View Single Post
  #35  
Old April 6th, 2005, 02:50 PM

FrankTrollman FrankTrollman is offline
Second Lieutenant
 
Join Date: Sep 2004
Posts: 559
Thanks: 0
Thanked 4 Times in 2 Posts
FrankTrollman is on a distinguished road
Default Re: New hero abilities - suggest them all!

There are a number of hero abilities from MoO2, MoM and HoMM that could be profitably put into Dominions:

Necromancy was pretty sweet (x% of enemies slain on the battlefield came back as undead troops under your control). I'd still like this to grant undead leadership, rather than requiring it.

Estates/Wealth: Character no longer requires upkeep and actually generates gold just for being around.

Instructor: All units under character's control gain bonus XP every turn.

Spy Network: (based on Galactic Lore) Character gives spying reports on a variable number of random provinces around the world each turn.

Lawmaster: (based on Telepath) Character gets a patrol bonus. The province she's in is also patrolled by a variable amount every turn, causing spies and unrest to get rounded up automatically.

Spymaster: Character becomes increasingly stealthy and gains the Spy ability. This doesn't really need anything else because there is stuff like the Black Heart that makes getting a decent hero with stealth totally the win.

Tactical Genius: Character's team gets the first turn when attacking. Also grants a variable morale bonus to troops nearby.

Medicine: Chance to heal battle afflictions in this army every turn.

Commando: Generates additional Province Defense troops every battle as the attacker or defender.

Famous Bureacrat: Counts as additional Admin rating in whatever province the character is currently in.

Master Smith: Available only to spellcasters, grants a variable Forge Bonus. Character generates a variable number of resources.

Master Ritualist: Available only to spellcasters, grants a cost reduction when casting ritual spells.

Pathfinding: Grants terrain movement abilities to troops under character's control. Also raises overland movement by a variable amount (starts at +0), at higher levels also grants seamanship.

Resurrection: Non-undead, non-lifeless beings who die in your army have a variable percentage chance to be raised from the dead at the end of the battle if you win.

Demonology: a pile of Imps of variable size shows up at the beginning of each battle to fight for you. You get a variable amount of undead leadership out of the deal.

Fairy Blood: a pile of Sprites shows up at the beginning of each battle to fight for you. You get a variable amount of magic leadership out of the deal.

Sorcery: Mages with at least one pick of sorcery magic only. Your spell penetration goes up for every sorcery spell you cast.

Elementalism: Mages with at least one pick of elemental magic only. Your elemental spells inflict a variable percentage of extra damage.

Summoning: A random elemental of variable size permanently joins your side every round. You gain magical leadership.

Charm: A percentage of independents/mercenaries who run away (and would die) permanently join your side if you win the battle.

Artillery: A variable amount of catapult attacks rain down on enemy positions over the course of every battle. The character gains a Siege bonus.

Luck: "Luck" is cast before combat a variable number of times.

Logistics: (actually based on Farming Leader) Character generates variable number of supplies.

Reverse Engineering: (based on Eagle Eye) Chance of adding a spell to your spells known if it is cast by the other side in a battle the character is in, or if it is cast overland into a province that the character is in. Also gives a chance of learning a global enchantment that is cast.

-Frank
Reply With Quote