*level divided by 2 (req: Bringer of Vengeance)
- Medicine: The Hero aqcuires the Heal spell. the Healing rate of Heal is increased by 25% (req: Bringer of Life)
- Bright Renewal: If the Hero casts a Blessing which is blocked or resisted, he recuperates all of the Mana spent in casting that spell. Also if the Enemy has the Dark Renewal or Bright Renewal perks, he'll get a 25% of the recuperated mana for free. (req: Bringer of Brightness)
- Twilight: the Spellpower of the Hero's Dawn, Full Moon and/or New Moon (dependant on basis) is increased by 5. (Req: Bringer of Life + Dawn-Channel of Purity OR Bringer of Vengeance + New Moon-Cult of the Eternal Life)

13)Summer Spellstorming
- Mana burst: If an enemy creature casts any spell, it takes X Fire Damage, where X = 5 * Spellpoints + 10*Level of your Hero (req: Tamer of Thunder)
- Lightning Resistance: Creatures in the Hero's army take 50% less damage from Lightning-based attacks and spells. Also, they aren't affected by the Stunning effects of Lightning Spells (req: Tamer of Lightning)
- Storm Wind: The Initiative and speed of All enemy flyers is reduced by 33% and 40% respectively. (req: Tamer of Rain)
- Back Wind: The initiative all of Allied Flyers is increased by 20% and 30% respectively (Tamer of Rain)
- Master of Winds: All enemies move 25% less when on the Ocean, while you will move 25% faster than usual. If an enemy has the Navigation perk, he won't be affected by this. (req: Back Wind OR Storm Wind + Logistics-Navigation)

14)Dawn Abjuration
-Refined Mana: Spellcasters in the Hero's army will spend only half the normal mana cost on spells (Channel of Purity)
-Eternal Light: Allied blessings are twice as hard to dispell. (req: Channel of Radiance)
-Power of Light: If the enemy can't a spell on your creatures that is the opposite of a spell already cast on them by your hero, there is a chance of 50% that this spell will fail (req: Eternal Light)
-Forces of Light: Your units do 50% more damage versus Undead and Infernal Creatures. (req: Channel of Purity + Channel of Radiance)

15)Autumn Enchantments
-Fiery Wrath: The Hero's troops melee attacks now do 10% additional Fire Damage. Creatures resistant or immune to Fire aren't affected. (Blood Rituals + Hearth Rituals)
-Ignite: If the Hero casts a Destructive Fire spell, the target(s) will take double damage: Normal damage from the spell, and 1/3 of the normal damage for three turns. (Blood Rituals + Flame Rituals)
-Fire Resistance: Creatures in the Hero's army take 50% less damage from Fire-based attacks and spells. Also, they aren't affected by the Armor-damaging effect of Fire Spells. Fire Shield's effectivity on these units is halved (from 20% to 10%) (Hearth Rituals + Flame Rituals)

16)New Moon Mysticism
- Blight: Enemy Walkers suffer 3*Hero Level Earth Damage when walking. (per turn, not per tile) (req: Cult of the Netherlife)
- Sap Magic: Damage from enemy Offencive spells is 20% (req: Cult of the Eternal Life)
- Seal of Darkness: Enemy Heroes waste 75% more mana when casting curses. (req: Cult of the Nether Life)
- Living Mercenairies: Allied Non-undead units won't be suffering from Spells cast by the Hero that won't damage his undead minions. The Morale penalty of Undead in the Hero's army is negated (like Death Ripple) (req: Cult of the New Life)
- Netherforces: All Undead in the Hero's army do +50% more damage to Humanoids and Elementals and 25% Beasts, Dragonkin and Constructs. However, damage versus Undead and Infernal Troops is lowered by 20% and 10%  respectively. (Cult of the Nether Life)  
- Emotions: All Undead in the Hero's army can have Positive and Negative Morale. All Undead gain +1 Morale (req: Living Mercenairies OR Netherforces)

17)Winter Witchcraft
- Cold Death: Every Destructive Spell doing Cold, Ice, Frost or Water Damage will at least kill one creature. If the Creature is resistant or immune to Cold, this perk will be negated. (Req: Power of Frost + Power of Ice)
- Winter Ward: Allied Troops get a thin layer of ice around them, Decreasing damage from Physical attacks by 10% in addition 10% of the done damage will be returned to the attacker before the attacked creature retalialates. Fire, Ice and Magical attacks do full damage. If bash is triggered in the attack, full damage is done as well. If the attacker is immune to Cold, it won't be affected by the Ice damage. (req: Power of Frost)
- Cone of Cold: The Hero gets the ability to cast Cones on the battlefield, once per battle. The Principle is like Landmine, but if triggered, the Cone does Damage in a Wedge shape, over  6 tiles. Damage depends on Hero level (Req: Power of Frost + Power of Ice)
- Cold Resistance: Creatures in the Hero's army take 50% less damage from Cold-based attacks and spells. Also, they aren't affected by the Freezing effect of Ice and Frost Spells. (req: Power of Sleep)
- Winter Sleep: If one of your units is affected by a delaying spell or Ability (Blind, Torpor,etc...) It will completely regenerate itself after every attack. If the effect is over, the Units will get a temporary +1 boost to initiative, which lasts 2 rounds. (req: Power of Sleep)    

18)Sunset Evocation
- Dark Renewal: if any spell, cast by the Hero, is resisted, the Hero recuperates it's spellpoints (req: Master of Mind)
- Extinguish Light: Enemy Heroes waste 75% more mana when casting Blessings (Master of Curses)
- Shrug Light: Enemy Dawn, Day, Summer and Spring spells will be cast at only 50% of the normal spellpower. (Master of Disease)
- Dark Revelation: The Hero gets a Free Level-up (Master of Mind)

19)Spring Summoning
- Earthquake: The Hero gets the ability to create an Earthquake damaging Siege Walls, and Stunning Enemy units behind it, as well as the Arrow Towers. (Req: Conjure Creatures + Siegecraft-Ballistics)
- Elemental Balance: If an enemy Hero Summons elementals to aid is cause your hero will summon elementals of the opposite element for free. The Amount of Elementals summonend is 25% of the enemy's Elementals. (Req: Create Creatures)
- Veil of Fog: The (ranged!) damage and initiative of enemy shooters is decreased by 10%. (req: Conjure creatures)
- Sky Warriors: The Summon Elementals now summons Air Elementals only. The Amount of Air Elementals joing your cause is increased by 40% (cumulative with Elemental Balance). This perk and Resist Nature are Mutually Exclusive (req: Create Creatures)
- Resist Nature: All Allied Troops suffer 50% less damage from Earth Attacks and Spells. Creatures resistant to Earth now are immune to it; Creatures immune to Earth gain Health if hit by an earth spell (like Meteor Shower). This perk and Sky Warriors are mutually exclusive. (req: Call Creatures)

20)Day Divination
- Teleport Assault: The Hero gains the Teleport Spell (Day Divination lvl 4, mana cost 8) at Advenced mastery. Every creature affected by the Spell will get a one-time 25% bonus to it's ATB value (req: Quest for Adventure + Logistics-Maneuver)
- Desired Destination: The Hero aqcuires the Town Portal Spell. If the Hero casts the spell, he can now choose to which town he travells (req: Quest for Adventure + Trivial Adventures)
- Clearvoyance: the Hero gains the Clearvoyance ability (Adventure !!!), which he can use once a week. If used the Hero's Line of Sight in increased by 10 for one day, at the expense of all his spellpoints. This ability is banned from games on Small and Tiny maps (req: Vision of Adventure + Trivial Adventures)
- Seasoned Traveller: The Movement points drained by the Water Walk, Town Portal and Dimension Door Spells in decreased by 20% (req: Quest for Adventure + Trivial Adventures)

Tell what you think

(and thanks for the QP)
____________
Coincidence? I think not!!!!

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