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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Special Abilities - Reloaded
Thread: Special Abilities - Reloaded
Agent_00_BLeRD
Agent_00_BLeRD


Adventuring Hero
posted December 14, 2010 12:07 PM
Edited by Agent_00_BLeRD at 20:42, 20 Dec 2010.

Special Abilities - Reloaded - Round 1 - Haven

Since Nightterror stopped updating the old thread, I am going to take over and continue her excellent idea with her permission...

---



This thread is about posting cool and interesting abilities that you would like to see in the creatures in the game. We'll go through each town in turn. In the first phase, we'll gather a list of abilities and in the next phase, we'll ask you to select your favorite 5 out of them. Once the votes are in we'll be able to find out which abilities are most wanted by the people here.


The guidelines for posting an ability:

1) Please suggest an INTERESTING ability, preferably one that hasn't been used before. You can modify pre-existing abilities in new and interesting ways too. Just don't post stuff like fly, teleport, undead and elemental etc. These are obvious.
Also, try to avoid posting abilities that have been known for long. E.g. we know all fire elementals are immune to fire spells so no need to post that. However, you COULD modify it, e.g. fire elementals absorb fire spells and heal/resurrect their units. That would be an interesting modification to a previous ability.


2) Please post your ability this way:

Ability Name - Ability description

e.g.

Absorb Fire - Fire elementals can absorb fire spells to heal/resurrect their own units.

This will make it easier to spot abilities.

3) Describe your abilities. As much as you want. The more you explain the better. However, please don't go into details about numbers e.g. you don't really have to mention if an ability will heal 200 hp or do 65 fire damage. That intricacy is up to the developers. If you need to mention the strength of something, just mention whether it is strong, weak or average.

There may be some exceptions to this but try to keep them at a minimum.

4) Please (for the love of God!) use proper English. I'm not saying you have to write an essay for an English paper but make sure you write proper words in understandable sentences. Get your meaning across. Don't make us sift through a clutter of letters to find it.

Write like this:
Fire elementals can absorb fire spells cast at them to heal/resurrect their own units.

DON'T write like this:
Fre elmntals eat da fire spelz so if any r ded dey r brot bak agin.


Round 1. We start with Haven. I have transferred the abilities present in the previous thread to this one. You are free to suggest others as well.

Just make sure you aren't repeating a previously suggested ability.


HAVEN


Sentinel and Praetorian
1) Shield Wall - Raises defense against melee attacks (as long as they do not move).
2) Defensive Station - Protects all adjacent units from ranged attacks, activated ability (activated by default at the beginning of battle)
3) Spear Phalanx - a passive ability which causes the sentinel to do more damage to large creatures(2x2).
4) Spears wall - Enemies with any kind of jousting abilities suffer +10% damage per tiles when this unit retaliates.
5) Defender - Activate to soak damage dealt to friendly adjacent units. Until sentinel's next turn he takes 50% of the damage dealt to allies, and then reduces damage taken by 20%.




Crossbowman and Marksman
1) Sun Hawk - Marksman have a hawk pet made out of pure light (much like the horses of the sun rider) that can scout the adventure map and on the battlefield it works pretty much like a stronger ranged magical attack that can be used only 2 times.
2) Aiming Shot - Free shot at close flyers, once per turn.
3) Sky warden - Every round, marksmen attack the first enemy flier that flies (takes off, flies through or lands) in their movement range.
4) Deadeye shot - Marksman can wait half a turn to aim more accurately. They will not suffer range penalty, and the shot can not miss. Spells such as blur or deflect arrows will have no effects.
5) Piercing Bolts - ignore a portion of the targets defense.




Priestess and Vestal
1) Peaceful Mind - This creature doesn't do damage when attacking, instead it heals itself. (And resurrects also)
2) Expel Darkness - Whenever enemy player casts a spell from darkness school of magic, priestess gains an extra turn right after that spell.
3) Blessed Arrows - Enchants the marksmen arrows with a blessing to make them do greatly increased damage to undead/demons and slightly increased damage to all other targets.
4) Angelic look - There is a chance that enemies won't dare retaliating and fall under the charm of the vestal, preventing them from taking any offensive action for one turn.
5) Purify - Heals hit points of the top creature of a damaged stack. Undead and infernal creatures at melee distance from the healed target will suffer damage.
6) Healing rain - Instead of healing a single unit, the priestess/vestal can channel their energy into a stack of radiant/blazing glories. When it is the glories' turn (before they take any action), this energy is spread out to all friendly troops healing them (weaker than healing one unit). The glories' do not lose their turn.




Griffin and Imperial Griffin
1) Wing Rend - Any flying creature damaged by griffin also loses some movement on its next turn.
2) Heroism - +1 morale to all core and elite humans, enemies with lower moral than griffins are afraid (undead are unaffected, afraid creatures cant attack higher level creature, core can attack only core, elite, only core and elite)
3) Pride Concurrence - The more groups of griffins (griffins or Imperial griffins and a mixture of those) are on the battlefield the more damage each group does.
4) Aura of fierceness - Friendly units standing near this unit gain an additional retaliation.
5) Spot Target - (Only for the Imperial Griffins) When performing a dive attack, there is a chance that friendly marksmen will be able to get a free shot at the target immediately after the dive. (The diving imperial griffins indicate the location of the enemy for easy targetting.)
6) Griffin Strike – The Griffin flies onto the sky where it will remain till the end of the turn. At the end of this turn the griffin can choose a target to immediately attack. The attack do much more damage then an ordinary attack and can attack any unit on the battlefield. When the Griffin is in the air it can NOT be attacked by melee attacks; only spells and ranged weapons.



Radiant Glory and Blazing Glory
1) True Sight - Glory ignores all forms of concealment and invisibility, is immune to blinding etc.
2) Healing Lights - When killed the Blazing Glory heals all surrounding non undead and non demon friendly units to full health.
3) Purity - If curse spell (dark magic) is cast on this creature, it is automatically converted to light magic spell that counters it (for example if the creature is cursed by spell that lowers damage, it automatically is converted to bless that highers the damage).
4) Let the sun shine - (Activated ability) - can create a trail of light (it is the length of the battlefield and 2 tiles wide) under that trail of light, the morale is increase by 1, light spells are always cast at the expert level and dark spells without mastery. it lasts 3 turns.
5) Sun Flares - When attacking, this creature spreads out sun flares that do damage to every enemy around this unit. Target suffer 100% damage, all other suffers 25% damage.
6) Luminescent Attack - After attacking a target, the glories infuse it with a magical light that spreads out to nearby sun riders/crusaders in the form of a path (lasts for one round). These riders/crusaders can attack that target by using that light as a path, ignoring any obstacles in between, and perhaps gaining additional bonuses too.



Sun Rider and Sun Crusader
1) Ride the Light - Passive Ability. This creature's damage is increased by 10% when under the effect of Light Magic. The effect is stackable with different Light Magic Spells.
2) Levitate - Ignores terrain penalties (if there are terrain penalties like in H4), small obstacles, traps and moats.
3) Banner of Light - Encourages all sentinels - sentinels gain one free attack (used once per battle)
4) Shining Hope - This creature can move through other creatures (but can't end movement on already occupied square). Any friendly haven unit it moves through gains +1 morale for 1 turn.
5) Charging attack - If the solar champion walks more than 3 spaces it also attacks the enemy standing behind the target.
6) Light Addicted - These creatures get great bonuses on their morale and attack when under the influence of light magic, but after that every turn spent without light magic on them will lower their morale.
7) Aura of Energy - Close allies may gain extra retaliations as they gain more energy from the champions.
8) Holy Mount - Leaves a 3 hex long yellow bright trail behind the solar paladin, that damages undead and demons and heals allied troops.



Seraph and Celestial
1) Aura of Perfection - All friendly haven creatures around the Celestials have +1 use of their special abilities, so they can use some of their special abilities twice instead of only 1 time.
Also the special abilities that are cast within this aura have a 100% chance of working against the enemy when cast from the aura radiance.
2) Sword of Mercy - Passive Ability. This creature can target friendly creatures and convert its normal attack damage into healing, resurrection is possible.
3) Steal Enchantments - By attacking an enemy, steals all the light buffs that affect him. then, can give them to any friendly unit.
4) Sword of Judgement - Undead and demons killed by the Seraph cant be raised/resurrected/recruited after battle, also burns enemies (burned enemies take 5% damage from their overall health - HP*units counts)
5) Embodiment of Hope - No attack can kill more than 1/3rd of the stack (but the attack that would kill any seraph will still kill at least one of them).
6) Grand Smiting - (Celestials only) When attacking the undead and/or demons, Celestials have a chance to inflict holy damage in an area around the target.
7) Holy Reservoir - Light spells cast by friendly creatures and hero get a significant boost in spellpower if Seraphs/Celestials are present in the army.

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Agent_00_BLeRD
Agent_00_BLeRD


Adventuring Hero
posted December 14, 2010 12:27 PM

Ability for the priestess/vestal:

Healing rain - Instead of healing a single unit, the priestess/vestal can channel their energy into a stack of radiant/blazing glories. When it is the glories' turn (before they take any action), this energy is spread out to all friendly troops healing them (weaker than healing one unit). The glories' do not lose their turn.

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Agent_00_BLeRD
Agent_00_BLeRD


Adventuring Hero
posted December 14, 2010 02:01 PM

I would love your participation in this. And everyone else's too. Let's give them a little time before passing the sentence.

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Agent_00_BLeRD
Agent_00_BLeRD


Adventuring Hero
posted December 17, 2010 02:12 PM

Wow...I guess people really aren't interested in this...

Should I proceed to the next faction? The orcs, for example? Or drop this idea?

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Bludgeon
Bludgeon


Known Hero
posted December 17, 2010 02:19 PM
Edited by Bludgeon at 14:19, 17 Dec 2010.

Sun Rider
Shining Hope: This creature can move through other creatures (but can't end movement on already occupied square). Any friendly haven unit it moves through gains +1 morale for 1 turn.
____________

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Fauch
Fauch


Responsible
Undefeatable Hero
posted December 17, 2010 05:53 PM
Edited by Fauch at 18:18, 17 Dec 2010.

Harpy :

harassment : activated ability. harpies can target an enemy unit and automatically follow each of his moves. that unit loses speed, attack and defense as long as the harpies are harassing it.


Goblins :

cowardice : goblins can't retaliate. when they get hit in melee, they immediately gain a free action, but can only move. it doesn't delay their next action.

taunt : activated ability. lure an enemy to move toward the stack of goblins and attack them. if they bump into another one of your units that can still retaliate, they will attack and receive the retaliation simultaneously.

agility : goblins lose only half a turn to move.

trick shot : if enemies are distracted in any way (for example taunt or harassment) the goblins can use their boomerang to strike from behind. they will ignore a part of the defense and have a high chance of stunning the target.

midget : this unit can move through tiles occupied by other units.

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Agent_00_BLeRD
Agent_00_BLeRD


Adventuring Hero
posted December 17, 2010 06:11 PM

Added Bludgeon's ability. Waiting for nightterror's input on the weekend. On Monday, InshAllah, I'll start collecting abilities for the Orcs. Will add your stuff in that list, Fauch.

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Jabanoss
Jabanoss


Promising
Legendary Hero
Property of Nightterror™
posted December 17, 2010 08:37 PM
Edited by Jabanoss at 20:38, 17 Dec 2010.

I feel like it's part of my duty to post here, s that's what I'm gonna do

I like stealing so stealing from my own faction in the faction creation thread. I only renamed it.

Griffin > Imperial Griffin:
Griffin Strike – The Griffins flies onto the sky where it will remain till the end of the turn. When the end of the turn comes the griffin can choose a target to immediately attack. The attack do much more damage then an ordinary attack and can attack any unit on the battlefield. When the Griffin is in the air it can NOT be attacked by melee attacks.

Description: This new Battle Dive is kinda special, you could say it works as a charge-up attack with the griffin hanging in the air. While in the air it can only be attacked by spells and ranged attacks. When the griffin choose to fly to the air, it will only attack at the end of the turn(think H3 system). This might give the opponent time to act differently as he will then see the griffin as a higher priority target, because of its high damage attack.


____________
"You turn me on Jaba"
- Meroe

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shooshima
shooshima


Adventuring Hero
posted December 19, 2010 03:28 AM
Edited by shooshima at 18:57, 19 Dec 2010.

I have a good one!
for the crossbowman and marksman
Marksman shoots 5 arrows into sky, the next turn the arrows land on a random creature(allied or not) and do half the damage as normal
good right?(or just plain stupid)
Ill call it: "Raining Arrows"
____________
It's not hard to be smart, all you need is Common Sense

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Jabanoss
Jabanoss


Promising
Legendary Hero
Property of Nightterror™
posted December 19, 2010 03:33 AM
Edited by Jabanoss at 03:35, 19 Dec 2010.

You know you can edit posts....

...and when you do that you can also delete posts

the more you know!
____________
"You turn me on Jaba"
- Meroe

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Fauch
Fauch


Responsible
Undefeatable Hero
posted December 19, 2010 03:40 AM

the next turn? those are slow arrows

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Agent_00_BLeRD
Agent_00_BLeRD


Adventuring Hero
posted December 19, 2010 07:07 AM

Or really overpowered crossbows.

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shooshima
shooshima


Adventuring Hero
posted December 19, 2010 06:56 PM

Quote:
You know you can edit posts....

...and when you do that you can also delete posts

the more you know!


I can?
wow...
thank you, sorry for being noob
____________
It's not hard to be smart, all you need is Common Sense

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Jabanoss
Jabanoss


Promising
Legendary Hero
Property of Nightterror™
posted December 19, 2010 07:55 PM

haha no problem


Was it Stronghold soon, huh?
Anyway I post some now...

Centaur:
Nomadic Hunter: the Centaur can move AND attack in the same turn.
(might need a better name)
____________
"You turn me on Jaba"
- Meroe

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Agent_00_BLeRD
Agent_00_BLeRD


Adventuring Hero
posted December 20, 2010 04:04 PM
Edited by Agent_00_BLeRD at 16:05, 20 Dec 2010.

Thread for orc abilities:

http://heroescommunity.com/viewthread.php3?TID=34278&pagenumber=1


I've already transferred the abilities mentioned here to that thread. Please post new ones over there instead of here.


Now, considering the number of abilities we have, do you guys think we need a vote? I think the list is sufficiently small that we can pretty much consider this list finalized. What do you think?

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