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Posts from Special properties of units and heroes.

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Here, I suggest brainstorming ideas for additional special unit properties. This is for those who can't come up with a complete, logically defined, and well-structured race. (Examples of such units are in parentheses.)

1) Free teleportation across the map (to any object where such units can appear, e.g., a Light Elemental). If a hero possesses this property and has only this type of unit, they can freely move to any location.

2) Requires upkeep (costs money for upkeep) (Mercenary).

3) Variable price (if the player is willing to pay more, the number of units that can be hired increases) (Mercenary).

4) Stimulated (a one-time infusion of money can increase characteristics).

5) Disposable (the winning side receives money and resources from disposing of the unit).

6) Invisible (not visible when the hero is viewed by the opponent, and also in battle, but can still be encountered; not counted in the ransom calculation when surrendering; not lost when retreating; becomes visible if it is the last unit remaining).

7) Critical hit (allows a unit to kill another unit with damage, even if the target's health is not fully depleted).

8) Slowdown (reduces the hero's movement speed) (but is also powerful).

9) Racist (deals increased damage to other races, especially hostile ones, but reduced damage to its own race; effectiveness also decreases if the hero is of a different race).

10) Saboteur (can disable objects in a city, attacking any of the city garrison stacks and then the inhabitants of the dwellings).

11) Scout (able to camouflage itself so that the opponent does not notice it, and can also be left in any location and is able to survive there).

12) Infiltrator (able to pass through city walls to attack from within, bypassing the city's defenses). (Attacking from within is complicated by the fact that not all units are capable of it, and the attacking units will be weaker).

13) Slow Rage (each attack by the unit (and counterattack) increases its attack skill by 1).

14) Fast Fatigue (each attack and counterattack by the unit reduces its attack skill by 2, and each attack on a unit reduces its defense skill by 2, and ranged attack skill by 1). (Heavy Knight :smile17:)
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1) Evokes pity. Attacking such creatures lowers morale and also creates a chance that the opponent will hesitate to attack them, which is higher the lower the morale. 2) Dense Fog. Can create a cloud of dense fog. Units within it receive no benefits from their hero. 3) Astral Shift. Can move through the Astral Plane and merge with any army. It can also leave the battlefield through the Astral Plane (for example, this could be added to Angels).
In reply to WildKOT
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Twilight Witches 1) Shooting without penalties. 2) No penalty in melee combat. 3) Whipping Lash and Energy Bolt. 4) Devastating Whipping Lash and Energy Bolt. 5) Tax Collector. 6) Resurrection. 7) Invulnerability. And I will be happy.
Tomorrow holds no promises
Except the ones we've made
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:D
If someone reading this thread doesn't understand, let me clarify that I'm not suggesting assigning all these skills to a single unit. They should be assigned to different units.
:D
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Mage Killer: When a unit is adjacent to a Sorceress, the Sorceress cannot cast spells. Paralysis Suicide (similar to Shamans, but they attack themselves).
In reply to WoodElf
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1). Tactics – stacks of creatures with this ability can split and merge directly during combat (a variation of "tactics" is the "scatter" ability, where a stack can instantly split into individual units during combat if the battlefield allows it);

2). Self-replication – a stack creates an exact copy of itself, which disappears from any attack on it or after 2 turns after appearing;

3). Piercing scream – when taking damage, the stack emits a very loud cry of pain, inflicting damage within a certain radius to both enemies and allies, and giving a 2-3 turn stun chance;

4). "Infection" – when attacking, a stack has a chance to turn the enemy stack into copies of itself until the end of the battle; after the battle, the effect is removed;

5). Corruption – a stack targeted by corruption has a chance to completely disappear after 3-4 turns (let this be a type of magic, so it doesn't affect immune units and can be dispelled);

6). Evil eye:D (since corruption exists...) – a stack affected by the evil eye receives a 20% chance to miss in both melee and ranged combat.
Ибу ибуди - хуйдао муди - Шаг за шагом можно достигнуть цели (китайская мудрость)

Кто к нам с пером придёт, тот от пера и погибнет!:smile51:
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The Bloodeyes Cyclops already have a Stun skill; please rename it.
In reply to WoodElf
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Is this where they are?:eek? In the add-on for "Heroes 5" or something? To be honest, I haven't played it, so I didn't know. I was actually referring to special properties for 3.5 (In the Wake of Gods).:)

I came up with another cool property: for every 10 of these units in a hero's army, they will restore 1 mana point to the hero when he moves around the map.
Ибу ибуди - хуйдао муди - Шаг за шагом можно достигнуть цели (китайская мудрость)

Кто к нам с пером придёт, тот от пера и погибнет!:smile51:
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Okay, that's fine, keep coming up with ideas...

Added 3 minutes later
Play the expansion pack:smile19:, otherwise life will pass you by, and you won't know what wonderful things it has to offer:smile20:.
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I suggest a special ability for mages, as an alternative to creating mini-artifacts – the ability to inscribe mini-scrolls to enhance spells (duration, mana cost, bonus damage). Naturally, the quality of the scroll depends on the hero's level.
Да здравствует Темная сторона! :smile41:

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