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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Racial Ability - A "What If" topic
Thread: Racial Ability - A "What If" topic
admira
admira


Promising
Famous Hero
posted September 13, 2011 06:12 PM
Edited by admira at 18:28, 13 Sep 2011.

Racial Ability - A

No this is not another fan-faction topic rather than a "What If" possibility on Racial Ability. The thing is, I found most of the Racials are boring, yes there are things called balance and there are things called personal flavor.

Having myself a free time, while thinking about some articles to write, I was tinkering with racial and able to brainstorm several possibilities which I found interesting and fun (on paper, of course). So here is the topic of "What If" specifically on Racial Ability.

Thanks to CH's excellent Skill Calculator I can finally able to find the specific details of all Racial. Yes I do not join the beta, Yes I do not pre-order the game, there are many reasons: Physical Copy preferable, crappy internet connection which means a steam download version is a big no no for me including the Beta Client. Aside my personal reason to avoid beta.

TLTR, here is my "What If" tweaking on Racial based on the current build taken from the CH Calculator.

Necropolis
Faction Ability: Necromancy
Gauge:
No Gauge, there are only 2 number, in format X/Y
X = Current casualties. Always start with 0 at start of combat
[X concept]
- X start with 0 at the begining of combat
- X will increase in number whatever any living creatures (ally or opponent) died. Whether it Core, Elite, Champion as long as it is living creature it will increase the X, however the X can't exceed Y as max counter
Y = Max Number available. Calculated based on formula.
[Y Formula]
Y = (lvl of Hero * 5) + (lvl of Necromancy * 10) + [Other modifier]

X will reset to 0 every time necromancy is cast and will freeze until the next turn (1 turn cooldown)

Function:
- On Necromancy skill click, there are 3 choice: Ghost, Skeleton, Ghoul, of course you can only click when the X is at least 1.
- Choose the summon spot. The "summon" position can only be adjacent to friendly stack
- Necromancy will raise whether: Lesser Skeleton (Might Damage), Lesser Ghoul (Might Damage, slightly last longer) or Lesser Ghost (Magic Damage). All these units are different than the Core, they are slightly weaker 0.6 or 0.7 core strength.
- All Lesser Undead are melee attacker
- Cosmetic purpose: All Lesser Undead has their own model (I imagine the old Heroes II Skeleton with scimitar for lesser Skeleton for example) and usually more low profile
- All lesser creatures posses no ability
- All these lesser creatures will be destroyed upon end of battle
- On higher level of Necromancy, a minor number of them will upgrade into permanent Core that will reinforce the existing stack (Lesser Skeleton will reinforce Skeleton Stack and vice versa)

Details:
Necromancy I: Raise X number of lesser undead to battle.
Necromancy II: Raise X number of lesser undead to battle. Random 15% to 20% of remaining lesser undead will join the army as permanent core of their respective counterpart upon end of battle.
Necromancy III: Raise X number of lesser undead to battle. Random 18% to 23% of remaining lesser undead will join the army as permanent core of their respective counterpart upon end of battle.
Necromancy IV: Raise X number of lesser undead to battle. Random 18% to 23% of remaining lesser undead will join the army as permanent core of their respective counterpart upon end of battle. Necromancy has no cooldown

LAST EDIT: Reformatting the points on Function for easier read.

TO BE CONTINUED... (I have something in mind for Sanctuary)

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