I propose to discuss new secondary skills that could be made using current bonus system wiki.vcmi.eu/index.php?title=List_of_all_bonus_types#SPELL_DAMAGE (not some imaginable things possible in future.
Darkness
{
"type":"DARKNESS",
"val": n
}
Creates a vail of darkness around hero, hiding his movements from enemy.
Basic: radius of darkness is 2
Advanced: 3
Expert: 4 (think can cover all town visited by hero.
Elementalist
{
"type":"SPECIFIC_SPELL_DAMAGE",
"val":n,
"subtype":"spell.earthElemental" / "spell.airElemental" / "spell.fireElemental" / "spell.waterElemental"
}
Increases power of elemental summoning spells (maybe also grants these summoning spells to spell book)
Basic: by 15%
Advanced: by 30%
Expert: by 50%
Hardiness
{
"type":"STACK_HEALTH",
"val": n,
"valueType":"PERCENT_TO_BASE"
}
Increases HP of troops due to hard and harassing training:
Basic: by 10%
Holiness
{
"type":"OPENING_BATTLE_SPELL",
"val": n,
"subtype":"spell.prayer"
}
Casting mass Prayer at start of the battle
Basic: 1st level prayer
Advanced: 2nd level prayer
Expert: 3rd level prayer
Supply
{
"type":"SHOTS",
"val": n,
"valueType":"PERCENT_TO_BASE"
}
Increases number of shots of shooting troops
Basic: 20%
Advanced: 30%
Expert: 50%
Slayer
{
"type":"SLAYER",
"val": n}
All troops become experienced in killing monsters.
Basic: basic slayer (more damage to KING1)
Advanced: advanced slayer (more damage to KING2)
Expert: expert slayer (more damage to KING3)
Defender
{
"type":"DEFENSIVE_STANCE",
"val": n
}
When troops gain defensive stance instead of moving, they get bonus to defence.
Basic: 15%
Advanced: 25%
Expert: 35%
Fencing
{
"type":"ADDITIONAL_RETALIATION",
"val": n
}
Troops are trained to fence and receive additional retaliations to enemy attacks.
Basic: 1 retaliation
Advanced: 2 retaliations
Expert: 3 retaliations
Minery
{
"type":"GENERATE_RESOURCE",
"subtype":"resource.ore",
"val": n
}
Your hero produces amount of ore each day
Basic: 1 ore
Advanced: 2 ore
Expert: 3 ore
So on with other resources: wood (Cuttery), gems (Diving), crystals (Speleology), sulfur (Hell Gating?),
mercury (Alchemy), for gold we already have Estates.
Breeding
{
"type":"CREATURE_GROWTH",
"val":n,
"valueType":"PERCENT_TO_ALL"
"propagator":"VISITED_TOWN_AND_VISITOR"
}
When hero sits in town, creature growth in town is increased:
Basic: by 10%,
Advanced: by 20%,
Expert: by 30%
Wizard Slayer
{
"type":"LEVEL_SPELL_IMMUNITY",
"val":n
}
All troops gain immunity to spells of some level
Basic: 1st level spells immunity
Advanced: 2nd level spells immunity
Advanced: 3rd level spells immunity