Again, the numbers aren't 100% final. Also, thanks to Lord Haart, who indirectly inspired the name of the racial special.
RACIAL SKILL:
This is basically the WoG version of the Scouting skill, with the irritating
![devil :devil:](/forums/images/smilies/devil.gif)
addition of a weaker version of the Incorporeal trait.
VIP (
Vile Irritating Pest)
*
Basic VIP:
- spies' options: learns info on enemy town, reveals infiltrated castle surroundings
- combat bonus: gives a 10% chance for enemy to miss their attack
*
Advanced VIP:
- spies' options: info, surroundings, steals resources (50% chances of success)
- combat bonus: chance of missing 15%, enemy morale -1
*
Expert VIP:
- spies' options: info, surroundings, steals resources (60% chances), reduces creature growth (60% chances)
- combat bonus: chance of missing 20%, enemy morale -2
*
Ultimate VIP:
- spies' options: like above and can sabotage buildings, except Grail (75% chances)
- combat bonus: chance of missing 25%, enemy morale -3
RACIAL ABILITIES:
Haggle -- better resource and artifact exchange rates for the hero
Stealth -- the hero creates his own shroud of darkness at the cost of not moving for the duration of the turn; another effect of this procedure is that creatures gain +1 initiative in their next battle
Third Time Charm -- if a creature gets two consecutive unlucky rolls, the third will certainly be with a +1 modifier
ULTIMATE ABILITY:
Temper Tantrum -- affected creatures (3x3 area) lose their next action, but have 2x damage on retaliation; +5% to enemy miss chance
SKILLS:
Arrows only represent
possible (and of course
partial) requirements for the perks; we haven't sorted out our skill wheel yet.
Light Magic --> Master of Blessings --> Refined Mana --> Twilight
Dark Magic --> Master of Mind --> Dark Renewal -->
Accursed Fortune
Destructive Magic --> Master of Storms --> Mana Burst (a)
Summoning Magic --> Master of Conjuration --> Elemental Balance -->
Elemental Call
Sorcery --> Magic Insight --> Erratic Mana -->
Balanced Power
Attack --> Tactics --> Retribution -->
Banish Luck
Defense --> Vitality --> Resistance --> Last Stand
Luck --> Magic Resistance --> Dead Man's Curse -->
Blessed Essence
Leadership --> Diplomacy --> Divine Guidance (b)
Logistics --> Navigation (c) --> Silent Stalker -->
Call of Migration
Enlightenment --> Arcane Intuition -->
Primordial Revelation
War Machines --> First Aid -->
Herblore -->
Ressurection Potions
Flavour Explanations:
(a) sparks are generated in contact with the magical field created by the enemy while casting a spell, who then catches fire
(b) and since 'divine' in their case means the Dragon of Chance, the Divine Guidance they get is more like a coincidence
![smile_teeth :D](/forums/images/smilies/smile_teeth.gif)
(c) this one IS a requirement because ALL Greenfolk came from beyond the sea and it was a life-changing experience for them
Perk Descriptions:
Accursed Fortune = every time and enemy stack gets a lucky attack, it receives a Curse(?; a bad one nonetheless) spell
Elemental Call = when it's the hero's turn, he/she automatically summons a small stack of elementals
Balanced Power = if the enemy hero's Spell Power is greater than the greenie's, the SP are equalized according to a certain algorithm; the SP for each is modified by a value
V, which is added to the hero's SP and substracted from the enemy's;
V is calculated thus: the difference between the SPs is made, divided by 2 and rounded down
Banish Luck = creatures in hero's army gain a 50% chance to neutralize the enemy's luck upon attacking
Blessed Essence = if a stack gets a lucky attack, it first regenerates a certain number of HP
Call of Migration = ship boarding penalty reduced to 80% and creatures consider all terrains as native
Primordial Revelation = the hero learns about the true story of Existence; enemy units gain -1 initiative because they get a sort of inferiority complex seeing the greenfolk laughing like crazy at their 'dragon gods'
Herblore = as long as there are brownies in the army, the tent will keep working
Ressurection Potions = the tent can ressurect creatures from a stack once per combat; the more creatures that have died from that stack, the fewer that can be ressurected
MAGIC SPHERES:
Light and Dark