Ghost
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Undefeatable Hero
Therefore I am
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posted July 15, 2024 01:56 AM |
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Your thoughts, my developments
Ok I'll show you what Heroes 3 would be like for us, because you spoke or wrote here, I create the Heroes 3 version for us by my variants. Now we will start.
Air Magic - no change
Might Dungeon, Fortress and Inferno heroes couldn't study Air Magic. But events, Pandora's boxes, scholars, etc can able to learn Air Magic skill, and so etc Remember Tome of Air can playing DD in the underworld from Dungeon is OP..
Archery - no change
Magic Dungeon, Fortress and Inferno heroes couldn't study Archery.
Armorer - basic 10%, advanced 15%, expert 20%
Magic Rampart, Inferno and Conflux heroes couldn't study Armorer.
Artillery - basic 100% damage, advanced 200% damage, expert 300% damage, SS Artillery also has arrow towers with double damage. A new artifact is Gold Arrow gives to Artillery and arrow towers can shoot extra times.
All magic heroes couldn't study Artillery, but Battle Mage can study.
Ballistics - basic no change, advanced allows two aimed shots with increased damage, expert allows three aimed shots at maximum damage, SS Ballistics is always first start in the battlefield.
Some mighty heroes could have a specility, and the catapult has magic immune.
Diplomacy - HotA
Necropolis and Stronghold heroes couldn't study Diplomacy. They need artifacts then.
Eagle Eye - Each week a hero will attempt to research a new spell, so basic 40% for 2nd level spells, advanced 50% for 3rd, expert 60% for 4th. Artifact gives additional bonus. See also Wisdom..
All might heroes couldn't study Eagle Eye.
Earth Magic - no change
Might Stronghold, Cove and Factory heroes couldn't study Earth Magic. But Town Portal spell moves into Fire Magic also Slow moves into Water Magic.
Estates - HotA, but additional bonus: 1-3 units of a resource every week, doubled for wood or ore.
All able to learn Estates.
Fire Magic - no change
Castle, Cove and Tower heroes couldn't study Fire Magic. Town Portal in Fire Magic. But you need Town Gate (HotA).
First Aid - basic only cure, advanced mass cure and no duration resurrection, expert mass cure and duration resurrection. The same non-Earth skill can resurrection the dead creatures.
Dungeon, Inferno, Necropolis and Stronghold heroes couldn't study First Aid.
Intelligence - HotA
No change, but chance to learn is the lowest are Inferno, Dungeon, Factory and Stronghold..
Leadership - basic +1, advanced +3, expert +5, and new additional bonus is a immune to sorrow, and HotA artifacts takes enemy's morale, but no Spirit of Oppression.
Tower, Cove and Factory heroes couldn't study Leadership, thus Pirates wanted to gold, no morale.
Learning - basic 50%, advanced 100%, expert 150%
So no change.
Logistics - ![](images/icons/icon5.gif)
So all heroes able to learn Logistics.
Luck - the same Leadership story, but no effect to Hourglass of the Evil Hour
No change.
Mysticism - the same Eagle Eye story, but Mysticism gives new and hidden spells by AlexSpl. So can you do without a regeneration? Yes only towns, magic wells, artifacts, magic springs, etc
No change, so popular Tower, etc
Navigation - no change
All heroes able to learn Navigation.
Necromancy - an original mixed with HotA
All heroes could study Necromancy, but only Necropolis heroes gain 10% by basic, advanced 20% and expert 30%.
Offense - no change
So no change..
Pathfinding - no change
So no change, all heroes can learn Pathfinding.
Resistance - basic 10%, advanced 20%, expert 30%. A new additional bonus: golem's resistance style.
Only might heroes could study Resistance.
Scholar - no change
All needed Scholar for Eagle Eye and/or Mysticism.
Scouting - HotA mixed with H4, basic you can see neutral and creature numbers, advanced you can see town, expert you can see hero with SS, artifacts and spells.
All needed Scouting.
Sorcery - basic 10%, advanced 20%, expert 30%, it also gives to your Thunderbirds or Faerie Dragons increased damage, for example.
No change..
Tactics - SS mixed with WoG, thus basic gives an additional bonus is +1 speed, advanced +2 speed and expert +3 speed.
So all needed Tactics..
Water Magic - no change
Remember Slow, ok Factory can't learn Water Magic, even if Clone, etc but its mine idea, because I'm in/along, thus I saw Wasteland.
Wisdom - very special SS, it required MOD..
Ok I explain you that Stronghold learns only 3rd level spells, thus their Mage Guild is 3 level, it means also Fortress. You understand that Castle learns only 4th level spells, but they need artifacts are Tome of Air, etc, and then scrolls..
Stop! I'm drunk, and now is night morning.. Yes modders need it, I know that objects, etc never changed the decent game, but SS and spells are stronger effects.. You need a decent MOD..
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Fight MWMs - stand teach
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