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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: grail structures
Thread: grail structures
SidEWinDr
SidEWinDr

Tavern Dweller
posted May 07, 2002 10:08 AM

grail structures

what do you think of the new grail structures?

i think they're not as powerful as before but can still assure a win.

the different towns have different effects with the grail structures but they are not the same/equivalent.

town type/grail structure/ effect:

might/festival of life/ +100% creature growth in town plus +25% to other strongholds, +3000 gold per day.

death/infernal effigy/ +50% to effectiveness of death magic spells, increase necromancy by 10% and number of creatures raised by necromancy is increased by 10%, +3000 gold per day

chaos/eye of chaos/ +50% to effectiveness of chaos magic, +3000 gold per day (yes, that's it only)

nature/summoning stone/ +25% effectiveness of nature magic, +3000 gold per day (more pathetic than chaos)

order/ great library/ +50% effectiveness of order magic, all insitutes of magic act as if level 5 (contains spells level 1 to 5 even if level 1), spell points of heroes that stay in library can exceed by 25% per level higher than level 1 of the institute of magic, +3000 gold per day (lost of bonuses here)

life/holy avatar/ +50% effectiveness of life magic, +3000 gold. (another one)

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Largo_LeGrande
Largo_LeGrande


Promising
Known Hero
from the Carribean
posted May 07, 2002 01:09 PM

They should be very strong like (all increase money, spell school effectivenes and population):

Stronghold: enemies (including creatures) can't cast spells (neither harmulf nor blessing spells) in combat.

Life: regeneration to all the creatures and heroes of owner

Nature: creatures summoned in battle last after the battle and if they are killed they can be resurrected.

Order: give ALL spells from ALL schools

Chaos: removes shroud and fog of war

Death: can use necromancy on own troops and undead and all troops use necromancy on in the combat last after the combat. (didn't make up better, any ideas



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Henl86
Henl86


Known Hero
oLd SkOoL RA2 OwNaH
posted May 07, 2002 01:40 PM

WTH??? I've just had the might grail in the campaign(btw it gives 25% more creatures to all castles, not just strongholds), and I thought all castles got 100% more creatures if they have a grail! If not than the grail sucks!!! You can get enough money anyway if you got the grail...
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Jenova
Jenova


Famous Hero
posted May 08, 2002 07:36 AM

The grail was nerfed heavily since HOMM3. Why is it Nature only gets +25% casting skill? Doesn't sound fair to me.

I would say the bonuses are unbalanced. Death and Order get a much better deal than Nature, Life, and Chaos. Death is already very powerful with their vampires and necromancy, why do they need an even bigger boost?

Some things I'll never understand. I'm going to assume 3DO thinks that Nature magic is the most powerful of the 5 schools, and thus gets the least bonus.
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Henl86
Henl86


Known Hero
oLd SkOoL RA2 OwNaH
posted May 08, 2002 11:40 AM

LOL! MIGHT GETS 100% AND 25% MORE CREATURES!!!

Now that's unbalanced.
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Jenova
Jenova


Famous Hero
posted May 08, 2002 01:43 PM

No, balancing works differently for the Stronghold. They lack a mage guild, so they have to make up for it with superior growth rates. They always have larger numbers.
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Henl86
Henl86


Known Hero
oLd SkOoL RA2 OwNaH
posted May 08, 2002 03:51 PM

Yes, but come on! 100% to 50% better magic or so... IMO stronghold looks weak, but that dosen't mean the grail isn't unbalanced either...
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SidEWinDr
SidEWinDr

Tavern Dweller
posted May 10, 2002 02:12 AM

oopsie!

i made a mistake... death is even more powerful.. it increases creatures raised by necromancy to 50% not 10%..
nothing like making 6 vampires per battle!

i have to agree that might needs more numbers since they don't have magic but can you imagine having GM nobility, breeding pens and the rail all in one town?

9 thinderbirds or 6 behemoths per week? but then you'll have no money to pay for all your creatures, the grail won't give you enough in that case...

the might town is reasonably balanced but why do they have to make the nature town so weak? there's not even a bonus to the summoning skill. they should make it like the necromancy bonus.

chaos and life should have something else too.. they should make chaos spells 100% or 150% more powerful or maybe they should have the bonus of order since their spells are their strength. and maybe they should let life be able to resurrect at least 50% more creatures or resurrect enemy troops as own (maybe this is too pwerful)?

order should then be changed so that they can charm up to 100% of creatures for GM charm. tht way it works like previous diplomacy skill.

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Jenova
Jenova


Famous Hero
posted May 10, 2002 03:57 AM

Quote:
and maybe they should let life be able to resurrect at least 50% more creatures or resurrect enemy troops as own (maybe this is too pwerful)?


Umm.. No. At GM level, Resurrection already brings back 50% of troops, with another 50% on top, you would bring back 100% of all your troops lost in combat.. Which means as long as you survive each combat, you get everyone back and your numbers never drop. This is way too powerful. Resurrecting enemy troops as well would be even more powerful..
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SidEWinDr
SidEWinDr

Tavern Dweller
posted May 10, 2002 09:57 AM

what i meant was 50% more creatures than already resurrected like if you ressurect 25% already make it 37.5%
so the maximum is 75% resurrection.

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Jenova
Jenova


Famous Hero
posted May 10, 2002 02:03 PM

That is still way too much if you have GM.

I hope the Res skill never gets affected by the grail.
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dale
dale


Known Hero
posted August 22, 2002 05:44 PM

Nevermind my question in the other Grail thread -- I found the answer in this one<G>.
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