Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Heroes 7+ Altar of Wishes > Thread: Stronghold spells suggestion
Thread: Stronghold spells suggestion
mvassilev
mvassilev


Responsible
Undefeatable Hero
posted October 29, 2007 02:41 AM
Edited by mvassilev at 00:19, 30 Oct 2007.

Stronghold spells suggestion

As we all know, Barbarians can't cast spells in TotE, only use Warcries. But what about the mage guilds of caputred towns, and all the magic shrines? They're useless to Barbarians, which is why I've come up with the following idea to reform it.

When a non-Barbarian hero would learn a spell, the Barbarian would learn a new Warcry that is related to the spell, costs the same amount, and lv. 3-5 would require the Shatter [that spell school] mastery to use. The list:
Dark:
Weakness-Cry of Divine Strength-all friendly creatures with Weakness cast on them will have it dispelled, and replaced with Divine Strength cast at the same level.
Slow-Cry of Haste-all friendly creatures with Slow cast on them will have it dispelled, and replaced with Haste cast at the same level.
Sorrow-Cry of Mirth-all friendly creatures with Sorrow cast on them will have it dispelled, and replaced with Mirth (basically, the opposite of Sorrow) cast at the same level.
Vulnerability-Cry of Endurance-all friendly creatures with Vulnerability cast on them will have it dispelled, and replaced with Endurance cast at the same level.
Decay-Cry of Regeneration-all friendly creatures with Decay cast on them will have it dispelled, and replaced with Regeneration cast at the same level.
Confusion-Cry of Unlimited Retaliation-all friendly creatures with Confusion cast on them will have it dispelled, and replaced with the Unlimited Retaliantion ability cast as a spell.
Suffering-Cry of Righteous Might-all friendly creatures with Suffering cast on them will have it dispelled, and replaced with Righteous Might cast at the same level.
Frenzy-Cry of Serenity-all friendly creatures with Frenzy cast on them will have it dispelled, and replaced with Serenity (removes Blood Rage penalties for waiting and defending).
Blindness-Cry of Sight-all friendly creatures with Blindness cast on them will have it dispelled, and replaced with Accuracy for ranged creatures, and simply dispelled for melee.
Vampirism-Cry of Self-Mutilation-all enemy creatures with Vampirism cast on them will have it dispelled, and replaced with Self-Mutilation (same as Vampirism, only the creature is damaged when it attacks, instead of regenerating health) cast at the same level.
Puppet Master-Cry of Mental Recovery-all friendly creatures with Puppet Master cast on them will have it dispelled, and they will get to act the next turn.
Curse of the Netherworld-Father Sky's Light-All Undead and Demonic creatures are damaged.

Light:
Divine Strength-Cry of Weakness-all enemy creatures with Divine Strength cast on them will have it dispelled, and replaced with Weakness cast at the same level.
Haste-Cry of Slow-all enemy creatures with Haste cast on them will have it dispelled, and replaced with Slow cast at the same level.
Regeneration-Cry of Decay-all enemy creatures with Regeneration cast on them will have it dispelled, and replaced with Decay cast at the same level.
Endurance-Cry of Vulnerability-all enemy creatures with Endurance cast on them will have it dispelled, and replaced with Vulnerability cast at the same level.
Cleansing-Cry of Freedom from Magic-all spells will be dispelled, and for every effect on a Stronghold creature, they would get 150 Blood Rage points.
Deflect Missle-Cry of Ranged Vulnerability-all enemy creatures with Deflect Missle cast on them will have it dispelled, and replaced with Ranged Vulnerability (the opposite of Deflect Missle) cast at the same level.
Righteous Might-Cry of Suffering-all enemy creatures with Righteous Might cast on them will have it dispelled, and replaced with Suffering cast at the same level.
Divine Vengance-Father Sky's Vengance-adds weakened Divine Vengance effect to all friendly creatures' attacks.
Teleportation-Cry of Assault-teleports all creatures into the middle of the battlefield, putting them as close as it can.
Magical Immunity-Cry of Magical Vulnerability-all enemy creatures with Magical Immunity cast on them will have it dispelled, and replaced with Magical Vulnerability (double effect from spells).
Word of Light-Mother Earth's Darkness-all non-Undead non-Inferno non-Stronghold creatures are damaged with Dark damage.
Ressurection-Call of the Gods-casts a greatly weakened form of Ressurection on all friendly stacks, living and dead.

Destructive (all of these do far less damage than their Destructive counterparts):
Eldritch Arrow-Cry of Eldritch Arrow-All friendly ranged creatures have Eldritch Arrow damage added on to their ranged damage.
Stone Spikes-Cry of Stone Spikes-Deals Earth damage in a cross pattern, and keeps them there, pushing units to the side, until the cross is destroyed.
Lightning Bolt-Cry of Lightning-Does lightning damage to a unit and stuns it.
Ice Bolt-Cry of Ice Bolt-Does ice damage to a unit and freezes it.
Fireball-Cry of Flames-Creates a 3x3 Fire Wall.
Fire Wall-Cry of Fire Wall-Creates a 2x3 Fire Wall and lowers targets' initiative.
Chain Lightning-Father Sky's Thunder-Lighting Bolt with Chain Lightning effect.
Meteor Shower-Mother Earth's Storm-Damages and stuns creatures in 4x4 area.
Deep Freeze-Cry of Frost-Damages a creature and makes it doubly vulnerable Fire damage.
Implosion-Cry of Gravity-Damages creatures based on HP of stack (the more HP, the more damage).
Armageddon-Flames of the Gods-Sends a 4x4 impact onto the battlefield, which acts as a desctructible obstacle and which damages all creatures with Fire damage every time it has a turn.

I'll add more tomorrow.
____________
Eccentric Opinion

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
roy-algriffin
roy-algriffin


Supreme Hero
Chocolate ice cream zealot
posted October 29, 2007 05:58 AM

Confusion-Cry of Unlimited Retaliation-all friendly creatures with Confusion cast on them will have it dispelled, and replaced with the Unlimited Retaliantion ability cast as a spell.
Slightly overpowered considering how unlimited retaliation good is.
Man and with that serenity you have ultimate preparation.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
mvassilev
mvassilev


Responsible
Undefeatable Hero
posted October 29, 2007 01:09 PM

That'll just encourage them not to use those spells.
____________
Eccentric Opinion

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Nirual
Nirual


Famous Hero
Imbued Ballista
posted October 29, 2007 01:22 PM

Waaay too many situational warcries. I can agree to some additional warcries to help strongholds issues with Dark Magic, especially a Warcry with cleansing effect, but Barbarians generally don't deal with magic.
Their mage guild counterpart is useless to any other hero, and so is the Walkers Hut, now why should they profit from foreign mage guilds?

They found a good solution for shrines and vaults by converting the spell into extra exp (which actually is kinda imbalanced in the barbarians favor since this happens with all spells, even though a normal hero can only learn spells up to level 2, and have no use of shrines with a spell they already learned otherwise.)
____________
In ur base killing ur doods... and raising them as undeads.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Homer171
Homer171


Promising
Supreme Hero
posted October 30, 2007 02:07 AM

Barbarians don't need magic period. Sure it would be nice to have few more Warcries but not from mage guilds! Only use of mage guilds for Barbarians should be Advanture Spells and thats it.

If anything Barbarians could learn protect them self better against the spells on enemy mage guilds. But now that the Shatter skills and Magic over Might does that already so perfectly it's really not needed.
____________
Don't be too proud of this technological terror you've constructed. The ability to destroy a planet is insignificant next to the power of the Force.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
vicheron
vicheron


Known Hero
posted October 30, 2007 03:25 AM

It would be nice if Mage Guilds worked with the Shatter Magic skills. Barbarians with Shatter Dark Magic could have a way to counter Dark spells that they've seen in a Mage Guild.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
GenieLord
GenieLord


Honorable
Legendary Hero
posted October 30, 2007 03:49 PM
Edited by GenieLord at 16:04, 30 Oct 2007.

I think that the concept is good - Barbarians should get something instead of the spells, which are not available for them. But having a Warcry for every spell is like having a double "magic" system (spells' Warcries and Warcries).

My suggestion is having a Warcry for every school of magic. The Barbarian will receive it only when s/he gets to a town with 5th level magic guide, according to the 5th spells' schools. For example, if Barbarian captures a Haven town that has in its magic guide Word of Light and Vampirism, it will get either the Cry of Light or the Cry of Dark.

Two cries for example:

Cry of Light:
Dark spells of the enemy are casted with lower mastery, on the Orcs troops (If the enemy hero has no Dark Magic mastery, her/his dark spells are not affected). The Orcs troops are immune to any spell or effect that reduce their morale/luck.

Cry of Summoning:
Enemy's summoning spell are casted with -0.5X[Hero's SP] Spell Power. One randomal summoned creature of the enemy disappears immediately.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread »
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.0472 seconds