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Heroes Community > Heroes 7+ Altar of Wishes > Thread: New creature abilities and secondary skills for heroes
Thread: New creature abilities and secondary skills for heroes This thread is 2 pages long: 1 2 · «PREV
David
David

Tavern Dweller
posted July 03, 2001 04:46 AM

Here i come with more...

Marching.
At Basic you can increase troop movement by 50%, double at Advanced and triple at Expert; if you wish to force your troops till exhaustion. At the cost of lowering your morale by 1, 2 and 3 respectively; this, of course, can be countered with Leadership bonuses.

Mining.
At Basic you can double mine's production, triple at Advanced and four times at Expert.

Tax Mastery.
At Basic you can increase gold yielding by 50%, 75% at Advanced and double at Expert Level. But only for the town where hero stays.

Economics.
At Basic you can reduce the costs of building by 10%, 25% at Advanced and 50% at Expert. Precious resources costs can't be lower than 1. But only for the town where hero stays.

Tunneling.
You can dig through mountains or underground rocks or detritus left by a player with Demolition skill (explained below). At basic level you can dig for creatures from level 1 to 3, at advanced for levels 4 and 5 and at expert for levels 6 and 7. It also determines how many remaining movement you must have before start: full at basic, two thirds or more at advanced, half or more at expert. Any hero with this skill can walk through any tunnel dug by another one.

Bridging and Tree Cutting.
Same as Tunneling but for crossing lakes or major terrain accidents (like craters or cliffs) and forests.

Demolition.
To close any dug tunnel, falling down any bridge or provoking an avalanche for blocking enemy's path.

Inner Strength
At basic level you can invoke a +2 to all your primary skills once per battle. At advanced level you can invoke a +3 to all your primary skills and a +10% to all your secondary skills once per battle. At expert level you can invoke a +4 to all your primary skills, a +20% to all your secondary skills and a +50% damage to all your creatures once per battle.

That's for now...

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David
David

Tavern Dweller
posted July 03, 2001 07:47 PM

Some more...

Burial
Specially useful for good aligned heroes. Take on the dead bodies of your partners after a battle and give them sacred sepulture to ensure their souls rest in peace. At basic +1 moral for the next battle, +2 moral at advanced and +3 moral at expert.

Sacrificing
Specially useful for evil aligned heroes. Get rid of those pesky sucking creatures you won't want to carry anymore to get some experience (much like if you were using an altar of sacrificing) at an amount determined by your skill level. At basic same as altar, double at advanced and triple at expert.

Spell Research
Don't you have the spell you want at your magic guild? Go for a quest and get the award (generated by the computer much like if you have visited a hut). At basic you can quest for level 1 and 2 spells, level 3 and 4 at advanced and level 5 at expert. The level also determines the number of spells you can research at the same time: 1 at basic, 2 at advanced and 3 at expert.

Bye by now

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Honour_Shogun
Honour_Shogun

Tavern Dweller
posted July 14, 2001 04:56 AM

well, I must say, i have not been playing HOMM 3 of late, as i have been playing the chronicles(talk about seriously overpowering!)
As for the idea of academics, that would be sweet. Thing is, it would have to take at least 2 days to learn basic skill from ohter, 3-4 days for adv, and at least a week for expert(otherwise, what is it? You touch their head, and impart your knowledge right away?)
Also, about tax mastery, couldn't this lead to massive amounts of gold, and possibly lessening the fun of gaming? one of the most aggravating, yet interesting aspects is bugeting your gold. Do you build the upgrade for your unit? or build another army?
As well, marching, that sounds like pathfinding, but i am probably off there.
And tunneling? how would that work? like how much time would be allocated to actually tunnelling thru the mountain?
the ideas tho, if they were implemented, would make what looks to be an awesome game even better.
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David
David

Tavern Dweller
posted July 18, 2001 05:00 PM

Tax Mastery and more

Quote:
well, I must say, i have not been playing HOMM 3 of late, as i have been playing the chronicles(talk about seriously overpowering!)
As for the idea of academics, that would be sweet. Thing is, it would have to take at least 2 days to learn basic skill from ohter, 3-4 days for adv, and at least a week for expert(otherwise, what is it? You touch their head, and impart your knowledge right away?)
Quote:


Nice addition... time to learn

Quote:

Also, about tax mastery, couldn't this lead to massive amounts of gold, and possibly lessening the fun of gaming? one of the most aggravating, yet interesting aspects is bugeting your gold. Do you build the upgrade for your unit? or build another army?
Quote:


The drawback is that you must keep the hero inside a town...

Quote:

As well, marching, that sounds like pathfinding, but i am probably off there.
Quote:


Pathfinding reduces terrain penalty so you can walk further while Marching forces you creatures to walk beyond their normal posibilities so then reducing their morale

Quote:

And tunneling? how would that work? like how much time would be allocated to actually tunnelling thru the mountain?
the ideas tho, if they were implemented, would make what looks to be an awesome game even better.


Thatīs what i asked for... additions
More minds work better than one

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LordPaul
LordPaul


Promising
Famous Hero
Crazy Bat Guy.
posted July 18, 2001 08:20 PM

skills... skills... skills...

Those are some good ideas, but I think marching is like Logistics and Tunneling would eliminate barriers in the game.  Why wait for a portal when you can just tunnel through?  Training could work if it was for the creature your hero specialized in or only for that hero's unit types.  

There are 5 levels of mastery in Heroes 4, so what would a Grandmaster in Training do?  Up their level?  Just a thought.

As for new skills:

Hiding:  As long as your hero does not move, it is invisible to the enemy.  At lower levels you could find that hero by moving the mouse over it and seeing a sword, but at higher levels you could actually walk by them!

Death sub-skill:  Sacrifice.  You can sacrific any creature you have for skeletons.  At higher levels you can sacrifice Dragons for Ghost Dragons.

(there are now 9 skills in the game, and each has a sub-skill.  Example:  Death is a magic type, and Necromancy [ala necromancy in Heroes 3] is a sub-skill.  The 9 skills are Life, Death, Chaos, Nature, and Law magic.  The other 4 are Logistics, Nobility, Might, and I can't remember the last one...)

Royal Battle:  If you have this you can challange an enemy hero to a Royal Battle instea of a normal one.  In it, only the two heroes fight, no units.  Winner takes all.  At higher levels the computer has less of a chance to refuse.

Cowardice:  Once, and only once per turn you can break of a battle the enemy started and move on the map as usual.  At higher levels you can escape from battles you start.

Inspiration:  Gives your units extra speed in battle.  +1 at lower levels and +3 at highest.  Sorta like Sir Mullich's ability.

Well, those are my ideas.  Critique away!
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David
David

Tavern Dweller
posted July 25, 2001 05:21 AM

Thoughts

Marching is not Logistics:
Logistics increases movement at a standard rate lower than Marching does, plus this reduces Moral.

Tunneling will depend of time:
How many turns will make reasonable?

Training mastery determines higher creature level you can upgrade... If there will be only 4 level creatures, then training level 5 will reduce training time for level 4(and lower) creatures and training level 4 will reduce the same way for level 3(and lower), etc.
Scan & Hide... one nullifies the other.

Nice addition on Sacrifice.

Royal Battle looks great

Cowardice: the art of fleeing

Inspiration will be amazing and also has the best name

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Zilpheg
Zilpheg


Known Hero
posted November 01, 2001 09:45 PM
Edited By: Zilpheg on 2 Nov 2001

Quote:


Lastly, (this was ssomeone elses idea but i thought it was cool) Archers should do more damage to creatures close by and less to creatures far away...
eg.   100% damage done to creature 10 hexes away, 110% damage 9 hexes away, but 90% damage 11 hexes away.

Slow creatures would definitely pay the price if they fall one or two hexes short due to archers shooting at point blank range.
VERY STRATEGIC! which is what heroes should be.


Actually that is already sort of implemented in heroes 3.  If you fire from too far away or accross castle walls you do half damage.

Come on!!! Doesn't anyone else have any ideas anymore?!?
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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted November 06, 2001 06:08 PM
Edited By: Djive on 16 Jan 2004

Ritual:
Rituals are researched in a town building. If we assume a new town, I'd suggest the Mage Guild building. What are Rituals... Well, one option is to make 'spells' that would last for a specified amount of time (in days). This could be enhancing spells, but could also be spells that affect the adventure map.

Another option is to let this skill give a bonus whenever a religious structure is visited. For instance, if you visit a Temple then the bonus lasts for more combats.

Another possibility is to have fixed 'spells'/abilities at each level. For instance something like this:
Vision, Disguise, View Resources, View Heroes, Town gate (to closest town), Fly (only applies to Hero), Resurrection of fallen Heroes

Needless to say that the most powerful of these are restricted to GM level.

Sanctity
Each time any army tries to attack a Hero with Sanctity there's a chance (at the Hero's option) that the high clerical status will change the mind of the agressor. Once a creature has been converted in this way, no new attacks on this hero may be attempted for a period of 3 days.

Spying
This skills allows you to visit enemy towns without fighting. You can utilize town structures, try to free imprisoned heroes, or even try to recruit creatures and send them away with caravans. All of these actions imply a certain risk of being caught and having to fight the town garrison. Spying can also give certain bonuses on the adventure map.

Combat
Not the H4 skill to increase a Hero's Defence, but a Hero skill to give the creatures in the army certain special abilities, or special bonuses to creature stacks. Things which could be considered are:
- Block, gives a certain % to avoid taking damage due to a physical attack.
- Resist Magic, reduces damage taken or gives a % chance to resist a spell.
- Extra strike, allows creatures an extra melee attack dealing half damage (after retaliation).
- Magic strike, gives creatures attack a chance for a special magical effect (which effect is applied depend on hero class.)
- Toughness, all creatures receive +10% health.

Mod note: Cleaned the topic a bit and revived it. So how about some new skill ideas for Heroes 5?

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Styq
Styq


Known Hero
Grandmaster Leadership
posted January 22, 2004 07:19 PM

Some Skill Ideas

OK. I haven't visited this thread for about 2 weeks and I don't feel like reading the last 16 posts, so some of these skills may have appeared before:


Conquering (Imperalizm)
Greatly Boosts creature morale, attack, and defense during a siege.

Re-Raising (Unrest)
Works like Necromancy but it allows you to raise a small amount of Undead casualties as-well.

Light Attack (Spaciel Combat)
Extra dmg to Undead, Chaos, and Demonic creatures

Dark Attack (Spaciel Combat)
Extra dmg to Light, Nature, and human creatures

Fire Attack (Spaciel Combat)
Extra dmg to Water Elem. and Aquatic creatures

Water Attack (Spaciel Combat)
Extra dmg to Fire Elem. and Demonic creatures

Air Attack (Spaciel Combat)
Extra dmg to Earth Elem. & non-flyers

Earth Attack (Spaciel Combat)
Extra dmg to Air Elem., Fire Elem., and flyers

Builder (Economics)
Reduces the costs of buildings in a town which this hero is in (I believe this was a spacialty in WOG)

Training (Training)
Let's you train more units and at reduced costs.

Raiding (Commando Siege)
Before a siege upon an enemy town begins you are able to move your creatures in HOMM3 Advanced Tactics positions, and place Flyers behind the enemy wall. (I realize this last thing may be a bit too overwhelming)

Worship (Luck Experience)
Your creatures gain +luck by fighting.

Bloodlust (Morale Experience)
Your creatures gain +morale by fighting

Observation (Visions)
Allows you to get enemy heroes' an towns' stats and units more clearly.

Pillaging (Stealth Rampage)
You gain resources after sieging an enemy town

Retiring (Selling)
Let's you retire units, therfor dismissing them and earning a certain % of their cost.

Magic Spirits (Quick Magic)
Randomly cast a spell at one (or all) of your enemy creatures at the begining of the battle at no mana point cost
____________
Leadership is nothing but being a good actor,
just like bravery is nothing but being a fool

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regnus_khan
regnus_khan


Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
posted January 24, 2004 08:16 PM

I suggest some skills on creatures:

Spying: Djive explained

Death Flare: Death Gaze from H3

Siege Attack: An earthquake caused by the creature destroys two walls.

Fire wall: Grants the creature with a fire wall while he doesn't move.

Anti-Magic: Unit is protected against low level magic.

Air Shield: From H3, aight.

Flood: The creature is able to flood the map. Units hit by this flood takes solid damage and moves few spaces back( like from Discplacement)

Reflection: Pain Mirror and Magic Mirror both in one.

Unlucky: Always has maximum bad luck.

Immorale: Always has maximum bad morale.

Succubus: -1 morale to Male ob (on battlefield)

Incubus: -1 morale to Female ob

Casanova: +1 morale to Female ob

Sweet Dream: +1 morale to Male ob

Dig-In: Allows the creature to dig in the ground so it suffers 50% less damage from the one that attacks from the surface. This is some kind of sacrifice. Unit is unable to move anymore. Also, he can't take any damage from spells.

Multiple Shot: Elvens should be able to shoot two or three arrows at once, so the creatures that are adjacent to each other takes  damage. It has some similarities with Area Attack, but not much. You can attack four or even five units at once with Area Attack, while you can attack only three units with Multiple Shot

Giant Fist: Normal Melee attack that puts the enemy unit attacked into the ground till the very end of the combat.

Crystal/Gem/Mercury/Sulphur generation: Unit provides with one resource of that kind he's granted with daily.

That's all for now! Hope I'll think some new "innovative" ideas.

P.S. Dunno, if mine ideas were innovative. I'll be glad if it was
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gerdash
gerdash


Responsible
Famous Hero
from the Animated Peace
posted January 25, 2004 10:21 AM

Quote:
Giant Fist: Normal Melee attack that puts the enemy unit attacked into the ground till the very end of the combat.
i liked this one. looks very heroic for a might hero. could be a creature specialty for some strong giant, maybe some barbarian creature. except that i don't think it should last till end of combat.

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regnus_khan
regnus_khan


Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
posted January 25, 2004 10:39 AM
Edited by alcibiades at 12:06, 29 Jun 2009.

Thanks, Gerdash!

Here's more of them:

Serene Creature: immune to all mind spells (hypnotize etc.)

Acid Flare: like three-headed attack of Cerberus, damages three units that are adjacent with acid of sulphur which damages the unit and decreases the defence  by 3.

Speed-Up: creature is able to increase to increase its speed by 2 and movement by 3 for one turn.

Vine Attack: dendrite attack with vines. Creature that is attacked is unable to move or attack.

Gift: creature is able to create a major artefact once a month to his army's hero.

Fire Arrow: fire-based attack that damages every unit on its way. Same thing as fire wall, only is and lasts longer.

Vortex: same thing like force-field in H3 only longer.

Quicksand(extended effect): creature is able to cast extended quicksand. every unit who steps on this puddle of quicksand, digs itself into the ground. Effect is explained in the post I've posted here earlier.

Canine Madness: creature who is attacked by a unit who has this ability, has his attack and defence reduced by 20%; HP is reduced by 30%. Also, the creature takes turn-based damage like from poison spell. Otherwise, this is a spell.
Very good ability, though.

Artillery Attack: creature is able to damage the gate and walls with his ranged attack.

Undead Shot: creature's ranged attack has no obstacle, no melee penalty and is long-ranged. Also, it does extra 25% of dmg to living units. This ability is only equipped by undead units, including hero when he has 21 lev.

I will write some other ideas soon!



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 Library Of Enlightenment, to discuss Heroes 4, please go to War Room Of Axeoth, to discuss Heroes 5, go to Temple Of Ashan.
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