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 New hero abilities - suggest them all! 
		
		
		Power Cast:  Gives a damage multiplier to the hero's raw damage spells.  Starts at +25% damage (before protection is applied). 
	The Gift: Reduces spell-casting fatigue by a variable percent, starting at 25%. This includes fatigue caused by armor. Chameleon: Gives a unit stealth, and decreases chances of being spotted. Starts at +50% (where chance of being spotted is 1/(base*(1+bonus))). Squirreltongue: Adds abilty to scout all adjacent provinces, by talking to small, cute woodland creatures. Higher heroic level increases accuracy. In addition, the hero will be accompanied at all times by a squirrel bodyguard (low stats, but awe+6 because it's so darn cute). Divine Faith: Unit becomes sacred, and gains bonus strength, attack, and morale when blessed - initially +2 to each - in addition to magic-pick-based bonuses. Charisma: Militia flock to this hero for free. Initially he gains +2 militia (spear, cap, shield) per turn, increasing gradually. Heart of Stone: Increases pillaging and patrolling ability. Initially +50% for all units serving under the hero. Lord of Blood: Incredible taste and smell sensitivity, along with a insatiable desire to drink human blood, allow this hero to harvest blood slaves as though his blood magic level was (initially) 2 higher than actual. So, a non-blood-mage Lord of Blood could also equip a SDR. Treasure Hunter: The hero randomly finds gems and magic items, which are transported to the lab. The chance of this happening each turn is initially 25%, and initially only trinkets and handfuls of gems are found. Super Luck: Any province containing this commander has its luck scale tip toward +3 luck, at +1 per turn. Also, the hero causes (initially) 50% more events than normal in his province. Also, of course, he gets permanent Luck. -Cherry P.S. Suggest some more! [ October 16, 2003, 19:23: Message edited by: Saber Cherry ]  | 
		
 Re: New hero abilities - suggest them all! 
		
		
		Hmmmmmm, lets see... 
	Few are overpowered(unless there is a very small chance to get the heroic ability), few need renaming and few are OK. Oh wait, this was about suggesting your ideas...  | 
		
 Re: New hero abilities - suggest them all! 
		
		
		Originally posted by Saber Cherry: 
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 I have some of my own, too: A familiar for a mage, acting as a free communicant. Black hawk would be fine. This might be too powerful though. A monster as a bodyguard, or as a unit that can't be removed. If it dies new one might be gotten. Nothing too powerful would be fine, but I can't think of anything suitable right now. Maybe an imp? A spider (riderless)? something like that  | 
		
 Re: New hero abilities - suggest them all! 
		
		
		I would post ideas, but I am almost sure that IW don't need ideas like this. 
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 Re: New hero abilities - suggest them all! 
		
		
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 *let me think* http://forum.shrapnelgames.com/images/icons/tongue.gif  | 
		
 Re: New hero abilities - suggest them all! 
		
		
		Godlike Endurance:  Sought out by women near and far, this hero grants a +25% (initially) growth rate to whatever province he inhabits. 
	Olympian: Incredible athletic skills allow this hero to swim across a body of water, and move 1 additional province per turn on the strategic map. He may not bring other units (unless they are flying). Blood of the Gods: Any hit that damages this hero will bring down a lightning bolt somewhere on the map. This could be good or bad, so be careful... Master Architect: Reduced cost and increased speed of construction (buildings only). Initial bonus is +25%. Turns to build a fort are ceiling(base/(1+bonus)) and cost is also ceiling(base/(1+bonus)). Weaponsmaster: Troops under this hero gain +3 additional experience per turn initially.  | 
		
 Re: New hero abilities - suggest them all! 
		
		
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