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 ]
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