Hero Classes, Stats and Spells

 

 

Looking at the released screenshots I noticed that one hero units was classified as 'scout' and had the ability 'falcon' (just a guess but better LOS?). The other hero was classified as 'knight' and had the ability 'charger' (I assume that one is a combat ability). They also semed to have an inventory above their xp bar.

 

Now assuming that 'scout' and 'knight' are classes in the game. Which other classes and abilities would we like to see? How should our hero's progress? What traits could they have?

 

For example I could see the 'scout' progress to 'ranger' (say when he hits level 5 he must complete a quest that turns him into a ranger) and gets an ability like 'lay of land' (more movement points per turn). This would now make him the ideal leader for a raiding army (light calvary horse archers, think Atila the Hun or Gingas Khan) built for speed.

Conversly the 'knight' could progress to 'paladin' (after completing the quest that will turn him into one) and get an ability like 'rallying cry' (temp xp boost to your troops). This would make him the guy you want running a large heavy hitting army.

 

I would like to see is your avatar (as sovereign) guide or influence the class your hero starts out as. Since you have to make a magic investment on said hero you should be able to decide what class he/she is. As supposed to you find this individual who becomes a 'knight' when what you really need a is a 'scout'.

 

From the screenshots in what I assume to be the inventory bar (above the xp bar) both hero units have a close book and blue glowing bottles. Now I will go out on a limb and assume that the book is the spell book and that those are mana potions. If it is that hero's spell book it would imply that all hero’s will have some casting ability. This would make it a trait that all hero's share (consequence of the magic infusion your character avatar them?).

 

So knowing that all hero's have at least one ability, assuming they can cast spells and that they can level up this are some classes that could be in the game:

Acolyte -> Cleric -> Archbishop

Ability: Morale related?

Spells: Life school?

 

Sage -> Oracle -> Prophet

Ability: Combat or defense bonuses (since they can 'see' what they enemy will do)

Spells: Scry or any 'espionage' line spells that reveal enemy information for you.

 

Mage -> Wizard -> Archmage

Ability: Use of magical items and magical defense

Spells: Maybe based on the schools you follow?

 

Thief -> Rouge -> Assassin

Ability: Stealing enemy artifacts or magical items.

Spells: Anything that increases that ability of the hero or its army to 'sneak'.

 

 Any other ideas?

7,117 views 9 replies
Reply #1 Top

Given the customization that seems to be the core of the game, heroes wouldn't have set classes. What you call them depends on what they can do. So if you have a guy who goes pew pew pew with his longbow and leads an army then you would call him an archer general. The game would probably come with preset names to describe units created by the computer, the player would be able to use them as well.

So a Pyromancer could just as easily be called a BarbeQ_Qer.

Reply #2 Top

Yes, I'm with Tamren on this one. I don't think we'll be seeing specific classes in the game, but rather archetypes based on how you choose to develop your hero(es).

It's my hope that we'll be seeing something as simple as a character creation tool, such as the shipyard in GalCiv2, where we initially create our heroes, equipping them with a base set of abilities or characteristics (i.e. "Does this hero have a horse?", "What weapon does he use?") and then get a full list of "feats" or "perks" on every level, where some are dependant on wheter or not they have X characteristic - for example, heroes with horses will have some choices other heroes will not have, and so on.

Reply #3 Top

If thats the case then what 'classes', 'ability' or 'feats' should we have abailable? Just how custumizable will a hero be?

Reply #4 Top

Quoting _D7_, reply 3
If thats the case then what 'classes', 'ability' or 'feats' should we have abailable? Just how custumizable will a hero be?

Well, going after what had been said before, you won't be able to create heroes at all. You can hire wandering heroes (or from certain events I guess).

 

That said, you would still be able to make your own heroes and add them to the game, just not during playing, I guess.

Reply #5 Top

Quoting _D7_, reply 3
If thats the case then what 'classes', 'ability' or 'feats' should we have abailable? Just how custumizable will a hero be?
Wow, this is just a question that kinda blew me away. I could probably do a list, but if I started, I fear that I'd never be able to stop.

There's just so many options.

Quoting Vandenburg, reply 4
Well, going after what had been said before, you won't be able to create heroes at all. You can hire wandering heroes (or from certain events I guess).

That said, you would still be able to make your own heroes and add them to the game, just not during playing, I guess.
Please, I'd love a source for that information. I don't remember anything about wandering heroes, and I really hope that this is not the case. I'd like to outfit and sponsor my heroes from the get-go, not be dependant on random heroes that may or may not come at the right moment, and may or may not fit what I'm trying to achieve and/or do.

Reply #6 Top

It'd take a bit of digging, but I recall reading that one of the game's choices will be how much effort you want to spend on attracting heros. I assume Stardock have some alternative to MoM's fame system.

Reply #7 Top

I personally wouldn't mind classes per-se, provided there are enough that I feel that its very customizable.  I would want it to only really reflecct the order in which they gain abilies or something.   Seperate of race and stuff.

Reply #8 Top

Quoting Nights, reply 6
It'd take a bit of digging, but I recall reading that one of the game's choices will be how much effort you want to spend on attracting heros. I assume Stardock have some alternative to MoM's fame system.

You know what can happen to us both when you assume, but I want to agree. Even though they couldn't secure rights to the MoM name, I believe Stardock are pretty serious about building the Child of MoM that will make its parent proud.

Re the notion of hero unit classes vs. an open, expandable system, I defintely prefer the idea of ditching classes. But then I never recovered from my first infatuation with the Hero System, although I did read some GURPS stuff a bit after I started playing and running Champions games. Really great RPGs and TBS games both need to have a basic system that is more about establishing flexible but consistent rules than it is about enforcing a given pattern of play. Character class systems are the greatest weaknesses of the D&D family & all it's class-based cousins, IMO. They tell players that there are X number of routes to success when the real number should be approaching infinity.

Reply #9 Top

I hope any class system will be module based and not a fixed thing beyond the basic or archetypes.