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Heroes Community > Heroes 7+ Altar of Wishes > Thread: swamp towns
Thread: swamp towns This thread is 3 pages long: 1 2 3 · «PREV / NEXT»
kraken
kraken


Famous Hero
I just love being elemental
posted October 26, 2007 03:30 AM

Wer'ed you get the radical pics dude
____________
Vini Vidi Vici

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted October 26, 2007 11:41 PM

Got them from many sources... mostly from Warcraft and google images. I photoshopped the black outlines around those pics to make them resemble the icons used for the creatures in Heroes V.

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted October 27, 2007 04:57 AM

After a longer than usual absence, I have returned. But, I only have a few things to say...

Todays "Pennies for your Thought"

1. Tier 4 pictures are a perfect improvement.

2. If you want me to, I can develop the racial skill for the Naga. It will take time, but I think I can do it, with your permission.

3. Are the Naga ruled by females? IF so, Medusae do fit perfectly. If not, well, we'll work something out.

4. IF you require me to work on aything else, or if you just want me to butt out, or if you have any other request, you can notify me either in these posts or at my e-mail address (minus the quotes) "elefante_grande_12@yahoo.com". Feel free to say anything. I am not easily offended. In fact, its quite hard to do so.

And like the wind through the trees "May the Force be with you."

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Lord_Evil
Lord_Evil


Famous Hero
Evil lolcat
posted October 27, 2007 08:39 AM
Edited by Lord_Evil at 08:39, 27 Oct 2007.

@SBlister: where did you get the 2 first pictures and the last one?

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted October 27, 2007 09:51 PM

Sith of Ziost, you are most welcomed to develop the racial skill for the Naga. The Nagas are indeed ruled over by the female gender. Well, whenever I say things, I usually try not to offend, so no worries bout that.
Lord of Evil, I got the first picture from World of Warcraft and the 2nd from Wizards of the Coast. The last picture was on a random search for blue dragons on google.

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted October 28, 2007 01:44 AM

To get a general idea, how do you think the Naga act as a race in general? Predatory? Diplomatic? Just some things you think the Naga inherently consider good or bad. Social Structure. Not to in depth, just the basics. Okay?

No Pennies Today, sorry.

I might as well make this my quote but, "May the Force be with you."

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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted October 28, 2007 02:35 AM

Medusa / Naga as heroes definately seem like a splendid idea.

I still find a shame though many of these days Reptile town lineups lack a unit with the good old Death Stare ability.

In my opinion it's just very easy and natural to add in a shooter Medusa at tier 5 with the death stare ability at melee attacks. Medusa = Gorgon = Naga shape.

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted October 28, 2007 05:59 AM

The Nagas are reclusive. They don't want to interfere with the "lesser" races since they were the first race to be born. But with the demons threatening Ashan, they have no choice but to do something. They are of good alignment. Some of the Naga still don't want to interfere and want to let the other races fight the war with the demons.
Death Stare- If you look at the Tribe of the East, they have given the Death Stare ability to the Spectral Dragons but the mechanics aren't the same. The mechanics for death stare is the same as the deadly strike employed by the Death Knights.

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted October 28, 2007 06:09 AM

Thank you, I shall create a hero and racial ability the likes of which rivals Nival's (Haha alliteration) best designers.

Now that I've said a vain addendum, its time to work.

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted October 28, 2007 09:09 PM

Quote:
Racial Ability:
Hydromancy

Each creature has a certain number of Hydromancy points depending on the level of Hydromancy of the Hero.
Basic - 25 *2
Advanced - 50 *5
Expert - 75 *7
Ultimate - 100 *10
It acts like a shield (much like the Protoss in Starcraft). The first number in the table above (aka 25 for basic) is how many base shield points each stack has. That is how many Hit Points of damage is soaked up before dealing actual damage to the stack.
The actual number of shield points in a stack during combat is the based shield points multiplied by the number of creatures in the stack divided by the growth rate. Aka:
Shield Points: (Base Shield Points X Number of Creatures in Stack) divided by Growth Rate.
Lets take the Serpentfly for instance. Say its growth rate is 10 a week. So if the stack contains 30 serpentflies, the shield points for a Hero with basic hydromancy would be:
25 X 30/10 = 75
That is how many additional Shield HP the stack has. So say a stack of vampires do 100 damage, they would destroy 75 shield points and cause 25 damage to the serpent flies, probably killing 4 of them in the process.

When we created the perfect temple post for the nagas and submitted it to Nival, I can see how they kinda implemented this idea to create the Blood Rage skill for the Orcs. We created a bloodlust idea when we created the Perfect Stronghold and submitted to Nival. The combination of bloodlust and hydromancy were used for blood rage, i think imho.

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted October 28, 2007 09:45 PM

Great!  Spam ideas about Werewolves and Nagas so they make one of those as well.

(werenaga)
____________
How exactly is luck a skill?

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted October 29, 2007 12:28 AM

Racial Skill Ideas:
Flood
Basic - Floods 30% of the map with water
Advanced - Floods 60% of the map with water
Expert - Floods 80% of map with water
Ultimate - Floods entire map

Enemy creatures have a -1 penalty when walking in water. Flyers aren't affected.
Basic allows the serpent flies and lizardmen to submerged themselves and travel underwater without getting seen.
Advanced allows disciples and swampguards to do the same
Expert allows archons and templars to do the same
Ultimate allows leviathans to submerge.
Also, each creature gains a bonus feature when in water.
Like, archons use less mana when casting spells.
another feature or perk can be for the hero to summon a wave that pushes all enemy creatures back 1 tile.
these are just ideas im tossing around

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted October 29, 2007 03:49 AM

Oh now thats good indeed. Now what will be the 3 racial perks and the Mega Skill. Got any ideas?

Flood sounds amazing. You amaze me, SBlister
____________
Steel Yourself for War

Next Set: Mirrodin
Beseiged

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted October 29, 2007 09:44 AM

You are far too kind Sith.
So for the special skills gained by each creature when in the water:
1. Serpent Fly - ?
2. Lizardmen - deals more damage in water
3. Disciple - Increased Zeal
4. Swamp Guard - Higher chance for death roll
5. Templar - Chance to stun while in battle stance
6. Archon - 1 point of mana regeneration per turn while in water
7. Leviathan - ?
All skills are subject to changes with better ideas.

1 perk as I suggested was the Raging Waves, where the hero uses his/her turn to summon a raging wave to push all enemy creatures back 1 tile. Size of the wave increases per 2 levels of the hero and is always in a straight line (aka at 8th level, the hero can summon a wave 4 tiles long, whereas a 28th level hero can summon a wave that covers the entire width of the map). Should this ability also include the ability to destroy corpses that are pushed by the wave?

1 more perk Blessed Waters: All fire based spells and skills do less damage in the water. All fire elemental creatures take damage while in the water. All water elementals gain defense while in water (or gain regeneration). All lightning attacks have a chance of doing splash damage to creatures in surrounding tiles (since everyone knows what happens when water and electricity mix)

Last perk: Nagas don't need boats to travel, they can just enter or exit the water freely, don't lose move points and swim.

Ultimate: Not really sure. Can't think of something creative.

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted October 30, 2007 02:22 AM

Now there are some real leads on where this'll go.

Today's Pennies for your Thought-

1. Some nice old fashioned abilities may fit in the flood perks. I suggest what me thinks.
 -Serpent flies gain "No Retaliation"
 -Lizardmen gain cleave
 -I agree with the Desciples
 -Good with Tier 4
 -Stunning...How exciteing
 -Underpowered...How about 2-3 every turn
 -Leviathins...Hmmm....Choke(NEW Ability: Target unit can be dealt additional damage if Choke succeeds. Acts like stunning, with penalties to defense.)

2. Raging Waves- Thats a keeper

3. Blessed waters- those effects + some water elementals depending on hero lvl

4. Good. The name should be "Surface Tension"

5. As for the Mega Skill, I suggest that all water spells create mini pools of "affinity" when naga stand in them, they gain additional attack and defense. Call it Deep Wrath.

Thats all for today. "May the Force be with you."

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MPaBkaTa
MPaBkaTa


Adventuring Hero
Cow lover
posted October 30, 2007 08:00 PM

Quote:
NAGA BASTION

CREATURES
LEVEL 1


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.
Flyer
This creature can move any unoccupied space during its turn, regardless of the obstacles in the way. They can fly over other creatures and castle walls as well.
Agonizing Bite
With each attack, this creature cause enemies take fewer actions in combat.

Dragon Fly
A subspecies of the Serpent Flies, the Dragon Flies are more adapted and with two pairs of wings they are even faster than their lesser cousins. Dragon Flies are legendary for their sheer beauty, magical powers and unwavering virtue. Their intelligence and goodness have made them a tamable pet amongst the Naga who inhabit the same swamplands as these flying creatures.
Flyer
Agonizing Bite
Spray Attack

Creature simultaneously attacks three adjacent tiles occupied by the enemy.

Coatl
The Naga believe that the Coatl are the pets of Shalassa and are thus blessed by their patron. 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.
Flyer
Agonizing Bite
Devour Magic

Creatures with the ability can steal enemy enchantments and transfer it to itself.

LEVEL 2


Lizardman Prowler

Before making their pact with the Naga, the Lizardmen lived in small colonies, and fought few skirmishes with each other. The Lizardmen Prowlers 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. They have learned to coat their bolts with their own highly corrosive saliva which can penetrate the hides of their foes with ease.
Shooter
This creature can inflict damage remotely. When distance to target is longer than half the arena, the target suffers only half the normal damage. Shooter cannot use ranged attack when blocked by enemy creature. If there's no Ammo Cart in the army, the number of shots is limited by available ammo.
Corrosive Strike
This creature’s attack decreases enemy's defense per strike. The effects of this attack are cumulative until the end of the battle.

Skink Headhunter
Like their Lizardmen brethren, Skinks are one of the few races that developed without much Dragon intervention. They evolved in the treacherous marshes of Hashima, making their homes in the swamps. Skinks are hardier and stronger than their lizardmen cousins, preferring frontal assault and mass rushes, sometimes forcing their enemies into the water where they have the advantage. In combat however, they rather use their blowpipes to attack their enemies from a distance than moving in to close proximity to attack with their axes.
Shooter
Corrosive Strike
No Melee Penalty

Shooter has no penalty for damage inflicted during a melee attack.

Chameleon Tracker
The Chameleon Prowlers 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.
Corrosive Strike
Invisibility

Once per combat, this creature can become invisible to the enemy for three turns. If the creature attacks anyone or stops on a tile adjacent to a hostile stack it will be revealed.  If an enemy movement is stopped by an invisible creature, the enemy stops and performs a melee attack. Enemies do not retaliate to the attacks of invisible creatures. No spells or affects, except area effect ones, can affect invisible creatures.

LEVEL 3


Disciple

The Disciples are the military order of the Temples of Shalassa. In full, they are known as The Order of Shimmering Depths, but it is more of a ceremonial title. They make up the bulk of the Order and are adorned with heavy spiked maces, tear shields and helmets. They are known for their fanatical ferocity and devotion in battle. Their eagerness in combat allows them to strike faster than any opponent often retaliating before their enemies have a chance to attack.
No Enemy Retaliation
Enemies never retaliate after melee attacks by creatures with this ability.
Zeal
The more damage this creature does during one round, the more Initiative it receives in the following round, enabling this creature’s next turn to arrive faster.

Disciple of the Coil
The Disciples of the Coil are the elites of the Order. They are equipped with longer reaching morning stars, allowing them to crush their enemies at extended range. Disciples of the Coil are the most fanatical of all the Disciples, who rival even the Orc Maulers in their lust for blood. With each life they take, they become more blood thirsty.
No Enemy Retaliation
Zeal
Immune to Slow

This creature is immune to the Slow spell.

Disciple of the Fang
Armed with hooked sabers and clad in light plated armor which offers them greater flexibility in combat, the Disciples of the Fang are tasked with not only decimating their enemies but protecting their allies as well. Contrary to popular belief they are not frenzied killing machines but a disciplined fighting force. To this end, the Disciples are immune to dark magic spells, letting nothing interfere with the lethal force they deliver in battle.
No Enemy Retaliation
Zeal
Immune to Curses

This creature is immune to the Cursing spells.

LEVEL 4


Swampdweller

Lizardmen have trained to ride atop large crocodiles that are indigenous to Hashima's swamps. Serving as the defenders of the settlements, they are able to trek at great speeds through the swamps. The Naga quickly saw the strategic value of the Swampdwellers and integrated them into their armies. In the wild, crocodiles twist themselves in a visceral display of power to tear chunks of meat of their prey. The Swamp Guards have incorporated this maneuver into their stratagem, as their reptilian mounts roll out of the way of enemy strikes.
Enraged
This creature's attack increases during combat when any friendly unit dies (except resurrected creatures or creatures summoned to battlefield by magic).
Death Roll
This creature has a chance to evade taking any damage from an enemy melee attack by moving to the adjacent tile.

Swampguard
The colossal crocolisks of the Hashima swamps proved to be valued allies of the Lizardmen tribes. The mighty beasts were charged with carrying the Lizardmen pounding war drums into battle. The huge crocolisks serve as symbols of Naga might and valor, also use their enormous size and strength to aid the Naga in battle.
Enraged
Death Roll
War Drums

This creature increases all the neighboring adjacent friendly stacks' Attack and Defense.

Swampwarden
The Basilisks share a similar ancestry with the crocodiles, but evolved differently in ages past. The Basilisks have gained a third pair of legs and bright colored frills around their necks. It's a strange sight to behold is a Basilisk standing upright, until its flashes its frill and quickly opens its maw to release a hideous shriek, which is more than enough to petrify any mortal being with fear. When the Naga and Lizardmen first encountered the Basilisks, they were able to tame them as mounts and given to the most able of Swampguards and made into swampwardens.
Enraged
Petrify

Three times per combat this creature can petrify any selected enemy on the field, immobilizing them. The number of turns a creature remains petrified depends on the number of these creatures present in the attacking stack.

LEVEL 5


Templar

The Templar are giants amongst the Naga warrior caste. They are larger than the average Naga and more knowledgeable in their mastery of the combat arts. Having been blessed with four arms, the Templar wield elegantly carved blades in each hand with lethal precision. Part of the warrior caste within Naga society, they have their own agenda and spend most of their time on prayer and training. Reserved and secretive, the proud Templar will defend the realms of Hashima to their last breath.
Unlimited Retaliation
Creature always retaliates after melee attacks by enemies except when attacked by creatures with No Enemy Retaliation ability.
Battle Stance
Any enemy stack that runs to or past this creature will be attacked before they are able to strike their designated targets.

Templar Sentinel
The Sentinels are a unique sect of the Templar ranks. Spending much of their time in deep trances, the Sentinels meditate shortly during battles to focus their concentration to better direct their blades against their foes.
Unlimited Retaliation
Battle Stance
Challenging Call

Using this ability, this creature causes an enemy stack to move and attack them if possible during that turn. If attacked, this creature will retaliate if possible.

Templar Guardian
Only the Naga known as the Chosen will grow a third pair of arms and only they will be allowed into the ranks of the Guardians. Wielding blades with all six limbs, the Guardians can outperform any normal Templar. The Chosen are also named as such because the Naga believe that they have been blessed by Shalassa, as these warriors are able to transform into puddles of water and flow behind enemy lines, wiping out entire battalions before they can react.
Unlimited Retaliation
Teleport

These creatures can teleport itself on the battlefield, allowing them to avoid obstacles, other creatures and castle walls.
Whirlwind
Attacking an enemy, this creature always attacks a 6-tile area (the half of its adjacent tiles in front of it), delivering damage to all who are within it.

LEVEL 6


Archon

The worship of Shalassa takes up the largest part of Naga society. Most Naga worship the Archons as they are the only link between them and their deity. The reason why only females become Archons of Shalassa has been lost and the Naga chose not to change this way. Able casters in and outside the many temples, they will render their aid should the sanctity of Hashima ever be threatened.
Shooter
This creature can inflict damage remotely. When distance to target is longer than half the arena, the target suffers only half the normal damage. Shooter cannot use ranged attack when blocked by enemy creature. If there's no Ammo Cart in the army, the number of shots is limited by available ammo.
Caster (Divine Strength, Ice Bolt)
This creature can use a set of magical spells similar to those cast by heroes. Mana reserve is limited but always set to maximum at the beginning of combat. Spellpower depends on the number of creatures.

High Archon
The Grand Archons are the supreme leaders of the Naga. They play leading roles in the rituals and have a direct link with Shalassa. Only the most faithful and promising of Archons are allowed into this most sacred of conclaves. With monumental command over the forces of magic, they are deadly arcanists. Through her will, a Grand Archon can protects her allies, summoning the wrath of Shalassa herself in the form of destructive frost magic against any creature who would do her disciples harm.
Shooter
Caster (Divine Strength, Cleansing, Ice Bolt, Circle of Winter)
Commanding Presence

This creature increases all the neighboring adjacent friendly stacks' Initiative by +1.

Frost Archon
The Frost Archons are the oldest, wisest and most powerful Archons of the Naga sects. They are the chief advisers and true masters of the frost magic that make them the pinnacle of the Archon hierarchy. Nagas worship the Dragon of Water, Shalassa, and it is from her that the Archons are bestowed with their frost magical powers, which they channel through gem-embedded halberds.
Shooter
Frost Strike

Once per combat this creature can attack any selected enemy on the field dealing more damage and subjecting it to Deep Freeze.
Cone of Cold
Attacking an enemy, this creature has a chance to produce a frost wave dealing physical damage to all enemies in a random radius in the targeted direction and slowing them as well.

LEVEL 7


Leviathan

The dark swamps of Hashima houses many predators, but none as great as the dreaded Leviathans. These monstrous, green-gray serpents rival any Dragon in both size and viciousness. Their scales are covered in spines, and owing to their massive size are able to crush lesser creatures as they rampage through the swamps in search for prey. The swamp vegetation tends to get stuck on the spines of these creatures as they make their way through the swamps giving them additional cover. Before the coming of the Naga, the Lizardmen worshiped the Leviathans by offering them game, hoping to appease these mighty serpents. After their pact with the Naga, the Lizardmen continued this as they started seeing these monsters as avatars of Shalassa.
Slither
This creature is able to move through obstacles and creatures, damaging all creatures it passes.
Crystalline Hide
This creature is immune to direct creature life threatening abilities such as Harm Touch, Vorpal Sword and Deadeye Shot.

Savage Leviathan
Like some reptiles, Leviathans shed their skin to better fit their ever growing bodies. They stop shedding their skin after once they reach maturity as they stop growing. These creatures are known as Savage Leviathans. Over the ages the Savage Leviathans have grown so accustomed to the presence of the Naga and Lizardmen that they tolerate their presence and have even formed a tenuous bond with them in order to fight off all intruders who invade the swamplands of Hashima. Ambush predators at their best, Savage Leviathans kill their prey by puncturing them with their needle-like teeth and draining their vital body fluids.
Slither
Crystalline Hide
Drain Strength

This creature drains 2 Attack points from an enemy it attacks and absorbs it for itself.
Scavenger
This creature can restore its health and even their numbers by devouring enemy corpses lying on the battlefield within its movement range

Emperor Leviathan
Emperor Leviathans are the one of the largest creatures on the face of Ashan. Their scales and spines, now rock hard and razor sharp, have a faint bluish hue about them. Since they have stopped growing, they need less food to sustain themselves. Unlike Savage Leviathans, Emperor Leviathans have been blessed by Shalassa; becoming elemental creatures of cold. They are completely immune to ice magic spells, and their cold-based breath weapon that can do shattering damage to enemies.
Slither
Frost Breath

During an attack, this creature damages not only the target but any other unit positioned directly behind it. The creatures attacked are slowed down.
Elemental
This creature is not alive and cannot be affected by Poison, Blinding or Mind control related magic. Nor can it be resurrected or healed with First Aid Tent.
Immune to Cold
Cold Magic spells cannot harm this creature.






This........is.....pure genius!Great Work

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted October 30, 2007 09:58 PM

Thank you MPabkata.
Quote:
Now there are some real leads on where this'll go.

Today's Pennies for your Thought-

1. Some nice old fashioned abilities may fit in the flood perks. I suggest what me thinks.
-Serpent flies gain "No Retaliation"
-Lizardmen gain cleave
-I agree with the Desciples
-Good with Tier 4
-Stunning...How exciteing
-Underpowered...How about 2-3 every turn
-Leviathins...Hmmm....Choke(NEW Ability: Target unit can be dealt additional damage if Choke succeeds. Acts like stunning, with penalties to defense.)

2. Raging Waves- Thats a keeper

3. Blessed waters- those effects + some water elementals depending on hero lvl

4. Good. The name should be "Surface Tension"

5. As for the Mega Skill, I suggest that all water spells create mini pools of "affinity" when naga stand in them, they gain additional attack and defense. Call it Deep Wrath.

Thats all for today. "May the Force be with you."


I agree with the Lizardman, Archon and Serpent Fly changes. The reason I suggested stunning for the Templar is because of their battle stance ability. If enemies are rushing past the templar to get a weaker stacks, the templar with its unlimited retal and battle stance, can not only damage those units, but have a chance of stopping them dead in their tracks by stunning them. Choke for Leviathan... I disagree. Need to think of something else cuz this ability combined with the siphon strength would make them too powerful.
Surface Tension should be renamed Dwellers of the Deep. For Blessed Waters, what do you suggest the water elementals role be?
I like Deep Wrath but could you explain the mechanics a little more. Perhaps we could add regeneration to the Deep Wrath pools.

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted October 30, 2007 11:04 PM

Todays Pennies for your Thought

1. Templars with stunning. Good. Okay, I just love the Templars, and stunning didn't really appeal to me. Now you clarified it , okay.

2. Leviathin- Instead of choke, how about Bash?

3. Okay, Dwellers of the Deep.

4. The elemental's role is solely for extra perks. And support with Naga-Aligned Water Spells.

5. Total rework of Deep Wrath- "Once activated, a pool of deep water is spawned on the field (any flood must be active). Any small enemy that steps into these pools may loose initiative (even stop). Naga that stand in these pools gain attack and defense point, and have hitpoints regenerated every turn." How's that? If its too powerful, keep in mind this pool is at the center of the field ALWAYS.

Okay i think thats good. "May the Force be with you."

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted October 31, 2007 04:44 AM
Edited by SBlister at 04:48, 31 Oct 2007.

I think the pools should be 2x2 area and random on the map. Enemies should not be able to see the pools. I don't know if you wanna keep shifting the pool locations every turn (pools that havent been occupied). Well thats for Deep Wrath.
Water Elementals can be added as a new skill for Summoning Magic. Ie, all elementals summoned on water will be water elementals.
Bash is same as stunning and same as the templar that means. So for the leviathans i was thinking something different. how bout a chance for them to retaliate first before their enemy attacks them? either that or regeneration? If you prefer regeneration, i think we should give first strike to the serpent flies. Good job Sith.

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted November 01, 2007 12:51 AM

Todays Pennies for your thought

1. Deep Wrath- Yes, opponents can't see them, and sure, they can be randomly placed.

2. Skill- "Shalassa's Blessing"- "Summon Elementals spell always summons Water Elementals on any terrain and is cast with +4 spellpower".

3. Not regenerate, rejuvenate- "This creature regains health every turn depending on its size. (30 X Stack size unless < than 2 then replaced with regeneration.)

4. Extra Bonus- One new ability "Unyeilding Current" (Dwellers of the Deep & Attack) "At random points in battle, one random water spells is cast at a random unit with Expert Skill."

That's all for today "May the Force be with you."

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