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Heroes Community > Heroes 7+ Altar of Wishes > Thread: The Perfect Temple (Naga town)
Thread: The Perfect Temple (Naga town) This thread is 37 pages long: 1 ... 7 8 9 10 11 ... 20 30 37 · «PREV / NEXT»
SBlister
SBlister


Famous Hero
Rakshasa Commander
posted October 07, 2006 11:54 PM
Edited by SBlister at 00:00, 08 Oct 2006.

Quote:
Since the templars worship the dragon(ness) of water, they receive a blessing from her to temporary change their agregate form, i.e. to transform themselves into water, which allows them to quickly... slide anywhere without the fear of obstacles etc. Or, perhaps, to solve the flying problem, we could think up of something like that water form, but as the racial ability (I'd just need to limit it and define it a little better).


Well we could simply give the praetorians teleport, but visually they turn into water and slide over to wherver they want to go. I think that would solve the issue best.
There is one problem with mutation, it looks very much like the Artificier ability of the Academy. I'm just thinking that we should make the "mutation" very much different from the artifacts as to avoid any similarity between the two abilities. Does anyone want to moderate a MASTER POST?
Here's the new update on the creatures abilities:

LEVEL 1:
Serpent Fly: Those pesky third level fliers from the Fortress in HoMM3.
Abilities: Flyer, Agonizing Bite (What it does is it slows down enemy creatures, ie decreases its iniative. The original name was weakening bite but it sounds too much like the plague zombies ability)
LEVEL 1 UPGRADE:
Cuoatl/Coatl: I don't care much which name is picked. But yeah it is the divine flying snake of aztec mythology.
Abilities: + Siphon Magic(Activated. Allows the coatl to steal any enchantment from enemy creatures and transfers it to itself. This is why i choose the name coatl over dragon fly, due to this magical ability. Must be able to reach the creature in order to activate this ability, like lay of hands)
Tactics: Slows down enemy stacks and also steals enchantments from them

LEVEL 2:
Lizardman Tracker: Alt. names are trapper,huntsman. Your basic lizardman shooter unit armerd with either a blowpipe or spear. If you are going with the spear i would suggest they have like a masai appearance with the long tribal shield and tribal marks.
Abilities: Shooter, Corrossive Darts (decreases armor value by 2 with each shot)
LEVEL 2 UPGRADE:
Chameleon Tracker: This lizardman can change the color of its skin. Visually you can see it melt away from green to brown OR it changes depending on what environment you're in, dark red in Inferno, green in sylvan lands, sand brown in academy lands.
Abilities: + Camouflage (like I've explained before)
Tactics: Used to keep enemy units as far away as possible from itself and also to maximize the use of its shooting ability with camouflage

LEVEL 3:
Viper Zealot: Your standard Naga infantry. Armed with a mace and shield.
Abilities: First Strike (Retaliates before enemy attacks)
LEVEL 3 UPGRADE:
Cobra Zealot: Different from viper. Has a hood. Has a halberd.
Abilities: + Long weapon (Longer reach allows the cobra zealot to hit enemies 2 squares away), + Zeal (like spirit link where the necromancer gains mana with damage done to the affected creature, the cobra gets an initiave bonus for that round depending on the amount of damage it does. say they do 50 damage this round, they get +1 bonus next round. if they do 150 damage, they get +3 bonus. dont know if you want them to have a ceiling of how much bonus they can get)
Tactics: Allows for faster striking with zeal, and minimizing damage to itself with abilities like long weapon and first strike

LEVEL 4:
Sentinel: Lizard on a croc.
Abilties: Enraged, Death Roll (Like War-Overlord suggested, has a chance of not taking damage by rolling to the squares adjacent to it)
LEVEL 4 UPGRADE:
Grand Sentinel: Lizard on a basilisk
Abilities: + Petrifying Gaze (Activated. Turns stack into stone. that stack cannot attack for X turn depending on number of grand sentinels present. stoned stack gains +10 defense bonus due to the thickening of its skin. attacking stone stack doesnt dispel this ability. can only be activated on one stack at a time. Don't know if you want to limit the number of times you can use this ability on the field)
Tactics: Meat shield with petrifying bonus

LEVEL 5:
Templar: Large Naga with 4 arms and swords.
Abilities: No Retaliation
LEVEL 5 UPGRADE:
Praetorian: Large Naga with 6 arms.
Abilities: + Meditate (Loses turn, gains bonus to offense and defense for subsequent turns), Teleport (visual effect: turns into water and slides over to its destination.)
Tactics: Big tank built for causing pain

LEVEL 6:
Priestess: Naga spell caster with snake for hair.
Abilities: Shooter, Caster, Divine Presence (+1 morale to all friendly creatures)
LEVEL 6 UPGRADE:
High Priestess: Even more powerful naga priestess.
Abilities: + Wrath (activated on friendly stack. if friendly stack attacked, the attacker will be hit with a random destructive spell. Only can be used 3 times)
Tactics: Caster. Mostly light and dark magic. Wrath is used to protect friendly stacks. Shooter

LEVEL 7:
Swamp Wyrm: Bigger Harry Potter like basilisk creature. body of a snake, head and tail of a dragon. spines running down its back and covered with vines and moss and all that swamp stuff.
Abilities: Slither (Able to move through obstacles and creatures, demolishing obstacles and damaging all creatures it passes), Drain Strength (Decreases enemy attack by 2 and gains 2 attack points in return)
LEVEL 7:
Swamp Leviathan:
Bigger, badder, cleaner swamp wyrm. Aka less moss, more regal looking.
Abilities: Hardened Carapace (Extra defense points plus more spines on its body, enabling to deal more damage with slither)
Tactics: big bad damage causing machine

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actionjack
actionjack


Promising
Famous Hero
posted October 08, 2006 01:10 AM

for Praetorian's teleport... might as make it call Water Form, and make it active ablity, where for that turn, will change and travel in water form (but also can not attack, need to wait another turn for it)  Will have 75% chance of evading all physcial attack, but recive 100% more damage from any ice spells.  

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted October 08, 2006 02:40 AM
Edited by SBlister at 04:24, 08 Oct 2006.

All in all teleport will be more useful than water form.
In retrospect, Mutations is too much like Artificier. But I've come up with another racial ability called Chakra Magic. The naga hero would be a sorceress. And this is basically how it goes: With each increment in level the sorceress gains one circle (two spells of chakra magic). Chakra magic does not require mana and only lasts for a brief time. Like if you have basic chakra magic, it lasts like 0.5 turns, advanced 0.75, expert 1.0, ultimate 1.5. Chakra magic is activated and it affects all creatures under the command of the sorceress. Well here are the list of chakra magic spells and what it does:

Basic Chakra (Y = 0.5 turns):
Level 1: Gift of Strength - Increases all friendly creatures attack by X (depending on sorcery) for Y turns.
Channeled Pain - All damage suffered by friendly creatures for Y turns increases Sorceress mana.
Level 2: Illusion of Grandeur - All chance abilities (aka death roll) works 25%(+ X%) more often.
Gift of Fortitude - Increases all friendly creature defense by X for Y turns.

Advanced Chakra (Y = 0.75 turns):
Level 3: Sense of Swiftness - Increase initiave of creatures for Y turn.
Shared Burden - Damage done to one stack is shared by all stacks for Y turns.

Expert Chakra (Y = 1 turn)
Level 4: Sense of Greatness - All creatures are able to deal 100%-200% more damage for Y turns.
Magic Shield - All creatures gain X (depending on level of sorcery) amount of HP for Y turns.

Ultimate Chakra (Y = 1.5 turns)
Shalassa's  Blessings: All creatures are immune to one magic spell for Y turns.
Second spell I can't think of one.

So what do you think?

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted October 08, 2006 10:44 AM
Edited by War-overlord at 11:36, 08 Oct 2006.

Very good ideas SBlister, but as mutation is like Artificer so is Chakra magic like Rune Magic. We all know how hard it is to be original, but we'll work this out.

I like the idea of making the Preatorians being able to turn into water and I'll bet we can come up with a good lore-wise explaination for it.

Since it was my idea to start this thread I'll try to manage the Masterpost. It'll be one the first page, in the first post. I'll do my best on this, but it might be a tad slower to the current rapid development.

If we all agree on the creatures, I think it's about time to create the lore around them. I will try to create a rough lore-description for the creatures one level at a time, after which we will try to mold it into a definate form. We can think of the Racial Skill later on. Before somebody asks why I should do the rough descriptions, I volunteer for this, firstly because I realy like to create them and secondly because my descriptions were very liked and praised in the PS Thread and in ICTC.

I'll give it a go for the Serpent Fly and the Coatl.

Serpent Fly
The Serpent Flies are one of the many creatures that live in the Swamps the Naga call home. These bat-winged snakes prey on the smaller creatures of the swamps and immobilize them with their numbing poison. Orignaly the Serpent Flies were tamed by the Lizardmen and used like hunting dogs, but after they made their pact with the Naga the Serpent Flies were also introduced as pets. Still very able predators, the Naga employ these creatures in their armies and have them hunt down their enemies.

Coatl
A subspecies of the Serpent Flies, the Coatl are further adepted as their Serpent-Fly-ancestors. The Coatl have grown a second pair of wings, making them even faster. The Naga believe that the Coatl are the messengers of Shalassa and are thus blessed by their patrona. During a minor skirmish with the wizzards, the Naga discovered that the Coatl have the uncanny ability to drain the enchantments of their enemies and transfer these to themselves and even heal themselves with it. After which the Naga also started to employ the Coatl in their armies.
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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted October 08, 2006 12:26 PM

Chakra is ok, but hear this out (I think it would bring a few new options in naga gameplay):
Racial ability: Hydromancy
Naga activated racial ability. Allows naga units (i.e. Viper Zealots, Templars and Priestesses) to metamorph into water, thus receiving the ability to move ignoring obstacles. The unit cannot move further than its regular speed.
Basic - can be used once per battle, for Viper Zealots and Cobra Zealots.
Advanced - can be used once per battle, for Viper Zealots, Cobra Zealots, Templars and Praetorians.
Expert - Can be used twice per battle, for Viper&Cobra Zealots, Templars, Praetorians, Priestesses and High Priestesses.
Ultimate - Can be used three times per battle for Viper&Cobra Zealots, Templars, Praetorians, Priestesses and High Priestesses.
Abilities (2 so far): Missionary - Allows Lizardmen and Croc/Basilisk riders to use Hydromancy
Breath of Shalassa - Activated combat ability. Lowers the defense and speed of all enemies by 1, and raises the defense and speed of all allies by 1.
Perhaps an altered Chakra could be the third ability...

Anyway, I think we should change the priestesses' name. The dwarf fire mages are now renamed to rune priests and there are already priests in Haven. How about Seer-Prophet or something like that?

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted October 08, 2006 01:10 PM

I like the idea of Hydromancy. I also agree on the fact that there are going to be a whole lot of priests now, we perhaps we should change the name. I would agree with Seer > Prophet, but perhaps we can come up with even better names.

Tell me if you like my descriptions. As good as it would be for my ego to have it dead-on in the first try, I would realy like to hear your comments on the descriptions so we can shape it further to the collective liking.
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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted October 08, 2006 02:58 PM
Edited by baklava at 15:47, 08 Oct 2006.

Well, according to my Naga story (which you kinda accepted, I think), the naga came to the swamps fleeing from their true home, so I don't agree with the sentence
Quote:
The Serpent Flies are one of the many creatures that live in the Swamps the Naga call home.
Perhaps: "...that live in the Naga inhabited swamps" would be better, I don't know.
Everything else is cool. I agree that you do all descriptions, you simply always put in a lot of positive energy in that.
(the Force is strong in this one)

EDIT:
Third ability for Hydromancy: Battle Meditation or Concentration: grants the hero the ability to skip a combat turn in exchange for restoring mana. Restored mana equals hero’s level.
Ultimate ability: Mind Focus – Battle Meditiation or Concentration refills hero’s mana entirely.
As you can see, I don’t know whether to call it Battle Meditation or Concentration.

Camouflage is a good ability, but I don’t think Nival will bother making six/seven different skins for the same creature. Drop the visual thingy. Perhaps it would be best if the visual effect would simply be making the chameleon transparent.

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Sindbad
Sindbad


Famous Hero
The lost soul
posted October 08, 2006 03:52 PM

Hey, guys, just forgot something: the *Temple* name DOES fit to your town, I just completely dislike this useless thread... thats why I dont agree.
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Already gone...

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted October 08, 2006 05:29 PM

Name change suggestion for priestess: Archon - Queen.
How useful is Hydromancy really? I will think of a way to combine mutation and chakra magic and hydromancy and come up with something. but its gonna take some time. where is crepus? im sure he could come up with something.

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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted October 08, 2006 05:41 PM

Quote:
Hey, guys, just forgot something: the *Temple* name DOES fit to your town, I just completely dislike this useless thread... thats why I dont agree.

Good for you. Now if you'll please stop spamming, we'd be eternally grateful.
Quote:
How useful is Hydromancy really?

Very, very useful. Basically it lets you have four fliers instead of one in your army. You get near a wall, cast the Hydromancy, fly over it, TA DA!
In later levels you are able to withdraw from inside the wall too, cuz you can cast it twice. So, trust me, it's useful. I was just thinking if it's overpowered.
Since War-Overlord started making the creature descriptions, I made the timeline. While doing that in the early stages we'll have less work later on. Tell me if you like it:

NAGA TIMELINE:

Ancient age:

Unknown – Shalassa creates the Naga from water, pearls and sand. Pure and intelligent, they organise themselves in a coastal region, south-east of the old continent.

Origins:

Around 10. YSD – The Naga discover their gift of Hydromancy and start studying it, trying to bring it to perfection.
Around 50. YSD – All Naga priests and priestesses agree it would be best to elect the Great Seer, or the “first among the equals” to lead them. A powerful and influential High Priest, mentioned also as Sitnal, is chosen for this honourable task.
Around 80. YSD – Sitnal orders the construction of a huge city entirely dedicated to Shalassa. As beautiful as it was vast, all Naga agreed to live inside it. Employing the local human barbarians for mining gold and silver, they raise fabulous temples to their creator, Shalassa, but they also build shrines to all other dragons, making sure they neither underestimate nor neglect their power and purpose. In honour of Sitnal, the city is named Sitnalta.
Around 120. YSD – The golden age of the Naga begins. Under the leadership of Sitnal, the Pantheon is constructed, to ensure the support of all dragons. The Pantheon was a building covered with gold, gems, pearls and diamonds that occupied Sitnalta’s central square. It is told how its proportions were as huge as an entire smaller human town. Indeed, the dragons made sure that the Naga people live in harmony and joy, seeing how repsectful they are of all higher powers. They also kept them secluded from contact with the other races, preventing possible wars between them and the Naga.
717. YSD – A meteor of sickeningly enormous size unexpectedly shows up in the skies, eclipsing the Sun and making the impression of a lunar eclipse. Heading towards Sitnalta, the Naga panic and try to evacuate. Unfortunately, a number of them remains in the city in the time of impact. About three fourths of the city is eradicated, and only burning ruins remain. While the remaining Naga who survived the strike try to help each other and get themselves out of the flaming town, a huge demon warband suddenly attacks and slaughters the unarmed populace. By the time the Naga warriors came to help, a lot of civilians were killed and the remaining gold from the temples was looted.
It is debated whether or not the 3rd eclipse demon “dragon hunt” was even held, or its whole purpose was the destruction of Sitnalta. Either way, the Naga, shelterless and without their fortune, start a long march to the west. Hence sadly begins the modern age for this people.

Modern ages:

743. YSD – The Naga refugees reach the swamps of Hulgazza. Disgusted at first, in time they realise how this severely unpopulated watery lands could become their new home.
767. YSD – Discovering Lizardmen, who fled from the wizards, the Naga offer this people alliance and mutual help in order to get a good working force. The lizardmen accept.
793. YSD – After long years of building on unstable swamp grounds, the town of New Sitnalta is raised, in memory of the former Naga city. Although not as huge or beautiful as the old one, New Sitnalta still becomes a powerful centre of activities in Hulgazza. Learning on their former mistakes, the Naga decide that they should build more towns and forge an empire if they are to survive the next possible demon attack, or take their revenge upon them.
825. YSD – Two more cities are founded by the Naga – Falgaen and Tynetor. Falgaen lies to the north-west of New Sitnalta, and Tynetor south of it, in the coastal areas. There, the Swamp Wyrms are discovered and tamed by the Naga for their own purposes.
836. – 840. YSD – Naga explorers make contact with most races and kingdoms of the old continent. Diplomatic relations are established, and the kingdom of New Sitnalta is accepted into the international community.
843. YSD – A lot of debates are held whether the Naga should go into the war against the demons or stay out of it until they rebuild. The rebuilding option gets chosen.
856. YSD – The religious hierarchy is once again established, and a new Great Seer, Arcelos, is elected. He decides to double the missionary efforts to bring the lizard people to the Naga religion.
951. YSD – Arcelos manages to convince the Naga that war with the demons should once again be avoided. He is succesful in this, and hence the Naga don’t confront the demons during the 5th lunar eclipse.
969. YSD – The Naga can stay neutral no longer. They are arming themselves and preparing for war with the demon armies. Seeing how the Naga are in no condition to do battle with demonic foes, especially because of heresy spreading among the lizard tribes, Arcelos orders one of the most convincing missionaries in the realm, Scelemor, to settle the Naga and calm them down, while dealing with the heretics himself. However, Scelemor is about to discover something he wasn’t supposed to discover, which will change the fate of not only the Naga, but of the whole world.

Don’t worry, I have the entire campaign story in my mind, I’ll just write it down later.

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted October 08, 2006 06:31 PM

New Map of Ashan

Baklava, click the link above... there's a new map of Ashan. I think the part of the map that looks like a swamp is called Nariya and the capital is Hashima. So you're gonna have to change your history a bit.

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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted October 08, 2006 06:58 PM

Ok, Sitnalta was a little to the north, and they didn't go to the west but across the sea to the swamp isle of Hashima, where they founded their new capital of Nariya, in honour of Sitnal's wife.
Piece of cake

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actionjack
actionjack


Promising
Famous Hero
posted October 08, 2006 07:26 PM

-I don't think there is a need to change the name of pristess.  Afterall, its a She.    

-For Hydromancy, I still would suggest having it "skip a turn" (where you cann't move and attack while in water form, with the bonuse in evade and weakness to cold).  It would help balance it, giving oppoent some reaction time.  

-Making all 4 unit flyer (even for a turn) does sound very powerful.  Either need to re-adjust that ablity (like making moving distance shorter), or re-adjust the creature's stats (making them more compareable to flyer creature instead of land-melee creature- oh, and now I see how you only make it effect to only 3 units.. that would seem better balance)  

-For possibly adjustment, have it where as a racial ablity, that on 1st level, can only be cast on 1 creature at time.  Lv 2 can be cast on 2 creatures at same time... so on. (but can be cast on them as many time as you like)  Only at the ultimate level will you be able to cast and effect all creatures at same time.  

-I still like Mutation, especially the possible visual.

-No stats number for the creatures?

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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted October 08, 2006 08:25 PM

Quote:
For possibly adjustment, have it where as a racial ablity, that on 1st level, can only be cast on 1 creature at time. Lv 2 can be cast on 2 creatures at same time... so on. (but can be cast on them as many time as you like)

Well, basically, that would make it perhaps even more powerful.
OK, the creature's speed is lowered by 2 when teleporting. Fair enough?

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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted October 08, 2006 09:26 PM

I made some stats quickly. Basically, I simply compared them to other creatures, I don’t have calculations about whether they are unbalanced or not. I also suck at making stats. But it’s a start, and I guess you can and correct something.

SERPENT FLY:
Attack - 2
Defense - 2
Shots - 0
Damage – 1/1
Speed - 6
Initiative - 9
Health - 4
Spell points - 0
Base growth - 20
Cost – 25

CUOATL:
Attack - 2
Defense - 3
Shots - 0
Damage – 1/2
Speed - 8
Initiative - 10
Health - 5
Spell points - 0
Base growth - 20
Cost – 45

LIZARDMAN TRACKER:
Attack - 3
Defense - 3
Shots - 8
Damage – 3/4
Speed - 5
Initiative - 9
Health - 7
Spell points - 0
Base growth - 12
Cost – 55

CHAMELEON TRACKER:
Attack - 4
Defense - 4
Shots - 10
Damage – 5/6
Speed - 6
Initiative - 9
Health - 8
Spell points - 0
Base growth - 12
Cost – 85

VIPER ZEALOT:
Attack - 3
Defense - 5
Shots - 0
Damage – 4/6
Speed - 5
Initiative - 8
Health - 20
Spell points - 0
Base growth - 8
Cost – 120

COBRA ZEALOT:
Attack - 5
Defense - 4
Shots - 0
Damage – 5/8
Speed - 6
Initiative - 9
Health - 30
Spell points - 0
Base growth - 8
Cost – 160

SENTINEL:
Attack - 8
Defense - 9
Shots - 0
Damage – 8/10
Speed - 5
Initiative - 9
Health - 45
Spell points - 0
Base growth - 5
Cost – 380

WARDEN (I think that name is better than Grand Sentinel)
Attack - 10
Defense - 9
Shots - 0
Damage – 10/12
Speed - 6
Initiative - 10
Health - 55
Spell points - 0
Base growth - 5
Cost – 430

TEMPLAR:
Attack - 14
Defense - 14
Shots - 0
Damage – 10/16
Speed - 6
Initiative - 11
Health - 65
Spell points - 0
Base growth - 3
Cost – 480

PRAETORIAN:
Attack - 20
Defense - 16
Shots - 0
Damage – 12/18
Speed - 7
Initiative - 11
Health - 75
Spell points - 0
Base growth - 3
Cost – 650

I didn't do the last two levels. If these turn out to be fine, I'll do them too

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted October 08, 2006 09:30 PM
Edited by SBlister at 21:52, 08 Oct 2006.

I have solved our racial ability problem by infusing chakra magic, mutation and hydromancy. We shall retain the name HYDROMANCY because its gonna deal with water. What happens is this. The Sorceress or Seer (Hero) has a pool of hydromantic powers. This pool has a certain number of points in it according to the following:
Basic - 30 points
Advanced - 50 points
Expert - 70 points
Ultimate - 100 points
Now the hero has these points. what this ability allows is for creatures to drain certain amount of points from the heroes hydromantic pool to do certain abilities as listed below:
1. Water Shield - Gives 100 extra HP to the stack (10 points)
2. Water form - Allows stack to teleport to another tile (2 points per tile teleported)
3. Cleansing waters - Removes enchantment (3 points per level of enchantment. aka 3 points to remove a level 1 dark/light magic spell, 9 to remove a level 3 spell)
4. Healing waters - Heals stack (1 point per 5 HP healed). Better used for high class creatures. does not ressurrect.
5. Imbuing Waters - Replenishes mana (1 point per mana). Usable by the Archon-Queen (new name for priestess/high priestess)
6. Tidal Wave - Stuns enemy stack (10 points per hit)
Visually we can see water being drawn from a mystical source and used to gain the abilities. Each ability will look different visually.
I think we can add a few more abilities to the above. I personally think this is as good as it gets. What do you think?

As for the stats, its gonna take a while to analyze them. Are we going to change the name to Temple? If so can we name this thread perfect temple as soon as possible... Here are some other issues:
1. I prefer Grand Sentinel to Warden. How about you guys? My reasoning is because they Grand Sentinels get to ride basilisks which is considered an honor among the sentinels.
2. Hulgazza should be renamed Nariya because its more in keeping with the actual world of HoMM. Falgean and Tynetor should be outposts not cities. there should only be one city - Hashima. I've added the map below so everyone can take a look at the map of Ashan.
3. The Hero type are they Seers or Sorceresses?


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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted October 08, 2006 10:54 PM

It's like the devil is playing with my shedual; every time I'm away from my PC, you guys are there to make the thread alsmost a page longer. I'm not blaming you guys or anything, but it's going to be realy hard to keep up with the master post (it's kind of a good thing that this project has a larger group of perticipants so it takes longer to decide stuff).  Anyway.

I like SBlisters idea of Hydromancy. It's realy nice; kinda like rune magic an yet completly different. Well done.

I also like the History Baklava has created. It's good but I think there should be some changes made. First of all, since the Lizardmen are such a big faction of the Naga-society, I think they deserve some bits in the history. Also I don't like the idea of going spanish on the Lizardmen. The idea of forcefully turning the faith of the Lizardmen seems rather evil. Also I think the Naga should be a bit more isolationists, because they fear of having their stuff wrecked in the constant wars of the other races.

I see actionjack's point, since our priestess is female, it might not need a namechange after all. I realy don't like the idea of calling them queen. It seems strange to have 25 Queens in your army for example, how many countries are there for them to rule ? I also think we should stick to Grand Sentinel, a Warden sounds like some dude who keeps the wildlife population stable and greenthumb-stuff like that.

I agree with SBlister that we should adapt our town and country names to the info of known Ahsan. Still I think it is enough to only name the land and capitol. We can very well make some cities of our own.

I'm not going to pretend I know anything of the stats. I have absolutly no idea of what is ballanced or not and what and how existing stats should be changed. I leave it entirely up to you guys.

I'd like to hear SBlisters and actionjack opinion of my first descriptions before I make any changes to it.

Anyway, I'll try again anyway for the Lizardman/Chameleon Tracker.

Lizardman Tracker.
The Lizardmen were originally created by the Wizards to replace the Orcs, however they were just as rebelious as the Orcs and soon after their creation they escaped the Silver Cities. The Lizardmen habilitated themselves in the south-eastern swamps. Having a tough scaly hide, the Lizardmen never cared much for armour, which would only be a hindrance in the swamps. The Lizardmen Trackers are the hunters of the Lizard and Naga society and are called frequently to defend their country. Armed with a blowpipe and several bone bolts, they Trackers hunt their prey. The Trackers know that the small and light bolts don't do much damage, instead they rely on their own corrosive saliva which they cover their bolts in.

Chameleon Tracker
The Chameleon Trackers are masters of camouflage. While all Lizardmen have the ability to change the coloring of their scales to some extent, the Chameleons are specialy trained in this art. Changing to match the background or underbrush is not an easy task by any means and it takes long for a Chameleon to do this effectively. Once train however it's nearly impossible to find a Chameleon that is hiding from you. Even the Naga Anacondas(read:generals and marshals) have only a rough estimate of the number of Chameleons in their army.
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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted October 09, 2006 04:45 AM
Edited by SBlister at 05:05, 09 Oct 2006.

I guess Nariya is the capital and Hashima is the swamp name. Adendums to the creature descriptions:

Serpent Fly
Serpent Flies are native to the swamplands of Hashima that the Naga call home. These winged snakes prey on the smaller creatures of the swamps, immobilizing them with their numbing poison. Tamed by the Lizardmen to aid them in the hunt, they were introduced as pets of the Naga after both races formed their pact. Still very able predators, the Naga employ these swift creatures in their armies to hunt down their enemies.

Coatl
A subspecies of the Serpent Flies, the Coatl are more adapt and with two pairs of wings they are even faster than their lesser cousins. The Naga believe that the Coatl are the pets of Shalassa and are thus blessed by their patrona. During a minor skirmish with the wizards, the Naga discovered that the Coatl have the uncanny ability to drain the enchantments from their enemies and absorb them, thus gaining these magical properties for themselves.

Lizardman Tracker.
The Lizardmen were one of the many creatures created by the Wizards as a replacement for the Orcs, but they proved to be just as rebelious as the Orcs and soon after managed to escape the Silver Cities and habilitated themselves in the south-eastern swamps of Hashima. Having tough scaly hides, the Lizardmen never cared much for armour, which would only be a hindrance in the swamps. The Lizardmen Trackers are the hunters of the Nariya society and are skilled with trapping all forms of swamp life for food. Armed with a blowpipe, they are able blow bolts carved out of bones of the creatures they capture. To make up for the relatively weak piercing ability, lizardmen coat these bone darts with highly corrosive saliva which can penetrate the hides of their foes with ease.

Chameleon Tracker
The Chameleon Trackers are masters of camouflage. While all Lizardmen have the ability to change the color of their scales to some extent, the Chameleons are especially imbued with this ability. The pigments in their skin can take on the color of their surroundings, making them nearly impossible to spot. This ability has allowed for the Chameleons to serve as early warning scouts to any imminent threat to their lands.

Viper Zealot
The Zealots of the viper stock are the foot soldiers of the Naga armies. They make up the first line of defense and are proficiently trained in the arts of war. Wielding heavy spiked morning stars and stout shields, the Viper Zealots are so swift in their attack that they are able to retaliate before their enemies even have a chance to attack them. Though some may question the fanatical nature of the zealots, not question their efficiency in battle.

Cobra Zealot
The hooded Zealots of the cobra stock are the larger and deadlier minions of the Naga armies. Equally skilled in striking back with blinding speed, the Cobra Zealots have armed themselves with flails that they can use to attack enemies at extended range, long out of reach of the normal morning stars. The more havoc they wreck on their foes, the faster they react when facing their next opponents are a testament to the utter devotion of these minions of Shalassa.

Sentinel
The ranks of Sentinels are composed of the cavalry of the Naga armies. The lizardmen who make up its numbers are trained to mount the large swamp crocodiles with which they march to war atop. These vicious beasts are aggressive and will crush all those who stand in their way with their powerful jaws. In the swamps, these reptillian beasts are able to roll their bodies with great force to tear large chunks of meat from their prey. The Sentinels have utilized and perfected this death roll to avoid blows from their enemies. When a crocodile does this manuever, it rolls to the side while its rider gracefully leaps in the air and lands on the creature's back once it is supine again - a sight worthy of watching indeed.

Grand Sentinel
Grand Sentinels are the elite cavalry of lizardmen who have managed to tame the great basilisks. These large reptiles are voracious and will be tear limb from limb with their incredibly disproportionate teeth. Basilisks have the remarkable ability to petrify their enemies, making them unable to move or attack for a limited duration. In the wild they use this ability to catch fast moving prey but on the battlefield it is an advantage that the Grand Sentinels never hesitate to use.

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crepus
crepus


Adventuring Hero
Nuclear Power Plant
posted October 09, 2006 06:57 PM

Crepus is here...

...I just had to spend a long weekend abroad

Some of you guys, girls and other species wanted my comments here.
For starters, I though of a more sea-based faction when I started thinking about the Nagas, but that part was discussed waaaaay back on page one, so moaning about that would be like saying "You people s*ck" repeatedly throughout the thread

I do like the creatures, and just got an image of the croc rider to be more of a croc surfer, since he's supposed to make a high jump while the croc is rolling. Jumps from a standing position should be easier than those from a sitting one  Also, letting the military rankings be based on snakes is a GREAT idea! Reeeeeeeeeeeeeeeeespect

As has already been pointed out, the wyrms are extinct. Is there any particular reason the wyvern isn't used instead? Merely for the name I thought.

I must say I'm not that overly impressed with hydromancy, but the name rules. It feels mostly like adding a few spells. How about some nice Alchemy instead?

As far as I've thought until now, it's pretty similar to Artificer, but the small bottles of different potions will be actively used by your troops, and can only be used by intelligent Naga troops (Nagas and Lizardmen). A hero can commence brewing at the local brewery (specific town building) and more potions are revealed by Shalassa the higher your hero's level is, say one new potion per five levels or so.

Hero mastery in alchemy is to let troops be able to carry several potions at once, and possibly use them all during the same battle.

Potion abilities should be such things as
* poison (troop dips weapons in this and causes poison damage)
* chill (decreases initiative slightly, increases defence and gives cold immunity)
* hothead (increases initiative, decreases defence slightly and gives fire immunity)
* hawkeye (increases ranged attack and area of full range)
* phirna (increases mana, who else has played MM6?)
* isolation (immunity to electricity)

Initializing potion making in the brewery should be costly, and take time.
Basic: Hero loses half a day to initiate brewing, potion ready in a week
Advanced: Hero loses half a day to initiate brewing, potion ready in four days
Expert: Half a day, two days until potions ready
Only if a hero has Ultimate Alchemy will he/she be able to brew so swiftly it'll only take half a day.
The brewing after initiation works by itself, but if enemy takes town then the potions are lost to enemy.

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted October 09, 2006 08:34 PM

To crepus. First off a little background info. Because of the success of the Perfect Stronghold thread, the Stronghold team decided to venture out and make the Perfect Temple thread aka the nagas. The wyvern was one of the creatures on the stronghold lineup and hence we are not using it here as one of the nagas. The name wyrm can be substituted later on. It's basically one big snake-like dragon with no wings and limbs. Your potion idea is good but the mechanics is way too similiar to the Artificer. Not to say its a bad idea but it would too much of the same thing. Secondly the Naga hero is a sorceress not an alchemist and hence it would be more suitable for her to use hydromancy than brewery.

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