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Heroes Community > Heroes 7+ Altar of Wishes > Thread: the new skills
Thread: the new skills This thread is 2 pages long: 1 2 · NEXT»
pyromancer
pyromancer


Adventuring Hero
posted January 31, 2002 11:22 AM

the new skills

here are the skills with the changes 3do have maded
--------------------------------------
Basic Combat (with new icon)
Melee defence and Ranged defence +15

Advanced Combat
Melee defence and Ranged defence +20

Expert Combat
Melee defence and Ranged defence +30

Master Combat
Melee defence and Ranged defence +40

Grandmaster Combat
Melee defence and Ranged defence +60
---------------------------------
Basic Melee
Melee attack +10. this cannot lower the enemy defence below 10. does not affect the enemy heroes.

Advanced Melee
Melee attack +20. enemy defence is one half.

Expert Melee
Melee attack +30. enemy defence in one third.

Master Melee
Melees attack +40. enemy defence is one fourth.

Grandmaster attack
two strikes (as crusader)
---------------------------------
Basic Magic resistance
MR +30%

Advanced Magic resistance
MR +50%

Expert Magic resistance
MR +70%

Master Magic resistance
MR 80%

Grandmaster Magic resistance
MR +100%
-----------------------------------
Basic Archery
Ranged Attack +10. the enemy ranged defence cannot be lower than 10. does not affect the enemy heroes.

Advanced Archery
Ranged Attack +20. enemy defence is one half. 100% damage behind walls and obtsacles (no obstacle penalty)

Expert Archery
Ranged Attack +30. enemy defence is one third. no obstacle penalty. long range.

Master Archery
Ranged Attack +40. enemy defence is one fourth. no obstacle penalty. long range. first strike by ranged attacks.

Grandmaster Archery
Ranged Attack +40. enemy defence is one fourth. no obstacle penalty. long range. first strike by ranged attacks. another ranged attack.
------------------------------
no requerments for the Combat skill
for all other advanced skills -- basic Combat
master -- advanced Combat
Grnadmaster -- expert Combat




____________

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Myste
Myste


Adventuring Hero
Reality Impaired
posted February 01, 2002 12:21 AM

Looks like you've done your research. Good work!

<Myste>
____________
'The Eyes He Posses Can Watch The World'

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Jenova
Jenova


Famous Hero
posted February 01, 2002 04:38 AM

Is the magic resistance only for the hero or their entire army?
____________

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Myste
Myste


Adventuring Hero
Reality Impaired
posted February 01, 2002 06:21 AM

I thought that the hero skills wern't applied to his creatures. But maybe it is with some acceptions. I think the creatures provide the additional skills instead of the hero (e.g. the dwarf has magic resistance so maybe the allied troops have resistance as well?)

LIke attack skill is only applied to him. Have you noticed how most of the skills can't really be applied to creatures? I mean how do you teach estates to a sprite? Lol.

<Myste>
____________
'The Eyes He Posses Can Watch The World'

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pyromancer
pyromancer


Adventuring Hero
posted February 01, 2002 11:27 AM

All Combat skills affect only the hero.
-------------------------
Basic Tactics
All armies +1 speed +2 movement
required for advanced defence, ofence, leadership

Advanced Tactics
All armies +2 speed +3 movement
required for master...

Expert Tactics
All armies +3 speed +4 movement
requered for grandmaster...

Master Tactics
All armies +4 speed +5 movement

Grandmaster Tactics
All armies +5 speed +6 movement
---------------------------
Basic Defence
All armies +10% melee and ranged defence
required for expert tactics

Advanced Defence
All armies +20% melee and ranged defence
required for master tactics

Expert Defence
All armies +30% melee and ranged defence
required for grandmaster tactics

Master Defence
All armies +40% melee and ranged defence

Grandmaster Defence
All armies +50% melee and ranged defence
---------------------------
Basic Offence
All armies +10% melee and ranged attack
required for expert tactics

Advanced Offence
All armies +20% melee and ranged attack
required for master tactics

Expert Offence
All armies +30% melee and ranged attack
required for grandmaster tactics

Master Offence
All armies +40% melee and ranged attack

Grandmaster Offence
All armies +50% melee and ranged attack
----------------------------
Basic Leadership
All armies +1 morale +1 luck

Advanced Leadership
All armies +2 morale +2 luck

Expert Leadership
All armies +3 morale +3 luck

Master Leadership
All armies +4 morale + 4 luck

Grandmaster Leadership
All armies +5 morale + 5 luck



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pyromancer
pyromancer


Adventuring Hero
posted February 01, 2002 11:45 AM

Basic Scouting
+1 scouting radius
hero can view the number of enemy armies
hero can view an enemy hero with basic stealth
required for advanced stealth, pathfinding, seamanship

Advanced Scouting
+2 scouting radius
hero can view if an enemy army will join him
view a hero with advanced stealth
required for advanced stealth, master pathfinding, seamanship

Expert Scouting
+3 scouting radius
hero can view if an object is guarded or not
view a hero with expert stealth
required for expert stealth,master pathfinding, seamanship

Master Scouting
+4 scouting radius
hero can view the statistic of an enemy hero
view a hero with master stealth
required for master stealth

Grandmaster Scouting
+5 scouting radius
hero can view the screen of an enemy town
view a hero with grandmaster stealth
required for grandmaster stealth
-------------------

Basic Pathfinding
-25% terrain penalty
reuired for advanced scouting

Advanced Pathfinding
-50 % terrain penalty
required for master scouting

Expert Pathfinding
no terrain penalty

Master Pathfinding
no terrain penalty
+25% movement
required for grandmaster scouting

Grandmaster Pathfinding
no terrain penalty
+50 movement
------------------------
Basic Seamanship
+25% movement in see
for the see battles the hero acts as if he has basic tactics, basic offence and basic defence

Advanced Seamanship
+50% movement in see
for the see battles - the hero has advanced tactics, advanced offence and advnaced defence

Expert Seamanship
+100% movement in see
for the see battles - the hero has expert tactics...

Master Seamanship
+150% movement in see
for the see battles - the hero has master tactics...

Grandmaster Seamanship
+200% movement in see
for the see battles - the hero has grandmaster tactics...



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pyromancer
pyromancer


Adventuring Hero
posted February 01, 2002 11:58 AM

the hero must be in the town garrison for the Nobility skill
Basic Nobility
+10% to the town growth
required for advanced estates, minning, diplomacy

Advanced Nobility
+25% to the town growth
required for master estates, minning, diplomasy

Expert Nobility
+45% to the town growth
required for grandmaster estates...

Master Nobility
+70% to the town growth

Grandmaster Nobility
+100% to the town growth
---------------------------
Basic Estates
+100 gp/day
required for expert nobility

Advanced Estates
+250 gp/day
required for master nobility

Expert Estates
+450 gp/day
required for grandmaster nobility

Master Estates
+700 gp/day

Grandmaster Estates
+1000 gp/day
---------------------------

Basic Minning
+1 wood and +1 ore/5 days
required for expert nobility

Advnaced Minning
+1 wood and +1 ore/5 days
+1 merc,crys,sulf and gem/10 days
required for master nobility

Expert Minning
+1 wood and +1 ore/3 days
+1 all other res. /7 days
required for grandmaster nobility

Master Minning
+1 wood and +1 ore/2 days
+1 all other res. /4 days

Grandmaster Minning
+1 wood and +1 ore/dayly
+1 all other res./2 days
-------------------------------

Basic Diplomacy
10% of an enemy army for 60% of the price

Advanced Diplomacy
20% of an enemy army for 40% of the price

Expert Diplomacy
30% of an enemy army for 25% of the price

Master Diplomacy
40% of an enemy army for 15% of the price

Grandmaster Diplomacy
50% of an enemy army for 10% of the price

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StormWarning
StormWarning


Promising
Famous Hero
Archmage of Thunder
posted February 01, 2002 09:55 PM
Edited By: StormWarning on 1 Feb 2002

You better be joking

Quote:
the hero must be in the town garrison for the Nobility skill


From a screenshot, it appeared that a hero must be made governor, but if the hero has to be in town, then it's a waste (a main hero w/ plenty of levels of development, stuck in a town?).

BTW, thanks for the info.

Edit: Wasn't Estates also supposed to improve with the level of the hero? From one preview, it said that Grandmaster was 1000/day + 10% per level (which seems awful high, but maybe ... ?)
____________
The calm before the storm is about to end.

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Jenova
Jenova


Famous Hero
posted February 02, 2002 03:06 AM

You gotta admit, some of these spells are a bit crap if they don't share with the units. 100% MR on the hero is great.. if he's the lone unit. But if he's not, they can just cast their spells on someone else instead. You lose the benefit of resisting spells. That's not to say it's useless, just a lot less useful than it should be. The game seems to emphasize using heroes as combatants, which is not something I plan to do. I'll just have them cast spells and let my troops do the work. I'll have them around to pick up stuff of course. I hope their levels go up a lot quicker, because the skills they get only apply to themselves which is a LOT worse than it used to be, so to make up for that they need faster levels.
____________

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Myste
Myste


Adventuring Hero
Reality Impaired
posted February 02, 2002 03:55 AM

Thats stupid i mean isn't the hero supposed to teach everything he knows to his troops so he can confirm a won battle?

Maybe the creatures should be able to teach the hero abilities and maybe there should be an option to teach new skills to creatures or something.

<Myste>
____________
'The Eyes He Posses Can Watch The World'

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pyromancer
pyromancer


Adventuring Hero
posted February 02, 2002 05:02 PM

Death magic

Basic Death magic
1st level death magic
required for advanced necromancy

Advanced Death magic
2nd level DM
required for master necromancy

Expert Death magic
3th level DM
required for grandmaster necromancy

Master Death magic
4th level DM

Grandmaster Death magic
5th level DM
-------------------------------
Basic Necromancy
after the battle 10% of the dead enemies are animated into skeletons(10% of the whole HP of the enemies. one skeleton for one enemy) The summary experience of the skeletons (!) cannot be higher then 40 exp points (+10% for one level of the hero)

Advanced Necromancy
15% skeletons
the exp of the skeletons cannot be higher than 80 EP (+10%level of the hero)

Master Necromancy
25% skeletons or ghosts
160 EP (+10%/level of the hero)

Grandmaster Necromancy
30% skeletons, ghosts or vampires
one skeleton/ghost/vampire for one dead enemy
200 EP (+10% for level of the hero)
-----------------------------------
Basic Occultism
+5 SP and +10% effeciency of Death magic
required for advanced death magic

Advanced Occultism
+10 SP
+20% eff. Death magic
recovers 1SP daily
required for expert death magic

Expert Occultism
+15 SP
+30% eff. Death magic
recovers 1SP daily
required for master death magic

Master Occultism
+20 SP
+40 % eff. Death magic
recovers 2SP daily

Grandmaster Occultism
+25 SP
+50% eff. Death magic
recovers 2SP daily
required for Grandmaster Death magic
-----------------------
Demonology
the same as Occultism

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Gabriel
Gabriel

Tavern Dweller
posted February 02, 2002 05:04 PM

it seems like the monsters will gain experience too?

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pyromancer
pyromancer


Adventuring Hero
posted February 02, 2002 05:10 PM

Life magic

Basic Life magic
1st level Life magic
required for advanced Resurrection

Advanced Life magic
2nd level LM
required for master Resurrection

Expert Life magic
3rd level LM
required for grandmaster Resurrection

Master Life magic
4th level LM

Grandmaster Life magic
5th level LM
------------------------------
Healing -- the same as Occultism - required for Life magic
------------------------------
Spirituality -- the same as Occultism - required for Life magic
------------------------------
Basic Resurrection
After the battle raises from the dead 20% of the army

Advanced Resurrection
30%

Expert Resurrection
40%

Master Resurrection
45%

Grandmaster Resurrection
50%

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StormWarning
StormWarning


Promising
Famous Hero
Archmage of Thunder
posted February 02, 2002 06:23 PM

Quote:
it seems like the monsters will gain experience too?


Nope. Just heroes. It'd be too tough to work out stacking creatures of various experience levels.
____________
The calm before the storm is about to end.

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pyromancer
pyromancer


Adventuring Hero
posted February 03, 2002 11:14 AM

Basic Chaos magic
1st level Chaos spells
required for advanced sorcery

Advanced Chaos magic
2nd level Chaos spells
required for master sorcery

Expert Chaos magic
3rd level CM
required for grandmaster sorcery

Master Chaos magic
4th level CM spells

Grandmaster Chaos magic
5th level CM spells
-----------------------------
Conjuration - as Occultism , required for Chaos magic
-----------------------------
Pyromancy - as Occultism, required for Chaos magic
-----------------------------
Basic Sorcery
all Damage spells + 20%

Advanced Sorcery
all Damage spells + 40%

Expert Sorcery
all Damage spells + 60%

Master Sorcery
all Damage spells + 80%

Grandmaster Sorcery
all Damage spells + 100% (twice as powerfull)

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gabriel
gabriel

Tavern Dweller
posted February 03, 2002 11:37 AM

some corections

Nobility
the hero can be outside of the town

Estates:
Basic +100gp +10%/level
Advnaced +200gp +10%/level
Expert +300gp +10%/level
Master +400gp +10%/level
Grandmaster +500gp +10%/level

Minning
Basic +1ore,+1wood/5 days +10%/level
Advanced +2ore,+2wood,+2random resourses/5 days +10%/level
Expert +2ore,+2wood,+3random res/5 days+10%/level
Master +2ore,+2wood,+4random res/5 days+10%/level
Grandmaster +2ore,+2wood,+5random res/5days+10%/level

Diplomacy
only neutral armies

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pyromancer
pyromancer


Adventuring Hero
posted February 03, 2002 11:45 AM

Basic Nature magic
1st level NM
required for advanced Summoning

Advanced Nature magic
2nd level NM
required for master Summoning

Expert Nature magic
3rd level NM
required for grandmaster Summoning

Master Nature magic
4th level NM

Grandmaster Nature magic
5th level NM
-----------------------------------------
Meditation - as Occultism, required for Nature magic
-----------------------------------------
Herbalism - as Occultism, required for Nature magic
-----------------------------------------
Basic Summoning
the hero can summon leprechauns, sprites and wolves
the whole experience points of the summoned creatures cannot be higher than 20+10%/level

Advanced Summoning
the hero can summon leprechauns, sprites and wolves
the exp. cannot be higher than 40+10%/level

Expert Summoning
the hero can summon elfs, satyrs and tigers
the exp. cannot be higher than 60+10%/level

Master Summoning
the hero can summon elfs, satyrs and tigers
the exp. cannot be higher than 80+10%/level

Grandmaster Summoning
the hero can summon fire, air, water and earth elementals
the exp. cannot be higher than 100+10%/level

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gabriel
gabriel

Tavern Dweller
posted February 03, 2002 11:53 AM

Order magic
required for Charm

Enchantment - as Occultism, required for Order magic
--------------------------
Wizrdry - as Occultism, required for Order magic
--------------------------
Basic Charm
Before the battle the hero can hire (without money) 15% of any neutral army (if he is more stronger than the monsters).
the whole experience points of the hired monsters cannot be higher than 60+10%/level. Monsters that attack the hero cannot be charmed.

Advanced Charm
20% of the army
120 exp points+10%/level

Expert Charm
25% of the army
180 exp points+10%/level

Master Charm
30% of the army
240 exp points+10%/level

Grandmaster Charm
35% of the army
300 exp points+10%/level


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pyromancer
pyromancer


Adventuring Hero
posted February 03, 2002 12:15 PM

some corections (they have been some mistakes in the translation)
Basic Diplomacy
Before the battle the hero can hire 30% monsters of the neutral army (only in the case when the hero attacks)
the whole experience points of the monsters cannot be higher than 120+10%/level. the price is 80% than usual.

Advanced Diplomacy
40% of the monsters
the exp points cannot be higher than 240+10%/level
the price is 70%.

Expert Diplomacy
50% of the monsters
the exp points --- 360+10%/level
the price is 60%

Master Diplomacy
60% of the monsters
the exp points --- 480+10%/level
the price is 55%

Grandmaster Diplomacy
70% of the monsters
the exp points --- 600+10%/level
the price is 50%
-----------------------------------------------------------

Basic Scouting
+1 radius
the hero can view if an object is guarded or not
the hero can view an enemy with Basic Stealth

Advanced Scouting
+2 radius
the hero can view the exact number of monsters in a neutral or enemy army and an enemy with Advanced Stealth

Expert Scouting
+3 radius
the hero can forsee if he can win or lose a battle
and view an enemy with Expert Stealth

Master Scouting
+4 radius
the hero can learn skills from enemy heroes
and view an enemy with Master Stealth

Grandmaster Scouting
+5 radius
the hero can view the screen of an enemy hero or the screen of an enemy town
and an enemy hero with Grandmaster Stealth
----------------------------------------------------
affects only the hero and not his army:
Basic Stealth
the hero is invisible for 1st level creatures and heroes without Scouting. Enemies can view the hero if he is in the adjacent hex.

Advanced Stealth
the hero is invisible for 2nd level creatures and heros without Adv Scouting. 2nd level creaturs and heroes with Basic Scouting can view the hero if he is in the adjacent hex.

Expert Stealth
the hero is invisible for 3rd level creatures and heroes without Exp Scouting. 3rd level creatures and heroes with Adv Scouting can view the hero if...

Master Stealth
the hero is invisible for all level creatures and heroes without Master Scouting. 4th level creaturs and heroes with Exp Scouting can view the hero if...

Grandmaster Stealth
the hero is invisible for all creatures and heroes without Grand Master Scouting. Heroes with Master Scouting can view the hero if...

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StormWarning
StormWarning


Promising
Famous Hero
Archmage of Thunder
posted February 03, 2002 07:00 PM

Thanks for the corrections

I was worried that Nobility wouldn't be very useful with heroes stuck in town. Also, it's nice to see the subskills for it (Mining and Estates, in particular) improve over time, since battle skills will be a bigger factor with bigger armies (+20 attack for all your creatures isn't much when you have a few halflings, but that's a lot of extra damage from dozens of titans).
____________
The calm before the storm is about to end.

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