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Heroes Community > Heroes 7+ Altar of Wishes > Thread: special abilities of heroes
Thread: special abilities of heroes
chubby051
chubby051


Promising
Known Hero
King of All That Are Fat
posted January 29, 2003 01:18 PM

Next time you are online, talk to Gangrail.  You two have a lot in common.  


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Trees Grow Taller in the Shade

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afm
afm


Hired Hero
posted January 29, 2003 01:18 PM
Edited by alcibiades at 12:02, 29 Jun 2009.

special abilities of heroes

If H5 uses a skill system which is similiar to the one in H4, it would be very easy to include special abilities for heroes AND to add at least one new skill set to the game.

Think about H3 and what kind of abilities the heroes had:

1-) Boost the attack / defense skill or the speed of certain creatures
2-) Receive a bonus for a certain spell
3-) Receive a bonus for a certain skill

My proposal:

A hero starts with his/her usual 2 starting skills and with 2 additional skills which are located in a "special ability" skill set containing 4 slots. Every special ability has 5 levels of proficiency, too. There are lots of possibilities for this set, but every hero has only access to an individual subset. Every 3 levels the player can (in addition to the "normal" skill boost) choose between 3 possibilities to skill up a special ability (or to learn a new one).

For example:

The "Order" subset of the special abilities contains:

1-) Special abilities for creatures

special ability: "dwarfs"

basic: add 1% per level of the hero to the magic resistance of dwarfs
advanced: basic + add 1% per level of the hero (rounded down) to attack and defense of dwarfs
expert: advanced + add 1% per level of the hero (rounded down) to move and speed of dwarfs
master: expert + add 1% per level of the hero (rounded down) to the health of dwarfs
grandmaster: master + add 1% per level of the hero to the growth and subtract 1% per level of the hero from the cost

Analogical:

special ability: "halflings"
special ability: "gold golems"
special ability: "mages"
special ability: "gold golems"
special ability: "genies"
special ability: "nagas"
special ability: "dragon golems"
special ability: "titans"

2-) Special abilities for spells

special ability: "blur"

basic: learn the blur spell + increase target's range defense by 60% + 1% per level of the caster
advanced: increase target's range defense by 70% + 2% per level of the caster
expert: increase target's range defense by 80% + 3% per level of the caster
master: increase target's range defense by 90% + 4% per level of the caster
grandmaster: increase target's range defense by 100% + 5% per level of the caster

Analogical:

special ability: "magic fist"
special ability: "precision"
special ability: "create illusion"
special ability: "ice bolt"
special ability: "power drain"
special ability: "banish"
special ability: "forgetfullness"

3-) Special abilities to boost "normal" skills

special ability: "order magic"

basic: learn all level 1 spells of order magic
advanced: learn all level 2 spells of order magic
expert: learn all level 3 spells of order magic
master: learn all level 4 spells of order magic
grandmaster: learn all level 5 spells of order magic

(hero must have order magic skill of at least the same level)

special ability: "charm"

basic: allows the hero before the battle to free of charge attract to itself to the service of x% (current charm skill) of the soldiers from the neutral army if it is 50% or less in quantity to the army of the hero.
advanced: allows the hero before the battle to free of charge attract to itself to the service of x% (current charm skill) of the soldiers from the neutral army if it is 60% or less in quantity to the army of the hero.
expert: allows the hero before the battle to free of charge attract to itself to the service of x% (current charm skill) of the soldiers from the neutral army if it is 70% or less in quantity to the army of the hero.
master: allows the hero before the battle to free of charge attract to itself to the service of x% (current charm skill) of the soldiers from the neutral army if it is 85% or less in quantity to the army of the hero.
grandmaster: allows the hero before the battle to free of charge attract to itself to the service of x% (current charm skill) of the soldiers from the neutral army if it is 100% or less in quantity to the army of the hero.

special ability: "enchantment"

basic: maximum spell points is increased by 1% per level of the hero.
advanced: maximum spell points is increased by 2% per level of the hero
expert: maximum spell points is increased by 3% per level of the hero
master: maximum spell points is increased by 4% per level of the hero
grandmaster: maximum spell points is increased by 5% per level of the hero

special ability "wizardry"

analogous to special ability "wizardry"

same for the special nobility skills





Moderator's note:This topic has been closed, as it refers to an older version of the game. To discuss Heroes 3, please go to [url=http://heroescommunity.com/forumdisplay.php3?FID=6]Library Of Enlightenment[/url], to discuss Heroes 4, please go to [url=http://heroescommunity.com/forumdisplay.php3?FID=17]War Room Of Axeoth[/url], to discuss Heroes 5, go to [url=http://heroescommunity.com/forumdisplay.php3?FID=1]Temple Of Ashan[/url].

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