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Idea for a specialization: Within a certain radius around the hero, the enemy has a chance to encounter a hostile unit, the size of which depends either on the enemy's strength, the day of the game, or the level of the hero with the specialization. As the level increases, so does the enemy's chance of falling into an ambush and/or the radius of effect. Another option: Once a week, the hero can set a trap where he is standing (whether it's an ambush of troops, a reduction in movement points, luck, and morale, or the extraction of resources - something to consider), the effectiveness of which depends on his level or the day of the game. When visiting the place where the hero who set the trap was standing, the enemy will, accordingly, fall into that very trap.
Idea for a specialization: Within a certain radius around the hero, the opponent has a chance to encounter a hostile unit, the size of which depends either on the opponent's strength, the day of the game, or the level of the hero with the specialization. As the level increases, so does the chance of the opponent falling into the ambush and/or the radius of effect. Another option: Once a week, the hero can set a trap (whether it's an ambush of troops, a reduction in movement points, luck, and morale, or the extraction of resources - something to consider) where he stands, the effectiveness of which depends on his level or the day of the game. When visiting the place where the hero who set the trap stood, the opponent, accordingly, falls into that very trap.
Similar suggestions have already been made. But such specialists are no longer heroes, but something else. In my opinion, "a hero should carry the specialization within himself." Traps and other things are the business of perks or single-player modes.
I think Shadii would benefit more from defense and evasion skills. I can also suggest a few heroes from my upcoming campaign: Inferno: Urrg
Advanced Gate opening Fundamentals of Chaos Magic Fireball Specialization: Lord of the Abyss: Cave demons, lords, and spawn receive +1 to attack for each level of the hero. Additionally, they receive +1 mana for every 2 levels of the hero (spawn receive +1 damage for every 3 levels of the hero).
Tarot
Fundamentals of Enchantment Soul Eater Army of Imps Mistress of Imps: Imps, devils, and implings receive +1 to attack and defense for each level of the hero, starting from the first. Additionally, they steal 1% more mana for each level of the hero.
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I think Shadi would benefit more from defense and evasion skills.
The summoning skill leads to leveling up the Mist skill, which is better than evasion from defense. And it's also desirable not to give them Earth Magic, defense, and so on. Some of the existing skills also need to be revised. Warrior777
I can also suggest a few heroes from my upcoming campaign: Inferno: Urrg
Advanced Portal Mastery Basic Chaos Magic Fireball Specialization: Abyss Lord: Cave demons, lords, and imps gain +1 to attack for each level of the hero. In addition, they gain +1 mana for every 2 levels of the hero (imps gain +1 damage for every 3 levels of the hero).
Do you already know how you'll implement the bonus for imps? Warrior777
Tarot
Basic Sorcery Soul Eater Army of Imps Demoness: Imps, devils, and lesser devils gain +1 to attack and defense for each level of the hero, starting from the first. In addition, they steal 1% more mana for each level of the hero.
And do you know how to implement this one too? P.S. Multiplayer is not single-player.
Advanced Gate opening Fundamentals of Chaos Magic Fireball Specialization: Lord of the Abyss: Cave demons, lords, and imps gain +1 to attack for each level of the hero. Additionally, they gain +1 mana for every 2 levels of the hero (imps gain +1 damage for every 3 levels of the hero).
Tarot
Fundamentals of Sorcery Soul Eater Army of Imps Mistress of Imps: Imps, devils, and implings gain +1 to attack and defense for each level of the hero, starting from the first. Additionally, they steal 1% more mana for each level of the hero.
Huvrag Basic Education Might vs. Magic - Magic Dampening The hero's magic skill increases by one with every other level. Combined with the "Might vs. Magic" skill, it provides a good effect.
Shagrat Advanced Attack - - Battle Fury After each battle won with losses, the hero receives a +1 bonus to attack. The bonus is accumulated anew each week.
Huvrag is too strong. No race has a 50% magic skill growth, unless it's through education. It is illogical for Shagrat to receive a bonus for losing an army, as this can always be arranged, while it is not always possible to complete a battle without losses
Huvrag is too strong. No race has a 50% magic growth bonus unless it's tied to education. It doesn't make sense for Shagrat to get a bonus for losing an army, as this can always be arranged, but it's not always possible to complete a battle without losses.
Huvrag is an Orc; he only uses magic as a supplement. The balance isn't quite right yet; it needs to be adjusted when all the heroes are ready. But feedback is always welcome. Regarding Shagrat: the number of enemy losses is also a factor, which I forgot to mention (because there are weeks when creatures are weak, and you can significantly increase their attack power). Yes, this small feature with losses can be removed, or increased to a percentage of the entire army.
Added 1 hour 56 minutes ago Most likely, the "with losses" condition will be removed from Shagrat, and the number of enemy creatures killed will be increased, depending on the time in the game. For now, I'll weaken Huvrag to 3 per level, instead of 2.
Added 43 minutes ago I'll give Shagrat the following condition: If the number of killed > absolute day * 4, then +1 attack. This needs to be earned every week.
Added 9 hours 37 minutes ago All that remains is to determine the hero's race: -Can steal enemy units at close range using a custom ability. Formula: Can steal (8 - creature level) creatures for every 3 levels of the hero. If the unit is larger, it cannot be lured. The largest possible unit is stolen. In this case, a unit is considered to be a combination of all identical creatures. Close range - 10 cells. The ability is activated on the next day. Only one hero/object can be stolen from once a week.
A vampire, perhaps? It could also be useful for the Transmuter!
No need for a Dark creature. It simply wouldn't be beneficial to him (in the sense that he already has too many), and besides, his morality wouldn't allow him to use the stack to its full potential.
Then you could try a Mage or a Demon; it would also be appropriate for them, in my opinion. It would be just like the Wizard's skill from the fourth game!
Most likely, it's a demon (they are masters at sweet-talking and turning anyone against each other). Preferably female, as it involuntarily brings to mind succubi – temptresses.
After talking with Nargott and considering a simple formula for the interceptor demon, we came to the conclusion that the following might work: 10*(Hero Level) for a level 7 creature, and for each subsequent lower level, it's halved (rounded up). Example: Level 15: 7 levels of creatures: 150 75 38 19 10 5 3. Perhaps someone can suggest a simpler and easier formula that would also balance the stealing mechanic?