INFERNO
Gating
Infernal creatures in the 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 creatures 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. Thank the undeads.
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 wake 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. At the opposite of 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 damage dealt depends on the skill level.
Elemental Vision
Dark Elves have an innate binding to the magical elements of nature, associated
with damage and destruction. 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’ll be of significant power surplus for any Warlock hero.
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