~Active/Passive ability (Active abilties are cast in battle, Passive ones are always on.) Here's the breakdown for the general format I'll be presenting them in: I'll place an asterix (*) next to values that are bolstered by stats. Many spells are also bolstered by the Hero's stats (skills not so much) - generally, the higher the Magic Power, the more effective those abilities are. Casting an active ability also gains Reputation of that alignment - for example, casting Heal will grant 1 Tears reputation point. Many abilities will also be improved by reputation - Heal has three base values, the first is when cast by a Hero with Neutral or Blood reputation, the second is for the first Tears reputation, and the second is for maxed Tears reputation. Most abilities are aligned with a certain Reputation - for example, Heal belongs to Tears, and Ice Bolt belongs to Blood. Might Heroes get access to the third-tier Skills, and Magic Heroes get access to the third-tier Spells.Ī Hero's Reputation also plays a part. Some will have a free starting spell because of their specialization, but aside from that, the only differences in choices are faction, and whether they're Might or Magic. Part 86: Appendix: Skills (Paragon, Realm) Appendix C - Might and Magic (Paragon and Realm)Įach Hero of a faction has almost essentialy the same skills and magic to learn from.
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