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Thread: Ultimate Collection of Proposals | |
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regnus_khan
Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
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posted March 18, 2004 07:25 PM |
bonus applied. |
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Ultimate Collection of Proposals
I'm very sorry for these misunderstandings with my proposals, but I finally (it is true now) I decided to collect every new thing about my suggestions. I used a similar system like Ace used once, but with completely different things. So I think, I shall begin:
I thought to create new proposal section where I could post totally new and re-edited things.
Few days ago, I saw that somebody doesn’t like Inferno and Necropolis (and some other towns) mixed. By the request of that post, I re-edit my town line-up (and skill line-up too) and post it here. It will look almost the same as H4: 2 creatures per level, no upgrades, but 6 levels. Maybe this will be the best I can do (I hope).
TOWNS ? CREATURES
CASTLE - LIFE TOWN
LEVEL #1:
Peasant (Hovel)
SA: Taxpayer
Squire (Squire Guild)
SA: Concussion
LEVEL #2:
Militia (Stables)
SA: Charge
Lancer (Guardhouse)
SA: Long Distance Attack
LEVEL #3:
Marksman (Archery Range)
SA: Ranged, Long Range
Gryphon (Griffin Nest)
SA: Fly, Unlimited Retaliation
LEVEL #4:
Crusader (Barracks)
SA: Physical Block, x2 Damage vs. Undead
Monk (Monastery)
SA: Death Ward, x2 Damage vs. Undead, Spellcaster: Resurrection
LEVEL #5:
Paladin (Order of Paladins)
SA: Holy, 2 Attacks, Death Ward
Champion (Champion Grounds)
SA: Charge, 1st Strike, Negate 1st Strike, Death Ward
LEVEL #6:
Pegasus (Waterfalls)
SA: Fly, Ward Negation, Magic Mirror, First Strike
Angel (Altar of Light)
SA: Fly, Death Ward, x2 Damage vs. Undead, Spellcaster: Resurrection, Guardian Angel
NECROPOLIS - DEATH TOWN
LEVEL #1:
Skeleton (Cursed Battlefield)
SA: Undead, Skeletal
Ghoul (Cemetery)
SA: Undead, Corpse Eating
LEVEL #2:
Zombie (Graveyard)
SA: Undead, Disease
Specter (Haunted Dell)
SA: Undead, Insubstantial
LEVEL #3:
Mummy (Pyramids)
SA: Undead, Curse, Mind Spell Immunity
Ghost (Barrow Mound)
SA: Undead, Fly, Insubstantial, Weakness
LEVEL #4:
Vampire (Transylvanian Castle)
SA: Undead, Fly, Life Drain
Wraith (Soul Prison)
SA: Undead, Fly, Insubstantial, Mana Drain
LEVEL #5:
Lich (Mausoleum)
SA: Undead, Skeletal, Spellcaster - Plague, Animate Dead, Terror, Hand of Death
Dark Champion (Grounds of Darkness)
SA: Undead, x2 Damage vs. Life, Spellcaster - Terror
LEVEL #6:
Bone Dragon (Bone Cliffs)
SA: Undead, Fly, Skeletal, Aging Attack
Grim Reaper (Spectral Vault)
SA: Undead, Fly, Insubstantial, Death Gaze
ACADEMY - ORDER TOWN
LEVEL #1:
Gremlin (Workshop)
SA: Teleport, Chaos Ward
Halfling (Halfling Hole)
SA: Ranged, Slayer
LEVEL #2:
Duergar (Dwarven Mines)
SA: Physical Block, 50% Magic Resistance
Sabretooth (Snowbound Caves)
SA: 1st Strike, Negate 1st Strike
LEVEL #3:
Gargoyle (Parapet)
SA: Fly, Stoneskin
Einherjar (Tower Barracks)
SA: 2 Attacks, Chaos Ward, x2 Damage vs. Chaos
LEVEL #4:
Mage (Mage Tower)
SA: Chaos Ward, Spellcaster - Reflection, Chaos Ward, Precision
Sphinx (Cave of Riddles)
SA: Chaos Ward, 1st Strike, Mind Spell Immunity
LEVEL #5:
Genie (Altar of Wishes)
SA: Fly, Elemental, Spellcaster - Implosion, Reflection, Mass Chaos Ward, Teleport
Naga (Taj Mahal)
SA: 2 attacks, No Retaliation
LEVEL #6:
Valkyrie (Valhalla)
SA: Teleport, x2 Damage vs. Chaos, 1st Strike
Titan (Altar of Storm)
SA: Ranged, x2 Damage vs. Chaos, Normal Melee
UNDERWORLD - CHAOS TOWN
LEVEL #1:
Troglodyte (Troglodyte Caves)
SA: Visual Attack Immunity
Bandit (Thieves’ Guild)
SA: Combat Stealth
LEVEL #2:
Evil Eye (Pillar of Eyes)
SA: Ranged, Weakness
Medusa (Statuary Field)
SA: Fly, Stone Gaze, Visual Attack Immunity
LEVEL #3:
Troll (Troll Cave)
SA: Regeneration, Mind Spell Immunity
Manticore (Manticore Lair)
SA: Fly, Paralyze
LEVEL #4:
Erinye (Cave of Vengeance)
SA: No Retaliation, Pain Mirror
Wyvern (Wyvern Nest)
SA: Fly, Poison, No Retaliation
LEVEL #5:
Dao (Altar of Seism)
SA: Order Ward, x2 Damage vs. Order, Spellcaster - Meteor Shower
Minotaur (Maze)
SA: Physical Block, Mind Spell Immunity
LEVEL #6:
Nightmare (Deadwood Forest)
SA: Order Ward, Mind Spell Immunity, 1st Strike, Spellcaster - Terror
Black Dragon (Treasure Cave)
SA: Fly, Magic Immunity, Breath Attack
FORGE - ALCHEMY TOWN
LEVEL #1:
Maceman (Macemen Guild)
SA: Physical Block
Homonculus (Men Factory)
SA: Mind Spell Immunity
LEVEL #2:
Ballista (Ballistae Works)
SA: Mechanical, Ranged, Unlimited Shots
Golem (Golem Foundry)
SA: Mechanical, 50% Magic Resistance
LEVEL #3:
Catapult (Craftsmen Guild)
SA: Mechanical, Ranged, Wall Siege
Dendroid (Botanical Glade)
SA: Mind Spell Immunity, Bind
LEVEL #4:
Chimera (Chimera Lair)
SA: Fly, No Retaliation, 3-headed
Concoctor (School of Magic)
SA: Inferno Ward, Poison Immunity
LEVEL #5:
Abomination (Slaughterhouse)
SA: Elemental, Mind Spell Immunity, Regeneration
Cockatrice (Lab of Beasts)
SA: Mind Spell Immunity, Poison, 1st Strike
LEVEL #6:
Colossus (Colossal Foundry)
SA: Elemental, Stoneskin, Wall Siege, Giant Strength
Basilisk (Ancient Archives)
SA: Magic Mirror, Poison, No Retaliation, Stone Gaze
PANDEMONIUM - INFERNO TOWN
LEVEL #1:
Imp (Imp Crucible)
SA: Fly, Mana Drain
Salamander (Fire Flow)
SA: Fire Immunity, Fire-based Attack
LEVEL #2:
Dragoon (Fire Stables)
SA: 1st Strike, x2 Damage vs. Alchemy
Magog (Hall of Sins)
SA: Ranged, Spellcaster - Fireball
LEVEL #3:
Demon (Demon Gate)
SA: Mind Spell Immunity, x2 Damage vs. Alchemy
Cerebus (Nether World)
SA: 3-headed, No Retaliation
LEVEL #4:
Efreet (Volcanic Vent)
SA: Insubstantial, Spellcaster - Firebolt, Firestorm
Fire Giant (Fiery Crag)
SA: Fire Shield, Mind Spell Immunity
LEVEL #5:
Incubus (Root of All Evil)
SA: Teleport, x2 Damage vs. Alchemy, Insubstantial
Succubus (Mount of Lure)
SA: Teleport, x2 Damage vs. Male, No Retaliation
LEVEL #6:
Brimo (Fiery Palace)
SA: Fire-based Attack, Fire Immunity, x2 Damage vs. Alchemy
Devil (Abaddon)
SA: Teleport, Summon Demon, Alchemy Ward, x2 Damage vs. Alchemy
FOREST - NATURE TOWN
LEVEL #1:
Leprechaun (Clover Field)
SA: Teleport, Spellcaster - Fortune
Sprite (Treehouse)
SA: Fly, No Retaliation
LEVEL #2:
Wolf (Wolf Den)
SA: Berserk, 2 Attacks
Centaur (Astronomy Grove)
SA: x2 Damage vs. Might, Long Distance Attack
LEVEL #3:
Elf (Treetop Tower)
SA: Ranged, Long Range, Unlimited Shots
Piasa Bird (Piasa Cliffs)
SA: Fly, Devour, x2 Damage vs. Might
LEVEL #4:
Hierophant (Stonehenge)
SA: Mind Spell Immunity, Spellcaster - Phoenix Strength
Unicorn (Glade River)
SA: Magic Immunity, Blind
LEVEL #5:
Dryad (Dryad Preserve)
SA: Fly, Insubstantial, x2 Damage vs. Might
Hippogryph (Elven Nest)
SA: Fly, Unlimited Retaliation, Positive Morale
LEVEL #6:
Phoenix (Pyre)
SA: Fly, Rebirth, Fire Shield, Fire-based Attack
Fairy Dragon (Magic Forest)
SA: Fly, Magic Mirror, Spellcaster - Magic Mirror, Thunderclap, Fireball, Blind
STRONGHOLD - MIGHT TOWN
LEVEL #1:
Goblin (Goblin Barracks)
SA: Concussion
Berserker (Longhouse)
SA: Berserk, 2 Attacks
LEVEL #2:
Harpy (Harpy Nest)
SA: Fly, Strike & Return
Boar (Boar Glen)
SA: Berserk, Mind Spell Immunity, Physical Block
LEVEL #3:
Orc (Crumbling Tunnels)
SA: Ranged, Normal Melee, Short Range
Nomad (Nomad Tents)
SA: 1st Strike, x2 Damage vs. Nature
LEVEL #4:
Roc (Cliff Nest)
SA: Fly, No Retaliation, Stun
Ogre (Shaman Library)
SA: Devour, Giant Strength
LEVEL #5:
Argus (Cave of Seeing)
SA: Physical Block, Mind Spell Immunity, Wall Siege
Cyclops (Cyclops Cave)
SA: Ranged, Area Attack, Wall Siege
LEVEL #6:
Thunderbird (Thundercliffs)
SA: Fly, Lightning, Magic Mirror, Spellcaster - Thunderclap
Behemoth (Behemoth Crag)
SA: Berserk, Wall Siege, Giant Strength, 30% Defence Ignorance
ATLANTIS - WATER TOWN
LEVEL #1:
Nixie (Sea Cave)
SA: Bonus at Sea, No Retaliation
Merman (Underwater Rock)
SA: Bonus at Sea, Unlimited Retaliation
LEVEL #2:
Mermaid (Merman Island)
SA: Bonus at Sea, Hypnotize
Pirate (Pirate Island)
SA: Bonus at Sea, 2 Attacks
LEVEL #3:
Octopus (Lost Ship)
SA: Bonus at Sea, Multiple Attack
Naiad (River Glade)
SA: Bonus at Sea, Insubstantial
LEVEL #4:
Hippocampus (Seahorse Shores)
SA: Bonus at Sea, Mind Spell Immunity, Physical Block
Marid (Altar of Tsunami)
SA: Bonus at Sea, Spellcaster - Flood, Tsunami
LEVEL #5:
Kraken (Icy Ocean)
SA: Bonus at Sea, Multiple Attack, Cold Immunity
Selkie (South Pacific)
SA: Bonus at Sea, Concussion, Stun
LEVEL #6:
Scylla (Hidden Cave)
SA: Bonus at Sea, Devour, Multiple Attack
Haribdis (Maelstrom)
SA: Bonus at Sea, Devour, Spellcaster - Flood, Scuttle Boat
MARSHLANDS - SWAMP TOWN
LEVEL #1:
Gnoll (Gnoll Hut)
SA: Stun
Serpent (Serpent Hole)
SA: Poison
LEVEL #2:
Lizardsman (Lizard Cage)
SA: Regeneration, Mind Spell Immunity
Serpentman (Serpentmen Guild)
SA: Poison, Mind Spell Immunity
LEVEL #3:
Backwoodsman (Hidden Cavern)
SA: Ranged, Normal Melee, No Obstacle Penalty
Satyr (Wine Keg)
SA: Ranged, Normal Melee, Poison
LEVEL #4:
Termagent (Witch Guild)
SA: 50% Magic Resistance, Spellcaster - Poison, Hydra Health, Snake Strike
Dragonfly (Poison Hive)
SA: Fly, Weakness, Mind Spell Immunity
LEVEL #5:
Gorgon (Gorgon Lair)
SA: Berserk, Death Stare, Breath Attack
Displacer Beast (Displacer Cave)
SA: Berserk, Concussion, Unlimited Retaliation
LEVEL #6:
Mantis (Mantis Hive)
SA: Fly, Bind, No Retaliation, Poison
Hydra (Chaos Pool)
SA: Multiple Attack, No Retaliation, Devour
NEWEST SKILL EXPLANATION:
Concussion: target makes the enemy target cannot take any action for one turn and cannot retaliate anymore (till the end of the combat)
Holy: target is able to block 75% of total damage done by undeads
Ward Negation: target ignores all wards
Corpse Eating: target is able to resurrect half of the number lost by eating a corpse
Weakness: target makes the enemy target lose 25% of melee and ranged attack
Death Gaze: target is able to do Death Gaze in addition to the melee attack
Combat Stealth: target is invisible to enemy when standing
Paralyze: same thing as stun in H4
Pain Mirror: target has Pain Mirror cast over him
Wall Siege:target is able to attack walls
Giant Strength: target has Giant Strength cast over him
Stone Gaze: target makes the enemy target cannot take any action till the end of the combat or till the spell is dispelled
30% Defence Ignorance: target ignores 30% of enemy target’s melee and ranged defence
BASE CLASSES AND THEIR SKILLS:
Little note:
If you ever played HOMM4, you should notice that spell effectiveness skill doesn’t have much effect, only few damage and hit points. So I just odd that out and gave another effect instead. Spell effetivenes would be gained by achieving levels. Best I could think of, I guess.
Also a note:
Friendly spells: spells that has effect on friendly troops.
Hostile spells: spells that has effect on enemy troops.
CASTLE:
-- Knight (Might, Life)
Leadership / Offence / Defence / Mobility
Leadership:
Increases the morale and luck of all units in the army.
Offence:
Increases the melee and ranged attack of all units in the army.
Defence:
Increases the melee and ranged defence of all units in the army.
Mobility:
Increases the movement and speed of all units in the army.
-- Cleric (Magic, Life)
Life Magic / Spirituality / Healing / Resurrection
Life Magic:
Allows hero to learn Life Magic spells.
Spirituality:
Increases the spell points of the hero.
Healing:
Allows hero to heal all allied units on battlefield at the start of each turn.
Resurrection:
Allows hero to bring back a portion of dead allied units to life after the combat.
NECROPOLIS:
-- Death Knight (Might, Death)
Terror / Disease / Weakness / Mire
Terror:
Decreases the morale and luck of all enemy units at the very start of each combat.
Disease:
Decreases the melee and ranged attack of all enemy units at the very start of each combat.
Weakness:
Decreases the melee and ranged defence of all enemy units at the very start of each combat.
Mire:
Decreases the movement and speed of all enemy units at the very start of each combat.
-- Necromancer (Magic, Death)
Death Magic / Occultism / Necromancy / Sore
Death Magic:
Allows hero to learn Death Magic spells.
Occultism:
Increases the spell points of the hero.
Necromancy:
Allows hero to bring back a portion of dead enemy units as undead ones after the combat.
Sore:
Damages all enemy units at the start of each turn.
ACADEMY:
-- Lord (Might, Order)
Nobility / Estates / Mining / Diplomacy
Nobility:
Increases the growth of all allied units.
Estates:
Provides extra gold, wood and mercury over 5-say period.
Mining:
Provides extra ore, gem, sulfur and crystals over 5-day period.
Diplomacy:
Allows hero to convince an amount of enemy units in a hostile army to join your forces for a small fee of gold as long as it doesn’t exceed the corresponding amount of experience.
-- Mage (Magic, Order)
Order Magic / Intelligence / Wizardry / Charm
Order Magic:
Allows hero to learn Order Magic spells.
Intelligence:
Increases the spell points of the hero.
Wizardry:
Increases the effectiveness percentage of all friendly spells.
Charm:
Allows hero to convince an amount of enemy units in a hostile army to join your forces as long as it doesn’t exceed the corresponding amount of experience.
UNDERWORLD:
-- Thief (Might, Chaos)
Thievery / Stealth / Bribery / Despoilment
Thievery:
Allows hero to steal artifact from the enemy hero once a corresponding period of time passes, just by marking the hero whose artifacts you wanna steal.
Stealth:
Hides the army from the enemy heroes.
Bribery:
Allows hero to convince an amount of enemy units in a hostile army to leave battlefield (permanently!) for a small fee of gold as long as it doesn’t exceed the corresponding amount of experience.
Despoilment:
Allows hero to steal gold from the enemy town once a corresponding period of time passes, just by marking the town whose income’s part you want.
-- Sorcerer (Magic, Chaos)
Chaos Magic / Conjuration / Learning / Sorcery
Chaos Magic:
Allows hero to learn Chaos Magic spells.
Conjuration:
Increases the spell points of the hero.
Learning:
Increases hero’s experience obtained.
Sorcery:
Increases the effectiveness percentage of all hostile spells.
FORGE:
-- Alchemist (Might, Alchemy)
Alchemy / Metallurgy / Artificer / Materalization
Alchemy:
Increases the effectiveness percentage of all potions carried by the hero.
Metallurgy:
Increases the hit points of all mechanical units in the army.
Artificer:
Generates a free artifact once a corresponding period of time passes.
-- Thaumaturge (Magic, Alchemy)
Medieval Magic / Medievalism / Research / Perception
Medieval Magic:
Allows hero to learn Medieval Magic spells.
Medievalism:
Increases the spell points of the hero.
Research:
Allows hero to learn an extra spell (spells cycle through all magic schools) every level (first 5 levels give 1st level spells, second 5 levels - 2nd and so on…)
Divination:
Allows hero to reveal an area around him each week.
PANDEMONIUM:
-- Daemon (Might, Infernal)
Demonology / Devildom / Morbidity / Firebrand
Demonology:
Increases the growth of all allied demon-like units.
Devildom:
Increases the hit points of all demon-like units in the army.
Morbidity:
Increases the damage of all demon-like units in the army.
Firebrand:
Increases the fire resistance of the hero.
-- Heretic (Magic, Infernal)
Infernal Magic / Diabolism / Heresy / Pyromancy
Infernal Magic:
Allows hero to learn Infernal Magic spells.
Diabolism:
Increases the spell points of the hero.
Heresy:
Increases the amount of all demon-like units summoned.
Pyromancy:
Increases the effectiveness percentage of all fire-based spells.
FOREST:
-- Archer (Might, Nature)
Archery / Marksmanship / Fussilade / Aegis
Archery:
Increases the ranged attack of the hero.
Marksmanship:
Increases the ranged attack of all units in the army.
Fussilade:
Increases the ranged attack of all allied arrow towers.
Aegis:
Increases the ranged defence of all units and heroes in the army.
-- Druid (Magic, Nature)
Nature Magic / Herbalistics / Summoning / Convocation
Nature Magic:
Allows hero to learn Nature Magic spells.
Herbalistics:
Increases the spell points of the hero.
Summoning:
Increases the effectiveness percentage of all summoning spells of the hero.
Convocation:
Summons a portion of creatures every day.
STRONGHOLD:
-- Barbarian (Might, Might)
Combat / Melee / Celerity / Fervor
Combat:
Increases the hit points and damage of the hero.
Melee:
Increases the melee attack and defence of the hero.
Celerity:
Increases the movement and speed of the hero.
Fervor:
Increases the morale and luck of the hero.
-- Shaman (Magic, Might)
Ancient Magic / Shamanism / Idolatry / Doctorate
Ancient Magic:
Allows hero to learn Ancient Magic spells.
Shamanism:
Increase the spell points of the hero.
Legilimancy:
Increases the effectiveness percentage of all mind spells.
Doctorate:
Allows hero to learn a random skill each five levels (each time upgraded, hero learns the skills with different better skill levels).
ATLANTIS:
-- Scout (Might, Water)
Scouting / Logistics / Navigation / Pathfinding
Scouting:
Increases the scouting radius of the hero and provides the ability to learn some useful info about traits.
Logistics:
Increases the movement points of the hero.
Seamanship:
Reduces the movement cost over Water terrain and increases the growth of all Atlantic creatures.
Pathfinding:
Reduces the movement cost over all terrains (except Water).
-- Warlock (Magic, Water)
Elemental Magic / Intelligence / Elementalistics / Medicine
Elemental Magic:
Allows hero to learn Elemental Magic spells.
Intelligence:
Increases the spell points of the hero.
Elementalistics:
Increases the effectiveness percentage of all elemental summoning spells.
Medicine:
Increases the hit points of all summoned creatures.
MARSHLANDS:
-- Beastmaster (Might, Swamp)
Beastmastership / Mastery / Swamper / Poisoning
Beastmastership:
Increases the growth of all beast-like creatures in the army.
Mastery:
Increases the damage of all beast-like creatures in the army.
Swamper:
Reduces the movement cost over Swamp terrain.
Poisoning:
Increases the effectiveness percentage of Poison.
-- Witch (Magic, Swamp)
Beast Magic / Witchcraft / Scholar / Omniscience
Beast Magic:
Allows hero to learn Beast Magic spells.
Witchcraft:
Increases the spell points of the hero.
Scholar:
Allows hero to trade spells with another hero.
Omniscience:
Allows hero to learn a random spell each three levels.
PRIMARY BUILDINGS:
Primary buildings are those buildings which are built in every town. Mostly, they’re taken from old games, but have some new uses.
-- Village Hall:
Provides with 250 gold each day.
-- Town Hall:
Provides with 750 gold each day and a deadfall (like in HOMM3: lava lake, boneyard etc.).
-- Guildhall:
Provides with 1500 gold each day and increases the base growth of all creatures by 25%.
-- City Hall:
Provides with 2500 gold each day and increases the base growth of all creatures by 50%.
-- Fort:
Provides with 1st level castle walls and 1st level castle gates.
-- Citadel:
Provides with a moat and a defensive arrow tower plus upgrades castle walls and castle gates from 1st to 2nd level.
-- Castle:
Provides with another moat and another defensive arrow tower plus upgrades castle walls and castle gates from 2nd to 3rd level.
-- Tavern:
Allows to recruit new heroes (max.: two per week).
-- Blacksmith:
Sells a variety of artifacts and staffs.
SECONDARY (UNIQUE) BUILDINGS:
Secondary (unique) buildings are those which are different (mostly) in different towns.
CASTLE:
-- Divine Cathedral:
Provides with Life Magic spells.
-- Abbey:
Increases the morale of all allied heroes and units by 2.
-- Stables:
Increases the movement of all allied heroes by 5 for the next seven days.
-- Woodshed:
Provides with free wood daily.
-- Fighting Club:
Allows hero to learn Basic Combat, Leadership or Scouting skill for 2000 gold.
NECROPOLIS:
-- Pinnacle of Darkness:
Provides with Death Magic spells.
-- Necromancy Amplifier:
Increases the effect of “Necromancy” skill of all allied heroes by 10%.
-- Cover of Darkness:
Increases the hit points of all undead heroes by 10%.
-- Colliery:
Provides with free ore daily.
-- Undead Transformer:
Allows to transform creatures into undead.
ACADEMY:
-- Insitute of Magic:
Provides with Order Magic spells.
-- Treasury:
Increases the total daily income by 20%.
-- Library:
Provides an extra spell per each level of Institute of Magic.
-- Gem Placer:
Provides with free gem daily.
-- University:
Allows hero to learn Basic Life, Nature, Medieval or Atlantic Magic skill for 2000 gold.
UNDERWORLD:
-- Sorcerer’s Guild:
Provides with Chaos Magic spells.
-- Battle Academy:
Increases the effect of “Learning” skill of all allied heroes by 10%.
-- Pillar of Conjuring:
Increases the effect of “Conjuration” skill of all allied heroes by 10%.
-- Sulfur Dunes:
Provides with free sulfur daily.
-- Mana Vortex:
Doubles normal hero’s spell points.
FORGE:
-- School of Theurgy:
Provides with Medieval Magic spells.
-- Blademaster Guild:
Increases the effectiveness percentage of all potions that are carried by all allied heroes by 10%.
-- Gatehouse Smith:
Increases the hit points of the gates by 100%.
-- Mercury Stores:
Provides with free mercury daily.
-- Lookout Tower:
ANotifies hero each time an enemy interferes within 10 yard area around the town.
PANDEMONIUM:
-- Pinnacle of Fire:
Provides with Infernal Magic spells.
-- Pyromancer School:
Increases the effect of all fire-based spells of all allied heroes by 10%.
-- Torture Arena:
Increases the damage of all allied demon-like units by 10%.
-- Brimstone Well:
Provides with free sulfur daily.
-- Demon Gate:
Allows hero to travel between towns that have demon gates.
FOREST:
-- Temple of Druids:
Provides with Nature Magic spells.
-- Summoning Stone:
Increases the effect of all summoning spells of all allied heroes by 10%.
-- Rainbow:
Increases the luck of all allied heroes and units by 2.
-- Crystal Caves:
Provides with free crystal daily.
-- Elven Market:
Allows hero to trade wood and ore into gems and crystals at minimal cost of 1.
STRONGHOLD:
-- Shaman Circle:
Provides with Ancient Magic spells.
-- Breeding Pens:
Increases the growth of all allied units by 50%.
-- Arena of Honor:
Increases the melee and ranged attack of all allied units and heroes by 10%.
-- Coalmine:
Provides with free crystal daily.
-- Tribal Idol:
Allows hero to cast Ancient Magic spells at decreased cost.
ATLANTIS:
-- Library of Elementals:
Provides with Elemental Magic spells.
-- Auroras Borealias:
Increases the luck and morale of all allied heroes and units by 2.
-- Mineral Springs:
Increases the effect of “Enchantment” skill of all allied heroes by 10%.
-- Jewel Coffer:
Provides with free gem daily.
-- Magic Shipyard:
Allows hero to summon ships out of nowhere.
MARSHLANDS:
-- School of Witchcraft:
Provides with Beast Magic spells.
-- Cage of Warlords:
Increases the melee and ranged attack of all allied units and heroes by 2.
-- Beastmaster Monument:
Provides hero with eternal immunity to Poison.
-- Mercurial Ponds:
Provides with free mercury daily.
-- Funghi Fields:
Doubles the damage done by deadfall (see: town hall).
Some magic added:
One thing I do not list is whether the spell affects hostile units or friendly. But I think you’ll understand that even without notifying.
CASTLE - Life Magic
LEVEL #1:
BLESS:
Target does maximum damage.
DEATH WARD:
Target suffers 30% damage and 30% effect from spells less done by Death-aligned targets.
DELIGHT:
Target has maximum positive morale.
EXORCISM:
Removes all negative spell effects from the target.
HOLY FLARE:
Damages the target with a burst of holy light.
HOLY WORD:
Damages the target (which is undead) with a holy word.
SPIRITUAL ARMOR:
Target gains +20% increase in melee and ranged defence.
SPIRITUAL WEAPON:
Target gains +20% increase in melee and ranged attack.
LEVEL #2:
CURE:
Removes a portion of damage from the target and dispels any turn-based effect spell (like Poison).
DEFENDER:
All targets gain +20% increase in melee and ranged defence.
FORAY:
All targets gain +20% increase in melee and ranged attack.
HEROIC VITALITY:
Hero gains +20% increase in hit points.
REGENERATION:
Removes a portion of damage from the target every turn.
RETRIBUTION:
Target does extra minor damage by the time it retaliates.
SONG OF PEACE:
Target cannot take any action for 2 turns.
LEVEL #3:
CELESTIAL ARMOR:
Target gains +50% increase in melee and ranged defence.
CELESTIAL WEAPON:
Target gains +50% increase in melee and ranged attack.
HOLY SHOUT:
Damages all targets (which are undead) with a holy shout.
MASS BLESS:
All targets do maximum damage.
MASS DEATH WARD:
All targets suffer 30% damage and 30% effect from spells less done by Death-aligned targets.
MASS DELIGHT:
All targets have maximum positive morale.
LEVEL #4:
DIVINE VITALITY:
Hero gains +50% increase in hit points.
MASS HEAL:
Removes a portion of damage from all targets and dispels any turn-based effect spell (like Poison).
PRAYER:
All targets gain +30% increase in hit points and damage.
RESURRECTION:
Brings back a portion of creatures from the dead.
SANCTUARY:
Target cannot be attacked, damaged or harmed anyway for two turns or until he attacks.
LEVEL #5:
DIVINE SHOUT:
Damages all targets (which are undead) with a turn-based divine shout.
GUARDIAN ANGEL:
Grants the hero an extra life or grants the target with “Rebirth” ability.
HEAVENLY FLARE:
Damages all targets within 3x3 area with a fireball of holy light.
TRUTH OF LIFE:
Target gains +50% increase in all skills and grants him with “Death Ward”
More to come soon…
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doomnezeu
Supreme Hero
Miaumiaumiau
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posted March 19, 2004 12:24 PM |
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god damn it man, you really have an obession with creating stuff
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Dragon_Slayer
Honorable
Supreme Hero
toss toss toss
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posted March 19, 2004 12:38 PM |
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My eyes are bleeding!!! Its sooo long! If im not mistaken some of those creatures and their lairs are taken straight from War Craft 3...
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doomnezeu
Supreme Hero
Miaumiaumiau
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posted March 19, 2004 12:43 PM |
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And some from Disciples 2, also. How very original. But some are ok
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this_other_guy
Famous Hero
{0_o} heh...
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posted March 19, 2004 12:56 PM |
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Quote: Backwoodsman (Hidden Cavern)
SA: Ranged, Normal Melee, No Obstacle Penalty
Backwoodsman sounds kinda cheesy lol...
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1f u c4n r34d th1s u r34lly n33d t0 g37 l41d
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SwampOze
Tavern Dweller
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posted March 19, 2004 01:20 PM |
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Oh man! Not again not agggaaaaiinn!
Castle building : Fighting club.. Hehe why not karate-dziudo club?
Necro: Pinaacle of darkness? I want Pinapple of darkness, this sound more familiar
Blademasters guilt is very strange..
I like idea about torture arena, this sounds so sadistic, Imagine Pit-Fiends torture some naughty souls, so they got good training of using their "device"
Or better idea of this building that all demonic creatures gets another speciality , that they torture victim before killing in combat, so all enemy units suffer morale just seeing that
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regnus_khan
Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
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posted March 19, 2004 04:22 PM |
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If you all wanna know I do not know what you're talking about. I dunno what's Dicilpes or whatever it's called. Also, I haven't played WC for about 7-8 months (since august), so I do not remember that. Those ideas were created by myself.
P.S. Sorry, if I was harsh.
EDIT: what do you think about my towns (necro and inferno) separated?
don't you want to discuss towns anymore? weird...
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Celfious
Promising
Legendary Hero
From earth
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posted March 22, 2004 08:06 AM |
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I'm not one for reading long stuff but ill try this thread someday.
All I know is the few things i saw were interesting. Regnus good work keep it up and start the future game revolution before I do.
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regnus_khan
Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
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posted March 31, 2004 07:43 PM |
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Ultimate Collection of Proposals - Continuation
I’ve decided to divide my topic into more posts, so I could post some of the new things.
HEROES IN COMBAT?
IMO, yes. I agree with this idea, though, I don’t like that there can be more heroes. I think it should be limited to one per army and without a hero, any other units cannot move. They can be left to guard or scout area (in patrol mode) of 3x3 yards area on the Adv. Map. These standalone units won’t join you again since they are guards and their left by their master, but they won’t attack you anyway. Because I removed that feature of more heroes in army, I advise that we could let the hero govern more than one town (if only it is skilled at this feat)
As I mentioned, I agree with the H4 idea of heroes participating in battle, so I had created skills that apply these features to heroes. They’re listed in the first post of the topic.
ADVENTURE MAP OBJECTS
First of all, adventure map locations for H5. I talk about things like Sphinxes, Water Wheels, Windmills etc.
I don’t feel the need to discuss about it now, but further I’m sure I will. Now, the locations:
MINES AND RESOURCE PROVIDERS:
Each mine and resource provider gives benefit if only it is owned by a hero. Benefit is applied as listed.
WOOD:
Sawmill: +2 daily
Wood Pile: +5 weekly
Woodshed: +10 weekly
MERCURY:
Mercury Derrick: +1 daily
Mercury Vein: +2 weekly
Mercury Pond: +5 weekly
ORE:
Ore Pit: +2 daily
Ore Deposit: +5 weekly
Boring Mill: +10 weekly
SULFUR:
Sulfur Digging: +1 daily
Sulfur Dune: +2 weekly
Sulfur Silo: +5 weekly
CRYSTAL:
Crystal Caves: +1 daily
Crystal Cavern: +2 weekly
Mineral Caves: +5 weekly
GEM:
Gem Shaft: +1 daily
Gem Placer: +2 weekly
Gem Pool: +5 weekly
GOLD:
Gold Mine: +1000 daily
Gold Course: +2000 weekly
Gold Treasury: +5000 weekly
OTHER PROVIDERS:
Windmill: +500 gold and +2 random resources weekly
Water Wheel: +1000 gold weekly
Farm: +5 wood and +5 ore weekly
Fishing Place: +1000 gold or +5 random resources weekly
POWER-UP BUILDINGS:
I will use the system I used in my latest proposal “Ultimate ...” thread. Heroes IN combat, H4 style.
EDIT: Sorry, nothing now. It will be edited soon.
LEVEL-UP SYSTEMS
Second thing, of all things I’d like to add, is what the level-up gives to the hero and the army. This will be divided into two different options: level-up system and level-up benefits.
LEVEL-UP SYSTEM
Simple. A bit more to get, but harder to achieve. I post first 25 levels.
Lev.1: 0
Lev.2: 1000
Lev.3: 2500
Lev.4: 5000
Lev.5: 8000
Lev.6: 12000
Lev.7: 17500
Lev.8: 25000
Lev.9: 35000
Lev.10: 47500
Lev.11: 62500
Lev.12: 80000
Lev.13: 100000
Lev.14: 125000
Lev.15: 155000
Lev.16: 190000
Lev.17: 230000
Lev.18: 280000
Lev.19: 350000
Lev.20: 450000
Lev.21: 575000
Lev.22: 725000
Lev.23: 900000
Lev.24: 1150000
Lev.25: 1500000
LEVEL-UP BENEFITS
Each level-up has the same benefit, though, it is much harder to achieve it then. However, this is inevitable. New things applied here: hero does the level-up, but even creatures gain benefits. Here’s it:
Hero benefits:
+1 skill upgrade
+1 melee attack
+1 ranged attack
+1 melee defence
+1 ranged defence
+1-2 damage
+5 hit points
+1 reputation (see: REPUTATION)
+0.5 movement
+0.5 speed
+0.5 morale
+0.5 luck
+2% magic resistance (might heroes)
+2% spell effectiveness (magic heroes)
+2 spell points
+2 shots
Unit benefits:
+1% to melee attack
+1% to ranged attack
+1% to melee defence
+1% to ranged defence
+2% damage
+2% hit points
+2% movement
+2% speed
+2% magic resistance
+2% spell effectiveness
+1 spell point
+1 shot
REPUTATION
As you seem to notice already, I wrote reputation in bold. Yep, that’s the idea I use. I liked it very much when Djive posted the topic and it made me to think about it. I’ve finally made a decision to add it to my proposals, since it is an awesome idea and has some greater benefits. Though, I need to explain the details, so there’s two main things: reputation system and reputation benefits.
REPUTATION SYSTEM
It’s simple. I changed the way of Djive’s post a bit, so it look more of mine idea here. Reputation is gained almost the same, though the benefits won’t be so overpowered. Here’s the reputation gaining system:
Each hero starts with 0 reputation (unless the level was heightened or the hero was modified before the map was started).
Each level-up you get +1 reputation, as I mentioned above. However, you can gain negative reputation. Here’s how it goes:
Win a Battle: +1 reputation
Win a Battle (with no losses): +2 reputation
Lose a Battle: -1 reputation
Surrender from a Battle: -2 reputation
Retreat from a Battle: -3 reputation
Find an artifact (treasure-minor): +1 reputation
Find an artifact (major-relic): +2 reputation
Find the Grail: +3 reputation
Govern a Town: +1 reputation
Govern a Town (and distribute 500 gold to the habitants daily (NEW OPTION!!!)): +2 reputation
Easy to get reputation, not easy to use to get benefits. Look down, below.
REPUTATION BENEFITS
Aha! New benefits here! Totally changed. None of these are applied in Djive’s topic (I think). Well, not much to say, just read below:
Surprise!!! Benefits are applied, in addition to, the rank that reputation adds to the hero when he collects a number of reputation (he receives following bonuses at the same time). Though, you can gain minuses just by receiving negative reputation into the count. Here’s the lil’ list of benefits.
-48 reputation (max. negative) - Disgraceful / all units and hero have maximum negative morale and luck always (spells CANNOT increase) (plus all the lower minuses)
-30 reputation - Hated / hero receives 75% less experience when collecting from the chests (plus all the lower minuses)
-24 reputation - Infamous / hero can’t retreat or surrender anymore (plus all the lower minuses)
-18 reputation - Ignominious / any hostile army attacks (even if it’s “friendly”) everytime (plus all the lower minuses)
-13 reputation - Bad-Mannered / hero can’t take any diplomatic actions
0 reputation - no rank, just the name of the class / no following bonuses
+15 reputation - Promising / diplomacy rating is increased by 25%
+21 reputation - Famous / any hostile army (not hero) surrenders everytime (plus all the lower plusses)
+38 reputation - Honorable / hero receives 50% more experience when collecting from chests (plus all the lower plusses)
+46 reputation - Supreme / enemy cannot retreat or surrender anymore (plus all the lower plusses)
+55 reputation (max. positive) - Legendary / all units and hero have maximum positive morale and luck always (spells CANNOT decrease) (plus all the lower plusses)
That’s a bit overpowered, though, it’s a great deal hard to get. Maybe this option could be included in the game. It’s cool, IMO.
TERRAINS & INTERACTIVE LANDSCAPE
Finally, I post what I wanted to propose from the very start, but my promises haven’t been completed yet. So now, I’ll propose them. Although, I do not know any good things I’d like to propose, I can suggest a few of then. Anyway, I do not know whether this is interactive landscape or not. Still, I’ll propose it. But at first - what are the terrains.
TERRAINS
GRASS:
Cost of 1. Native to Forest.
SAND:
Cost of 1. Native to Forge.
ROUGH:
Cost of 1.75. Native to Stronghold.
VOLCANIC:
Cost of 1.75. Native to Pandemonium.
DIRT:
Cost of 1.25. Native to Necropolis.
SUBTERRANEAN:
Cost of 1.25. Native to Underworld.
COBBLE/STONE:
Cost of 1.5. Native to Castle.
SNOW:
Cost of 1.5. Native to Academy.
WATER:
Cost of 1.5. Native to Atlantis.
SWAMP:
Cost of 1.5. Native to Marshlands.
LANDSCAPE!!!
Landscape finally. Time to test my thoughts over these effects and terrains. Ready to cheer/boo
Note: effect of interactive landscape is applied if only this option is chosen when map is edited.
Forest: GRASS
Mirage: SAND
Crag: ROUGH
Volcano: VOLCANIC
Boneyard: DIRT
Mushrooms: SUBTERRANEAN
Hollow: COBBLE/STONE
Glacier: SNOW
Kelp: WATER
Bog: SWAMP
Peak: ROUGH; VOLCANIC; COBBLE/STONE; SNOW
Geyser: SAND; ROUGH; VOLCANIC
Water Lake: GRASS; COBBLE/STONE
Fire Lake: VOLCANIC
Dirt Lake: DIRT; SUBTERRANEAN
Icy Lake: SNOW
Deadwood: SAND; ROUGH; VOLCANIC; DIRT; SUBTERRANEAN; SNOW; SWAMP
Forest: GRASS
Forest is mainly based over large trees and how is it hard to pass. Small passages are only open, so the army passes it hard. However, this is very nice if you like nature and trees. Plus, birds and animals gather there.
Affected Obstacles: Shrubs; Redwood; Pine and Oak Trees; Coniferous Trees; Bee Hive
Adv. Map Effects: Since it is hard to pass, the hero has the movement cost on the GRASS terrain increased by 50%. Though, it can be easily deleted by having skills that affect this.
Combat Map Effects: Well, there are much more of them now. Each type of wood affects the hero (and the army) with different bad effects:
Shrubs - each ranged attack or a direct damage spell does minor damage always if a hero or unit stands behind the shrub. All units and heroes that stand one yard away from the obstacle take 50% less damage. It is impossible to pass it, though.
Redwood - no ranged attack or a spell that requires LoS can be cast by and to the target. Melee attacks can be done if only the target is aside from the obstacle and can easily “see” the enemy.
Mirage: SAND
Mirage is always when you’re in desert, desert is always full of hot sand, so the mirage is in alliance with sand. Anyway, mirage is one of the most hated things, because it turns up when it’s too hot and something’s wrong with your brain ot with heart. Rare vegetation, no animals.
Affected Obstacles: Shrubs; Cactuses; Bones
Adv. Map Effect: Since it is hard to see there, the heroes are unable to see some things too. Even with Scouting, hero is invisible to enemy heroes, but it cannot see them too (if on this terrain). In addition to, resource piles can often be mistaken with each other. Don’t be mad when you see you got the wrong choice
Combat Map Effects: Well, there aren’t much of them now. The mirage cause the armies to inflict half of the damage only, unless their immune to visual attacks. However, an awful spell is applied to two stacks from the very start of the combat. They get a form of “Blind” spell that cannot be dispelled. It’s bad, when it is applied to ranged units or spellcaster . Also, the obstacles add their “benefits” here too:
Shrubs - each ranged attack or a direct damage spell does minor damage always if a hero or unit stands behind the shrub. All units and heroes that stand one yard away from the obstacle take 50% less damage. It is impossible to pass it, though.
Cactuses - no ranged attack or a spell that requires LoS can be cast by and to the target. Melee attacks can be done if only the target is aside from the obstacle and can easily “see” the enemy.
Bones - they’re not impassable! Still, they reduce the movement of the targets when on that by 4. Also, they cause fear to 1-2 level units that are living only.
NOTE: Sorry, only two now. There will be more soon .
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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