There can be no necromancers without necromancy, that much is a fact. Throughout the franchise’s history this unique school of magic has gone through multiple transformations, much like humans’ concept and belief of death. From raising simple skeletons, to awakening liches, dragons and vampires, necromancy has been one of the most controversial abilities that’s been considered extremely powerful if not outright overpowered by most players. In Heroes III it was possible to obtain a powerful set to further empower it, whilst in Heroes V it was limited by Dark Energy.
哪个亡灵巫师都离不开亡灵巫术,这点无可辩驳。在系列历史中这种特殊的魔法,如同人们对死亡的概念和信仰一样,历经几次变革。从复活骷髅,到唤醒巫妖、龙和吸血鬼,亡灵巫术作为最具争议的技能,被大多数玩家认为是超模的技能。
How does it work in Olden Era?
在上古纪元中亡灵无数如何运作?
基础/高级/专家亡灵巫术
每次战胜后,被击败敌军4%/6%/8%的生命值将转化为友军生命值。这些生命用于给所有已存在的亡灵生物堆叠增加数量,不会创建新的堆叠。
(补充说明:在当前的亡灵巫术机制下,转化的友军生命值将均分给友方所有不同种类的亡灵单位,不同升级形态按照不同种类单位来算,不足一个单位的hp会直接浪费。
示例:假如战后我还有一队30个骷髅,两队每队1个骷髅,1队2个吸血鬼,共计四队兵。此时我拥有高级亡灵巫术,击败了4000hp的敌军,那么30个骷髅的堆叠和2个吸血鬼的堆叠将平分4000*8%=320点生命值。如果每个骷髅3hp,每个吸血鬼200hp,则骷髅数量增加160/3=53个,吸血鬼增加0个。)
We wanted to preserve the feeling of power and grandeur raising the dead gave you in the previous games, whilst at the same time trying to ensure it doesn’t get too crazy too quickly. In order to do that, we made it so that necromancy affects ALL of your units - however, it can only raise units that you already have in the army (so no farming peasants to get vampires during the first week) and the amount of units raised is based on the total health pool of enemies slain in combat. We hope that by introducing these checks and balances on Necromancy both the Necromancer and the potential skele…We mean, the enemy player will enjoy facing each other off. We’ll definitely keep an eye on it and adjust it should there be any concerns in the future.
我们希望保留在之前的游戏中复活亡灵所带来的力量和宏伟感,同时确保这不会太过疯狂太迅速。为此,我们让亡灵巫术作用于所有的单位——但是它只能复活你已经在军队中的单位(也就是说,无法通过击败农民在第一周就召唤吸血鬼),复活的单位数量取决于战斗中杀死敌人的总生命值。我们希望通过借用对亡灵巫术的制衡机制,能够让死灵法师和潜在的骷髅(其实是敌方玩家)享受彼此对抗的乐趣。如果未来有任何问题,我们会密切关注并进行调整。
哪个亡灵巫师都离不开亡灵巫术,这点无可辩驳。在系列历史中这种特殊的魔法,如同人们对死亡的概念和信仰一样,历经几次变革。从复活骷髅,到唤醒巫妖、龙和吸血鬼,亡灵巫术作为最具争议的技能,被大多数玩家认为是超模的技能。
How does it work in Olden Era?
在上古纪元中亡灵无数如何运作?
基础/高级/专家亡灵巫术
每次战胜后,被击败敌军4%/6%/8%的生命值将转化为友军生命值。这些生命用于给所有已存在的亡灵生物堆叠增加数量,不会创建新的堆叠。
(补充说明:在当前的亡灵巫术机制下,转化的友军生命值将均分给友方所有不同种类的亡灵单位,不同升级形态按照不同种类单位来算,不足一个单位的hp会直接浪费。
示例:假如战后我还有一队30个骷髅,两队每队1个骷髅,1队2个吸血鬼,共计四队兵。此时我拥有高级亡灵巫术,击败了4000hp的敌军,那么30个骷髅的堆叠和2个吸血鬼的堆叠将平分4000*8%=320点生命值。如果每个骷髅3hp,每个吸血鬼200hp,则骷髅数量增加160/3=53个,吸血鬼增加0个。)
We wanted to preserve the feeling of power and grandeur raising the dead gave you in the previous games, whilst at the same time trying to ensure it doesn’t get too crazy too quickly. In order to do that, we made it so that necromancy affects ALL of your units - however, it can only raise units that you already have in the army (so no farming peasants to get vampires during the first week) and the amount of units raised is based on the total health pool of enemies slain in combat. We hope that by introducing these checks and balances on Necromancy both the Necromancer and the potential skele…We mean, the enemy player will enjoy facing each other off. We’ll definitely keep an eye on it and adjust it should there be any concerns in the future.
我们希望保留在之前的游戏中复活亡灵所带来的力量和宏伟感,同时确保这不会太过疯狂太迅速。为此,我们让亡灵巫术作用于所有的单位——但是它只能复活你已经在军队中的单位(也就是说,无法通过击败农民在第一周就召唤吸血鬼),复活的单位数量取决于战斗中杀死敌人的总生命值。我们希望通过借用对亡灵巫术的制衡机制,能够让死灵法师和潜在的骷髅(其实是敌方玩家)享受彼此对抗的乐趣。如果未来有任何问题,我们会密切关注并进行调整。