Re: New hero abilities - suggest them all!
Siege commander. Counts as extra troops when besieging castles or defending against sieges.
Bard's Gift. Troops which fought and won when this commander was present may gain a one-time morale bonus for their next battle. Probability based on size, strength of defeated enemy. Does not stack.
Alternate Bard's Gift: Combat result reports are enhanced with greater intelligence summary, e.g. unit breakdowns. Accuracy/detail depends on level of ability.
Ranger. Slight bonus to patrolling or evading patrols (if stealthy) in woods, mountains. Slight reduction in troops' chance of contracting disease due to magical sites, venom charms, and other land-present non-battle phenomena. Does nothing to reduce the chance of disease due to, say, leprosy spells, mummies, or wounds.
Achilles's Bane. *Small* chance for a melee attack to be armor-piercing. Chance is larger when victim is routing.
Blind-fighting. ATT/DEF/PREC merely halved instead of zeroed when blind. Perhaps half+level up to original.
Diviner. Slight accuracy bonus when using scrying magic.
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