User:76561198868168807

From Heroes of Might and Magic: Olden Era Official Wiki

Various WIP things.

New Hero Class page draft: TestHeroClassTemplate2

Specialist Hero

Heart of Hearts
He starts with the “Masterful Vulnerability” spell. While casting this spell, effective Spell Power is increased by 1 for every 2 hero level(s).

Pseudocode:

{{Quote
|icon=HERO_NAME.png
|icon_margin=0px
|title=<div style="display:inline-block;vertical-align:middle;"><div><big>{{Link|type=hero|id=HERO_ID}}</big></div><div style="font-weight:normal;"><div style="display:inline-block;">[[File:HERO_ID_specialization_icon.png|32px|link=]]</div> SPECIALIZATION_NAME</div></div>
|title_margin=5px
|text=SPECIALIZATION_FIRST_SENTENCE(He starts with the “Masterful Vulnerability” spell.) SPECIALIZATION_LAST_SENTENCE(While casting this spell, effective Spell Power is increased by 1 for every 2 hero level(s).)
}}

Implementing new active ability visuals

Active Ability
Name of Active Ability
Special - Positive Effect
Tier II
|
Cost: 2 Focus Charge(s)
|
Cooldown: 2 turn(s)
Insert active ability 2 description here.
Insert user-made notes here.

Cleaner units navbox:

Temple
Base Units
1 line
Upgrade A



Temple

kjkhk kjn khh

Necropolis
Grove
Hive
Schism
Dungeon
Neutral
Units Overview

Draft for skill odds table:

Skill Rates per Level UpWeights per Level Up
(Toggle percentage/weights)
Normal Special
Every 4th level4, 8, 12, 16, 24, 28, 32, 36, 40, 44, 48 Every 5th level5, 10, 15, 25, 30≤30 Level 20
Offense If not known 20%200 20%200 20%200 20%200
If known, but below Expert level
Defense If not known
If known, but below Expert level


Creature overview info cards:

Sentinel of Glory
Faction Tier III
Creature Type
Attack Type
Stats
Health 999
Attack 999
Defense 999
Damage 99-99
Morale 999
Luck 999
Speed 999
Initiative 999
Cost
4500 Gold
2 Gems
Growth
+99
Passive Abilities

FlyingAbility effect

Flying

Flying
Alternative Attacks

Fighting Style: Hit & Run

Fighting Style: Hit & Run

Fighting Style: Hit & Run
Active Abilities

Arina's WayAbility effect

Naira's Way

Doreath's Way

Hksmilla's Way

Spell infobox test:

Colors

School Main Color Ring Color
Daylight #62410F #c49714
Nightshade #3F1B52 #6b3486
Primal #67281B #c40700
Arcane #1C444F #106278
Neutral #383765 #2f4ab7

1. Daylight spell, main colour #62410F, ligher colour: see from game file; others less fancy for now for demonstration purposes

Haste
Tier
IV
Mana
99 Mana
School

Daylight Magic
Type

Battle Spell
Effect
Description of effects
Effects at higher levels
Lv. 2 Effects at level 2
Lv. 3 Effects at level 3
Lv. 4 Effects at level 4
Masterful Version
Effect of masterful version
Specialist Heroes
Haste
Tier Mana Cooldown
I 99 2 turns
Magic School Spell Type
Nightshade Magic Battle Spell
Effect
Description of effects
Effects at higher levels
Lv. 2 Effects at level 2
Lv. 3 Effects at level 3
Lv. 4 Effects at level 4
Masterful Version
Effect of masterful version
Specialist Heroes

2. Nightshade spell, main colour #3F1B52

Fatal Decay
Tier
IV
Mana
99
School
Daylight Magic
Daylight Magic
Type

Battle Spell
Effect
Description of effects
Effects at higher levels
Level 2 Effects at level 2
Level 3 Effects at level 3
Level 4 Effects at level 4
Masterful Version
Effect of masterful version
Specialist Heroes

3. Primal spell, main colour #67281B

Hksmilla's Rampage
Tier
IV
Mana
99
School
Daylight Magic
Daylight Magic
Type

Battle Spell
Effect
Description of effects
Effects at higher levels
Level 2 Effects at level 2
Level 3 Effects at level 3
Level 4 Effects at level 4
Masterful Version
Effect of masterful version
Specialist Heroes

4. Arcane spell, main colour #1C444F

Doreath's Tide
Tier
IV
Mana
99
School
Daylight Magic
Daylight Magic
Type

Battle Spell
Effect
Description of effects
Effects at higher levels
Level 2 Effects at level 2
Level 3 Effects at level 3
Level 4 Effects at level 4
Masterful Version
Effect of masterful version
Specialist Heroes

Grove Palace Test

Grove Palace II
Requirements: Grove Palace I
Cost Effect
2,500 Gold
5 Wood
5 Ore
Grants the kingdom 750 Gold, Law points, and Astrology points daily. Allows the owner to pick one level-II economy upgrade:
  • Produces 500 more Gold daily.
  • Produces 500 more Law Points daily.
  • Produces 500 more Astrology Points daily.

Mage Guild

File:Nature build magic guild level 1 test.png Mage Guild I
Requirements: None.
Cost Effect
2,500 Gold 5 Wood Unlocks 7 random tier-1 spells in the Magic Observatory and the ability to spend dust to upgrade tier-1 spells or unlock additional ones. When heroes visit the city, all unlocked tier-1 spells are added to their Spellbook.
Mage Guild II
Requirements: Mage Guild I
Cost Effect
2,500 Gold 2 Gems 2 Crystals 2 Mercury Unlocks 6 random tier-2 spells in the Magic Observatory and the ability to spend dust to upgrade tier-2 spells or unlock additional ones. When heroes visit the city, all unlocked tier-1–2 spells are added to their Spellbook.
Mage Guild III
Requirements: Mage Guild II
Cost Effect
2,500 Gold 3 Gems 3 Crystals 3 Mercury Unlocks 5 random tier-3 spells in the Magic Observatory and the ability to spend dust to upgrade tier-3 spells or unlock additional ones. When heroes visit the city, all unlocked tier-1–3 spells are added to their Spellbook.
Mage Guild IV
Requirements: Mage Guild III
Cost Effect
2,500 Gold 4 Gems 4 Crystals 4 Mercury Unlocks 4 random tier-4 spells in the Magic Observatory and the ability to spend dust to upgrade tier-4 spells or unlock additional ones. When heroes visit the city, all unlocked tier-1–4 spells are added to their Spellbook.
Mage Guild III
Requirements: Mage Guild IV
Cost Effect
2,500 Gold 5 Gems 5 Crystals 5 Mercury Unlocks 3 random tier-5 spells in the Magic Observatory and the ability to spend dust to upgrade tier-5 spells or unlock additional ones. When heroes visit the city, all unlocked tier-1–5 spells are added to their Spellbook.

Main page banner adjustment

Official Community Wiki for Heroes of Might and Magic: Olden Era
Hooded Horse Publishing
Hooded Horse Publishing

Building table WIP

Building:

File:Building icon.png Building Name
Cost:
Requirements, in case it has any:
(description of building, adapted from ingame text. If upgrade choices, does one of
- first choice
- second choice
- third choice; end of description)

Additional notes, but further detail probably for individual building pages later.

Improved active ability table looks: all active ability stats handily in one place

  • Cost in focus charges, if any
  • Cooldown, if any
  • Ability tier - important for various immunities
  • Type of active ability - attack modifier/special/positive effect etc - needed?

Option: like for Creature type memo, a ribbon

Ingame description by Kelarr, son of Navarr
Marked by the demonic corruption, some waurmos developed hardened scales and a fiery crown. Any traveler should beware, for these monstrous creatures are capable of swallowing entire patrols whole.

Creature Description Placement Idea + Fancier Ability Table + Active Ability Ribbon

Devourer
Faction Hive
Tier VI
Cost
(Upg. Cost)
1900Gold
(700Gold)
Base Growth +2
SquadValue 2250
Stats
Health
Health
Attack
Attack
Defense
Defense
Damage
Damage
120 20 20 24This stat is higher compared to the base unit.-26This stat is higher compared to the base unit.
Morale
Morale
Luck
Luck
Initiative
Initiative
Speed
Speed
0 3This stat is higher compared to the base unit. 8 10This stat is higher compared to the base unit.
Related Units
Base unit Waurms
Upgrade A Devourer
Upgrade B Pyroboros
Internal ID
olgoi_upg

Devourers are upgraded tier-VI units of the Hive faction. They can be recruited from Burning Soul Burrows II.

They are one of the upgrades of the Waurms, the other being the Pyroboros.

Description

Marked by the demonic corruption, some waurmos developed hardened scales and a fiery crown. Any traveler should beware, for these monstrous creatures are capable of swallowing entire patrols whole.

Abilities

Creature Type
Hive Spawn
-5 to 5 | -5 to 5 | Yes
Part of a hivemind that serves a powerful lord from beyond.

Morale range: –5 to 5.
Luck range: –5 to 5.

Fallen Hive Spawn count towards the power of Necromancy reanimation after battle.
Attack Type
Melee Attack
Can only attack adjacent enemies. Provokes counterattacks.
Movement Type
Blink
Instead of normal movement, teleports ignoring obstacles and traps.
Passive Ability
Hivemind: Nest Protector
At the start of battle, for each other unique Hive creature in the army, this creature’s Defense increases by 1 and Damage taken from Lucky Strikes reduces by 5%.
Hit & Run Alternative Attack
Fighting Style: Hit & Run
Returns to original position after attacking but deals -50% damage. Does not spend Focus Charges.
This provokes counterattacks.
Active Ability
Remnant of Mad Times
Special - Attack Modifier
Tier III | Cost: | Cooldown: M turns
This attack deals no Damage. Instead, if the target has fewer than 40% of its original units, it is destroyed immediately. An enemy killed this way leaves no corpse.

Strategy

Devourers are good for so and so, but be careful about this and that and such and such