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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Joint Forum Heroes 6 Project
Thread: Joint Forum Heroes 6 Project This thread is 27 pages long: 1 2 3 4 5 ... 10 20 ... 23 24 25 26 27 · «PREV / NEXT»
GenieLord
GenieLord


Honorable
Legendary Hero
posted September 07, 2008 05:14 PM

@Xerox: You ended up with a great Academy line-up.

@Guarder: Perhaps you can help us with making a new Inferno?

@Lexxan: When do you plan to post the Nagas racial?

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Guarder
Guarder


Supreme Hero
posted September 07, 2008 05:17 PM

Ok i will help Any ideas what i shall begi with? Line up? Heroes? Anyting?
____________

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted September 07, 2008 05:21 PM

An Answer to Gadi's Question ^^

Quote:
@Lexxan: When do you plan to post the Nagas racial?


Right now
____________
Coincidence? I think not!!!!

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted September 07, 2008 10:51 PM bonus applied by GenieLord on 17 Sep 2008.
Edited by Lexxan at 22:52, 07 Sep 2008.

The Naga Racials

Might Hero: Admiral: Of All Naga Commanders, no one is feared more than the Naga Admiral. Not because his intimidating posture or many arms, but because of his fearful Cry. His cry is able to turn the calmest Ocean in the Wildest Storm , you've ever seen. Moreover he can summon the Powers of the Waves to the battlefield on land, giving bonusses to all Water being struck by the wave... Admirals are Male Nagas.

Racial: Wavestorming: The Admiral Floods a portion on the battlefield, which grants statt bonusses to all Amphibious (Nagas, Kelpies, Sea Monsters) and Aquatic (Water Elementals, Undines) Creatures standing in the Flooded Section. (Activated Ability)

Skill:


Basic Wavestorming: Floods 3X3 Tiles of the battlefield (chosen by the Hero). Any Aquatic or Amphibious Creatures that enter that area get a +2 bonus to Attack and Defence and + 1 to Speed for the time they remain in the flooded section. The Flood Lasts 5 Rounds


Advanced Wavestorming: Floods 5X5 Tiles on the battlefield. Any Aquatic or Amphibious Creatures who enter this section get + 3 to Attack and Defence and + 1 to Speed and Initiative as long as they stay in the Flooded Section. The Flood Lasts 7 rounds


Expert Wavestorming: Floods 6X6 Tiles on the Battlefield. Any Aquatic or Amphibious Creature who enter the Flooded Section get + 4 to Attack and Defence, + 1 to Initiative and + 2 to Speed, as longs as they stay within the Flood. The Flood Lasts 10 rounds


Ultimate Wavestorming: Floods 10X10 Tiles of the Battlefield. Any Aquatic or Amphibious Creatures entering the Flood get + 5 to Attack and Defence and + 2 to Speed and Initiative. The Flood last till the end of the battle.

Perks:


Stormblade: From now on, the Admiral is able to use the Invocation Racial Skill at Basic Mastery and with All Perks (see below what Invocation really is)


Lost at Sea:All Non-Aquatic or non-Amphibious Things who are Caught in the Flood (= who are standing on the tiles that are being flooded) drown. (=suffer 50 - 200 one-time Physical Damage.)

Note: Things can be units, but include War Machines and Walls. Only Amphibious/Aquatic Creatures and invulnerable things (Land Mines, Quicksand, Moats, Heroes) are immune to this.

Note2: Caught in the flood means the creature that stand on the Sections as they are flooded, not creature who enter the Flooded Section!!



Tidal Push: The Admiral Summon the Waves with Such a Force that Non-Aquatic or Non-Amphibious creatures that are caught in the Flood are Stunned and Displaced (like with Paw Strike).


Ultimate Perk: Eye of the Storm
The Admiral now completely controlls Waves and Storms and is able to Summon a Cyclone on the battlefield. The Cyclone randomly moves around the battlefield and counts as an invulnerable, Lvl 10 Creature. The Cyclone is 3X3 Squares high and anyone caught in the Cyclone will suffer 100-400 Damage (Damage Depends on the kind of Cyclone). Creatures caught in the Middle tile of the Cyclone (the Eye of the Storm) will Stay in inside the storm untill it's over. Only one Stack (size and level don't matter) can be trapped inseid the stom at the time. The Damage the Cyclone causes to the creature will be doubled if it's trapped in the cyclone. Creatures Killed by the Cyclone cannot be raised. The Cyclone has initiative 20, Speed 15 and lasts for 5 rounds. The Admirals army is Completely immune to the Cyclone (Activated Ability)

there are five Types of Storms, each doing a different type of Damage:

-Whirlpool: Water Damage
-Taiphoon: Air Damage
-Maelstorm: Magical Damage
-Temptest: Fire Damage
-Tornado: Earth Damage

Magic Hero: Sorceress Sorceresses are female Nagas who have studied the ways of the Heavens, with Great Success. Sorceresses are able to Invoke the Elements in battle, which can Strike at any unattended moment, wreaking havoc all over the battlefield.

Racial: Invocation: Everytime after the Sorceress casts an offencive Spell or a unit in her Army attacks, there is a chance that a random destructive Spell will be cast on a random opponent.

Skill:


Basic Invocation: There is a Chance of 10% that after the Sorceress casts an offencive Spell or a unit in her army attacks in melee the Spell Lightning Bolt will be cast on a random enemy creature. The Spells are cast on No Mastery and at 33% of the Sorceress' Spellpower.


Advanced Invocation: There is a Chance of 17% that after the Sorceress casts an offencive Spell or a unit in her army attacks in melee or ranged the Spells Lightning Bolt OR Icebolt will be cast on a random enemy creature. The Spells are cast on Basic Mastery and at 50% of the Sorceress' Spellpower.



Expert Invocation: There is a Chance of 25% that after the Sorceress casts an offencive Spell or a unit in her army attacks in melee, ranged or casts an offencive Spell , the Spells Lightning Bolt, Icebolt OR Fireball will be cast on a random enemy creature. The Spells are cast on Advanced Mastery and at 70% of the Sorceress' Spellpower.


Ultimate Invocation: There is a Chance of 35% that after the Sorceress casts an offencive Spell or a unit in her army attacks in melee, ranged, casts an offencive spell OR retalialates, the Spells Lightning Bolt, Icebolt, Fireball, OR Meteor Shower will be cast on a random enemy creature. The Spells are cast on Expert Mastery and at 100% of the Sorceress' Spellpower.


Perks:


Invoke Waves: The Sorceress is able to use the WaveStroming Racail at Basic Mastery with all perks


Safe from the Storm: All allied units in the Sorceress's Army are Immune to her Invocation (Image an Invoked Fireball crashing one an enemy who stands adjescent to your creatures)
Note: They aren't immune to the Invocation of an enemy Sorceress or admiral


Grace of the Stormgod:  The Sorceress's Invocation completely Ignores Magic Resistances, Magic Proofs and Magical Immunities.


Ultimate: Temptestaggeddon: If Invocation charges there is a 3% chance that Armaggeddon is cast. The Invocation Spells are cast without Spellpower Penalty (if the hero doesn't have Ultimate invocation) moreover, the chance of triggering Invocation are increased by another 10%

____________
Coincidence? I think not!!!!

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xerox
xerox


Promising
Undefeatable Hero
posted September 08, 2008 12:50 PM

Okey I added the special buildings for Necropolis, will begin with Academy shortly.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted September 08, 2008 01:11 PM

@ Xerox: Do you wish me to do the Wizards and Necropolis' Racial?
____________
Coincidence? I think not!!!!

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xerox
xerox


Promising
Undefeatable Hero
posted September 08, 2008 02:53 PM

Sure, you can do it if you want to
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted September 08, 2008 02:57 PM
Edited by Lexxan at 15:04, 08 Sep 2008.

Okay, what about Alchemist for a Might Hero and Wizard/Mage for Magic?

The Might Hero (whatver he will be called) will have the Alchemy Racial skill, which is close to Arteficier. To make Alchemy work the Alchemist must visit a building (like a Laboratory).

Can you include that bulding in the town?

Necropolis: Classical Necromancy of course and I'm still looking for a Good Name for the Might Skill Hero (I'll call him... Wraith)
____________
Coincidence? I think not!!!!

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xerox
xerox


Promising
Undefeatable Hero
posted September 08, 2008 03:05 PM
Edited by xerox at 15:06, 08 Sep 2008.

Sure


Also why not just Death Knight for Necropolis? "Manawraith" is a creature in Academy.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted September 08, 2008 03:08 PM

Hmm... I think Dread Knight fits My idea more... or Nuckelavee

Anyway, I'll post Necropolis first
____________
Coincidence? I think not!!!!

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xerox
xerox


Promising
Undefeatable Hero
posted September 08, 2008 03:24 PM
Edited by xerox at 19:54, 23 Sep 2008.

Academy

Long ago the humans of Western Nations (Bacorus, Mirgade and Sarrewaz) discovered magic.
Magic is not supernatural - in fact its very natural!
As we know the universe was created in a massive cosmic explosion, and the remains of this explosion created a great spacial Rift.
The Rift sended out arcane echoes through the universe, it hitted some worlds. Sceracion was one of these.

The arcane magic comming from the Rift spread out in lots of invisbile paths through the planet.
These paths became known as Ley-lines. The humans discovered that they could drain powers from these ley-lines to make wonderful (or terrible) things to happen.

But in the begining most humans didnt like this and though magicans were odd and weird, so they were hunted down like other animals.
The current king forbid magic completly, and the users of the arcane were forced to flee across the sea.

There they found the Mageocracy of Azuras. Althought Azuras terrain was covered with sand and burnt rock - it was better then nothing.
The Wizards used the ley-lines to make the climate and weather better for them and with the help of magic they developed a strong country fast.

In order to protect themself against the vile Ogres of the South (while the nation was still weak and young), they raised their cities high up in the air, to the azure-blue sky.

Some of the Wizards discovered another realm - a realm of undead spirits. These became Necromancers and were soon exiled from Azuras. A couple of hundred years ago the human nation welcommed back Wizards and a few returned to Mirgade, Sarrewax and (rarely) Bacorus.

Azuras friendship with the human empire grew fast, and now they are strong allies. Now that the human empire is secretly getting corrupted - the human renegades cannot be very sure to get Azuras help.

But Azuras has done many bad things too. They have experminated with life, and created the Naga. The Naga has since then fled and made their own nation - awaiting venegence against the Wizards.
Azuran Withchunters also hunted down Necromancers long ago and the Necromancers are at war with them (althought its rather calm now).

Recently the Wizards of Azuras has begun to study magical potions to empower their creatures.
But the effects that these alchemists made was not always successful...


Basic Info
One of the strongest nations of Sceracion - Azuras is home to the best spellcrafters, spellusers, alchemists and scientists etc. With the strong bond to Mirgade, Azuras has supplied the humans with many powerful inventions and spells.
Even though the very "living" population in Azuras is few, many still say that Azuras is a nation impossible to siege - or defeat.

Colors: Light Blue, Violet
Aka: The Wizards
Core Philosophy: Master all.
Kingdom/Country: Azuras
Capital: Ceorax
Racial Symbols: The Eye of Wisdom
Motto: "Everything shall be mastered."
Allingment: Good
Allies: Valdane/Mirgade humans
Neutral: The rest.
Enemies: Necromancers of Gatagyth, Ogres of Haggaran (small conflicts about territory)

Creature Line-Up
Academy creatures are very expensive and low in growth, but often has very powerful abilities and really good stats on everything.
However many Academy creatures are slow and dont act very fast since many of their creatures are summoned or magical.

1. Wisp - Manawraith | Will'o'Wisp
2. Stone Gargoyle - Arcane Ward | Obsidian Gargoyle
3. Iron Golem - Gold Golem | Steel Golem
4. Magi - Arch Magi | Councilor
5. Genie - Master Genie | Unsealed Genie
6. Sphinx - Mystical Sphinx | Guardian Sphinx
7. Colossi - Storm Titan | War Colossi



Lv1 Flyer. Wisp
Wisps are spawns of the arcane, creatures of magical energy. These creations of the Wizards are very vurnuble, but also very swift.
Like most creations of the Wizards, they are arcane in nature.
Attack: 2
Defense: 1
Damage: 1-3
Health: 3
Iniative: 10
Speed: 5
Mana: N/A
Shoots: N/A
Growth: 15
Cost: 24g
Abilities: Arcane, Flyer, No Enemy Retailation

Arcane: This creature is arcane, making it completly immune to tier 1-2 spells and making it receive 25% less damage from magical attacks. Arcnae creatures are immune to mind spells.

Wisp Upgrade. Manawraith
Manawraiths are horrors for the enemy but a lifesaver for there masters. These twisted Wisps can detonate all their energy on the battlefield, either restoring mana to its allies - or destroying the mana of its enemies.
Attack: 3
Defense: 1
Damage: 1-3
Health: 3
Iniative: 11
Speed: 6
Mana: N/A
Shoots: N/A
Growth: 15
Cost: 38g
Abilities: Arcane, Flyer, No Enemy Retailation, Detonate

Detonate: The creature detonates itself, either destroying enemy mana within 3x4 tiles around it or restoring ally mana within 4x3 tiles. The mana restored or destroyed depends on the number of wisps. In addition, 50% of the mana destroyed or restored is channeled to the enemy/ally hero.
After performing this ability, all of the stack and cannot be restored in any way.
So here is the list of number/mana destroyed or gained.
1-25 = 1 mana destroyed/gained.
25-75 = 3 mana destroyed/gained.
75-150 = 7 mana destroyed/gained.
150-350 = 15 mana destroyed/gained.
350-550 = 31 mana destroyed/gained.
550-1000 = 63 mana destroyed/gained.





A Manawraith. These are every casters nightmare - or dream, on the battlefield.

Wisp Alternate Upgrade. Will'o'Wisp
The Will'o'Wisps are further empowered Wisps. These wisps can use all their energy to create a magical shield around them, protecting them against damage but forcing nearby enemy creatures to attack it.
Attack: 2
Defense: 3
Damage: 1-3
Health: 6
Iniative: 10
Speed: 5
Mana: N/A
Shoots: N/A
Growth: 15
Cost: 38g
Abilities: Arcane, Flyer, No Enemy Retailation, Phase Shift

Phase Shift: Phases into pure energy, making the creature invurnuble to all damage but attracting nearby enemy creatures to attack it. The Phase Shifts duration depends on the number of creatures and so does its chance to force high tier creatures to attack it.
Duration & Chance to be attacked by higher tiers...
10-50 = One Turn - 100% chance to be attack by tier 1, 80% by tier 2, 50% by tier 3, 10% by tier 4, 8% by tier 5, 5% chance by tier 6 and 1% chance by tier 7.

50-150 = Two Turns - 85% to be attacked by tier 2, 55% to be attacked by tier 3, 15% chance to be attacked by tier 4, 10% chance to be attacked by tier 5, 8% chance to be attacked by tier 6 and 5% chance to be attacked by tier 7.

150-500 = Three turns - 90% chance to be attacked by tier 2, 60% chance to be attacked by tier 3, 20% chance to be attacked by tier 4, 15% chance to be attacked by tier 5, 10% chance to be attacked by tier 6 and 8% chance to be attacked by tier 7.

500- +1000 = Four turns - 95% chance to be attacked by tier 2, 65% chance to be attacked by tier 3, 25% chance to be attacked by tier 4, 20% chance to be attacked by tier 5, 15% chance to be attacked by tier 6 and 10% chance to be attacked by tier 7.



The Will'o'Wisps shape is a lot more humanoid like then the normal rather round Wisp, but you should see the Manawraith if you think these are humanoid looking...


Lv2 Flyer. Stone Gargoyle
The Wizards can create life from stone. Gargoyles are the easiest thing for a Wizard to create from stone. They channel a wast amount of power into a stone statue and soon a Gargoyle has been created. Gargoyles exists in all possible shapes, some look scary and are used to scare off enemies will others are really small and immobile but used to assist the Wizards.
Stone Gargoyles can transform into a more defensive but immobile creature while channeling a restorative aura to its allies at the same time, Gargoyles are the Wizards primary support troops.
Attack: 4
Defense: 4
Damage: 3-4
Health: 15
Iniative: 10
Speed: 5
Mana: N/A
Shoots: N/A
Growth: 12
Cost: 142g
Abilities: Arcane, Flyer, Statue Form, Support Aura

Statue Form: This creature can transform into a statue, doubling health and defense but making the creature completly unable to act, however inaitive will still be active to trigger the Support Aura.

Support Aura: Each time this creature acts, it restores mana and health to nearby allied creatures within 4x4 yards. Only restores mana to hero if close to him.
The mana and health restored depends on the number of creatures. However creatures that it heals cannot be ressurected.
List of health/mana gained per creatures...

1-50: 2 Mana/4 health gained per turn.
50-150: 5 mana/9 health gained per turn.
150-350: 12 mana/20 health gained per turn.
350-700: 27 mana/43 health gained per turn.
700- +1000: 58 mana/91 health gained per turn.



Stone Gargoyle Upgrade. Arcane Ward
Marble is a material considered sacred and very powerful by the people of Azuras. The reason is because magic is very easy to imbue into marble - and the magic imbued also becomes empowered and much stronger. Marble gargoyles are called Arcane Wards as they assist the Wizards a lot in their spellcasting.
Attack: 4
Defense: 6
Damage: 3-6
Health: 20
Iniative: 10
Speed: 5
Mana: N/A
Shoots: N/A
Growth: 12
Cost: 208g
Abilities: Arcane, Flyer, Statue Form, Support Aura, Empowering Channel

Empowering Channel: This creature increases the effect of all spells in the heroes army by 1% per 10 creature.
So 100 creatures would increase the effect of spells by 10% - and 1000 of them would increase the effect of spells by 100% - and 10.000 would even increase the effect of all spells by 1000%...


Stone Gargoyle Alternate Upgrade. Obsidian Gargoyle
Obsidian is a rare ore, only found in the marshes of Gatagyth - the lands of the undead. Many have died to harvest it and its known as the "Ore of Darkness". But obsidian is a powerful ore and has allowed the Wizards to develop Obsidian Gargoyles who can transform into the Destroyer Form, the counterpart of the Statue Form.
Attack: 6
Defense: 4
Damage: 4-8
Health: 15
Iniative: 10
Speed: 6
Mana: N/A
Shoots: N/A
Growth: 12
Cost: 208g
Abilities: Arcane, Flyer, Statue Form, Support Aura, Destroyer Form

Destroyer Form: This creature can transform into a destroyer form, increasing attack by 4 and min/maxium damage by 2. However when in destroyer form, defense decreases by 2 and maxium health by 4.
So the Obsidian Gargoyles attack improves to 10 and its damage up to 6-10. But the health is decreased to 11 and defense to 2.


Lv3 Walker. Iron Golem
Golems are similar to Gargoyles except that they are in a diffrent shape, more offensive oriented and they are covered with a armor made of iron. The Iron Golems doesnt have any hands - their hands are pure weapons made to kill. Iron Golems always strike twice and almost nothing can stand against their crushing blows.
Attack: 6
Defense: 6
Damage: 3-7
Health: 25
Iniative: 8
Speed: 5
Mana: N/A
Shoots: N/A
Growth: 7
Cost: 295g
Abilities: Arcane, Crushing Strikes, Armored

Armored: This creature takes 30% less damage from physical melee attacks.

Crushing Strikes: This attack ignores 20% of enemies defense when it attacks, and strikes twice.

Iron Golem Upgrade. Gold Golem
Gold Golems are sign of the Wizards power and supremacy and are often used as royal guards. The Gold Golems are imbued with magic, making them able to blast their enemies with magic in addition to their normal attack.
Attack: 7
Defense: 7
Damage: 5-8
Health: 25
Iniative: 9
Speed: 5
Mana: N/A
Shoots: N/A
Growth: 7
Cost: 325g
Abilities: Arcane, Armored, Crushing Strikes, Spellblast

Spellblast: When this creature attacks there is a 25% that it will also blast its enemy with a random level 1-2 offensive spell on advanced mastery. The heroes spellpowers improves this ability.

Iron Golem Alternate Upgrade. Steel Golem
Steel is more powerful then iron which means that Steel Golems are an obvious update of the Iron Golems. Steel Golems can automatically repair themself when they get attacked and can drain the enemies attacks in order to protect an ally.
Attack: 6
Defense: 11
Damage: 4-7
Health: 30
Iniative: 8
Speed: 5
Mana: N/A
Shoots: N/A
Growth: 7
Cost: 325g
Abilities: Arcane, Armored, Crushing Strikes, Auto-Repair, Defensive Mode

Defensive Move: This creature can go into a Defensive Mode, sometimes forcing enemies to act it when its their turn.
While in Defensive Mode each attack received has a 15% chance to be completly reflected, this doesnt apply do melee attacks and if a hero spell is received its reflected to a random creature on the enemies side. Spells like Armegeddon cant be reflected among others.
The chance to get attacked is 10% for all creatures and improves with 0,4% for each creature.

Auto-Repair: 15% of all damage is received is converted into health, overhealing can ressurect some creatures.
So if a creatrue deals 1000 damage to my creature, it will get 150 health = 2 creatures ressurected in full health...
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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GenieLord
GenieLord


Honorable
Legendary Hero
posted September 08, 2008 04:40 PM

Great work, Lexxan. The only thing that worries me is the Invocation skill, which seems to lack a bit of sophistication. I'll think of this, perhaps we shall change it a bit.

Very interesting background story, xerox. I like the idea of arcane magic as a forbidden thing (by the kind of the humans) very much. Is something from the official lore, or it's something you invented?  

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted September 08, 2008 04:44 PM
Edited by Lexxan at 16:44, 08 Sep 2008.

Well Main problem is that I phrased it badly... I'll edit it, but for now, I'll work on the Necropolis Racials first and IM them to Xerox

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GenieLord
GenieLord


Honorable
Legendary Hero
posted September 08, 2008 04:48 PM

Just post it here, don't HCM to people... It's a joint project.

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Guarder
Guarder


Supreme Hero
posted September 08, 2008 05:19 PM
Edited by Guarder at 20:19, 08 Sep 2008.

I begin with the Inferno Lineup, ok? i promise i will update it later, but just not at this moment.

Imp - Familiar | Vermin
Gog - Magog | Flame Gog
Hell Hound - Cerberi | Orthus
Succubi - Succubi Mistress | Succubus Witch
Pit Fiend - Pit Lord | Pit Spawn/ Hell Charger - Nightmare | Hellmare
Efreeti - Master Efreeti | Efreeti Sultan
Devil - Arch Devil | Abysmal Devil

In the Pit Fiend/ Hell charger line, which of the two units shall be in the line up? I would go for hell charger, but others maybe prefer Pit Fiend
____________

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xerox
xerox


Promising
Undefeatable Hero
posted September 08, 2008 06:09 PM

I invented everything there myself except about the Naga are creations by the Wizards (your idea).
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted September 08, 2008 08:20 PM
Edited by Lexxan at 22:45, 08 Sep 2008.

Necropolis Racials

Hero Might: Nuckelavee The Dreadful Nuckelavees are the terror of the battlefield. These undead, flayed Warlords wear the most intimidating and Spiky Armour a man can imagine. People who are confronted with a Nuckelavee often paralyse in a form of terror. Nuckelavees have learned to exploit this ability.. to major success.


Racial: Dread: The Nuckelavee scares every enemy it encounters, giving solid statt penalties to units. In addition Bad Morale moves units further down the ATB bar that they normally would.

Skill:

Basic Dread: All enemies get a –2 Penalty to Morale. Moreover Bad morale moves a unit 65% backwards on the ATB bar, instead of the Normal 50%

Advanced Dread: All enemies get a – 3 Morale Penalty. Moreover, when Bad Morale is triggered; the unit moves 80% backwards, instead of the normal 50%

Expert Dread: All Enemies get a -4 Morale Penalty. Moreover, when Bad morale is triggered the creature skips it’s turn.

Ultimate Dread: All enemies get a -5 Morale Penalty. Initiative and Speed of All enemies is decreased by 1; Moreover when bad Morale is triggered, the unit Skips it’s turn and the NEXT turn of the unit is delayed by 20%


Perks


Netherlore:  The Nuckelavee is able to use the Necromancy Racial Skill, with all perks at Basic Mastery. In addition, Enemy Mechanical, Undead and Elemental units are affect by Dread from now on. This means theyt can have negative morale!


Horrid Wilting: The Nuckelavee Corrupts a 4X4 Tiles on the ballteflied. Any Enemy non-undead, non-elemental ,non-Mechanical units in the area is poisonned (5* Spellpower) and suffer from an additional -1 Initiative and Speed Penalty.  Allies to the Nuckelavee  however, gain +1 to Initiative, Speed and Luck when in this area. The Wilting lasts for 3 turns. One Cast per battle.    


Brave Eternal World: The Morale Drained from Enemy Units is added to to all Allied creatures (= +2 Morale for Basic Dread, 3 for advanced, etc). In addition, Mechanical, Elemental and Undead units benefit from this as well, meaning that they can have positive Morale. !



Ultimate Howl of Terror:: The Nuckelavee emits a terrible Cry, stunning every opponent instantly. In addition, Luck, Attack and Defence are decreased, According to the Morale Decreasement. (so -4 for Expert, -5 for ultimate, can’t get below 0) The Howl can be cast once in per two turns and last 3 turn. Multiple Howls are cumulative and DON’T replace the former howl. However, if the Howl is cried before the former one ended, the Stunning (only the Stunning) will take effect and the Hero will only use 50% of is inititive to cast this howl.


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Hero Magic: Necromancer The Necromancers are fallen Wizards, Humans, who sought the path of immortality and found it.. though not in a way they had expected. Necromancers are masters in Animation. They can raise a portion of the opponents army after battle and add it to their undead horde.


Racial: Necromancy After Combat the Hero raises an amount of fallen enemy warriors. These can’t be undead, Elemental or Mechanical. These can be raised as Skeleton’s, Spectres, Liches or Wights. Draconic Units are raised as Bone Dragons? Numbers and kind of unit raised depends on the necromancy Skill Mastery. The Creatures that can be raised are determined randomly, but if you have more Creatures of one kind on a weekly basis, the chances are higher that these creatures are raised (eg: One week growth of Skeletons and two weeks growth of Spectres, then it’s more likely that you’ll be able to raise Skeletons)


Skill

Basic Necromancy: 20% of all fallen enemies are raised as either Skeletons or Spectres.

Advanced Necromancy: 35% of all enemies are raised as either Skeletons, Spectres or Liches

Expert Necromancy: 45% of all enemies are raised as either Skeletons, Spectres, Liches, Wights or Bone Dragons

Ultimate Necromancy: 60% of all enemies are raised, as any Necropolis Creature.


Perks


Wraith Wail The Necromancer is able to use the Dread Racial Skill with all perks and at Basic Mastery.


Perpertual Bond The Necromancer now can (re)raise some of HIS fallen creatures. In addition, enemy undead can be raised as well.


Soul Drain  The Necromancer binds himself to a creature in it’s army. Whenever the Necromancer casts a Blessing (ally) or a Curse (enemy) it’s cast on this creature as well. Whenever this creature casts a spell, it’s instantly learned by the Necromancer. Finally everytime the Creature takes damage, the Necromancer gains mana, according to the damage taken. Can be cast on both enemies and Allies


Ultimate Eternal Life The Necromancer gains a Mass Version of Animate Dead, which works at half of the Necromancer’s current Spellpower. In addition ,the Spellpower of (Not Mass) Animate Dead and Resurrection is increased by 4. The effects of Wraith Wail and Soul Drain are doubled. Finally the Necromancy Skill is increased by another 10%


Xerox, if you have any comment(s), please post them so I can shape the to your ideas (as creator of this Necropolis)
____________
Coincidence? I think not!!!!

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xerox
xerox


Promising
Undefeatable Hero
posted September 08, 2008 09:53 PM

Very good, I think it suits the faction perfectly!

I will add them tomorrow if I have time, its a bit late now (and I have school tomorrow)
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted September 08, 2008 10:22 PM
Edited by Lexxan at 22:44, 08 Sep 2008.

Glad you like it


EDIT: I'll add the Wizard's Racial Tomorrow
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Coincidence? I think not!!!!

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted September 08, 2008 10:52 PM

For me, this Dread Racial seems overpowered... but it's not really the point in making it balanced, hmm?
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