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Heroes Community > Heroes 7+ Altar of Wishes > Thread: What are the Heroes 6 spells
Thread: What are the Heroes 6 spells This thread is 3 pages long: 1 2 3 · «PREV / NEXT»
SBlister
SBlister


Famous Hero
Rakshasa Commander
posted July 11, 2011 12:51 AM

Quote:
Thank's SBlister! Awesome job! I think this info will be useful not only for me


you're welcome
____________
There's nothing worse than seeing a fat man weep...

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radox
radox


Known Hero
posted July 15, 2011 09:51 AM

While we are at it, can someone post a list of the RACIAL abilities. I don't known a darn thing about them.

Also, how and when can the 3 special class abilities for each hero type be learned?

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Nelgirith
Nelgirith


Promising
Supreme Hero
posted July 15, 2011 11:34 AM
Edited by Nelgirith at 11:35, 15 Jul 2011.

Quote:
While we are at it, can someone post a list of the RACIAL abilities. I don't known a darn thing about them.

Also, how and when can the 3 special class abilities for each hero type be learned?

Advanced and Ultimate skills were already explained. You need to reach 500 points in either blood or tears to gain the advanced skill and 1000 points for the advanced skill.


About the racials :

There are 4 levels, obtained at level 1, 10, 20 and 30.

HAVEN
Guardian Angel 1 : makes the target CORE stack immune to any damage until the end of the NEXT turn. (The unit can still attack and move without breaking the effect).
Guardian Angel 2 : same as above but you can target ELITES.
Guardian Angel 3 : same as above but you can target CHAMPIONS.
Guardian Angel 4 : same as above, but the protected unit also gets healed over time for X% of its hitpoints.

The Haven gauge fills up every time an ally unit has positive morale.


INFERNO
Gating 1 : A portal appears at the targeted area and after 1 turn, reinforcements of the targeted CORE stack. The gate has 3 structure points and if the gate is destroyed, it will interrupt the gating. If the original stack is destroyed, the phased stack will disappear.
Gating 2 : same as above but you can target ELITES.
Gating 3 : same as above but you can target CHAMPIONS.
Gating 4 : same as above except that the gating is instant. The gated stack will be bigger and can act in the same turn it was summoned.

The Inferno gauge fills every time an ally unit has good luck.


NECROPOLIS
Necromancy 1 : Raises X% of the undead fallen troops
Necromancy 2 : same as above, but more powerful.
Necromancy 3 : same as above, but more powerful.
Necromancy 4 : Raises X% of the undead fallen troops in the targeted zone (I've not seen that one yet, so I don't know the size !)

The Necropolis gauge fills up every time an ally unit takes damage.


STRONGHOLD
Rage 1 : All friendly Stronghold stacks gain 10 initiative for the current turn.
Rage 2 : All friendly Stronghold stacks gain 10 initiative and X Might Power for the current turn.
Rage 3 : All friendly Stronghold stacks gain 10 initiative, X Might Power and an additional retaliation for the current turn.
Rage 4 : All friendly Stronghold stacks gain 10 initiative, X Might Power and an additional retaliation for the current turn. Units will also stun enemies when they attack preventing retaliation.

The Stronghold gauge fills up every time an ally unit causes damage and every time the Hero uses Heroic Strike.


SANCTUARY
Honor 1 : All friendly Sanctuary units gain X Might and Magic Defense for the current turn.
Honor 2 : All friendly Sanctuary units gain X Might and Magic Defense and Y Hitpoints for the current turn.
Honor 3 : All friendly Sanctuary units gain X Might and Magic Defense, Y Hitpoints and a Frost Shield that inflict Z damage/creature to attackers for the current turn.
Honor 4 : Same as above, but the Frost Shield will also inflict the Chilled debuff to attackers.

The Sanctuary gauge fills up everytime a single ally unit attacks a single enemy and that includes the Hero's attack. Should at any time 2 of your stacks attack the same enemy stack, this enemy stack will then stop filling your gauge.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 15, 2011 01:33 PM

I think haven is both morale and your allies being hurt. Inferno should also include enemy bad luck, necropolis is dealt to units perishing and stronghold counts both damage dealt and damaged received.

Or at least they used to.
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Map also hosted on Moddb

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Nelgirith
Nelgirith


Promising
Supreme Hero
posted July 15, 2011 02:28 PM

I just checked again :

Quote:
I think haven is both morale and your allies being hurt.

Aye, but it's very minor. Damage taken fills the gauge by about 1/16th while good moral enables you to immediately cast Guardian Angel 1 (1/4th of the gauge filled).

Quote:
Inferno should also include enemy bad luck

No idea about bad luck, but I've noticed that when I order a unit to defend and it gets attacked, my gauge fills up (could be useful with Ravagers )

Quote:
necropolis is dealt to units perishing

Damage taken and enemies killed from what I saw

Quote:
stronghold counts both damage dealt and damaged received.

Damage dealt seems to be the major source for filling the gauge. Damage taken does nothing, but rather ally units killed (as opposed to the Necropolis)

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radox
radox


Known Hero
posted July 15, 2011 04:50 PM

Thanks about the info. I also want to know how exactly do luck and morale work. How much morale points does "Leadership" add and is it only one level?

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted July 15, 2011 05:30 PM

My bad, you can remove armageddon from that list. apparently its only available to inferno.

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Nelgirith
Nelgirith


Promising
Supreme Hero
posted July 15, 2011 06:55 PM

Quote:
Thanks about the info. I also want to know how exactly do luck and morale work. How much morale points does "Leadership" add and is it only one level?

Leadership is the name of the Hero's stat that gives Morale. 1 Leadership = 1 Moral = 1% to have good morale.

Same for Destiny and Luck.


Quote:
My bad, you can remove armageddon from that list. apparently its only available to inferno.

It's only available to Blood Inferno Magic heroes who maxed their reputation

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radox
radox


Known Hero
posted July 15, 2011 10:56 PM

Well, what's the difference between Destiny and Luck? Moreover, how can a hero increase his Leadership, Destiny and Luck stats? And last, are the Necropolis heroes again banned from access to Leadership?

I would appreciate answers to these questions

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Jabanoss
Jabanoss


Promising
Legendary Hero
Property of Nightterror™
posted July 15, 2011 11:09 PM
Edited by Jabanoss at 23:11, 15 Jul 2011.

There is no difference between destiny and luck whatsoever, it's just that at one place they have written luck and at another it's written destiny.

Aside from artifacts and stuff, the hero can increase his luck and morale by picking the right skills. It's that simple.

Edit: I'm pretty sure Necromancer heroes can pick morale increasing skills, since they have the same tree. However the undead units will not benefit from it whatsoever...
____________
"You turn me on Jaba"
- Meroe

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Nelgirith
Nelgirith


Promising
Supreme Hero
posted July 15, 2011 11:22 PM
Edited by Nelgirith at 23:22, 15 Jul 2011.

Quote:
There is no difference between destiny and luck whatsoever, it's just that at one place they have written luck and at another it's written destiny.

It was done on purpose. Luck and Morale are the name of the creatures stats while Destiny and Leadership are the names of the hero's stats. There's even an artifact that decreases the enemy's hero Destiny and increases your creatures Luck

It's basically exactly the same thing and it's just one of the numerous "RPG" stupidities that bring absolutely nothing to the game other than adding some confusion in players' minds.

And yes, Necromancers have access to Leadership skills but undead creatures don't benefit it.

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radox
radox


Known Hero
posted July 16, 2011 12:05 AM

Thanks for the info!

But now, some new question arise:

1. Are the might skill trees the same for all 5 races.
2. Do the magic heroes have any access to the might skill tree?
3. Do the might heroes have any access to spells?

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Davy
Davy


Known Hero
posted July 16, 2011 01:57 AM

Quote:
Thanks for the info!

But now, some new question arise:

1. Are the might skill trees the same for all 5 races.
2. Do the magic heroes have any access to the might skill tree?
3. Do the might heroes have any access to spells?


1.Yes,as far as I know,every kind of hero has the same might skill tree

2.Yes,they can learn level 1 and level 2 might skills

3.Yes,they can learn level 1 and level 2 magic skills,but of course only of the 5 schools of their faction

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radox
radox


Known Hero
posted July 16, 2011 09:33 AM

More questions coming:

- Are there Power and Knowledge stats and if not, how is a hero's mana determined?

- On a level up, basically what can you do? How many spells/skills can you learn.

- When do the 2nd and 3rd level spells/skills become available (it is obvious that at the start, you have access only to level 1).


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Nelgirith
Nelgirith


Promising
Supreme Hero
posted July 16, 2011 09:37 AM
Edited by Nelgirith at 09:44, 16 Jul 2011.

Quote:
More questions coming:

- Are there Power and Knowledge stats and if not, how is a hero's mana determined?

- On a level up, basically what can you do? How many spells/skills can you learn.

- When do the 2nd and 3rd level spells/skills become available (it is obvious that at the start, you have access only to level 1).



1) Mana = (Magic Attack + Magic Defense) * 10. There's no Knowledge or Spell Power. Both Magic Attack and Magic Defense are supposed to modify the spell effects (damage) but neither of them do atm.

2) You gain 1 skill point per level-up

3) Level 5 and Level 15

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radox
radox


Known Hero
posted July 16, 2011 01:58 PM

Thanks

After all, Spell Power and Knowledge seem to be simply renamed "Magic Power" and "Magic defense" after all

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 16, 2011 02:03 PM

Quote:
Thanks

After all, Spell Power and Knowledge seem to be simply renamed "Magic Power" and "Magic defense" after all

Not quite. Knowledge has been extinct with mana taking its place and a x% fixed mana regeneration, think it's 7% per turn. Secondly magic defense does pretty much what it says which never was knowledge's domain. If memory serves it both weakens hostile spells as well as enemy buffs.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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radox
radox


Known Hero
posted July 16, 2011 02:37 PM

Allright, then do the racial abilities like Fervor and Bless cost any mana and if yes, how much?

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Nelgirith
Nelgirith


Promising
Supreme Hero
posted July 16, 2011 03:01 PM

All the neutral class abilities are passive.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted July 19, 2011 09:09 AM

Quote:
Quote:
Thank's SBlister! Awesome job! I think this info will be useful not only for me

you're welcome

Yes, this is very useful. May I ask you where you found this information - or did you collect it in game yourself?

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