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Thread: New Spells | This thread is pages long: 1 2 · NEXT» |
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GenieLord
Honorable
Legendary Hero
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posted May 16, 2007 06:15 PM |
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New Spells
Dark Spells:
Level 3:
Mana Theft-The hero passes mana from enemy caster to caster in his own army.
Without Dark Magic skill, the hero transfers 3 of target's mana. with basic Dark Magic skill, the hero transfers 4 mana. With advanced Dark Magic skill, the hero transfers 6 mana, and with expert Dark Magic skill, the hero transfers 8 mana.
Cost: 8 Mana.
Level 4:
Toxicity-The hero poisons the creature and makes it toxic.
Every enemy unit that passes in the tiles near the creature suffers damage immendiatly.
Without Dark Spells Magic skill, and with basic Dark Spells Magic skill, the dealt damage is 15+6XSpell Power, with advanced Dark Spells Magic skill, the dealt damage is 18+7XSpell Power, and with expert Dark Spells Magic skill, the dealt damage is 20+8Spell Power.
Cost: 15 Mana.
Level 5:
Isolation-The hero makes the enemy army to Isolate one stack of creatures (chosen by the hero).
There's a chance that every creature in the enemy's army will attack the isolated stack, instead of attacking the friendly units, if it can reach to it.
The chance that the enemy will attack the isolated stack without, with basic or advanced Dark Magic skill, is 20%. The chance is 30% with expert Dark Magic skill. (Mind Control Spell)
Cost: 24 Mana.
Light Spells:
Level 3:
Euphoria-This spell makes the hero's troops to feel better and optimist.
The chosen creature will get morale and luck, until the next time a creature in the stack dies.
Without Light Magic skill the creature gets +2 morale and +1 luck, with Basic Light Magic skill, the creature gets +2 morale and +2 luck, with advanced Light Magic skill the creature gets +3 morale and +2 luck, and with expert Light Magic skill, the creature gets +3 morale and +3 luck.
Cost: 7 mana.
Level 4:
Youth-The hero makes the chosen troop younger. The creature gets more health point.
With none and Basic Light Magic skill-the creature gets +10% to the maximum HP, with advanced Light Magic skill the creature gets 20%, and 30% with expert Light Magic skill.
Cost: 18 mana.
Level 5:
Invisibleness-The chosen creature is invisible to the enemy, until enemy creature tries to pass through it. The invisibleness will disappear anyway in three turns, if any enemy creature didn't pass through it.
Cost: 25 mana.
Summoning Spells:
Level 2:
Smoke Cloud: The hero summons a smoke cloud to the battlefield.
Creatures in the smoke cloud have -2 initiative, and might hit wrong target in attacks and shots.
The cloud doesn't affect flayers, and it's gone after two rounds.
Without Summoning Magic skill, or with basic Summoning Magic skill, the size of the smoke cloud is 2X2. With advanced Summoning Magic skill, the size of the smoke cloud is 3X3, and with expert Summoning Magic skill, the size of the smoke cloud is 4X4.
Cost: 5 mana.
Level 3:
Sonic Wave-The hero summons powerful sonic wave that weaken the enemy and hurts its ears.
The wave attacks a chosen row of tiles in the battlefield, and hits any creature in the row (including friendly units), like the magic attack of the mage.
Attacked creatures are stunned and they lose initative. Without Summoning skill: 10% initative. With basic Summoning Magic skill: 15% initative. With Advanced Summoning Magic skill: 30% defense and 20% initative. With Expert Summoning Magic skill: 40% defense and 25% initative.
Cost: 6 mana.
Level 4:
Bog-The hero summons a bog (size of 2X2) to the battlefield.
The speed of every creature (including friendly creatures) that passes in the bog is reduced for two turns.
Without Summoning Magic skill, or with basic Summoning Magic skill, the reduced speed is 2, with advanced Summoning Magic skill, the reduced speed is 3, and with expert Summoning Magic skill, the reduced speed is 4.
Cost: 13 mana.
Level 5:
Acid Rain-The hero summons acid rain (size of 5X5). It stays on the battlefield for three rounds.
The spell "Decay" is casted on every creature that passes through the acid rain.
On basic level, the Decay spell will be casted in basic level, on advanced level the Decay spell will be casted in advanced level, etc.
Cost: 23 mana.
Desctructive Spells:
Level 4:
Lightning Storm-A lightning will strike the battlefield in 5 turns. The hero selects where will the lightning strike (area of 2X2). The creature that will be in the selected area will be striked by the powerful lightning.
Without or with basic Destructive Magic skill, the lighting will do damage of 30+15XSpell Power, with advanced Destructive Magic skill, the lightning will do damage of 40+20XSpell Power, and 60+20XSpell Power, with Expert Destructive Magic skill.
Cost: 15 mana.
Level 5:
Inferno-Hits the chosen tile with powerful damage. The creatures in the tiles around it suffer half of the damage, and the rest of the battlefield suffers quarter of the damage.
Without, with basic, or with advanced Destructive Magic skill, the spell does damage of 50+5XSpell Power. With expert Destructive Magic skill, the spell does damage of 100+10XSpell Power.
Cost: 26 mana.
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Golemcrafter
Promising
Famous Hero
Unlimited Fantasy Master
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posted May 16, 2007 06:23 PM |
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Hey great work there GenieLord! Nice spells!
My only problem is the cost of some of them, f.e.: Acid Rain or Invisibleness.
Can I have a question?
If I finish, changing the spells of HOMM 5, may I create some "spell-effect-ideas" to your spells?
I like Euphoria and Acid Rain the most!
____________
"Golemcrafter's creativity is
astaunding.[...]It must be
recognized that his mind was
able to picture every single
detail of his faction
accurately, something most of
us would be unable ... too long to display...
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GenieLord
Honorable
Legendary Hero
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posted May 16, 2007 06:28 PM |
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Thank you very much, Golemcrafter.
The cost of Invisableness was changed.
And ofcourse you can use these spells to your project.
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Golemcrafter
Promising
Famous Hero
Unlimited Fantasy Master
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posted May 16, 2007 06:40 PM |
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Quote: Thank you very much, Golemcrafter.
The cost of Invisableness was changed.
And of course you can use these spells to your project.
Great thanks!
By the way, I'd like to do the effects of thease spell in your thread because new spells should recive totally new effects. Of course if you don't mind...
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GenieLord
Honorable
Legendary Hero
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posted May 16, 2007 06:58 PM |
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Quote:
Quote: Thank you very much, Golemcrafter.
The cost of Invisableness was changed.
And of course you can use these spells to your project.
Great thanks!
By the way, I'd like to do the effects of thease spell in your thread because new spells should recive totally new effects. Of course if you don't mind...
No problem.
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Ted
Promising
Supreme Hero
Peanut Exterminator
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posted May 16, 2007 09:59 PM |
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nice spells GL, i agree with Golem to, the costs are a tade much
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Visit my Site!
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Lesij
Famous Hero
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posted May 16, 2007 10:05 PM |
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Edited by Lesij at 22:06, 16 May 2007.
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Very nice ideas! I like Youth and Sonic Wave the most. I think some dudz from ubi should see this thread and think about adding to ToTE some spells, you've invented...
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GenieLord
Honorable
Legendary Hero
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posted May 17, 2007 06:21 AM |
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Quote: nice spells GL, i agree with Golem to, the costs are a tade much
Thanks. The costs werre reduced.
Quote: Very nice ideas! I like Youth and Sonic Wave the most. I think some dudz from ubi should see this thread and think about adding to ToTE some spells, you've invented...
Wow, thanks.
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted May 17, 2007 10:59 AM |
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Don't we have other topics on this? Anyway, would like to leave a few comments on generally healthy suggestions.
Quote: Mana Theft - The hero passes mana from enemy caster to caster in his own army.
Without Dark Magic skill or with basic Dark Magic skill, the hero will take 2 mana. With advanced Dark Magic skill, the hero will take 3 mana, and with expert Dark Magic skill, the hero will take 4 mana.
This is a good suggestion, but not powerful enough for a level 3 spell. 4 mana will not even allow your unit to use Magic Fist, so why waste your Hero's turn on something that pointless? Either you must increase the numbers, or do something more evil:
No Mastery: Transfers 25 % of target Mana.
Basic Mastery: Transfers 50 % of target Mana.
Advanced Mastery: Transfers 75 % of target Mana.
Expert Mastery: Transfers 100 % of target Mana.
Quote: Toxicity - The hero poisons the creature and makes it toxic.
Every enemy unit that passes in the tiles near the creature suffers damage immendiatly.
Without Dark Spells Magic skill, and with basic Dark Spells Magic skill, the dealt damage is 30+10XSpell Power, with advanced Dark Spells Magic skill, the dealt damage is 40+12XSpell Power, and with expert Dark Spells Magic skill, the dealt damage is 50+15Spell Power.
This, on the other hand, is perhaps a bit will powerfull. Having it effect creatures that merely pass it is pretty strict, and the damage is will high - 50 + 15 x Spell Power is more than a Lightning Bolt!
My suggestion would be this: Target creature inflicts Decay spell on melee attack targets. The effective Spell Power of the Decay spell is calculated as usual based on the size of the Attacker stack. Effect is like this:
No / Basic / Advanced Mastery: Basic Decay.
Advanced Mastery: Advanced Decay.
Quote: Isolation - The hero makes the enemy army to Isolate one stack of creatures (chosen by the hero).
There's a chance that every creature in the enemy's army will attack the isolated stack, instead of attacking the friendly units, if it can reach to it.
The chance that the enemy will attack the isolated stack without, with basic or advanced Dark Magic skill, is 20%. The chance is 30% with expert Dark Magic skill. (Mind Control Spell)
This is also a very interesting suggestion - I trust you place this on an enemy stack, to make the enemy kill his own forces, right? Or is it like a suicide spell, you put on one of your own? It's difficult to asses the power of this spell - first I though 30 % chance was too small, but then I changed my mind, so don't know really.
Quote: Euphoria - This spell makes the hero's troops to feel better and optimist.
The chosen creature will get intiative and luck, until the next time a creature in the stack dies.
Without Light Magic skill the creature gets +2 initiative and +1 luck, with Basic Light Magic skill, the creature gets +2 initative and +2 luck, with advanced Light Magic skill the creature gets +3 intiative and +2 luck, and with expert Light Magic skill, the creature gets +3 iniative and +3 luck.
Initiative and Luck? Not sure this is the best combination, imagine a Knight using this on his Paladins. Anyway, Paladins are broken, but that's off-topic - but why not making it the mirror of Sorrow, to affect Luck and Morale rather than Initiative?
Quote: Youth - The hero makes the chosen troop younger. The creature gets more health point.
With none and Basic Light Magic skill-the creature gets +5 to the maximum HP, with advanced Light Magic skill the creature gets 10, and 15 with expert Light Magic skill.
Oh my God this would be broken also. Knight or Ranged do +15 HP to Marksmen and Master Hunters ... Make increase relative, I think that would be much better:
No / Basic Mastery: +10 % Health.
Advanced Mastery: +20 % Health.
Expert Mastery: +30 % Health.
Quote: Invisibility - The chosen creature is invisible to the enemy, until enemy creature tries to pass through it. The invisibleness will disappear anyway in three turns, if any enemy creature didn't pass through it.
This spell is also high on my wish list. Invisibility should be dispelled if creature takes any offensive action, including casting of offensive (but not deffensive) spells.
Quote: Smoke Cloud - The hero summons a smoke cloud (size 2X2) to the battlefield.
Creatures in the smoke cloud have -2 initiative, and might hit wrong target in attacks and shots.
The cloud doesn't affect flyers, and it's gone after two rounds.
Pretty much similar to the Wall Of Fog ability, this, I think it would make sense to have the area and perhaps duration depending on the mastery of Summoning Magic, perhaps something like:
No / Basic Mastery: 2x2 Area.
Advanced Mastery: 3x3 Area.
Expert Mastery: 4x4 Area.
Quote: Sonic Wave - The hero summons powerful sonic wave that weaken the enemy and hurts its ears.
The wave attacks a chosen row of tiles in the battlefield, and hits any creature in the row (including friendly units), like the magic attack of the mage.
Attacked creatures lose defense and initative. Without Summoning skill: 10% defense and 5% initative. With basic Summoning Magic skill: 20% defense and 10% initative. With Advanced Summoning Magic skill: 30% defense and 15% initative. With Expert Summoning Magic skill: 40% defense and 20% initative.
Sounds like a fair idea. Don't know if effect is too big (-40 % defence?) but it's only one line, so ... One might think in resetting of ATB etc. instead of Defence.
Quote: Bog - The hero summons a bog (size of 2X2) to the battlefield.
The speed of every creature (including friendly creatures) that passes in the bog is reduced for two turns.
Without Summoning Magic skill, or with basic Summoning Magic skill, the reduced speed is 2, with advanced Summoning Magic skill, the reduced speed is 3, and with expert Summoning Magic skill, the reduced speed is 4.
Yay, good ol' Quicksand, you gotta love it. I think one should perhaps change the mechanics of this a bit, to make it work more like the Firetrap spell: That you mark an area, and then a number of tiles within this area is randomly chosen to be affected by quicksand. All units have their speed reduced to 1 when walking in the quicksand and are immediately stopped uppon entering it. My suggestion would be this:
No / Basic Mastery: 4 squares in a 4x4 selected area are affected.
Advanced Mastery: 6 squares in a 4x4 selected area are affected.
Expert Mastery: 8 squares in a 4x4 selected area are affected.
Quote: Acid Rain - The hero summons acid rain (size of 5X5). It stays on the battlefield for three rounds.
The spell "Decay" is casted on every creature that passes through the acid rain.
On basic level, the Decay spell will be casted in basic level, on advanced level the Decay spell will be casted in advanced level, etc.
Nothing much to comment really.
Quote: Lightning Storm - A lightning will strike the battlefield in 5 turns. The hero selects where will the lightning strike (area of 2X2). The creature that will be in the selected area will be striked by the powerful lightning.
Without or with basic Destructive Magic skill, the lighting will do damage of 40+10XSpell Power, with advanced Destructive Magic skill, the lightning will do damage of 50+14XSpell Power, and 60+17XSpell Power, with Expert Destructive Magic skill.
I'm not quite sure I get this. The spell will last for 5 turns - will the Hero be able to call a Lightning Bolt each turn for free - or will it strike the same spot ever time - or the same target? If the bolt stays in fixed place, this spell seems pretty much useless to me, as it is essentially just a Lightning Bolt which you pay 3 times mana to cast - it is pretty much a no-brainer to move the target afterwards.
Quote: Inferno - Hits the chosen tile with powerful damage. The creatures in the tiles around it suffer half of the damage, and the rest of the battlefield suffers quarter of the damage.
Without, with basic, or with advanced Destructive Magic skill, the spell does damage of 50+5XSpell Power. With expert Destructive Magic skill, the spell does damage of 100+10XSpell Power.
Eh - how is this ever going to be useful? As I see it, this is roughly Armageddon that does only a third of the damage, so of course you might use if if you haven't got Armageddon, but that seems kind of stupid to introduce a less powerfull version of an already existing spell of the same level. I would suggest something like this:
Inferno (or Incindiary Cloud) makes a powerfull explosion lasting for two turns in a 4x4 Area. Every target in the affected area suffers damage as descriped below. Furthermore, any target that remains in the area on its subsequent turn will suffer same damage and will have a 50 % chance of being affected by the Ignite effect (similar to Dwarven ability), even if it leaves the area on its second turn.
No / Basic / Advanced Mastery: Damage is 17 + 17 x Power.
Expert Mastery: Damage is 20 + 20 x Power.
Overall, good ideas though.
____________
What will happen now?
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Lesij
Famous Hero
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posted May 17, 2007 02:38 PM |
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Edited by Lesij at 15:09, 17 May 2007.
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I have invented one Spell too.
It is called Tornado and you can write about it in Lesije description here (my post under Genie's and with blue heading).
Didn't write damage it deals, cuz I'm not very good in balancing spells...
Also, I would like some dudz from ubi to separate Summon Elemental. That randomness is making me furios sometimes...
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GenieLord
Honorable
Legendary Hero
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posted May 17, 2007 02:54 PM |
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Quote: Don't we have other topics on this? Anyway, would like to leave a few comments on generally healthy suggestions.
Quote: Mana Theft - The hero passes mana from enemy caster to caster in his own army.
Without Dark Magic skill or with basic Dark Magic skill, the hero will take 2 mana. With advanced Dark Magic skill, the hero will take 3 mana, and with expert Dark Magic skill, the hero will take 4 mana.
This is a good suggestion, but not powerful enough for a level 3 spell. 4 mana will not even allow your unit to use Magic Fist, so why waste your Hero's turn on something that pointless? Either you must increase the numbers, or do something more evil:
No Mastery: Transfers 25 % of target Mana.
Basic Mastery: Transfers 50 % of target Mana.
Advanced Mastery: Transfers 75 % of target Mana.
Expert Mastery: Transfers 100 % of target Mana.
I basicly agree, but I think that your suggestion is overpowered.
Taking all the mana from the creature is away too much, even if it's only with expert mastery.
I think that it should stay as number of mana points, not percents.
Was changed to:
No Mastery: Transfers 3 mana.
Basic Mastery: Transfers 4 mana.
Advanced Mastery: Transfers 6 mana.
Expert Mastery: Transfers 8 mana.
Quote: Toxicity - The hero poisons the creature and makes it toxic.
Every enemy unit that passes in the tiles near the creature suffers damage immendiatly.
Without Dark Spells Magic skill, and with basic Dark Spells Magic skill, the dealt damage is 15+6XSpell Power, with advanced Dark Spells Magic skill, the dealt damage is 18+7XSpell Power, and with expert Dark Spells Magic skill, the dealt damage is 20+8Spell Power.
This, on the other hand, is perhaps a bit will powerfull. Having it effect creatures that merely pass it is pretty strict, and the damage is will high - 50 + 15 x Spell Power is more than a Lightning Bolt!
The damage was reduced.
My suggestion would be this: Target creature inflicts Decay spell on melee attack targets. The effective Spell Power of the Decay spell is calculated as usual based on the size of the Attacker stack. Effect is like this:
No / Basic / Advanced Mastery: Basic Decay.
Advanced Mastery: Advanced Decay.
Quote: Isolation - The hero makes the enemy army to Isolate one stack of creatures (chosen by the hero).
There's a chance that every creature in the enemy's army will attack the isolated stack, instead of attacking the friendly units, if it can reach to it.
The chance that the enemy will attack the isolated stack without, with basic or advanced Dark Magic skill, is 20%. The chance is 30% with expert Dark Magic skill. (Mind Control Spell)
This is also a very interesting suggestion - I trust you place this on an enemy stack, to make the enemy kill his own forces, right? Or is it like a suicide spell, you put on one of your own? It's difficult to asses the power of this spell - first I though 30 % chance was too small, but then I changed my mind, so don't know really.
Quote: Euphoria - This spell makes the hero's troops to feel better and optimist.
The chosen creature will get intiative and luck, until the next time a creature in the stack dies.
Without Light Magic skill the creature gets +2 initiative and +1 luck, with Basic Light Magic skill, the creature gets +2 initative and +2 luck, with advanced Light Magic skill the creature gets +3 intiative and +2 luck, and with expert Light Magic skill, the creature gets +3 iniative and +3 luck.
Initiative and Luck? Not sure this is the best combination, imagine a Knight using this on his Paladins. Anyway, Paladins are broken, but that's off-topic - but why not making it the mirror of Sorrow, to affect Luck and Morale rather than Initiative?
I agree.
Quote: Youth - The hero makes the chosen troop younger. The creature gets more health point.
With none and Basic Light Magic skill-the creature gets +5 to the maximum HP, with advanced Light Magic skill the creature gets 10, and 15 with expert Light Magic skill.
Oh my God this would be broken also. Knight or Ranged do +15 HP to Marksmen and Master Hunters ... Make increase relative, I think that would be much better:
No / Basic Mastery: +10 % Health.
Advanced Mastery: +20 % Health.
Expert Mastery: +30 % Health.
I totally agree. I thought about doing it, but haven't reached to the computer.
Quote: Invisibility - The chosen creature is invisible to the enemy, until enemy creature tries to pass through it. The invisibleness will disappear anyway in three turns, if any enemy creature didn't pass through it.
This spell is also high on my wish list. Invisibility should be dispelled if creature takes any offensive action, including casting of offensive (but not deffensive) spells.
Quote: Smoke Cloud - The hero summons a smoke cloud (size 2X2) to the battlefield.
Creatures in the smoke cloud have -2 initiative, and might hit wrong target in attacks and shots.
The cloud doesn't affect flyers, and it's gone after two rounds.
Pretty much similar to the Wall Of Fog ability, this, I think it would make sense to have the area and perhaps duration depending on the mastery of Summoning Magic, perhaps something like:
No / Basic Mastery: 2x2 Area.
Advanced Mastery: 3x3 Area.
Expert Mastery: 4x4 Area.
Nice idea, thanks.
Quote: Sonic Wave - The hero summons powerful sonic wave that weaken the enemy and hurts its ears.
The wave attacks a chosen row of tiles in the battlefield, and hits any creature in the row (including friendly units), like the magic attack of the mage.
Attacked creatures lose defense and initative. Without Summoning skill: 10% defense and 5% initative. With basic Summoning Magic skill: 20% defense and 10% initative. With Advanced Summoning Magic skill: 30% defense and 15% initative. With Expert Summoning Magic skill: 40% defense and 20% initative.
Sounds like a fair idea. Don't know if effect is too big (-40 % defence?) but it's only one line, so ... One might think in resetting of ATB etc. instead of Defence.
Yes, stunning effect, as it's called in the game. Like Bash does, for example.
Might be great and fits the spell.
Quote: Bog - The hero summons a bog (size of 2X2) to the battlefield.
The speed of every creature (including friendly creatures) that passes in the bog is reduced for two turns.
Without Summoning Magic skill, or with basic Summoning Magic skill, the reduced speed is 2, with advanced Summoning Magic skill, the reduced speed is 3, and with expert Summoning Magic skill, the reduced speed is 4.
Yay, good ol' Quicksand, you gotta love it. I think one should perhaps change the mechanics of this a bit, to make it work more like the Firetrap spell: That you mark an area, and then a number of tiles within this area is randomly chosen to be affected by quicksand. All units have their speed reduced to 1 when walking in the quicksand and are immediately stopped uppon entering it. My suggestion would be this:
No / Basic Mastery: 4 squares in a 4x4 selected area are affected.
Advanced Mastery: 6 squares in a 4x4 selected area are affected.
Expert Mastery: 8 squares in a 4x4 selected area are affected.
I think that it's better as is it.
I don't want to make it to a variation of Fire Trap spell. It wouldn't be interesting.
Quote: Acid Rain - The hero summons acid rain (size of 5X5). It stays on the battlefield for three rounds.
The spell "Decay" is casted on every creature that passes through the acid rain.
On basic level, the Decay spell will be casted in basic level, on advanced level the Decay spell will be casted in advanced level, etc.
Nothing much to comment really.
Thanks.
Quote: Lightning Storm - A lightning will strike the battlefield in 5 turns. The hero selects where will the lightning strike (area of 2X2). The creature that will be in the selected area will be striked by the powerful lightning.
Without or with basic Destructive Magic skill, the lighting will do damage of 40+10XSpell Power, with advanced Destructive Magic skill, the lightning will do damage of 50+14XSpell Power, and 60+17XSpell Power, with Expert Destructive Magic skill.
I'm not quite sure I get this. The spell will last for 5 turns - will the Hero be able to call a Lightning Bolt each turn for free - or will it strike the same spot ever time - or the same target? If the bolt stays in fixed place, this spell seems pretty much useless to me, as it is essentially just a Lightning Bolt which you pay 3 times mana to cast - it is pretty much a no-brainer to move the target afterwards.
It's on 2X2 area.
Anyway, I'll increase the damage.
Quote: Inferno - Hits the chosen tile with powerful damage. The creatures in the tiles around it suffer half of the damage, and the rest of the battlefield suffers quarter of the damage.
Without, with basic, or with advanced Destructive Magic skill, the spell does damage of 50+5XSpell Power. With expert Destructive Magic skill, the spell does damage of 100+10XSpell Power.
Eh - how is this ever going to be useful? As I see it, this is roughly Armageddon that does only a third of the damage, so of course you might use if if you haven't got Armageddon, but that seems kind of stupid to introduce a less powerfull version of an already existing spell of the same level. I would suggest something like this:
Inferno makes a powerfull explosion lasting for two turns in a 4x4 Area. Every target in the affected area suffers damage as descriped below. Furthermore, any target that remains in the area on its subsequent turn will suffer same damage and will have a 50 % chance of being affected by the Ignite effect (similar to Dwarven ability), even if it leaves the area on its second turn.
No / Basic / Advanced Mastery: Damage is 17 + 17 x Power.
Expert Mastery: Damage is 20 + 20 x Power.
Great idea.
Can I use that as it is?
Overall, good ideas though.
Thank you.
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Ted
Promising
Supreme Hero
Peanut Exterminator
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posted May 17, 2007 04:55 PM |
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1. i think that Lesijs point that this should be in Toe is correct, but if Nival did visit here, they may infact add a lot more than just these spells (which are pretty good)
2. SPAM! GL no need quote Alcs whole post for you just to put Thank you
____________
Visit my Site!
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GenieLord
Honorable
Legendary Hero
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posted May 17, 2007 05:13 PM |
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Quote: 1. i think that Lesijs point that this should be in Toe is correct, but if Nival did visit here, they may infact add a lot more than just these spells (which are pretty good)
2. SPAM! GL no need quote Alcs whole post for you just to put Thank you
I replied to every part of his post!
I said "Thank you" as a reply to the last sentence.
Read the post first, next time.
I bolded the added text. Now it's more noticeable.
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted May 17, 2007 05:26 PM |
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Quote: Dark Spells:
Level 3:
Mana Theft: Might be good though I'd rather it was left untouched to leave Alastor's special unique.
Level 4:
Toxicity: That could work, decay isn't as damaging and I like poison-like spells.
Level 5:
Isolation: I think it's a bit strong, maybe the friendly target should share the damage with the enemy target according to a percentage linked to the spell mastery?
Light Spells:
Level 3:
Euphoria: Ah good old mirth spell. With a luck dose hehe. I still think these spells(along with its dark variant) have no place as lvl 1...
Level 4:
Youth: I think the H4 prayer did something similar, a good spell But +30% to a horde of paladins...agh.
Level 5:
Invisibleness: Not sure what that has to do with light. Could make one of those cheap tactics where you move the marksmen close to enemies for precise shot. Or start rezzing like crazy...
Summoning Spells:
Level 2:
Smoke Cloud: Seems fine, we need diverse spells
Level 3:
Sonic Wave: Fresh and effective.
Level 4:
Bog: Hehe that should be a pain.
Level 5:
Acid Rain: Seems like an excuse to get decay into summoning school.
Desctructive Spells:
Level 4:
Lightning Storm
and
Level 5:
Inferno: I like the ideas, we need more lightning and fire spell to make their masterie worth it...
____________
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Map also hosted on Moddb
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GenieLord
Honorable
Legendary Hero
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posted May 17, 2007 05:33 PM |
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Thanks for the short review, Elvin.
Ah, nobody said anything about the graphical work.
I put a lot of effort on that...
Anyone? Vok? Daystar?
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted May 17, 2007 06:14 PM |
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Toxicity, Smoke Cload and Inferno look really good. The others are not on level with those.
Feel free to adopt Inferno, I think I posted that idea a very long time ago. As far as I recall, Firetrap doesn't stop the creature when it hits the trap, so Bug wouldn't quite become like that, but this was indeed ment as a suggestion to make it closer to the other spells in terms of mechanism.
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What will happen now?
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted May 17, 2007 10:04 PM |
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*** NOTE: These are all the same as in the first post, I just didn't want to bother with quoteunquoetes ***
Dark Spells:
Level 3:
This one is okay, but it needs to have the Mana be more swirly. As it is now, it is too solid. 5/10
Level 4:
Sorry, but it looks like the Death Star. 2/10
Level 5:
Um, not much to say. The image is good, but it doesn't suggest isolation. I'd advise a figure sitting/standing away from several others. 2/10
Light Spells:
Level 3:
Euphoria
I like this one a lot. It's very simple, very direct. Very good flower. I'd advise putting several together though. 8/10
Level 4:
Youth
The hourglass doesn't really bring youth to mind. If anything, it suggests age. However, if you had the hourglass with a full top and nothing in the bottom, it would convey the effect a lot better. 7/10
Level 5:
Invisibleness
I don't really get it. It's a pair of legs. ??? Oh well, mabey it's just me. If you had a knight with his helmet and shoulders fully visible, but as you go down he disapears more, it would be better. Still, good legs, so 6/10
Summoning Spells:
Level 2:
Smoke Cloud:
Very nice! 10/10
Level 3:
Sonic Wave
Um, not so nice. It sortof looks like dust... I advise concentric rings, all emenating from one point. You know when the necromancers use "Banshee Howl"? like that. 4/10
Level 4:
Bog
This is good, but could cover more area. 8/10
Level 5:
Acid Rain
The top and bottom is good, but you have raindrops the size of dragons. they need to be a bit smaller. also, diagonal. 7/10
Desctructive Spells:
Level 4:
Lightning Storm
I'ts good, but it needs to have a few less bolts and a cloud. 6/10
Level 5:
Inferno
Okay, but the fire could be better defined. Nice job anyway though. 8/10.
Sorry if these have been really harsh. I'm feeling scared at the moment, and I don't know wether I'm taking it out on you or not.
What program did you use?
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How exactly is luck a skill?
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Lesij
Famous Hero
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posted May 18, 2007 02:41 PM |
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Quote: Thanks for the short review, Elvin.
Ah, nobody said anything about the graphical work.
I put a lot of effort on that...
Anyone? Vok? Daystar?
Geeezzz, dud sry!
I do like your graphical work! Sonic Wave, Bog and Toxicity the most. I think I couldn't have done 'em better...
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GenieLord
Honorable
Legendary Hero
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posted May 18, 2007 02:46 PM |
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Decided to listen to your tips. I changed three spells' icons.
Youth:
Invisibleness:
And Sonice Wave:
What do you think?
Edit:
Lightning Strom:
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Lesij
Famous Hero
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posted May 19, 2007 11:39 PM |
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Quote:
And Sonice Wave:
First was much better, IMHO.
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