Author | Hero Upgrade |
why people say demon overlord because the demon hero is that already and undead commander same thing and so are shadow elves |
Overlord is like a lord of all the Lords and a sage... well that's hard to explain. like a suped up warlock |
necro = linch (more powerfull magic)
or
death knight (defense talents become 7 points each and gain acess to offensive talents loses sorcery) |
what about blood elves ? |
Knight=Paladin: All holy magic effects increased, moral bonus of one half of fraction level, rounded down.
Elf=High Elf: Extra initive, all living units under coontrol can regenerate life at a rate of fraction level+5
Dark Elf=Corrupters: Darkness magic effects increased, whenever the hero attacks a target, there is a 25%+5%*fraction level, those injuried suffer from a random darkness effect.
Barbarian=Warlord: All units gain an inherit +1 to min and max damage, and a attack bonus that=fraction level.
Wizard=Warlock: All spell effects improved, all spells cast are at 1/2 the cost, round up. mini arts cost decreased.
Deamon=Abyssmal King/Queen: Extra Talent points, there is a 10%+5%*fraction level, that a gated stack will be one half the size it should be, but all units that should have been gated will be Devils.
Necromancers=Reserected One: Units do not suffer from health loss from being reserected, plus they have the ability to skip ahead on the initive list to raise a freashly killed stack for 2Xnormal cost of raising.
What do ya think? |
what they look like, i have no clue, somebody else come up with that stuff |
in homm5 necroes will be
Necromancer=Death Lord or May be Avatar of Death |
Knight->Paladin->Paladin
Elf->Elder Elf->Sage Elf
Wizard->Arcanist->Elementalist
Necromancer->Shadow Priest->Terror Lord
Demon->Fierce Demon->Demon Commander
Barbarian->Barbarian Chieftain->Barbarian Conquerer
DE->Tracker->Dark nin Elf
Dwarf->Shaaman->Drynad |
I like it, but the deamon ability seems a bit too powerful, and knights should get more benifits :) |
I like it, but the deamon ability seems a bit too powerful, and knights should get more benifits :)
way tooo powerful. Imagine fighting 50+ devils.. knights are fine, 4 morale at faction 8 is more than sick |
I like this idea but instead of one upgrade, I think it would be a good idea to have a choice between two. For example, for wizards one upgrade would be to your magic, another upgrade would be for those that choose a might path with holy magic. For dark elves, the two choices can be magic or might. Knights can choose from an offense upgrade or defense upgrade.
This way you can start differentiating your character a bit from the other people playing your same faction.
Also, wizards and warlocks are different. I think warlocks would be an upgrade to a necromancer instead of a wizard. Wizard should upgrade to a sorcerer and insert another name for the might/holy path. And for wizards I would like to see the implementation of quad mini arts! |
heal their critters without the morale loss
that's the "Resurrection" spell, coming in mage guild 4-5 |
Barbarians dont have any name to upgrade to, barbarian is a title for the best of the best at hand to hand // close range combat...
(boo dwarves)
They could however have some more units that arent green o_0 |
no steppe have the not green units like tan goblins or red goblins(and i dont want to know why is their color red blood )lol
but about the idea isn't it better to make it from the first like when you register first choose your faction then choose between might and magic
for example : faction : might : magic
necromancers death knight Necromancer
knights Knight Priest
Elf Ranger Druid
Wizard Overload Alchemist |
Elf = Forest Sprit
Barbarian = Overlord
Knight = Paladin
Wizard = Warlock
Demon = devil
Dark Elf = Shadow spirit
Necro = death knight |
darkelf should be calld sorcerors each upgrade allows your magic damage should in creast by 5 percent |