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Heroes Community > Heroes 7+ Altar of Wishes > Thread: New Hero Classes and much more
Thread: New Hero Classes and much more This thread is 2 pages long: 1 2 · NEXT»
Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted February 21, 2009 10:49 PM
Edited by Lexxan at 22:05, 22 Feb 2009.

New Hero Classes and much more

Hey, Welcome to this thread

The last few days, I've been working on this project - A few features I would have liked to see. This is completely fictional - I do not wish or want to make a mod about this.

In this thread, I'll create some new Hero Classes (Clerics, Alchemists, Wardens, and much more) and Buff a few of the Weak Skills of the Skill Wheel (Soulfire, Spoils of War, Scholar, etc)

*NEW HERO CLASSES*

The New classes will add a new dimension to the Game-play of the Current Factions. Some of the New Classses are able to use Shatter Skills, while other have a completely revamped Skill Wheel.

Basically, the New Class's Skill Wheel is basically the one of it's Faction Counterpart, with a few Changes (eg: Wardens, the New Sylvan Hero's cannot Learn "Brimstone Rain", While Rangers can, and are able to learn "Tremors", While Rangers cannot).

The New Hero Classes Will be:


Haven: Cleric: A more Magic-Oriented Hero, with Decent Defence
Inferno: Heretic: A Good Spellcaster, who is able to learn Shatter Light
Sylvan: Warden: The Ultimately Balanced Hero, who can learn any Skill, Including all Shatter Skills (how this works is explained later)
Necro: Dread Knight: The Only Hero with two Unique Skills. In addition to Necromancy, the Dread Knight also can learn Dread, which is Leadership Reversed.
Academy: Alchemist, another Balanced Hero, but one that cannot learn Shatter Skills.
Stronghold: Battle Mage: An Orcish Hero that is able to cast Spells. Not a very strong caster, but able to be very annoying with Light or Dark Magic
Dungeon: Overlord: A Hero who is more Might than the Warlock. He still has quite high Spellpower, especially for a Might Hero, but his greatest asset is his attack.

Fortress: Yet Undecided. The Hero will be more Might and Less magic than the RuneMages.

I haven't found a good name for the New Fortress Hero yet. Perhaps, you can help me with this

First I'll list the New Class abilities, Skill Wheel and Heroes. Some of the Heroes have flipped Classes (Eg: Maeve is now a Cleric, and Marbas is now a Heretic), While other have gotten a slightly modified Speciality (eg: Dirael, Talanar), while others have different Starting Skills (Alastor, Wyngaal).

Inferno Changes:

Heretic - New Inferno Hero

Starting Statts:
Att:1 (15%) Def:0 (10%) SpP:1 (25%) Kno:3 (50%)

Heretics start with Gating, and can learn Shatter Light instead of Light Magic.

Urgash's Call through:

- Sorcery: => Mana Regeneration + Soulfire => Erratic mana
- Luck => Soldier's Luck => Swarming Gate => Warlock's Luck
- Shatter Light: Corrupt Light => Refine Mana => Surpress Light

Chances of getting Skills

Sorcery - 15%
Luck - 15%
Attack - 10%
Shatter Light - 10%
Dark Magic - 8%
Destructive Magic - 8%
Enlightement -  6%
War Machines - 6%
Defence - 4%
Leadership - 4%
Summoning Magic - 2%
Logistics - 2%

Skill Wheel Changes:

- Erratic Mana Requires Soulfire and Mana Regeneration
- Warlocks Luck requires Swarming Gate and Erratic Mana
- Dead Man's Curse Requires Hellfire
- Excruciating Strike requires Battle Frenzy
- Flaming Arrows Requires Either: Archery + (War Machines Skill) Ballista OR Excruciating Strike.
- Master of Fire Leads to Fiery Wrath, Mana Burst and Secrets of Destruction
- Fiery Wrath leads to Searing Fires, Secrets of Destruction to Ignite (Both Require Hellfire)
- Corrupt Light Leads to Storm Wind, Storm Wind Leads to Fire Resistance
- Detain Light Leads to Refine Mana, Refine Mana Leads to Surpress Light
- Power of Speed is replaced by Retribution and also Requires Aura of Swiftness
- Empathy no Longer requires Arcane Exaltation; Instead, it requires Diplomacy and leads to Gate Master.
- Divine Guidance needs Aura of Swiftness and not Diplomacy + Recruitement.
- Preparation requires Hellwrath, Consume Corpse and Tactics, not Tactics and Stand Your Ground.

Apart from the above the Skill Wheel is identical to the Demon Lord's.

NEW HEROES - The Heretics



Garbaneth:

Corpse Drainer: The Mana Drained by Consume Corse is increased by 1 for Every 100 Hit Points per every third Hero Level, starting at the Second Level (rounded Down). The Gained Mana is allowed to surpass the Mana Cap. In addition, the Soulfire Perk now gives an additional 100 Physical Damage when a Corpse is Consumed. FInally, Soulfire will not Harm your own units anymore, not even the Non-Demonical ones.
[this means that a dead stack of 100 Assassins will give 10 extra mana for every three Hero levels]

Skills: Basic Gating - Consume Corpse
       Basic Sorcery

Spells/War Machines: Eldritch Arrow





Klingsor:

Balor Might: Specialises in Pit Fiends. Pit Fiends and their Upgrades get +1 to their Attack and Defence for every two Hero Levels, starting at the first Level. In addition, the Vorpal Sword and Blade Of Slaughter abilities inflict 10% more damage than Usual.

Skills: Advanced Gating
       Basic Attack

Spells/War Machines: Ballista        




Calid:

Queen of Mercury: The Hero produces one additional Mercury a Day for Every 6 Levels, Starting at level 1. The Produced Mercury is rounded up.

Skills: Basic Gating
       Basic Luck - Rescourcefullness

Spells/War Machines: First Aid Tent




Ancestra:

Burning Witch: All Fire Damage from Spells  Fireball, Firewall and Armageddon) is increased by 10% instantly and by an additional 1% For every Two levels, starting at level 2. In addition, the Armor Damaging Effect of Fireball, Fire Wall and Armaggeddon lasts 2 turns instead of one.

Skills: Basic Gating
       Basic Destructive Magic - Master of Fire
             
Spells/War Machines: Fireball




Clenditha:

Misstress of Twilight: The Hero is able to Learn both Shatter Light and Light Magic. Both Skills have 5% chance to pop up. The Spellpower of all Allied Light Spells (including those of Casters) is increased by 1 for every 3 Hero Levels, starting at Level 1. In addition, the Hero has a 25% chance to Learn any Light Spell with Each Level-up

SKills: Basic Gating
       Basic Light Magic
       Basic Shatter Light

Spells/War Machines: Divine Strength





Malustar:

Lord of Hellfire: The Chances of Hellfire Triggering is increased by 10% instantly and by 1% per Hero levels, starting at level one. In addition there is a Chance that Hellfire will not Drain any mana. That chance is 5% + 1% per Hero level, starting at the Second Level

Skills: Basic Gating - Hellfire
       Basic Enlightement

Spells/War Machines:
Ammo Cart




Alastor and Marbas are now Heretics. Alastor starts with Basic Dark Magic and Hellfire (instead of Sorcery and Mana Regeneration), while Marbas starts with his Standard Skills (Defence with Protection)



Alastor:

Mindreaver: The Confusion Spell Drains the Target's Mana by 1 Spellpoint for every Hero level, starting at the First Level. In addition, Confusion now costs 6 Mana instead of 9 (Mass Confusion costs 12 Mana according to this). The Spellpower of the Confusion spell cast by this Hero is increased by 2.

Skills: Basic Gating - Hellfire
       Basic Dark Magic

Spells/War Machines: Confusion




Marbas:

Spellbreaker: The Hero's Army gains 5% + 1% Magic RESISTANCE (not Magic-Proofness!!!) for every Hero level, starting at the First Level. The Resistance Bonus is MULTIPLICATIVE (Not cumulative) with all other Resistance Bonusses.

Skills: Basic Gating
       Basic Defence - Protection

Spells/War Machines: none



OLD HEROES: - Demon Lords



Grawl

Hound Master: Specialises in Hounds. Hellhounds and their upgrades get + 1 to Attack and Defence for every two levels of the Hero, starting at level 1. In addition, Hellhounds, Cerberi and Firehounds gain +1 to initiative for every 8 levels of the Hero, Starting at Level 3.

Skills: Basic Gating
       Basic Attack - Battle Frenzy

Spells/War Machines: Haste




Deleb

Iron Maiden: Each of the Ballista's Shots is imbued with the Expert Fireball Spell. The Spellpower of that Spell starts at 1, and is increased by 1 for every 5 Hero levels, starting at the Second Level.

Skills: Basic Gating
       Advanced War Machines

Spells/War Machines: Ballista





Nidaros: (Replaces Alastor)

Imp Forger: Specialises in Imps. Imps, Familiars and Vermin get +1 to their attack and Defence for every two Hero levels, starting at level 1. In addition, the Effect of Mana Destruction, Theft and Syphon is increased by 5% instantly + 1% per Hero level, starting at level 2.

Skills: Basic Gating - Mark of the Damned
       Basic Dark Magic
         

Spells/War Machines: none




Grok:

Rusher: The Hero's Movement Points are increase by 5% instantly, and by 1% for every 4 levels, starting at the Second level. The Cost of the Teleport Spell is cut in half.

Skills: Basic Gating
       Basic Logistics - Pathfinding

Spells/War Machines: Teleport



Nebiros

Chosen of Chaos: The Luck of all Enemies is decreased by 1. The Enemy Hero cannot use the Following Perks in combat with this hero: Tactics, Preparation, Soulfire, Last Stand, Teleport Assault, Remote Controll, Benediction, Cold Death, Deadeye Shot, Fallen Knight and Elemental Ballance. If the Hero faces an enemy hero with the "Chosen of Harmony" Special, both Perks are Nullified.

Skills: Basic Gating
       Basic Attack - Tactics

Spells/War Machines: none



Marius: (Replaces Marbas)

Mare Master: Specialises in Hell Chargers. Hell Chargers, Nightmares and Hell Stallions get +1 to attack for every Hero level, Starting at the First Level. In addition, they get a +10% bonus to ATB-Value at the Start of Each Combat

Skills: Basic Gating
       Advanced Defence

Spells/War Machines: First Aid Tent, Slow.




Nymus:

Gate Keeper: The Number of All Gated Creatures is increased by 1% per hero level, starting at the First Level. These Increasements are CUMULATIVE with all other Gate increasemnt bonusses (by the "Gating" Skill or the "Gate Master" perk by example)

Skills: Advanced Gating
       Basic Luck


Spells/War Machines: none




Jezebeth


Seducer: Succubi and their upgrades gain +1 to attack and defence for every two levels of the Hero, starting at the First Level. In addition, The Effects of Chain Shot and Seduce are increased by 50%.

Skills: Basic Gating
       Basic Sorcery - Magic Insight

Spells/War Machines: Ammo Cart, Stone Spikes.




Sylvan Changes:

Warden - New Sylvan Hero


Starting Statts:
Att:1 (25%) Def:2 (25%) SpP:1 (25%) Kno: 2(25%)

The Warden starts with Avenger, and is able to learn every Shatter Skill, as well as the Corresponding Magic Skill. The Shatter Skills and their Respective magic Schools are Mutually Exclusive, unless stated Otherwise (like in Specials). Once a Shatter/School is chosen, it's Pop-up Chance is doubled (from 5% to 10%), UNLESS the Hero Special allows him/her to learn both the Magic as the Shatter Skills. (The Witch Hut Randomly gives the Magic School or the Shatter to the Warden, so beware if those)

Nature's Luck through:

- Enlightement => Intelligence + Arcane Intuition => Know Your Enemy
- Luck => Soldier's Luck + Magic Resistance => Elven Luck
- Logistics: Pathfinding => Snatch => Death March

Chances of getting Skills

Avenger - 10%
Enlightement  - 8%
Luck - 8%
Logistics - 8%
Sorcery  - 6%
Attack - 5%
Defence - 5%
Leadership - 5%
War Machines - 5%
Light Magic - 5%
Shatter Light  - 5%
Summoning Magic - 5%
Shatter Summoning - 5%
Destructive Magic - 5%
Shatter Destructive - 5%
Dark Magic - 5%
Shatter Dark - 5%

Skill Wheel:

Only a Few Minor Changes:  - Know Your Enemy Requires Arcane Intuition and Intelligence
                          - Elven Luck requires Magic Resistance, not Resourcefullness
                          - Death March Requires Snatch
                          - Snatch requires Pathfinding only (not Silent Stalker)
                          - Druids cannot Learn Brimstone Rain. Instead, the Catapult Perk leads to Tremors => Remote Controll
                          -  Druids cannot Learn Weakening Strike and Back to the Void. These Perks (in Shatter Dark and Shatter Summoning) are replaced by Shrug Dark and Exorcism, Respectively.
                          - Fiery Wrath, Fog Veil, Exorcism, Storm Wind and Fire Resistance cannot be learned through the Magic Schools (only through Shatter Skills, where they have the same requirement as for the Barbarians)
                          - Druids can learn Twilight (with Dark Magic + Light Magic), Fallen Knight (renamed "Pariah", learned with Master of Curses), Guardian Angel (with Master of Blessings and Empathy) and Dead Man's Luck (with Soldier's Luck and Master of Pain)
                             
NEW HEROES - The Wardens

Lirnaea:

Chosen of Harmony: The Luck of all Allies is increased by 1. The Enemy Hero may not use the following Perks in Combat with this hero: Power of Speed, Fiery Wrath, Searing Fires, Warlock's Luck, Evasion, Erratic Mana, Know Your Enemy, Magic Mirror, Hellfire, Hellwrath and Fine Rune. If this hero faces a Hero with the "Chosen of Chaos" Special, both specials will be nullified

Skills: Basic Avenger - Deadeye Shot
       Basic Shatter Dark

Spells/War Machines: none



Maritsa:

Faerie Princess: Pixies, Sprites and Dryads gain + 1 to Defence for every Level of the Hero, starting at Level 1. They also gain +1 to attack for every 5 Hero levels, starting at level 2.

Skills: Basic Avenger
       Basic Enlightement - Arcane Intuition

Spells/War Machines: Tent




Selynia:


Healer: The Hero specialises in Healing Techniques. The Regeneration Spell heals 5% more Hit Points for every Level of the Hero, starting at the First Level. In addition, the First Aid tent is able to Ressurrect one additional Creature for every 9 Levels of the Hero, starting at the Second Level (The First Aid tent will at least Ressurrect one extra Creature, which is granted one single hit point => Reverse Cold Death/Vorpal). The Ressurrection spell does not reduce the Target's Total Hit Points anymore, if cast at Expert Mastery.

Skills: Basic Avenger
       Basic War Machines - First Aid

Spells/War Machines: First Aid Tent, Regeneration.




Olyssander:

Purgifier: All Creatures in the Hero's Army have a Chance to "Purge" any Blessings from Enemy units. This Chance is 1% per Hero Level, starting at level 1. Also, The effectivity of the "Cleansing" Spell is increased by 1% per Hero level as well, Starting at the Fifth Level. The Hero is able to learn both the "Light Magic" and the "Shatter Light" Skills

Skills: Basic Avenger
       Basic Shatter Light - Weaken Light

Spells/War Machines: Cleansing


Mandigal:

Treant Tender: All Treants (+ Upgraded) in the Hero's army get + 1 Defence for every Level of the Hero (for Standard and Ancient Treants) OR + 1 to Attack and Defence for every two levels of the Hero (For Savage Treants), both starting at Level 1. In addition, Treants, Ancient Treants, and Savage Treant gain + 1 To Minimal Damage for every 5 Levels of the Hero, starting at level 5.

Skills: Basic Avenger
       Basic Defence - Vitality

Spells/War Machines: none



Nadiel:

Cornucopia: Each day, the Hero gives either 1 Rare Resource, 2 Common Rescources or 100 Gold to the Player who owns the Hero. The Resourcefullness Perk is now 50% (multiplicatively) more effective than Usual for this Hero.

Skills: Basic Avenger
       Basic Luck - Resourcefullness


Spells/War Machines: Arcane Crystal



Vinrael and Dirael have now become Druids as well. As for the Rest, they are exactly the same, apart from the fact that Dirael's Special had been given a Minor boost.

Dirael:

Swarm Queen: The Damage of Wasp Swarm is increased by 5% for every Hero level, starting at the First Level. The ATB reduction effect of the Spell is multiplied by [1 +({0.03*Hero Level}/3)], and the Wasp Swarm Spell costs 1 Mana Point less than Usual (also works for allied Casters who use this spell, like Sprites)

Skills: Basic Avenger
       Basic Summoning Magic - Master of Conjuration

Spells/War Machines: Wasp Swarm


Vinrael:


Battle Hardened: The Hero's gained experience after Battles, is increased by 2% per Hero level, starting on level one.

Skills:
Basic Avenger
       Basic Enlightement - Intelligence

Spells/War Machines: none



OLD HEROES - Rangers

Sylrael (Replaces Dirael)

Lord of the Arrow: there is a chance of 2% per Hero level, that "Rain of Arrows" will hit an additional enemy target (who is NOT a Racial Enemy) , if that enemy were adjescent to any Racial Enemy of the Hero. (Any Spells cast on that Stack via Imbue Arrow will STILL drain the Hero's Mana) All Ranged Damage is increased by 10% (Multiplicative with All other Archery Bonusses the hero has). Finally, The Enemy is prohibited from Casting "Deflect Missile" or "Mass Deflect Missile", while battling this Hero. (the Spell is blocked)

Skills: Basic Avenger - Rain of Arrows
       Basic Light Magic

Spells/War Machines: Ammo Cart, Deflect Missile



Mylassande: (Replaces Vinrael)

Arcane Ward: The Units in the Hero's Army gain 2% Magic Proofness For every three Levels of the Hero Level, starting at the second Level. The Magic Proofness is cumulative with all other magic Proof Bonusses through perks (Protection, Sap Magic, etc) and Artefacts, but multiplicative with the allied Creature's Natural Magic Proofness.

Skills: Basic Avenger
       Basic Leadership
       Basic Defence

Spells/War Machines: none



Gilraen:

Blade Master: Blade Dancers and their upgrades gain + 1 to attack and Defence for every 2 Levels of the Hero, starting at the First level. In addition, Blade, War and Wind Dancers gain +1 Hit Points for every 6 Hero Levels, starting at the Fourth Hero Level.

Skills: Basic Avenger
       Basic Defence - Vitality


Spells/War Machines: none




Ylthin:

Unicorn Maiden: Unicorns and their upgrades gain + 1 to attack and defence for every two levels of the Hero, starting at the First Level. In addition, the Chance of Blinding an opponent is increased by 1% per Every two Hero levels, also starting at the First level.

Skills: Advanced Avenger
       Basic Light Magic


Spells/War Machines
: First Aid Tent



Wyngaal:

Swift Striker: All of the Hero's Units gain a 0.01 Bonus to ATB value at the Start of each battle Per Hero level, starting at the First level.

Skills: Basic Avenger
       Basic Attack
       Basic Logistics


Spells/War Machines: none




Anwen
:

Sword of Sylana: The Chance of Hitting a Racial enemy through Avenger is increased by 10% for this Hero. The Damage of a Critical Hit is increased by 1% per Hero level, starting on the First Level.

Skills: Basic Avenger
       Basic Enlightement - Arcane Intuition


Spells/War Machines: none



Talanar:

Elven Fury: All of the Hero's Units gain the Engraded Ability. The Effect of the Enraged ability is increased by 25%.

Skills: Basic Avenger
       Basic Leadership - Recruitement

Spells/War Machines: Ballista



Ossir:

Master of the Hunt: All types of Hunters gain + 1 to attack and  Defence for every 2 Hero Levels, starting at the First Level. In addition, their Damage is increased by 1% for every 3 Hero Levels, starting at the Second Level.

Skills: Basic Avenger
       Basic Luck - Magic Resistance



Spells/War Machines: Ammo cart





HAVEN CHANGES

Cleric - New Haven Hero


Starting Statts:
Att:0 (15%) Def:1 (25%) SpP:2 (30%) Kno:2 (30%)

Starts with Counterstrike, and is able to  learn every skill a Knight can learn himself.

Unstoppable Charge through:

- Light Magic => Master of Blessings + Master of Wrath + Master of Abjuration
- Enlightement => Intelligence + Scholar => Mentoring
- Leadership: Diplomacy => Empathy => Divine Guidance

Chances of getting Skills:

Counterstrike - 10%


Enlightement  - 15%
Light Magic - 15%
Defence - 10%
Leadership - 10%
Luck - 8%
Dark Magic - 8%
War Machines - 6%
Sorcery  - 6%
Attack - 4%
Logistics - 4%
Summoning Magic - 2%
Destructive Magic - 2%


Skillwheel Differences:

- Guardian Angel now Requires Master of Blessings and Benediction only.
- Diplomacy leads to Empathy, which in turn leads to Divine Guidance. Divine Guidance also requires Benediction
- Clerics are able to learn Aura of Swiftness (through Recruitement) and Teleport Assault (Through Death March)
- Swift Mind Requiresboth Scouting (Logistics) and Arcane Intuition (Enlightement)
- Plague Tent can be learned, though First Aid and Retaliation Strike.
-  Twilight No Longer Requires Fallen Knight. Instead, it requires Master of Wrath and Master of Curses.
- Master of Curses Leads to Fallen Knight (with Expert Trainer), which leads to Dark Renewal (with Retaliation Strike)
- Warlock's Luck can be learned, through Luck => Soldier's Luck => Dead Man's Luck + Sorcery => Magic Insight => Arcane Brilliance.
- Clerics Cannot learn the "Weakening Strike" and "Spoils of War" perks.

Otherwise, the Cleric's Skillwheel is equal to the Knight's



New Heroes - the Clerics

Abigail:

Frost Maiden: the Hero specialises in the Circle of Winter Spell; The Damage of that Spell is increased by 10 for every level of the Hero, starting at the First level. Also, The Freezing Bonus from the "Master of Ice" perk is NOT split between the Circle of Winter Targets. (all Targets have 0.3 Freezing)

Skills: Basic Counterstrike
       Basic Destructive Magic - Master of Ice

Spells/War Machines:: Circle of Winter





Willard:


Iron Will: The Hero Specialises in the Endurance spell. The Endurance Spell (as well as Mass Endurance) has a chance of 1% per Hero level, starting at the First level, to make it's target Immune to Mind Spells. (Doesn't work if the Enemy Hero has the "Sandro's Cloak" artefact) In addition, (Mass) Endurance gives an additional +1 Bonus to Defence for the duration of the Spell, for every 6 Levels of the Hero, starting at the Fourth Level.

Skills: Basic Counterstrike
       Basic Light Magic
       Basic Defence

Spells/War Machines:: Endurance




Clement:

Pontifex maximus: The Hero specialises in Priests. Priests, Inquisitors and Zealot gain +1 to attack and Defence for every 2 levels of the Hero, starting at the Second level. In addition, the aforementionned creatures get a 2% increase in damage for every 3 levels of the hero, starting at the Second Level.

Skills: Basic Counterstrike - Benediction
       Basic Sorcery

Spells/War Machines:: Ammo Cart, First Aid Tent




Calleigh:

Palm of Elrath: The Hero does additional dammage to Creatures of Evil Aligntement. The Increased damage is 20% + 1% for every Hero Level, Starting at the Second Level. Spell Damage (except from Word of Light, see further) is not affected. The Spellpower of this Hero's "Word of Light" Spell is increased by 1 for every Five Hero Levels, starting at the First level.

Skills: Advanced Counterstrike
       Basic Attack

Spells/War Machines:: Divine Strength





Alessandra:

Enlightened Mind: With Each Level up, the Hero is able to learn a random spell, forwhich he/she has the Requirements. This Chance is 25% by default. Also, if the Hero has Magic Insight AND Arcane Intuition, he/she is able to learn any spell without needing it's Magic School Requirements. (Then the Spells are leanred trough Arcane Intuition, Magic Insight AND the Enlightened Mind Special)

Skills: Basic Counterstrike
       Basic Enlightement - Arcane Intuition

Spells/War Machines:: none




Michael:

Defender of the Cross: Angels, Archangels and Seraphim get + 1 to Attack and Defence for every two Levels of the Hero, starting at the First level. In addition, the Seraph's Spellpower is increased by 1 for every 3 Hero Levels, starting at the First. Finally, the Archangel's ressurrection ressurrects 5 Hit Points more per Hero Level, starting at the Third Level.

Skills: Basic Counterstrike
       Basic Luck - Soldier's Luck

Spells/War Machines:: none



Lindolas:

Paragon Knight: The Effect of the Hero's "Benediction" Ability is multiplied by 1 + [Hero Level/5], Fractions Rounded up [So, If the Hero has reached Level 20, the Effect of Benediction is mutliplied by 4, at Level 26 the Multiplication factor is 5. The Increasement is capped at 500% (= Benediction*5)]

Skills: Basic Counterstrike - Benediction
       Basic Light Magic


Spells/War Machines:: None



Maeve is now A Cleric. Her Specialty hasn't been changed, but her Starting Skills have been.



Maeve:

Windstrider: The Initiative boost of the Haste Spell is increased by 1% per Hero level, starting at the First Level. The Bonus is Cumulative, and also affects the Haste Spell of All Casters in the Hero's Army (Inquisitors, Djinn Sultans, Sky Daughters, etc...)

Skills: Basic Counterstrike
       Basic Light Magic
       Basic Leadership

Spells/War Machines:: Haste



Old Heroes - The Knights


Rutger:

Pathfinder: The Hero's Movement Points are increased by 1% per Hero level, starting at the First level.

Skills: Basic Counterstike
       Basic Logistics - Pathfinding

Spells/War Machines:: none




Vittorio:

Siege Engineer: War Machines gain + 1 to attack for every Level of the Hero, starting at the First level. In addition, the Catapult's Chance of hitting the Wall is (Cumulatively) increased by 2% per Hero level, starting at the first Level.

Skills: Basic Counterstrike
       Basic War Machines - Ballista

Spells/War Machines:: Ballista




Regina: (replaces Maeve)

Suzereign: The Get's a 2% per Level Discount in Training Troops and Hiring Troops from Dwellings. In addition, the effect of the Hero's "Estates", "Recruitement" and "Diplomacy" Perks (if he/she has them) is doubled.

Skills: Basic Counterstrike - Expert Trainer
       Basic Leadership

Spells/War Machines:: none




Laszlo:

Infantry Commander: Footmen and their upgrades get + 1 to attack and Defence for every Two Levels of the Hero, starting at the First level. In addition, they get a +1 bonus to speed for every 7 Levels of the Hero, starting on the third Level.

Skills: Basic Counterstrike
       Basic Defence - Vitality

Spells/War Machines:: First Aid Tent



Ellaine:

Beloved by the People: Peasants and their upgrades get + 1 to attack and Defence for Every Level of the Hero, starting at the First level. All Peasants, Conscripts and Brutes in the Hero's Army grant an additional +1 Gold to the Player's treasury (in addition to their Taxpayer ability)

Skills: Basic Counterstrike
       Basic Leadership - Recruitement

Spells/War Machines:: none




Dougal:

Archer Commander: All Archers (+ Upgrades) gain + 1 to attack and Defence for every two levels of the Hero, starting on the First level. In addition, the Initiative of Crossbowmen and Marksmen (not Archers!) is increased by 1% per Hero level, starting at the First Level. Fractions are rounded up or down, according to the Initiative's Decimals (0.50 is rounded up).

Skills: Basic Counterstrike
       Basic Attack - Archery

Spells/War Machines:: Ammo Cart




Klaus:

Cavalry Commander
: The Jousting Damge Bonus of Cavaliers and their upgrades is (Cumulatively) increased by 10% + 1% per Hero level, starting at the First Level. The Damage from the Hero's Retaliation Stike is increased by 1% per Hero level, also starting at the First Level.

Skills: Basic Counterstike - Retaliation Strike
       Basic Luck

Spells/War Machines:: Vulnerability




Irina:

Griffin Trainer: All three types of Griffins gain +1 to attack and Defence to every two elvesl of the Hero, starting at the First Level. In addition, The Damage from Allied Battle Dives and Rush Dives is increased by 1% and 2% respectively for every Hero level, starting at the Second Level. Finally, Unupgraded Griffins gain the "Battle Dive" trait.

Skills: Basic Counterstrike
       Basic Attack - Tactics


Spells/War Machines: First Aid Tent






Necro Changes:


Dread Knight - New Necro Hero


Starting Statts: Att:2 (35%) Def:2 (25%) SpP:1 (20%) Kno:1 (20%)

Starts with Necromancy, and is able to Learn "Dread" instead of Leadership. Dread Is exaclty like Leadership, except the fact that it gives a Morale Penalty to Enemies, Instead of a Bonus. Empathy has been replaced has been Replaced by Antipathy, which increases the Dread Knight's ATB value whenever an enemy has Bad Morale. Retribution has been replaced by Exploitation, which increased damage versus enemy creatures by 5% per Morale point below 0. (doesn't work with Good Morale)

Howl of Terror through:

- Dread => Diplomacy + Estates + Mark of the Necromancer => Antipathy
- Dark Magic => Master of Curses + Banshee Howl => Fallen Knight => Dark Renewal
- Attack => Battle Frenzy + Tactics => Exploitation

Chances of getting Skills:

Necromancy - 10%

Dread - 15%
Attack - 10%
Dark Magic - 10%
Summoning Magic - 8%
Defence - 8%
Logistics - 8%
Sorcery  - 8%
Enlightement  - 6%
War Machines - 6%
Luck - 2%
Light Magic - 2%
Destructive Magic - 2%

Skillwheel changes:

- Retribution has been changed into "Exploitation" (for effect, see above), and requires Battle Frenzy and Tactics.
- Empathy has been changed into "Antipathy" (For the Effect, see below). Antipathy requires Diplomacy, Estates and Mark of the Necromancer.
- Estates and Eternal Sevitude Lead to Herald of Death (in Dread)
- Recruitement leads to Aura of Swiftness, Which Leads to "Unholy Guidance" (renamed Divine Guidance)
- Fallen Knight can be leared if the Hero has the Banshee Howl and Master of Curses Perk
- Dark Renewal no longer requires Master of Pain. Instead, it requires Fallen Knight
- Haunted Mines needs Elemental Balance


Apart from the Afore Mentionned, the Skill Wheel is identical to the Necromancer's.

NEW HEROES - Dread Knights




Moribus:

Ghost Whisperer: Ghosts and their upgrades gain +1 to attack and Defence, for every 2 Hero levels, starting at the First Level. In addition, they get +1 to hit Points for every seven Hero levels, starting at the third Level.

Skills: Basic Necromancy
       Basic Attack - Tactics      

Spells/War Machines: Raise Dead





Noxia:

Luck of the Unlucky: All Enemy Units have a -1 Penalty to Luck. The Chances of Good Luck Triggering are Increased by 1% per Hero level, starting at the First level (Multiplicative with all other Luck Bonusses). Additionally, damage from Luck is increased by 1% for every two Hero levels, starting at the Second level.

Skills: Basic Necromancy
       Basic Luck - Soldier's Luck


Spells/War Machines: Raise Dead





Elthered:

Power Lich: Liches, Lich Masters and Archliches gain +1 to attack and Defence for every 2 levels of the Hero, starting at the First level. In addition, the Spellpower of Archliches and Lich Masters is increased by 1 for every 5 Hero levels, starting at the First level.

Skills: Basic Necromancy - Mark of the Necromancer
       Basic Dark Magic

Spells/War Machines: Suffering, Raise Dead




Grigor:

Skeleton King: Skeletons (+ upgs) get +1 to their attack and Defence for every 2 Levels of the Hero, starting at the First level. The Amount of Skeletons (As well as Archers and Warriors) raised through Necromancy by this Hero is 10% +1% for every Hero Level (starting at the First level) Higher than Usual. (Dark Energy cost remains the same though)

Skills: Basic Necromancy
       Basic Dread - Recruitement

Spells/War Machines: Ammo cart, Raise Dead





Phobos:

Death March
: The Speed and Initiative of all Units in the Hero's Army is increased by 1 for every Twelve levels of the Hero, starting at the First level. Living Creatures in the Hero' army suffer no morale penalty for being grouped with Undead (all other penalties remain though)

Skills: Basic Necromancy
       Basic Logistics - Pathfinding

Spells/War Machines: Haste, Raise Dead





Sergej:

Grim Reaper: All Wights, wraiths and Banshees in the Hero's Army get a +1 bonus to attack and Defence for every two levels of the Hero, starting at the First Level. The Effect of the Banshee's Howl is increased by 1% per Hero level (starting on the First level), while the Wraith's Harm Touch Kills one additional creature for every 8 Levels of the Hero, starting at the Fourth Level.

Skills: Basic Necromancy - Banshee Howl
       Basic Defence

Spells/War Machines: Raise Dead



Orson and Lucretia are Dread Lords themselves presently.


Orson:

Zombie Lord: Zombies (and upgrades) get +1 to attack and defence for every level of the Hero, starting at the First Level. Their initiative is increased by 2. [Note that their ATT/DEF boost is double to the one all other Creature specialists -except Ellaine- recieve]

Skills: Basic Necromancy
       Basic Defence - Vitality

Spells/War Machines: Raise Dead






Lucretia:


Vampire Princess: Vampires (and upgs) get + 1 to att and def for every two levesl of the Hero, starting at the First level. All Three Vampires Drain 1% more Hit Points for every Level of the Hero, starting at the First Level (Cumulative with Vampirism and Life Drain)

Skills: Basic Necromancy
       Basic Enlightement
       Basic Attack


Spells/War Machines: Raise Dead



OLD HEROES - Necromancers


Zoltan

Spellwringer: the Hero has a Chance of Blocking Enemy Spells. This Chance is ([100/Level of the Spell +1] + [Spellwringer's level - Enemy Hero Level]).

Skills: Basic Necromancy
       Basic Enlightement - Arcane Intuition        


Spells/War Machines: Suffering, Raise Dead




Raven

Soul Drainer: The Weakness Spell decreased the target's Defence and Attack by 1 for every three levels of the Hero, starting at the First Level. The decreasement is cumulative with Suffering and Vulnerabilty, as lasts for as long as the Spell lasts.

Skills: Basic Necromancy
       Basic Dark Magic - Master of Curses


Spells/War Machines: Weakness, Raise Dead




Kaspar:


Embalmer: the First Aid Tent heals 5 additional hit Points for every Level of the Hero, starting at the First Level. The Damage from Plague Tent is increased likewise. The First Aid Tent/Plague Tent can be used 5 times instead of the Normal 3.

Skills: Basic Necromancy
       Basic War Machines - First Aid


Spells/War Machines: First Aid Tent, Raise Dead




Naadir:


Soul Hunter: After killing an enemy stack, a group of ghosts appears to fight alongside the Hero. The number of these Ghosts equals the Hero's Level, but is capped at the Original size of the Killed Stack. In addition, the Amount of Ghosts summoning through Haunted Mines is increased by 50%.


Skills: Basic Necromancy  
       Basic Summoning Magic
       Basic Dark Magic


Spells/War Machines: Raise Dead



Deirdre


Hag: The Effect of the Hero's "Banshee Howl" Ability is multiplied by 1 + [Hero Level/5], Fractions Rounded up [So, If the Hero has reached Level 20, the Effect of Banshee Howl is multiplied by 4, while at Level 26 the  Multiplication factor will equal 5. The Increasement is capped at 500% (= Original Howl Effect*5)]

Skills: Basic Necromancy - Banshee Howl
       Basic Sorcery


Spells/War Machines: Raise Dead



Vladimir

Reanimator: The Cost of the Raise Dead Spell is decreased to 6 [= -3, and not -6], and the Hero only wastes 60% of his current Initiative to Cast it. The Hit Points Raised by the Raise Dead Spell is increased by 5% +1% for every two Hero levels, starting at the First Level.

Skills: Basic Necromancy
       Basic Summoning Magic - Master of Life
     
Spells/War Machines: Raise Dead




Sandro (replaces Orson) [Markal's Mentor ]

Dark Energy Channel: The Hero Increased the Total Amount of Dark Energy point by 1% for every level he/she gains, starting at the First level. Creatures raise through Necromancy costs 20% less Dark Energy Point for this Hero.

Skills: Advanced Necromancy - Eternal Servitude
       


Spells/War Machines: Raise Dead, Ballista




Marguerite: (Replaces Lucretia)

Stygma of the Spider: The Mark of the Necromancer perk grant 1 Mana for every 50 Hit Poins Destroyed (instead of 75). The Hero wastes 1% per Hero level  (starting at the First Level) of his/her initiative less than usual [Capped at 25%]


Skills: Basic Necromancy - Mark of the Necromancer
       Basic Destructive Magic


Spells/War Machines: Raise Dead, Ice Bolt



____________
Coincidence? I think not!!!!

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted February 22, 2009 12:15 AM

Hi Lexxan,

We should have a talk about this on messenger one of the days. I have prepared exactly the same project for the modder's workshop, including tables of portraits and suggested specialities for hero specialities etc.

The work I did was supposed to be basis for a larger modding project, for which the first step would be a hex mod of the game to allow adding hero classes beyond the existing 8 - something which is currently impossible and will be crucial to implementing this idea not only in future games, but in the current game!

I contacted Bad about the project some time back, and he indicated he would try to keep it in time if a time and opportunity came up, but he never got through with it as far as I know.
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted February 22, 2009 12:25 AM

Cool Alc, another proof great minds think alike :grin (this is enough vanitiy for today)

To be Honest, I'm not really wanting to see this implemented into a mod - if it were, I'd see it as an honour, yes, but that's imo not important - I like doing it, and that's what counts imo.

However, I indeed would like to see the second Hero classes (like I want them, you want them or someone else wants them, doesn't matter) in H5, so if it would work that simply would be wonderfull!!

Well, erm, untill now, I've (almost) finished Necro and Haven as well, (I still have to apply BB code in the Text), but I'll post them later - I'm currently too tired to do so.

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Coincidence? I think not!!!!

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yann
yann


Adventuring Hero
posted February 22, 2009 03:18 AM

You hit the nail on the head Lexxan. Great work.
Quote:
Haven: Cleric: A more Magic-Oriented Hero, with Decent Defence
Inferno: Heretic: A Good Spellcaster, who is able to learn Shatter Light
Sylvan: Warden: The Ultimately Balanced Hero, who can learn any Skill, Including all Shatter Skills (how this works is explained later)
Necro: Dread Knight: The Only Hero with two Unique Skills. In addition to Necromancy, the Dread Lord also can learn Dread, which is Leadership Reversed.
Academy: Alchemist, another Balanced Hero, but one that cannot learn Shatter Skills.
Stronghold: Battle Mage: An Orcish Hero that is able to cast Spells. Not a very strong caster, but able to be very annoying with Light or Dark Magic
Dungeon: Overlord: A Hero who is more Might than the Warlock. He still has quite high Spellpower, especially for a Might Hero, but his greatest asset is his attack.Fortress: Yet Undecided. The Hero will be more Might and Less magic than the RuneMages.




This was excellent and I am particularly intersted in the hero development of the Fortress.


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Guarder
Guarder


Supreme Hero
posted February 22, 2009 08:32 AM

Excellent. A good idea truly, and the Warden hero was pretty cool, but maybe some other hero classes will get shatter skills?
Or even the old classes could get some?


Quote:
Nidaros: (Replaces Alastor)

Imp Forger: Specialises in Imps. Imps, Familiars and Vermin get +1 to their attack and Defence for every two Hero levels, starting at level 1. In addition, the Effect of Mana Destruction, Theft and Syphon is increased by 5% instantly + 1% per Hero level, starting at level 2.

Skills: Basic Gating - Mark of the Damned
      Basic Dark Magic
       

Spells/War Machines: none

Hey!
Nidaros

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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted February 22, 2009 09:53 AM

I say Yes to more Heroes and Heroes Classes.
Some of the Heroes look a bit overpowered:
Rangers with additional Ranged Damage

you can look here for Hero inspiration.

And Nice job
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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted February 22, 2009 12:27 PM
Edited by Cepheus at 12:31, 22 Feb 2009.

Quote:
a hex mod of the game to allow adding hero classes beyond the existing 8 - something which is currently impossible


Oh no it's not!  I guess Kronos1000 could help get the ball rolling on this, I'll ask him whether he has time to mod eight new slots into the .exe and let you know.

If we were to follow Lexxan's plan, though, somebody would need to create a few new hero icons per faction.  And otherwise, you'd only have four heroes per class

And I'm not sure it would be wise to allow one hero to learn both the Magic skill and the Shatter skill of a single school.  I haven't tested yet, but I think they'd cancel each other out in-game.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted February 22, 2009 02:26 PM

Quote:
Quote:
a hex mod of the game to allow adding hero classes beyond the existing 8 - something which is currently impossible


Oh no it's not!  I guess Kronos1000 could help get the ball rolling on this, I'll ask him whether he has time to mod eight new slots into the .exe and let you know.

If we were to follow Lexxan's plan, though, somebody would need to create a few new hero icons per faction.  And otherwise, you'd only have four heroes per class


That's very exciting. If that's possibly, the game would move rapidly towards what I think would be the perfect Heroes game.

As for the Heroes, I made a list, and what I had in mind was taking in icons and specialities (if some could be modded!) from campaign Heroes, and re-use some specialities between factions, so that hopefully, we'd end up with 6 Might Heroes and 6 Magic Heroes of each faction. For most Heroes, there are plenty of icons to choose from, only 1 Wizard is short. Also, most factions have secondary models that could be used for alternative class (Biara > Heretic etc.).
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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted February 22, 2009 02:57 PM

Quote:
specialities (if some could be modded!) from campaign Heroes, and re-use some specialities between factions

Hmmm... it isn't possible to create a new special is it? And do tier specialists work according to tier and not to creature? So would Dougals special (crossbowmen) boost centaur stats for example should the "special" be swaped?
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razor5
razor5


Famous Hero
Freezing...
posted February 22, 2009 03:01 PM

I've also though about new hero classes,but something different.I'll try to make them on an list

It's like to have more than 2 hero classes per faction,it's something like in Disciples (all series),with each hero for fighting,casting only spells,exploring,healing and having own troops (for example an Haven fighter could get only archers,knights,peasants,infantry,siege,while an Haven mage can get only magic-casting human creatures)

I think I'll open a thread about this in the next days

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted February 22, 2009 06:46 PM
Edited by Lexxan at 18:53, 22 Feb 2009.

Quote:

Nidaros



Coincidence? I THINK NOT!!

EDIT: Added Clerics!@
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Coincidence? I think not!!!!

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted February 22, 2009 07:03 PM

Quote:
For most Heroes, there are plenty of icons to choose from, only 1 Wizard is short


Unless you mean you have all-new icons, using the existing ones would probably work, but the only problem is that you'd end up either turning campaign heroes into normal ones, or you'd be short several heroes per class (in usual scenarios).

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted February 22, 2009 08:21 PM

Quote:
Quote:
For most Heroes, there are plenty of icons to choose from, only 1 Wizard is short

Unless you mean you have all-new icons, using the existing ones would probably work, but the only problem is that you'd end up either turning campaign heroes into normal ones, or you'd be short several heroes per class (in usual scenarios).

I'm not quite sure I understand your post completely, but what I had in mind was something like having the following for Haven:

Knights: Vittorio, Klaus, Lazlo, Rutger, Dougal, Andreas.
Clerics: Isabel, Freyda, Irina, Ellaine, Duncan, Godric.

Not all of them would retain their current specials, as some of the campaign heroes are grossly overpowered (Freyda!), but maybe her special (Divine Vessel) can be changed, so that it might use a less potent spell than Divine Vengeance to make it less overpowered. Others could use their current special - Godric's special could be used without problem for instance.
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DarkCrystal
DarkCrystal


Promising
Supreme Hero
Staright out of line
posted February 22, 2009 08:28 PM

Great job Lex!

For the dwarfes: what about Conung? Or Warlord if you like it more.
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Cepheus
Cepheus


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Far-flung Keeper
posted February 22, 2009 08:38 PM

Yes, the one problem I'd have is that to get an even / balanced number of heroes per class per faction like in previous games, you'd need to alter the campaign heroes, which could break the campaigns themselves to some degree (Markel anyone?).  And the one alternative I can think of is creating all-new heroes to balance things out, but for that you'd need new portraits in Heroes V's style.

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted February 22, 2009 10:07 PM

While the two of you argue about Mods and stuff, I've just added Necro

Quote:
Great job Lex!

For the dwarfes: what about Conung? Or Warlord if you like it more.


Conung? What is that?? Don't you mean König (German for King) or Something. Warlord is okay, but I've just tought of a good, scandinavian name: Hersir.
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted February 23, 2009 07:13 AM
Edited by alcibiades at 11:59, 23 Feb 2009.

Quote:
Yes, the one problem I'd have is that to get an even / balanced number of heroes per class per faction like in previous games, you'd need to alter the campaign heroes, which could break the campaigns themselves to some degree (Markel anyone?).  And the one alternative I can think of is creating all-new heroes to balance things out, but for that you'd need new portraits in Heroes V's style.

True. Personally, I don't care about campaigns, but solution would be to simply remove mod when playing campaigns. It's not like you're gonna have access to any of the new hero classes anyway, since you play with fixed characters in campaign.




Anyway, here are the tables I made a while back. The tables show for each faction the two classes and their primary stat progression distribution. Also, I've added starting skills and specialisations for each hero. Notice that both classes retain the class skill currently in the game, as I ended up angling this towards a mod, and we can't mod class skills to my knowledge.



There are numerous Haven heroes to choose from, this was the selection I made. Cleric is magic class, but still has low spellpower and retain high defence to reflect the needs of the primary magic schools of this faction: Light and Dark. A number of Heroes have changed their specialization and/or start skills to match better their needs and to vary things between heroes.



Less potent than the Warlock, the Heretic is still a quite offensive magic class. Will give Inferno the Destructive edge that current Demon Lord (here renamed Demonist) lags.



The Necromancer is here joined by the Reaper, which is the might class. Defence and Leadership > Herald of Death should be viable options for this class. Markals and Arantirs specials would need to be modded! Markal could perhaps get something like the Golden Tongue special, Arantirs special should be changed to something a lot less potent, but could perhaps give something nice.



The Beastmaster joins the Barbarians as one of the very offensive classes, which matches the profile of Dungeon nicely. Rayleg's special would need to be modded!



The Warden is the magic class of this faction, but still retains low spellpower so as not to make High Druids too deadly. Maybe high spellpower with low knowledge would result in the same? One Icon is missing, the beta Tieru is of inferior quality.



Again, one of the icons used is not matching the others in quality.



I changed Runemage a bit here, because the current version is equally might and magic, but I wanted to have a magic inclination of Runemage and might inclination of Defender. Again, some of the specials, like Golden Tongue, would probably need changing.



How exactly the Battlemage would work, I haven't decided - whether or not the will have access to some magic or only warcries (I think the latter).
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Lexxan
Lexxan


Honorable
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Unimpressed by your logic
posted February 23, 2009 03:52 PM
Edited by Lexxan at 21:48, 23 Feb 2009.

Well, I had something like this in mind for Primary Statts:

Heretic:

Att: 1 (15%)
Def: 0 (10%)
SpP: 1 (25%)
Kno: 3 (50%)

High Knowledge Focus, and High Chances of Getting Sorcery support a Strong Use of Dark Magic - Which works excellently with them. They Spellpower is a bit low, but still good enough to become dangerous with Destructive (Especially with the "Master of X" Perks. Enlightement can do the rest. Spellpower and Attack are quite low, to compesate it's Dangerous Dark/Destructive Potential.

Warden:

Att:1 (25%)
Def:2 (25%)
SpP:1 (25%)
Kno:2 (25%)

Starts with the Same Statts as the Ranger, but can turn out either way - it can be both a Good spellcaster and a Warrior. CHance of getting Skills is equal in most cases, and Enlightement is simply a killer with these. Otherwise, it's also a perfect Stronghold Counter, as the Barbarian Player will not know what the skills the Warden will have. Perk Combo's are his biggest strength (Triple Flaming Imbue Destro Ballista!), as it's statts will be spreaded out - in other words: they will be somewhat low overall.



Cleric:

Att:0 (15%)
Def:2 (25%)
SpP:2 (30%)
Kno:2 (30%)

Main focuses are Spellpower and Knowledge, but Defence is quite good as well, to compesate the low Hit Points of the Haven's Creatures. Overall, Clerics can be very dangerous, as the have high chances of ENlightement, AND their spellpower will be quite High (Making them good Heroes for A Destructive Build, In addition to Light and Dark). Dark Magic should be the Prime build, as the Knight's Dark Magic only slows down his own progress.

Dread Knight:

Att:2 (35%)
Def:2 (25%)
SpP:1 (20%)
Kno:1 (20%)

A Decent Unit, who is able to devastate the enemy army. The Dread Knight's Armies are Strong and Swift, and work Synergetically with Dark, or Light if you can get it. The Dread Knight's Spellpower is quite high too, or at least,  high enough to be strong enough for some nice Traps/Crystals. Might Focus is the main priority though.

Alcemist:

Att:2 (25%)
Def:2 (25%)
SpP:1 (25%)
Kno:1 (25%)

Like the Warden, the Alchemist's power lies with the Combination of Perks he can assemble - not with his Statts. Enlightement is a must to have, even though it's pop-up chance equals any other skill. Use with Caution.


Overlord:

Att:3 (50%)
Def:0 (10%)
SpP:2 (30%)
Kno:1 (20%)

Overlord should attack, charge and destroy. They attack is very High, and his a real killer. However, their Defence statts are very, VERY LOW - High Spellpower is THE way to compensate this. Gameplay is rather like with Warlocks (Offence + Destructive), but they focus more on skills like Defence and Leadership, rather than Sorcery and War Machines. Empathy is the way here, which we know is a lot better with Warlocks (fast Units => More Morale Trigger => More Hero Action. Biggest problems are Mana (maybe too low for High Destructive and Empowered spells) and they abyssmal defence.


Hersir:

Att:2 (25%)
Def:2 (40%)
SpP:1 (20%)
Kno:1 (15%)

Hersirs are betrayed by their Low, LOW Knowledge, making them somewhat unsuited to take Destructive (unless they get Enlightement ofc). Runemagi are indeed changed into a more Might Path, and SKills like Attack, Defence and War Machines have now become a lot rarer. Hersirs high attack and Defence works excellently with Runes, and indeed, Runes are the Way to go for Hersirs. Empathy + Divine Guidance wouldn't go astray either.


Battle Mage:

Att:1 (35%)
Def:1 (30%)
SpP:2 (10%)
Kno:2 (25%)

Battle Magi are able to Learn Spells instead of Shatters (The Hall of Trial will unlock a Lvl 5 Mage Guild when built), and their statts (which are mediocre for Spellcasters) reflect this. Spellpower is still horrible, but that is to make sure the "Might over Magic" Perk doesn't become too powerfull. This Hero is the best with Light and Dark Magic, because of the low spellpower/good Mana combo. Battle Magi can learn both Shout and Sorcery. (the reason Battle Magi start with 2 Spellpower, is to make sure they have at least a small advantage with spells early on - Theit attack/defence will be compensated soon enough; One little point of Att/Def won't make a difference.)

That's how I see it
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Coincidence? I think not!!!!

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted February 23, 2009 06:24 PM
Edited by alcibiades at 18:25, 23 Feb 2009.

Some of your classes have more starting stats than others. Some of them have 3 points and others have 4 points on top of the basic 0-0-1-1.

As I see it, the hero will always have +2 in his 45 % stat and +1 in his 30 % stat from start, so start stats lie inherent in progression stats.

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Kronos1000
Kronos1000


Promising
Supreme Hero
Fryslân Boppe
posted February 23, 2009 08:11 PM
Edited by Kronos1000 at 20:11, 23 Feb 2009.

As you requested I did a Hex edit to allow 8 more hero classes, here is the link:

Modded Exe

Unfortunately it cannot be tested until the MOD is finished, luckily I did the same with ToK and it worked So this should work too.

If you need anymore of my help, just ask me.
____________
Hwær cwom mearg? Hwær cwom mago?
Hwær cwom maþþumgyfa? - 'The Wanderer'

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