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Someone has to be with Darkness. High-initiative griffins for Iris and a general slow effect on neutrals – a good combination.
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Someone has to be with Darkness. High-initiative griffins for Iris and a general slow effect on neutrals – a good combination.
Someone has to be with Darkness. High-initiative griffins for Iris and a general slow on neutrals is a good combo.
Or cast a debuff and fly away into the heavens.
I don't know how feasible this is:
When encountering a hostile hero, there is a chance (5% + 1% per 5 hero levels) that they will switch to your side.
This ability is purely for multiplayer.
I don't know how feasible this is:
When encountering a hostile hero, there is a chance (5% + 1% per 5 hero levels) that they will switch to your side.
I was developing my hero, putting in effort, honing strategies – I was simply nurturing my main character, and then suddenly he becomes an enemy! It's completely absurd!
If the main hero is killed, it means you've already lost (but even then, there's a chance to escape, to negotiate). That's how most battles are structured. Losing without a fight is even more frustrating, and it's not due to strategy – it's just that you met...
:smile30:
P.S. Technically, this is feasible :)
Or just forget about this nonsense altogether? :)
Please explain the specializations of the following heroes:
1) Elmandar
(With each level up, the hero receives one fire elemental for every five levels, starting from the first.)
The hero gains a level and, accordingly, receives 1 fire elemental... Or does that mean for every 5 levels?
2) Malustar
(During a direct attack, the hero also deals a flame strike, resembling a fireball. The damage increases with the hero's level.)
I leveled him up to level 11. This fireball deals 1 damage. Consistently.
3) Melchior
(The hero learns light magic spells through the Guild of Mages. The level of the guild determines the level of spells learned. (Except for regeneration and resurrection).)
So, spells can still be learned through the Guild of Mages. What's the point?
With each level up, the hero receives one fire elemental for every five levels, starting from the first.
If you doubt it, check it out.
It's not 1 damage, check it on maps, mods.
Where does a Necromancer in Heroes of Might and Magic get light magic from?
I'm not doubting, I'm asking about the essence of the ability. What's the point?
This orb deals 1 damage to everyone in the area, except for allies. What should be checked?
How, from where? From the Guild of Mages) That's where light spells are given. Less often than dark spells, yes, but they are given.
The highest-level light spell is never given out in the Heroes of Might and Magic Necropolis! The lowest-level light spell is rarely given out! Darkness and summoning spells are always given out (100%). The light skill is rarely dropped!
Couldn't this nuance be incorporated in a unique way?!
In my opinion, this isn't quite an "Engineer," but rather a "Mine Collapser"!
It would be more logical like this:
Eymund
Starting Machines
Completed Rune
Earthquake
Ballista, Cart
Mine Collapser
The hero disables mines, spending the rest of their turn. The cost to repair is 5000 gold for everyone except the hero – 2500. Broken mines are gradually populated by Bone Collectors. For every 5 levels, one additional Bone Collector arrives per day.
Mountain Engineer
The hero can improve mines that extract gems, crystals, gold, and ore.
And for the specialization "Mountain Engineer," a female dwarf named Vasgeda [name borrowed from a game about dwarves] would be perfect ;)
Biography: Vasgeda became an orphan early because her father and many of her relatives died in one of the mines due to the natural greed of dwarves to mine as many useful resources as possible, regardless of the inevitable depletion of the mines. She delved into studying the secrets of mining and managed to find a way to improve some mines.
You might ask why some - it's simple, you need to introduce double randomness, i.e., any mine of the above type can either be improved or cannot be improved at all; if it can still be improved, then preferably by a certain constant percentage - a one-time operation!
Second option.
Mine Specialist.
When capturing mines, the hero immediately receives a week's worth of mine production.
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Necropolis
Moander
Leadership Basics
Eternal Slavery
Raise Dead
City Governor
Any city can be turned into a Necropolis if the hero's level is not lower than the city's level. The special ability only works at the city gates.
1) The hero must be self-sufficient.
2) Have an incentive for development.
3) Ability to be the main hero among others.
Indirect:
4) Good synergy.
5) Simplicity and uniqueness of the special ability.
The proposed special abilities for improving mines/capturing mines lack clear, essential points.
It's not that simple: you come up with something and just add it in. Even Eymund, who uses mines like dwellings for Bone Collectors, doesn't appeal to me much, even though he brings something good to the game. In the future, I even want to simplify it so that he "simply" turns mines into dwellings, with the increase depending on the hero's level and/or the more mines converted, the greater the bonus (parameter).
Thus, the hero will be able to deprive the enemy of a necessary resource permanently in a particular game. The transformation will, of course, cost money, and the higher the hero's level, the less gold will be required.
It would be interesting to have different army units generated in different mines: for example, a crystal mine produces two Tians per week, and a gem mine produces four Priests per week.
Added 22 minutes later
Eymund
Starting Machines
Completed Rune
Earthquake
Ballista, Cart
Engineer
The hero converts any mines into creature dwellings (basic weekly increases: crystals - Tians, gems - Elders, stone - Shields, wood - Spears, sulfur - Bears, Bone Collectors - Mercury, Dragons - Gold). The transformation is possible if the hero's level is not less than (week * 4).