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Tuesday 11.29.05 HoMM V Unique Racial Abilities
by Fabrice Cambounet, producer.
In Heroes of Might and Magic V, each race has a unique ability: heroes of each race have a specific "prevailing" class-related skill which defines the orientation of their RPG development. Also, in each race's town there are special structures supporting this racial ability and corresponding the heroes' skills. These structures can only be used by heroes of the same race. Sometimes racial ability may coincide with class skill (Sylvan, Academy, Inferno, Necropolis), in other cases both of them will be used at the same time (Haven, Dungeon). We created these abilities to reflect the characterisitcs of each faction in the way it is played.
HAVEN
Counterstrike
This skill can be upgraded. Depending on its level, the creatures under the hero’s control will deal more damages on retaliation strikes. This reflects the fact that Haven troops and heroes belong to a faction that is well organized and structured in combat, and also might-oriented.
Training
Humans can train low-tier creatures to become high-tier ones (Peasants to Archers, Archers to Squires, Squires to Clerics, Clerics to Cavaliers). Training can be performed only in Haven towns where Training Grounds facility exists, and only by Haven heroes. Heroes of other races would not be able to use Training Grounds as they do not have the ability to do so. Creatures of other races can not be trained either.
The cost of this training ability is rather high at first, but can be reduced by upgrading the Training Grounds building or by learning a special skill called Expert trainer.
SYLVAN
Favoured Enemy
Elf rangers have the unique ability to train their creatures to fight a specific enemy. Every ranger begins with at least 1 creature designated as favorite enemy, later in the game this can be changed with the help of the Avenger’s Guild (special building in Sylvan towns) up to the maximum of four enemies per hero (according to the skill level).
Creatures in hero’s army deal more damage against enemy creatures that are currently in ranger’s Favorite Enemy list. Several other special abilities of the ranger take the Favorite Enemies list into account too.
ACADEMY
Artifice
Every wizard is highly trained in artifacts crafting and arcane arts. They are able to create “micro-artifacts” that can be used to equip the creatures in their army thus improving their stats. Depending on the skill level, more complex and powerful equipment can be created.
INFERNO
Gating
Infernal creatures in hero’s army are granted the ability to “gate”, i.e. call for the infernal plane to summon reinforcements to the battlefield.
Level 1 heroes are allowed to gate only low-tier creatures like imps and horned demons, and only a low percentage of the initial stack will join the battle. However, as skill level goes higher more powerful creature can be gated up to Pit Lords and Devils, and in greater numbers. It costs an action – and a turn – for a creature to gate their “brethren from hell”, and the reinforcements would not come immediately either, but you are free to choose where they shall appear (even behind the enemy’s castle walls if you like!). Gating can be improved by upgrading the skill and erecting special buildings in Inferno towns.
NECROPOLIS
Necromancy
This ability already existed in previous Heroes installments for the Necropolis faction. It gave us the idea of creating a special ability that would unique to each race, so you can thank the undead for this feature.
So, necromancers have the unique ability to resurrect enemy bodies as skeletons to enlist in their ranks after a battle. You will only be able to resurrect a low percentage of deceased enemies at first, and you will only be able to generate skeletons. However, as your hero evolves you may raise greater armies and better troops with this method.
DUNGEON
Invocation
Dark Elves have an innate binding to the magical elements of nature, associated with damage and destruction. As opposed to Academy wizards who rely on knowledge and wisdom, they have an instinctive and visceral sense of magic that allows them to improvise creative effects on basic spells.
As a result warlocks have the unique ability to deal increased magical damage to creatures with Magic Proof abilities and even against immune to magic creatures. The amount of damages dealt depends on the skill level.
Elemental Vision
The Dark Elves' connection to the magical elements of nature has other benefits as well. With proper training – and with special buildings erected in Dungeon towns – the Warlock can “feel” what element (fire, air, water or earth) is bound to the given creature and to the terrain segment the creature is battling upon, and use this knowledge to his or her advantage. Attacking enemy creatures with opposing elements will result in additional damage, while positioning your creatures to match the elemental characteristics of the terrain will raise their stats.
This ability works even without conscious application, but if managed correctly it will be a significant bonus power for any Warlock hero.
nekem eddig a training tűnik a legbalf...abbnak, de várjuk még ki a végét. soxor amúgy sem az ár dönt, hanem hogy fel lehet upgradelni a gyengébb egységeket jobbakká...
ha nem túl drága az upg. akkor egy igen tápos tulajdonság is lehet... (feltéve, hogy nincs mennyiség/időbeli korlát)
az artifactos nagyon übertápnak néz ki, de ez is a részletektől függ...
Arról van szó, hogy mindegyik városnak, hősnek van vmilyen speciális képessége, amit fejleszthetnek is.
HAVEN
Counterstrike: több sebzést okoznak a haven lényei visszaütéskor.
Training: a haven alacsony szintű lényei felfejleszthetőek a Training Grounds nevű építményben. Ha a hős ismeri a Training képzettséget, olcsóbban fejlesztheti a lényeit (Peasants -- Archers, Archers -- Squires, Squires -- Clerics, Clerics -- Cavaliers).
SYLVAN
Favoured Enemy: minden hős választhat egy ellenséges lényt (a hős fejlesztésével több lényt is felvehetsz erre a listára, max. 4), ami ellen a saját katonáid nagyobb sebzést okoznak.
ACADEMY
Artifice: a hős varázstárgyakat tud készíteni a saját katonái számára, amelyek fejlesztik a képességeiket. Fejlettebb hősök erősebb tárgyakat tudnak készíteni.
INFERNO
Gating: a hős erősítést hívhat a saját városokból. A gyenge hősök természetesen csak gyenge lényeket hívhatnak, de az erős hősök már akár ördögöket is idézhetnek. Ez egy kört vesz igénybe, de a hős határozhatja meg, hogy hova fognak a lények kerülni (akár az ellenség várának kapujába is

).
NECROPOLIS
Necromancy: ez a képesség már létezett az előző Heroes játékokban is, nem hiszem, hogy bárkinek is magyarázni kellene
DUNGEON
Invocation: a Warlock-ok több mágikus sebzést tudnak okozni mágiavédelemmel rendelkező lényeknek, és még olyan ellenséget is meg tudnak sebezni ily módon, amelyek egyébként teljesen immunisak a varázslatokra.
Elemental Vision: ezt nem igazán értem

. A négy elemmel kapcsolatos, de nem értem, mi a lényege
