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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Heroes of Might and Magic 6
Thread: Heroes of Might and Magic 6 This thread is 9 pages long: 1 2 3 4 5 6 7 8 9 · «PREV / NEXT»
alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 30, 2009 02:24 PM

Quote:
Quote:
one Haven is enough

Why is that?


Well, with so many good candidates for different factions around - and I could name at least 15 - and a game that's unlikely to hold no more than 8, at best 10, faction, I simply don't see any reason for including the same faction twice.

Seems repetivive and boring for no good reason.
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Wight
Wight


Adventuring Hero
posted June 30, 2009 02:42 PM
Edited by Wight at 14:44, 30 Jun 2009.

Quote:
Seems repetivive and boring for no good reason.


It won't be boring if in h6 there isn't "castle" campaign and only "heaven" campaign instead... besides they're not so similiar!
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lumpor
lumpor


Adventuring Hero
posted June 30, 2009 03:05 PM
Edited by lumpor at 19:08, 30 Jun 2009.

New desert faction:

1.Giant Scarab- Golden scarab, Ancient scarab
2.Cactus golem- Needle golem, Cactus giant
3.Sand worm- Burrower, Wadjet
4.Mummy- Embalmed, Pharaoh
5.Sphinx- Enchanted Sphinx, Jewelled sphinx
6.Desert mage- Visionary, Hermit
7.Roc- Thunderbird, Phoenix (these will look very majestic)

Creature abilities:
Grab hold
Owned by: Giant scarab, Golden scarab, Ancient scarab
Effect: Holds the enemy in place (with their pincer things). Works like the treants roots, except it's an activated ability, does no damage and the scarab can't do anything while holding an enemy.
Owned by: Giant scarab, Golden scarab, Ancient scarab

Golden veins
Owned by: golden scarab
Effect: An activated ability, which increases the scarabs stats until deactivated. Every turn it drains gold equal to a percentage of your income. Lasts until gold runs out or cancelled.

Penetrating grip
Owned by: Ancient scarab
Effect: While grabbing an enemy, it also reduces the defense of that enemy.

Joke
Owned by: Cactus golem, Needle golem, Cactus giant
Effect: This creature is a joke. I couldn't figure out something for it. Although admit, it would be cool (it would be a large creature as big as titans). Enemies would get hurt when attacking it.

Digger
Owned by: Sand worm, Burrower, Wadjet
Effect: Works like teleport. The animation is that it digs a tunnel under the ground and comes up by the destination.

Burrow
Owned by: Burrower
Effect: Works like invisibility, except it can't be damaged by area spells either. It digs itself under the ground, and can move there, until it attacks, in which case it goes up to the surface and attacks.


Shooter
Owned by: Wadjet, Desert mage, Hermit, Pharaoh
Effect: They shoot! (The wadjet spits)

Ranged penalty
Owned by: wadjet
Effect: Halves ranged damage

Forceful spit
Owned by: Wadjet
Effect: Chance on ranged attack to push target back a tile. The closer the target, the bigger the chance.

Undead
Owned by: mummy, embalmed, pharaoh
Effect: You know what it does

Fear
Owned by: Mummy, Embalmed
Effect: the same as in H5

Plague
Owned by: embalmed
Effect: On attack it inflicts a disease on the target which lowers stats and deals damage every turn for five turns. Every time a target inflicted with plague ends it's turn adjacent to another creature, it may infect that creature too. the duration will be the same as the current duration of the initial creature. does not affect undead or mechanical units. has decreased effect on desert creatures.

Summon servants
Owned by: Pharaoh (who also is a shooter)
Effect: Summons "royal guards" (tier 1 undead creatures) to surround the pharaoh. The amount of summoned creatures depends on amount of pharaohs (but these are so weak that unless the amount of pharaohs are far greater than the enemy army, each stack of servants will be one-shotted). They have no enemy retaliation (this is to prevent you from using them to steal retaliations). Their initiative and speed suck too, so you won't try to block shooters with them. They are strictly there to guard the pharaoh. The servants will look like skeletons (although with fine clothes since they worked for the pharaoh)

Afterlife
Owned by: Pharaoh
Effect: Leaves no corpse (this is more for style points)

Large creature
Owned by: Sphinx, Enchanted Sphinx, Jewelled Sphinx, Roc, Thunderbird, Phoenix
Effect: 4 tiles

Mechanical
Owned by: Sphinx, Enchanted Sphinx, Jewelled Sphinx
Effect: Same as in H5

Smash
Owned by: Sphinx, Enhchanted Sphinx, Jewelled Sphinx
Effect: This creature attacks the two tiles in front of it at once. Can kill allies.

Bash
Owned by: Sphinx, Enchanted Sphinx, Jewelled Sphinx
Effect: chance to Stun

Statue
Owned by: Sphinx, Enchanted Sphinx, Jewelled Sphinx
Effect: When defending, this creature becomes a statue, unable to retaliate, but gaining alot of defense.

Earthquake
Owned by: Enchanted Sphinx
Effect: Chance to stun units adjacent to attacked areas when attacking (including allies)

Magic-proof 50%
Owned by: jewelled Sphinx
effect: Damaging spells deal 50% less damage.


Caster
Owned by: Desert mage, Hermit
Effect: Desert mage has quicksand (which is a bit like the one in H3 only better) and Hermit has quicksand + shifting sands.

Shifting sands
Owned by: Hermit
Effect: A spell which you cast over a 4x4 area. All small creatures in this area (including your own) will be transported randomly to another tile within the same area (so it will be a big mess afterwards). I thought about calling this sandstorm instead, I don't know.

Plagues of egypt
owned by: Visionary
Effect: Activated ability. Will cast one of the 10 plagues of egypt on the batlefield (the ones from the bible). The one chosen is random. Can be cast every turn.

I haven't thought too much on the effects (some are hard to implement into a heroes game, like turning water into blood. What would that do). The only one I've decided is that the ninth plague (darkness) will reduce the damage of all shooters except the mages themselves (since they will have bandage across their eyes anyway) and of undead and mechanical.  Oh, and the death angel plague will kill one creature of every stack (creative, right? Right?)

Flyer
Owned by: Roc, Thunderbird, Phoenix
Effect: They fly

Thunderstorm
Owned by: Thunderbird
Effect: When this creature flies over another/other creature(s) it will cast lightning bolt on it/them (only enemy ones). The animation will be that the bolt comes directly from it's wings, while it's flying. The spellpower is determined by the amount of thunderbirds.

Lightning strike
Owned by: Thunderbird
Effect: Kinda big chance to cast lightning bolt after attack, and small chance to cast chain lightning after attack (yes this will hurt your own, but at the very most they will get the second bounce, since the first one is always the target of the bird)

Immune to air
Owned by: Thunderbird
Effect: Cannot be harmed by air spells

Fire breath
Owned by: Phoenix
effect: Same as in H5

Rebirth
Owned by: Phoenix
Effect: Same as in H5

Immune to fire
Owned by: Phoenix
Effect: Cannot be harmed by fire spells.


That leaves us with: 2 flyers (one is digger but meh) 3 alternative shooters (lol?), 0 definite shooters, 2 large creatures, one alternative caster, 1 tank (sphinx), 2 semi-tanks (scarabs and embalmed, although not pharaoh), 0 no enemy retaliation.

So the tier 2 one should probably be a non-shooter, large creature, and possibly no enemy retaliation (although with the 3 possible shooters and a creature with bash and all these special abilities maybe it isn't needed). Was thinking vulture for a long time, but they would be too similar to the tier sevens. Hmm, maybe scorpion men!

Hardly any revisiting enemies! I kinda like this faction.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 30, 2009 03:48 PM

Quote:
Quote:
Seems repetivive and boring for no good reason.


It won't be boring if in h6 there isn't "castle" campaign and only "heaven" campaign instead... besides they're not so similiar!


You still don't give me any reasons as to why these two Haven factions will be better than a Haven faction + something else. I see only loss, no gain.

If there will be only campaigns for one, that still means you'll have a faction w/o campaigns which sucks. Plus, there are other aspects than campaigns to the game.
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Wight
Wight


Adventuring Hero
posted June 30, 2009 06:14 PM

Ofcourse there are other aspects, but the campaign actually IS the game...

btw I like the idea for the desert faction
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 30, 2009 06:38 PM
Edited by alcibiades at 18:38, 30 Jun 2009.

Quote:
Ofcourse there are other aspects, but the campaign actually IS the game...



Eh - no, not for everybody. I've played Heroes 2, 3, 4 and 5 more or less constantly since 1997, and Heroes 3 is the only one where I did the campaigns.

And remember, you play campagins once, maybe twice, while there is an unlimited re-playability in single player maps (and duels).
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Wight
Wight


Adventuring Hero
posted June 30, 2009 06:43 PM

Yes, and ur right that there shouldn't be any missing campaign but still a campaign is not only towns and creatures... I mean the whole story is different and the heroes, the maps...
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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted June 30, 2009 08:48 PM

heres an idea for a halfling race

the partnership

Aka: The halflings and the giants
Associated colors: green, brown, blue
Worship: all the elemental dragons, but in a much more friendly form, so Arkath is a warm fire spirit and Slyath is a dragon of a pleasant breeze, for example. the Goliath giant tribe, however, are fervently passionate to preach to a being called the ancestral lord.  
Country / kingdom: the Hearth, rolling hills, similar to the shire.
Capital city: Underhill town, or glen Racfid, a hobbit-hole like metropolis that only 100 humans can fit in.
Key symbols: leak, meat pie, sheep.
accent: welsh

the Halflings and Giants have lived in the Hearth ever since they declared independence from the humans. Halflings are small, round people, whilst Giants are tall, lanky people, two opposites. they don't know much about war, only about eating, often having nine meals in a day. consequently, they have both turned out fat. they are always friendly to each other, and enjoy a good laugh around strangers. they are a peaceful folk, who have only known times of war when it spills over into their land.

halfling society revolves around the family, halflings home life is a large aspect of society, whilst Giant genetics are more important to them. a housewife who keeps her house spotless is often in high esteem amoungst her friends, whilst a father who abuses his children is looked down as an animal. most halflings can remember their family for several generations, and they take great pride in their family history. Giants don't mind about their family lineage, but are more focused on their species, Lunk or Goliath, due to the two "Families" differences.

Partnership towns often have a strict charter of rules when it comes to everyday life in the town. these are often decided by the town mayor, the warden and sheriffs of the town, and they vary from town to town. one law might be that it is illegal to change underwear on the tenth of the month, another might be that cows pats must be shoveled up and distributed to all the fields.

however, these are almost always broken on pie week, a festival for the halfings which is taken with reverance and for the giants is taken with earnest. pie week is a week of feasting for the halflings and the Giants, usually just in the spring, after the winter, when they need to get rid of all their old food. the two races massive combined appetite is quenched as they feast, drink and make merry for days and nights on end, often leaving them too bloated to move for several days and with splitting headaches lasting for some time longer. Pie week is a time of complete hedonistic abandon, where lords and nobles dance with commoners and beggars, paint pictures with leak and sauces on cloths and friends, and sleep with each others wives, sisters and cousins, waking up next morning regreating it, then setting about it all over again!

halflings and giants are, unfortunately, magically inept. Those who can cast spells are often held in high regard. however, halflings are none for their hospitiality for all creatures, great or small (???), young or old, strong or weak, they offer food, shelter and goods, with giants help (of sorts). the wardens are often found on the road, providing basic first aid to any creature wounded in battle, then escorting them back to the nearest town for rest bite. they have even been known to calm down the mighty black dragons during the beasts stay in a partnership town.

It is thus suprising that the partnership towns are constantly under attack. positioned between the vain elves, the cold dwarves, and the righteous humans would do that, made even worse by the growth of the undead, the orc raids and the occasional demon incursion.

halfling can speak almost any language they chose, and they are incredibly gifted lingusts. however, most use catchphrases, slur words  together, and generally debase the language they speak. Giants are similarly gifted, though often find that their mere presence gets the message given. they also use a lot of gestures, though most are too rude to right down. despite their plump forms and stumpy legs, halflings are also very good at running away from things, though are generally reluctant to use this trait on general terms, as it wears them down.

creatures

level 1

halfling farmer -> halfling Yoeman

as soon as a halfling learns to walk, they start tending the land around them. the farmers are extremely protecting of their land, and will use their pitchforks, slingshots, and random swearwords to get rid of enemies.

level 2

halfling men-at-arms -> halfling Stockeers

when war breaks out, the halflings train their best wrestlers and name callers in men-at-arms, who protect the borders of the Halfling lands. armed with sheilds, swords, knives and leather armour, they form battalions, swearing and shouting twice as many insults as anyone else, which is infuriating to the opponent.

level 3

halfling Sheep riders -> halfling sheriffs

the sheep riders are warders of the land. everyone aspires to become a sheep rider, for they are skilled in arms and in deed. Halfling sheep riders share similar skills to the knights of the holy griffon empire, as they charge into combat.

level 4

Lunk wanderer -> Lunk bard

Lunks are the smaller tribe of Giants. Smaller is an unwise term for it, as they are easily twice as large as a man. Lunks are wanderers and minstrels, rarely warriors, but a lyre made out of an oak tree the size of a ox-cart being brought down on your head will still hurt no matter if the wielder is a warrior or not.

Level 5

halfling hyppogriph rider -> halfling sky rider

a few brave, and indeed, mad halflings opt to rider the mighty hyppogriphs that surround the land of the hearth. Hyppogriffs own a deep affection to the halflings, and will often let them ride them, when not at war. this halfings carry large polearms and an infinite number of straps to keep themselves in place!!!!

level 6

Goliath clerics -> Goliath preachers

Goliaths impressive scope for belief in the Ancestral lord, believing that everything sent for them is a test for his belief. that would include the amount of food they can eat, the amount of drink they can drink, and the amount of enemies they can leave under foot for sheer carelessness whilst reading his holy scripture.

Level 7

Lunk cavalry -> the "How is this even possible!" knight

Lunks bred giant beasts for the plow, often called "sky scrappers" by the halflings on acount of their size. when a Lunk has trained in combat and decided to go into it professionally, he is gifted one of these, presenting the world with the most impressive shock cavalry that has ever been seen.

so, what do you think?
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MattII
MattII


Legendary Hero
posted June 30, 2009 10:00 PM

Quote:
While I certainly agree that one Haven is enough - no more, and no less - I must admit that the line-up you suggest here seems like a bit of a mish-mash to me. It seems very close to present Haven, but is the Dog unit a more interesting unit than the Griffin? Of course you could take Griffin out as it is a fantasy creature and it might be put in another town (Sylvan or whatever).
Griffin is indeed with the elves, currently the only 'mythical' creature is a Boread (and its upgrades), based on a pair of winged brothers who drove off the Harpys in one of the 'Argonaut' tales.

Quote:
Also, the War Elephant seems out of place to me. The only nation known to have used War Elephants in larger amounts were the Carthegans if I'm not mistaken, and they were hardly what you'd call a normal western civilization. War Elephant would go better with present Academy in Arabian theme.
I was actually trying to get a Greco-Roman feel, as I hoped would have been obvious with the Hoplite.

Quote:
And why Angel at level 6? Is that to make up for missing Monk/Priest unit (and what's wrong with the latter anyhow?). Maybe I'm just too conservative, but I think the game should have what you can call a classic medieval faction, because it's just such a strong fantasy theme, and current Haven does seem to match the bill very well.
I have got a classic medieval faction, but it's going to be a Gnome town with a lot of mercenaries (exclusive bases, one upgrade each).

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lumpor
lumpor


Adventuring Hero
posted June 30, 2009 10:13 PM

I really don't like tier eights (except neutrals). Seven really is a good number, no need for anything else.

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MattII
MattII


Legendary Hero
posted June 30, 2009 10:29 PM

Agreed, 7 tiers is fine, although even then the only thing keeping the lower tiers going is the fact that they're around a few weeks before the later tiers, and thus have time to build up strength.

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lumpor
lumpor


Adventuring Hero
posted June 30, 2009 10:37 PM
Edited by lumpor at 22:39, 30 Jun 2009.

And I don't wanna blow my own trumpet, but come on, isn't the thunderbird's thunderstorm ability cool? It rises the sky, flies slowly over enemies, wings flapping slowly, and lightning coming from the wings hits all enemies who are caught in the birds shadow.

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted July 01, 2009 09:42 AM

that requires for there to be a source of light in the combat.

thus:
-wouldn't work underground
-requires for there to be a sun in game.
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MattII
MattII


Legendary Hero
posted July 01, 2009 11:00 AM
Edited by MattII at 11:01, 01 Jul 2009.

Quote:
that requires for there to be a source of light in the combat
'Shadowed' in this case is any square that the unit passes over.

How are you doing it by the way, horizontal movements, or drawing a straight line and any square that's more than 50% covered is 'shadowed'?

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lumpor
lumpor


Adventuring Hero
posted July 01, 2009 12:38 PM

The thunder comes from the bird.

And the game knows where the creature is goig. For walkers, it determines where it can go.

Maybe it's not the same thing for flyers but I think they can easily adjust that so the game knows which tiles it flies over.
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Wight
Wight


Adventuring Hero
posted July 05, 2009 08:02 PM
Edited by Wight at 13:55, 07 Jul 2009.

Hi everyone!
I got this idea for the spells but I'm too lazy to write it... however I just finished playing one boring game so I decided to fulfill my free time

Anyway:

I like the new spell idea in H5, but I made some changes:

1.Light magic(blessings)
2.Dark magic(cursing, weakening)
3.Summoning magic(summoning, as most of u know...)
4.Elemental(not destructive, what is the destructive of the water/earth(in some cases of course)):
4.1.Ice(freezing, direct dmg)
4.2.Water(healing, vitalązing)
4.3.Fire(armor destroying, direct dmg)
4.4.Earth(shielding(dunno how to spell it...), toughing(again dunno...)
4.5.Air(speed/initiative increasing)
4.6.Storm(stunning, direct dmg)

Town spec:

1.Academy - Elemental(fire, earth); Summoning
2.Dungeon - Dark; Elemental(fire)
3.Heaven - Light; Elemental(ice, storm)
4.Sylvan - Elemental(earth, water, storm); Light
5.Inferno(if there is such a faction...) - Elemental(fire); Dark
6.Oblivion(i guess there will be such a faction) - but I'm not going to comment, it's not my own idea so...
7.Necropolis - Dark; Summoning

Magic guilds:

Academy:

1lv - 4 spells
2lv - 3 spells
3lv - 3 spells
4lv - 2 spells
5lv - 2 spell

+library

Heaven:

1lv - 3 spells
2lv - 3 spells
3lv - 3 spells
2lv - 2 spells
1lv - 2 spells

+Azure temple(guaranties two light spells for circle 1 to 3 and at least one light spell for 4th and 5th circles)

Sylvan:

same as heaven

+altar of Sylanna(guaranties that there will be at least one earth, storm or water spell in each circle

Dungeon:

1 - 4
2 - 3
3 - 3
4 - 2
5 - 2

+shrine of Malassa(guaranties at least one cursing or/and weakening/poisoning spell in each circle)

Inferno(if there is such):

1 - 3
2 - 3
3 - 3
4 - 2
5 - 1

+Temple of Urgash(guaranties at least one fire spell in each circle)

Oblivion - already said no comment!

Necropolis:

1 - 5
2 - 4
3 - 3
4 - 2
5 - 2

+Fane of spider(guaranties at least one dark spell in each circle)

PS: tomorrow I'll write the spells for each magic school

hope u don't break my heart as usual...

Now here r the spells I was talking about:

Light magic school:

First circle:
1.Bless(divine strength) - inflict more dmg
2.Haste - increase unit's SPEED, not initiative
3.Embolden - increase unit's initiative
4.Fortune - increase unit's luck

Second circle:
1.Endurance - increase unit's defense
2.Toughness - increase HP of all creatures in selected stack by 4(none), 6 to 10(basic to expert) until the end of combat
3.Purge - removes positive magic effects from enemy creatures and negative magic effects from friendly creatures
4.Physical regeneration - selected creature regenerates HP each turn
5.Mental regeneration - regenerates one mana point each creature's turn

Third circle:
1.Deflect arrows - increase defense against ranged attack
2.Strength of justice - increase selected unit's attack
3.Dragonbless - blesses selected unit and increase it's attack, defense and dmg
4.Pristine blood - makes selected unit immune to poison and removes existing poisons

Fourth circle:
1.Inquisition - inflicts magical dmg to the selected creature. if the creature is undead/infernal(if there is such) the inflicted dmg is higher. if the creature has killed heaven/sylvan/academy creatures the dmg is higher
2.Magical immunity - removes all magic effects to the selected friendly unit and immunes it to further magic effects
3.Silver armor - gives 25%(or increase it with 25%) magic proof to the selected friendly unit and increase it's defense with 50%
4.Golden sword - turns every unlucky attack to normal and increases unit's luck

Fifth circle:
1.Resurrect - permanently resurrects creatures in target friendly stack, decreasing their HP
2.Power of Light - the same as WoL(if there isn't infernal faction I guess it will affect the oblivion faction, but still not very sure cuz they r suppose not to be demonic...)

Summoning magic school:

First circle:
1.Arcane blade - summons a magical blade, dealing magical dmg to the selected enemy stack
2.Blood sword - summons a magical sword, dealing physical dmg to the selected enemy stack
3.Fire trap - u know what is it

Second circle:
1.Back to life - u know what is it
2.Firefly swarm - deals fire dmg to the selected enemy stack
3.War-wasp swarm - deals physical dmg to the selected enemy stack

Third circle:
1.Clone - u know what is it
2.Earthquake - u know what is it
3.Thorn wall - creates a thorn wall # squires long which deals poison dmg to every attacker. it also has immune to magic and resistance to ranged attack
4.Fire wall - creates a fire wall, dealing fire dmg to anyone who pass through it and has resistance to magic and arrows

Fourth circle:
1.Summon water elemental - u know what is it
2.Summon earth elemental -
3.Summon air elemental -
4.Summon fire elemental -

Fifth circle:
1.Call the Ancestors - the caster calls the souls of the great Ancestors which envelop the selected unit, giving it magic resistance and "swallow" 90% of the deal phys./magic dmg
2.Summon phoenix - u know what is it... again

I'll finish that later, but PLZ someone give a link for the thread for funny screenshots, PLZZZ!!

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lumpor
lumpor


Adventuring Hero
posted July 07, 2009 05:50 PM
Edited by lumpor at 17:52, 07 Jul 2009.

I also have an idea for a new inferno tier 5 or 6 creature. It is inspired by Xan, a character from the game dragonfable, and also inspired by the heretic, an ncf creature.

Downgrade is pyromancer. It's a melee guy in red robes who can cast fireball. It either upgrades to the heretic, which can cast fireball, but is mainly a meleer (like the pit lord) or it upgrades to the fanatic, which has alot of abilities (+ he cannot cast fireball, so he's pure melee, and he looks like the ncf Heretic).

1. No enemy retaliation
2. No retaliation (the fanatic can't retaliate)
3. Flamestrike (a fireball is cast on the unit the fanatic attacks, like Delebs ballista)
4. Inner fire (when it dies, a fireball is cast on the corpse, spellpower determined by the original number of fanatics)
5. Immune to fire (or else it'd get hurt by it's own fireball)
6. Frenzy. Every time it attacks, it gains some attack and initiative, but loses some defense. Effect is cancelled if a turn passes by without the fanatic attacking. Initiative and attack bonus are capped at 100%

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drgnraider
drgnraider

Tavern Dweller
posted July 18, 2009 05:15 AM

Hey my bro and I were coming up with ideas. saw guy's desert idea just before we posted this but decided to post it anyway.
Egyptian or desert

1.)Scarab-golden scarab-explosive scarab
2.)Naga-naga spikers(can attack from 2-3 spaces away from enemy)- lamia.
3.)Pharaoh-mummy-sarcophaguyuos
4.)Medusa-gorgon(can cast stone skin on allies)-medusa queen(ranged)
5.)Roc-thunderbird-bombarder(roc that drops scarabs)
6.)Manticore-scorpicore-chimera(caster/melee)
7.)Sphinx-temple sphinx-sphinx howler(ranged)

Please comment. Ideas r just rough still. order is debatable

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Wight
Wight


Adventuring Hero
posted July 21, 2009 10:16 AM
Edited by Wight at 10:16, 21 Jul 2009.

No offence, but this Egypt is too evil, I mean this medusa, and the manticore, the mummy(undead)... And I don't get this idea about the sphinx - how can THIS EXACT statue can move? the gargoyle - yes, but a sphinx...?

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MattII
MattII


Legendary Hero
posted July 21, 2009 02:27 PM

It's quite a big case of Did Not Do The Research, given that only tiers 1, 3 and 7 are actually Egyptian.

My own Egyptian idea was:
1) Kheper - Scarab / Scorpion
2) Bastite - Sekmetite / Maahesite
3) Mummy - Pharaoh / Asclepius
4) Buto - Wadjet / Nehebkau
5) Soul Eater - Ammut / Taweret
6) Sphinx - Criosphinx / Hierocosphinx
7) Firebird - Phoenix / Angha

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