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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Okay...Castle: the Life Town
Thread: Okay...Castle: the Life Town This thread is 3 pages long: 1 2 3 · «PREV
regnus_khan
regnus_khan


Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
posted February 10, 2004 07:56 PM

LOL.

Why d'y'all think that Cruses and Pals ar better than Champs? I think Champion should be better. Why? Because:

1) Faster
2) More Agile
3) Has BIG armor
4) Wields a long stick or reign (dunno what it's called)
5) Wields a helmet
6) Is mounted


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Sir_Cae
Sir_Cae

Tavern Dweller
posted February 11, 2004 12:23 AM

Uh, the big stick is called a Lance.
And yes a guy on a horse should be stronger than a dude on the ground. I'd just like to see the Crusaders and Paladins brought back from HOMM2. I loved the way they did them. Plus, if we are dealing with magic,why not say the Crusaders or Paladins have magic swords that allow them to swing and recouver their swords at an insane rate.
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gerdash
gerdash


Responsible
Famous Hero
from the Animated Peace
posted February 11, 2004 04:20 AM

lol, regnus_khan and Sir_Cae want to fight against the will or at least considerable favour of god with just a lance. good luck, i hope the god is "asleep" when you attack.

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regnus_khan
regnus_khan


Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
posted February 11, 2004 05:43 AM

how to understand you?
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Sir_Cae
Sir_Cae

Tavern Dweller
posted February 12, 2004 02:24 AM

ummm, Khan and I don't want to take out a god with just a lance... I was just naming the weapon he was describing...
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gerdash
gerdash


Responsible
Famous Hero
from the Animated Peace
posted February 12, 2004 04:20 AM

Quote:
how to understand you?
paladin should be more or less a saint-like thing. st. george was a paladin, i guess.

some saints have taken a mountain and put it down in another place or thown it into the sea or something like that, as far as i remember some bible stories.

but a champion just a knight on a horse who empales people with his lance.

almost like a crusader is just a peasant with a sword, you know. but the crusaders were so many, and their role was so significant in european history, that they are depicted larger.

on the other hand, paladins were extremely few and their role was insignificant, so i suggest a large crusader that can be upgraded into a paladin that has the size of a thumb (but the favour of god that lets the paladin move obstacles from the battlefield, e.g. mountains).

i hope you understand my point of view now? the paladin may be a gnome but is still stronger than the champion.
========

actually i don't think it was a paladin in the mountain story, it was probably a monk or priest or just some pious person. so i am somewhat doubtful about giving remove obstacle spell to the paladin.

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Marelt_Ekiran
Marelt_Ekiran


Promising
Famous Hero
Watcher of All
posted February 12, 2004 04:49 AM

I believe that in actual history, there were only 12 paladins at any given time. They were the most important servants of Emperor Charles the Great (or Charlemagne), who ruled most of Europe at the end of the Dark Ages. If I recall the story, one of them rebelled and finally caused the downfall of the Empire, etc. etc.

But Charles the Great was a fervent follower of Christianity and converted most of heathen Europe to this religion and founded curches and abbeys everywhere. Therefore, the paladins have also been associated with the divine forces. However, they were just mere humans in a position of very high power. But perhaps, the Divine Right to Rule (which was a principle kept in Europe until the early nineteenth century) also applied to them, as it applied to Charles.

With Crusaders, we often think of the knights who defended their religion with a zealous fervor, and this may have been the case for a very select few, but mostly, crusaders were just a bunch of ragtag robbers, rapists and murderers. However, since the Christian history does not like that image stuck to the name of Crusader, they have upheld the image of the knight in shining armour, who defends the weak and poor in name of his religion. Hence, in fantasy, they will probably also be touched by divine forces.

The Cavalier/Champion was indeed just a soldier on a horse, who could probably take out quite a bunch of infantery by himself, but did not have any divinety associated to him. However, a mounted person is still stronger than a walking person, in terms of warfare. So you should give a proper explanation of divine power and protection if you want to place either the paladin or the crusader higher than the cavalier/champion.
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Perception is everything.

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Dingo
Dingo


Responsible
Legendary Hero
God of Dark SPAM
posted February 12, 2004 04:59 AM

I think the Angel should be the strongest creature in the Castle/Life Town.
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The Above Post/Thread/Idea Is CopyRighted by, The Dingo Corp.

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regnus_khan
regnus_khan


Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
posted February 12, 2004 06:16 AM

Ahhh! I understand that Paladin is a saint-like one. So I created holy knight or holy paladin. They're both holy and very strong, but I think a mounted unit is better than the non-mountes. And if we try to create the units alike those from mythology there would be 6 creatures per level. Then it would be completely a nonsense.
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gerdash
gerdash


Responsible
Famous Hero
from the Animated Peace
posted February 13, 2004 08:35 AM

Quote:
Ahhh! I understand that Paladin is a saint-like one. So I created holy knight or holy paladin. They're both holy and very strong, but I think a mounted unit is better than the non-mountes. And if we try to create the units alike those from mythology there would be 6 creatures per level. Then it would be completely a nonsense.

that's easy. there's no point in calling the paladin holy, the word paladin itself means that the knight is holy. and there's no point in having both holy knight and paladin, because they are the same.
or should the christians have god and holy god?

i think it will be very difficult to find a second creature that would be the same level as paladin, unless we put an angel there (which i would prefer to be higher than paladin, immortal and not recruitable).

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regnus_khan
regnus_khan


Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
posted February 14, 2004 06:27 PM

If for sure, I think that Holy Knight is needed. I can represent their looks:

HOLY KNIGHT:

Heavy mounted warrior. Lance made from celestial metal. Armor shines everywhere he moves. Grey coloured armor and an armoured horse.

PALADIN:

Very heavy mounted unit. Lance made from golden mithril-like celestial metal. Golden mithril-like armour that can blind any unit. Sacred. Resurrect has 50% increased effect. Horse wears armour too - shiny mithril. Horse's resurrecte dtoo, hehe...
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gerdash
gerdash


Responsible
Famous Hero
from the Animated Peace
posted February 15, 2004 09:14 AM

and in how is holy knight holy in a differnt way than a paladin?

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regnus_khan
regnus_khan


Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
posted February 15, 2004 09:55 AM

Quote:
and in how is holy knight holy in a differnt way than a paladin?


in some looks and skills
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Styq
Styq


Known Hero
Grandmaster Leadership
posted February 15, 2004 01:20 PM

Quote:


4) Wields a long stick or reign (dunno what it's called)




Reign is what you hold to control your horse
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Leadership is nothing but being a good actor,
just like bravery is nothing but being a fool

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regnus_khan
regnus_khan


Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
posted February 16, 2004 07:59 PM

Completely new spells for Life town:

Life Magic is the main magic school of blesses, wards and healings and is opposite to Death Magic.

I leveled the effect. Basic meand effect with Basic Magic, Advanced with Advanced and so on!

NOTE: I used my own system (Basic, Intermediate, Advanced, Expert,Grandmaster)

Level 1:

- Bless
Basic: Unit does maximum damage.
Advanced: Unit gains a 20% chance to inflict double damage.

- Daylight
Basic: All friendly units do not suffer any darkness penalties.
Intermediate: All friendly units do extra 25% of damage against undead.

- Delight
Basic: Increases unit’s morale and luck by +1 each
Intermediate: Increases unit’s morale and luck by +2 each
Advanced: Increases unit’s morale and luck by +3 each

- Exorcism
Basic: Unit has all negative spell effects (up to level 3) dispelled.
Intermediate: Unit has all negative spell effects (up to level 5) dispelled.

- Heal
Basic: Heals a portion of damage, based on the level of the caster.

- Holy Burst
Basic: Damages the target with a burst of holy flame, based on the level of the caster.
Advanced: Damages the target and all Death aligned units with a burst of holy flame, based on the level of the caster.

- Invoke Boat
Basic: Summons an already constructed boat to nearest coastline to the caster.
Intermediate: Summons a boat out of nowhere to nearest coastline to the caster.

- Shipwreck
Basic: Destroys any already constructed enemy boat.
Advanced: Destroys all already constructed enemy boats.

- Spiritual Armor
Basic: Increases unit’s melee and ranged defence by 20%.
Intermediate: Increases unit’s melee and ranged defence by 30%.

- Spiritual Weapon
Basic: Increases unit’s melee and ranged attack by 20%.
Intermediate: Increases unit’s melee and ranged attack by 30%.

Level 2:

- Cure
Intermediate: Heals a portion of damage, based on the level of the caster.
Advanced: Unit has ‘Poison’ and ‘Plague’ spells dispelled.

- Martyr
Intermediate: Half of the damage done to the target is transferred to another.
Advanced: All of the damage done to the target is transferred to another.
- Retribution
Intermediate: Unit does extra minor damage when attacked.
Expert: Unit does extra major damage to undead when attacked.

- Song of Peace
Intermediate: Unit cannot take any action for one turn.
Expert: Unit cannot take any action for two turns.

- Alchemy Ward
Intermediate: Unit gains 50% magic resistance against Alchemy aligned spells.
Advanced: Unit does 50% more damage against Alchemy aligned units.

- Chaos Ward
Intermediate: Unit gains 50% magic resistance against Chaos aligned spells.
Advanced: Unit does 50% more damage against Chaos aligned units.

- Death Ward
Intermediate: Unit gains 50% magic resistance against Death aligned spells.
Advanced: Unit does 50% more damage against Death aligned units.

- Life Ward
Intermediate: Unit gains 50% magic resistance against Life aligned spells.
Advanced: Unit does 50% more damage against Life aligned units.

- Might Ward
Intermediate: Unit gains 50% magic resistance against Might aligned spells.
Advanced: Unit does 50% more damage against Might aligned units.

- Nature Ward
Intermediate: Unit gains 50% magic resistance against Nature aligned spells.
Advanced: Unit does 50% more damage against Nature aligned units.

- Order Ward
Intermediate: Unit gains 50% magic resistance against Order aligned spells.
Advanced: Unit does 50% more damage against Order aligned units.

- Swamp Ward
Intermediate: Unit gains 50% magic resistance against Swamp aligned spells.
Advanced: Unit does 50% more damage against Swamp aligned units.

Level 3:

- Celestial Armor
Advanced: Increases unit’s melee and ranged defence by 40%.
Expert: Increases unit’s melee and ranged defence by 50%.
GM: Increases all units’ melee and ranged defence by 50%.

- Divine Vitality
Advanced: Increases unit’s hit points by 30%.
Expert: Increases unit’s hit points by 40%.

- Heavenly Shield
Advanced: Increases hero’s hit points by 50%.
GM: Increases hero’s hit points by 100%.

- Holy Flare
Advanced: Damages all units within 3X3 area with a fireball of holy flame, based on the level of the caster.
Expert: Damages all units within 3X3 area and all Death aligned units with fireballs of holy flame, based on the level of the caster.

- Holy Song
Advanced: All undead units take turn-based damage, because of song of the Angel, based on the level of the caster.
Expert: All undead units have their melee and ranged attack reduced by 20%.

- Regeneration
Advanced: Heals a portion of damage every turn, based on the level of the caster.
Expert: Unit has ‘Poison’ and ‘Plague’ dispelled.

- Mass Bless
Advanced: All units do maximum damage.
Expert: All units gain a 20% chance to inflict double damage.

- Mass Exorcism
Advanced: All units have all negative spell effects (up to level 3) dispelled.
GM: All units have all negative spell effects (up to level 5) dispelled.

- Mass Cure
Advanced: Heals a portion of damage from all units, based on the level of the caster.
Expert: All units have ‘Poison’ and ‘Plague’ dispelled.

Level 4:

- Cloudy
Expert: Dispels all current weather effects and sets the weather to ‘Cloudy’.

- Mass Alchemy Ward
Expert: All units gain 50% magic resistance against Alchemy spells and do extra 50% more damage against Alchemy aligned units.

- Mass Chaos Ward
Expert: All units gain 50% magic resistance against Chaos spells and do extra 50% more damage against Chaos aligned units.

- Mass Death Ward
Expert: All units gain 50% magic resistance against Death spells and do extra 50% more damage against Death aligned units.

- Mass Life Ward
Expert: All units gain 50% magic resistance against Life spells and do extra 50% more damage against Life aligned units.

- Mass Might Ward
Expert: All units gain 50% magic resistance against Might spells and do extra 50% more damage against Might aligned units.

- Mass Nature Ward
Expert: All units gain 50% magic resistance against Nature spells and do extra 50% more damage against Nature aligned units.

- Mass Order Ward
Expert: All units gain 50% magic resistance against Order spells and do extra 50% more damage against Order aligned units.

- Mass Swamp Ward
Expert: All units gain 50% magic resistance against Swamp spells and do extra 50% more damage against Swamp aligned units.

- Mass Delight
Expert: Increases all units’ morale and luck by +3 each.
GM: Increases all units’ morale and luck to maximum.

- Prayer
Expert: Increases all units’ hit points and damage by 25%.
GM: Increases all units’ melee and ranged attack & defence by 25%.

- Resurrection
Expert: Heals a portion of damage and resurrects creatures from the dead, based on the level of the caster.
GM: Resurrects all friendly heroes from the dead.

- Sunshine
Expert: Dispels all current weather effects and sets the weather to ‘Sunny’.

Level 5:

- Sanctuary
GM: Grants the target from taking damage or any effect all negative spell effects for three turns.

- Divine Intervention
GM: All units have all negative spells removed and a portion of damage healed. Resurrects dead heroes.

- Guardian Angel
GM: Grants your hero an extra live or grants the selected unit with “Rebirth” ability

- Truth of Life
GM: Increases all units’ melee and ranged attack & defence, hit points, speed and movement by 25% and grants them with Death ward.

- Hand of Judgement
GM: Damages the target with a very strong ray of light that makes him unable to take no action for two turns aside from the damage, based on the level of the caster.

- Celestial Shout
GM: All undead units take turn-based damage and turn-based decrease in hit points of two hit points per turn, because of song of the Angel, based on the level of the caster. Only one time to cast. Hit points are decreased till minimum - 1 HP.

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gerdash
gerdash


Responsible
Famous Hero
from the Animated Peace
posted February 17, 2004 08:04 AM

level4 life magic: cockadoodledoo
removes 10% of death and demonic creatures from the battlefield.

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anirvans
anirvans

Tavern Dweller
posted February 17, 2004 09:22 AM

Regnus, now you are making things too complicated. I have never liked the concept of spells behaving differently at different levels, mainly because it is too difficult to remember everything. It is far better to just have 'increased effect' with increasing levels of proficiency. Your concept of levels is very similar to Might and Magic, but possibly too complicated for Heroes.
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regnus_khan
regnus_khan


Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
posted February 17, 2004 02:03 PM
Edited by alcibiades at 12:08, 29 Jun 2009.

Mainly, I wanted to say that this effect would appear when Wizardry, Pyromancy or Demonology (SPELL POWER) level increased. I thought it would be more interesting.



Moderator's note:This topic has been closed, as it refers to an older version of the game. To discuss Heroes 3, please go to Library Of Enlightenment, to discuss Heroes 4, please go to War Room Of Axeoth, to discuss Heroes 5, go to Temple Of Ashan.
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