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Heroes Community > Heroes 7+ Altar of Wishes > Thread: H6 Elemental Conflux
Thread: H6 Elemental Conflux This thread is 2 pages long: 1 2 · NEXT»
radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted March 26, 2008 06:24 PM
Edited by radar at 18:21, 03 Apr 2008.

H6 Elemental Conflux

ICTC was hell fun and it made me willing new faction.

Here, I will explain you my Vision of Heroes 6 and one possible town: Conflux. No dry numbers, just overall view.

Skills

> Every hero starts with two of them or one on advanced level. There are 4 masteries of each skill: Basic, Advanced, Expert and Ultimate. However, a hero can reach only 2 of Ultimate levels. Those levels combine and give additional bonus (see table below {not ready yet}).

> Each hero can learn spells only from magic schools he knows, only.

> When achieving level 5, each hero can choose his development patch. It means, you can choose between two available bonuses and you cannot switch them later. Each hero class has different bonuses. For instance, Conflux heroes can choose:

Elemenatalist - Magic hero

Path of Fire - every Fire damage increased by 10%, Fire Magic spells cost 1 less mana, 100% chance to get offered Fire Magic on next three level-ups.

or

Path of Ice - all creatures receive only half damage from Fire-based spells, hero has granted and can cast Ice Bolt for free, 100% chance to get offered Water Magic on next three level-ups.

Planeswalker - Might hero

Clan of Astral Vision - all units retaliate before they get attacked, not after

or

Clan of Astral Guidance - Logistics' skill bonus +15%, +20% movement points if hero has no Logistics skill

Air Magic

allows hero to learn Air Magic spells of the third circle and makes Air Magic more effective overall
allows hero to learn Air Magic spells of the fourth circle and makes Air Magic even more effective
allows hero to learn Air Magic spells of the fifth circle and gives maximum power to Air Magic
Summon Air Elemental spell upgraded: will summon Wind Elementals from now on, moreover with 50% higher quantity

Archery

increases ranged attack damage by 10%
increases ranged attack damage by 20%
increases ranged attack damage by 30%
shooter's attack +4 while shooting

Attack

melee damage increased by 5%
melee damage increased by 10%
melee damage increased by 15%
reduces enemy Defense by 10% in melee attacks

Defence

physical damage inflicted on troops is reduced by 10%
physical damage inflicted on troops is reduced by 20%
physical damage inflicted on troops is reduced by 30%
all units +10% HP

Diplomacy

25% of creatures normally fleeing will offer to join. -20% to surrendering cost
50% of creatures normally fleeing will offer to join. -40% to surrendering cost
all creatures normally fleeing will offer to join. -60% to surrendering cost
no surrendering costs, 50% discount on hiring creatures that offer joining

Earth Magic

allows hero to learn Earth Magic spells of the third circle and makes Earth Magic more effective overall
allows hero to learn Earth Magic spells of the fourth circle and makes Earth Magic even more effective
allows hero to learn Earth Magic spells of the fifth circle and gives maximum power to Earth Magic
all Earth Magic spells are harder to dispel

Estates

brings 125 gold per day to your cause
brings 250 gold per day to your cause
brings 500 gold per day to your cause
10% gold discount on all actions (does not accumulate with other heroes)

Healing

grants you manual control over First Aid Tent and slightly increases its healing power and stats. Can dispel level 1-2 curses and all poison effects. All hero creatures restore 25% of their maximum HP in their turns
grants you manual control over First Aid Tent and significantly increases its healing power and stats. Can dispel level 1-3 curses and all poison effects. All hero creatures restore 50% of their maximum HP in their turns
grants you manual control over First Aid Tent and highly increases its healing power and stats. Can dispel level 1-4 curses and all poison effects. All hero creatures restore their maximum HP in their turns. The Tent can also resurrect
grants you manual control over First Aid Tent and increases its healing power and stats. Can dispel level all curses and all poison effects. All hero creatures restore their maximum HP in their turns. The Tent can also resurrect

Intelligence

maximum spell points increased by 25%
maximum spell points increased by 50%
maximum spell points are doubled
mana regeneration rate redoubled

Leadership

Morale +1, increases army rearrange space by one tie
Morale +2, increases army rearrange space by one tie
Morale +3, increases army rearrange space by one tie, grants you control over your town towers during siege
morale penalty for mixing creatures from different towns decreased by half

Logistics

movement points +10%, movement penalty on rough terrains decreased by 10%
movement points +20%, movement penalty on rough terrains decreased by 25%
movement points +30%, movement penalty on rough terrains decreased by 50%
no movement penalties on rough terrains, all hero's units +1 speed

Luck

+1 luck
+2 luck
+3 luck, guarantees triggerable creature abilities to act more often
lucky strike deals 225% damage

Fire Magic

allows hero to learn Fire Magic spells of the third circle and makes Fire Magic more effective overall
allows hero to learn Fire Magic spells of the fourth circle and makes Fire Magic even more effective
allows hero to learn Fire Magic spells of the fifth circle and gives maximum power to Fire Magic
1/3 more hero's spell power considered when casting Fire Magic spells

Magic Resistance

+10% chance to avoid a spell
+15% chance to avoid a spell
+20% chance to avoid a spell
resisted spells get magic-mirrored on enemy stacks

Magic Talent

+5% spell damage
+10% spell damage
+15% spell damage
breaks half of current enemy's magic-proof capabilities

Necromancy

5% enemy creatures killed are turned to their undead counterparts
10% enemy creatures killed are turned to their undead counterparts
15% enemy creatures killed are turned to their undead counterparts
20% enemy creatures killed are turned to their undead counterparts

Siege Arts

slightly increases stats of hero's Ballista and Catapult and grants you control over those war machines.
significantly increases stats of hero's Ballista and Catapult and grants you control over those war machines, as well as makes them shooting twice. Catapult has higher chance to hit.
highly increases stats of hero's Ballista and Catapult and grants you control over those war machines. Makes Ballista shooting thrice. Catapult always hits.
drastically increases stats of hero's Ballista and Catapult and grants you control over those war machines. Makes Ballista shooting four times. Catapult always hits and gains cross-shaped attack.

Sorcery

speeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 10%.
speeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 20%.
speeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 30%.
speeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 40%.

Water Magic

allows hero to learn Water Magic spells of the third circle and makes Water Magic more effective overall
allows hero to learn Water Magic spells of the fourth circle and makes Water Magic even more effective
allows hero to learn Water Magic spells of the fifth circle and gives maximum power to Water Magic
damage-dealing Water Magic spells freeze enemy, so it skips next turn. A stack can be unfreezed by casting damage-dealing Fire Magic spell on, only (but it won't hurt troops which have been frozen)

Conflux Creatures

Mechanics is the same as in Heroes 5: Tribes of the East. There are 7 tiers of creatures, each one gets 2 upgrades whereas you can choose into which unit you want upgrade to.

#Level 1 - Sprite

Flyer. No Enemy Retaliation.

Flyer - this creature can move on to any free tile on the battlefield during its turn, regardless of the obstacles in the way.
No Enemy Retaliation - enemies never retaliate after melee attacks by creatures with this ability.

#UPGRADE 1 Pixie

Flyer. No Enemy Retaliation. Spray Attack.

Spray Attack - creature simultaneously attacks three adjacent tiles occupied by the enemy.

#UPGRADE 2 Dryad

Flyer. No Enemy Retaliation. Herbalism.

Herbalism - the creature can cast Herbalism spell from Earth spell circle (fully heals and removes all poison effects).

#Level 2 - Air Elemental

Flyer. Elemental. Immune to Air. Incorporeal.

Elemental - the creature is immune to all poison and mind-related effects.
Immune to Air - protects from any Air-based damage and hostile Air Magic spells.
Incorporeal - this creature is incorporeal so it always gets 50% less physical damage than usual.

#UPGRADE 1 Storm Elemental

Flyer. Elemental. Immune to Air. Incorporeal. Lightning Strike.

Lightning Strike - every successful attack done by this creature additionally summons Lightning from the sky on the opponent. The spell's damage increases constantly with Storm Elemental's quantity.

#UPGRADE 2 Wind Elemental

Flyer. Elemental. Immune to Air. Incorporeal. Shooter.

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.

#Level 3 - Water Elemental

Elemental. Immune to Water. Shooter.

Immune to Water - protects from any Water-based damage and hostile Water Magic spells.

#UPGRADE 1 Frost Elemental

Elemental. Immune to Water. Shooter. No Melee Penalty. Frost Attack.

Frost Attack - the creature's attack has a chance to freeze the attacked creature for 0.5 - 2 turns.

#UPGRADE 2 Ice Elemental

Elemental. Immune to Water. Shooter. No Range Penalty. Glacial Shield.

Glacial Shield -  Glacial Shield spell from Elemental Magic school is permanently active on the creature and cannot be dispelled.

#Level 4 - Fire Elemental

Elemental. Immune to Fire. Fire-based Attack.

Immune to Fire - protects from any Fire-based damage and hostile Fire Magic spells.
Fire-based Attack - Every damage dealt by this creature is in 1/2 made of Fire and 1/2 of physical damage, so every fire effects from skills and artefacts boost that attack. Enemies immune to Fire receive only physical damage.

#UPGRADE 1 Flame Elemental

Elemental. Absorbs fire. Fire-based Attack. Fire Shield.

Absorbs fire - damage based on Fire element can't harm this creature, moreover it heals the creature with half of this efficiency. Creature is immune to hostile Fire Magic curses.
Fire Shield - Fire Shield spell from Fire Magic school is permanently active on the creature and cannot be dispelled.

#UPGRADE 2 Blaze Elemental

Elemental. Immune to Fire. Fire-based Attack. Searing Aura. Incinerate.

Searing Aura - every time enemies walk near this creature or end their turn on a tile next to Blaze Elementals they recieve some Fire Damage based on numbers of the Blaze Elementals.
Incinerate - every attack done by this creature decreases maximum HP of enemy stack by 5%. Creatures immune to Fire recieve no harm from that effect.

#Level 5 - Earth Elemental

Elemental. Immune to Earth. Crushing Blow. Magic-proof 25%.

Magic-proof 25% - damage-dealing spells harm this creature with only 75% of their original efficency.
Crushing Blow - this creature has a chance to deal maximum possible damage when attacking and therefore stun enemy.
Immune to Earth - protects from any Earth-based damage and hostile Earth Magic spells

#UPGRADE 1 Magma Elemental

Elemental. Immune to Earth. Crushing Blow. Magic-proof 50%. Lite Magma.

Magic-proof 50% - damage-dealing spells harm this creature with only half of their original efficiency.
Lite Magma - immune to all defence-decreasing and stunning effects or abilities.

#UPGRADE 2 Mud Elemental

Elemental. Immune to Earth. Magic-proof 25%. Immune to Slow. Quicksands.

Immune to Slow - the creature is immune to Slow spell from Earth magic.
Quicksands - every Mud Elemental's attack leaves Quicksands on the tile on which attacked creature stands.

#Level 6 - Astral Spirit

Flyer. Magic Mirror. Caster.

Magic Mirror - any hostile spell cast on Astral Spirits is redirected on enemy troops.
Caster - creature can cast spells in combat.

Spells:
Counterstrike (bless) - unit gains bonus retaliation, moreover damage dealt on retaliations is increased.
Air Shield (bless) - protects your units from ranged attacks.

#UPGRADE 1 Genie

Flyer. Magic Mirror. Caster. Hexing attack

Hexing Attack - during attack, the creature curses enemy with random spell, up to level 3.

Spells:
Counterstrike (Air Magic bless) - unit gains bonus retaliation, moreover damage dealt on retaliations is increased.
Air Shield (Air Magic bless) - protects your units from ranged attacks.
Clone (Water Magic summon) - creates a phantom of selected friendly stack.
Mirth (Water Magic bless) - increases unit's morale and makes in non-vulnerable to morale decreasing effects (can be dispelled by casting Sorrow).

#UPGRADE 2 Efreet

Flyer. Magic Mirror. Immune to Fire. Fire Shield. Caster.

Spells:
Enchant (Fire Magic bless) - grants friendly unit to deal additional fire damage in combat
Warmth (Fire Magic healing) - heals friendly unit. Can resurrect Fire Elementals and upgrades.
Fireball (Fire Magic direct damage) - deals mediocre Fire damage on small area.
Fury (Fire Magic bless) - increases attack in order of reducing defence.

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GenieLord
GenieLord


Honorable
Legendary Hero
posted March 27, 2008 03:57 PM
Edited by GenieLord at 17:35, 27 Mar 2008.

#Level 3 - Water Elemental

Special Abilities: Elemental. Immune to Water. Liquid.

Elemental - the creature is immune to all poison and mind-related effects.
Immune to Air - protects from any Water-based damage or effect.
Liquid - This creature can pass through tiles blocked by other creatures.

#UPGRADE 1 Frost Elemental

Special Abilities: Elemental. Immune to Water. Frost Attack.

Frost Attack - The creature's attack has a chance to freeze the attacked creature to 0.5 - 2 turns.

#UPGRADE 2 Ice Elemental

Special Abilities: Elemental. Immune to Water. Caster.

Spells in Magic Book:

Cold Beam - direct damage spell. Costs 5 mana.
Ice Chain - A chain of 3 one-tile ice obstacles appear in a row, in the selected direction from the ice elemental. A creature which is caught in one of them is frozen for 1.5 turns. They melt after a while, and can be destroyed by an attack. Costs 10 mana.

Mana: 15

[/qoute]Creature Statistics:

2. Air Elemental - Storm Elemental | Wind Elemental
Attack: 4 - 4 | 5
Defense: 2 - 4 | 2
Damage: 2-3 - 2-4 | 1-4
Initiative: 15 - 15 | 16
Speed: 8 - 8 | 8
Hit Point: 12 - 16 | 12
Mana: 0 - 0 | 0
Growth: 10 - 10 | 10
Cost: 70 - 115 | 115

3. Water Elemental - Frost Elemental | Ice Elemental
Attack: 4 - 6 | 5
Defense: 6 - 6 | 7
Damage: 2-6 | 2-7 | 2-7
Initiative: 9 | 10 | 9
Speed: 5 - 5 | 5
Hit Point: 20 - 22 | 25
Growth: 7 - 7 | 7
Cost: 160 - 190 | 190

4. Fire Elemental - Flame Elemental | Blaze Elemental
Attack: 8 - 10 | 9
Defense: 8 - 9 | 10
Damage: 7-10 - 8-13 | 8-13
Initiative: 11 - 11 | 11
Speed: 6 - 6 | 6
Hit Point: 31 - 33 | 33
Growth: 5 - 5 | 5
Cost: 260 - 340 | 340

5. Earth Elemental - Magma Elemental | Mud Elemental

Attack: 7 - 9 | 7
Defense: 14 - 14 | 16
Damage: 13-14 - 13-16 | 13-14
Initiative: 5 - 6 | 5
Speed: 5 - 5 | 5
Hit Point: 80 - 85 | 85
Growth: 3 - 3 | 3
Cost: 450 - 650 | 650

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Orfinn
Orfinn


Supreme Hero
Werewolf Duke
posted March 27, 2008 05:26 PM

Seems great But at first I felt the 2nd, 3rd and 4th upgrades tiers were to similar in names. Anyway Im glad theres no Energy elemental for the Fire dude, I mean, Fire IS energy!

But what will the tier 7 be? Im curious No doubt Phoenix will be one of the upg.
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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted March 27, 2008 05:35 PM
Edited by Cepheus at 17:36, 27 Mar 2008.

Quote:
Im glad theres no Energy elemental for the Fire dude, I mean, Fire IS energy!


But then again, Flame IS Fire and Blaze IS Fire

Anyway, nice concepts here in my opinion, though Genie -> Efreet is one thing I don't agree on.  It's a little like Elf -> Dark Elf or Angel -> Devil.
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted March 27, 2008 07:21 PM

Well, not exactly a surprising line-up ... Anyway, just wanted to say we already have Genies (= Djinns) in Academy, so seems a bit odd to have them here also.
____________
What will happen now?

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GenieLord
GenieLord


Honorable
Legendary Hero
posted March 27, 2008 07:31 PM

Quote:
Quote:
Im glad theres no Energy elemental for the Fire dude, I mean, Fire IS energy!


But then again, Flame IS Fire and Blaze IS Fire

Anyway, nice concepts here in my opinion, though Genie -> Efreet is one thing I don't agree on.  It's a little like Elf -> Dark Elf or Angel -> Devil.

It's Astral Spirit that can upgrade to either Genie OR Efreet. Alternative upgrades are often very different, sometimes even opposite. It makes sense in the conflux, if the Genie represents the Lightning (or the Clouds) and the Water, and the Efreet represents the Fire and Earth. Don't you think?

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted March 27, 2008 07:46 PM

I guess that makes sense, but it's just that they are totally different creatures and do not really belong together.  Anyway one could probably get away with something like that in a Conflux faction where everything contradicts its fellow units, but not anywhere else.

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted March 27, 2008 08:29 PM

Quote:
Well, not exactly a surprising line-up ... Anyway, just wanted to say we already have Genies (= Djinns) in Academy, so seems a bit odd to have them here also.


So we had Gargoyles in Death, Griffons in nature, Dwarves were not a separate faction.

Wake up guys, it's a fan fiction

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Orfinn
Orfinn


Supreme Hero
Werewolf Duke
posted March 27, 2008 08:56 PM
Edited by Orfinn at 20:58, 27 Mar 2008.

Agree. Genie OR Efreet are great alternates. Genie blue, Efreet red and the unupg Astral could be purple
____________


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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted March 27, 2008 10:46 PM

Quote:
Quote:
Well, not exactly a surprising line-up ... Anyway, just wanted to say we already have Genies (= Djinns) in Academy, so seems a bit odd to have them here also.


So we had Gargoyles in Death, Griffons in nature, Dwarves were not a separate faction.

Wake up guys, it's a fan fiction


OK, my mistake, I assumed this was going to co-exist with an Academy like we have it now.
____________
What will happen now?

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted March 28, 2008 07:54 AM

What's level 7?  Pheonix?  

Or Roc -> Thunderbird/Pheonix perhaps?
____________
How exactly is luck a skill?

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GenieLord
GenieLord


Honorable
Legendary Hero
posted March 28, 2008 10:05 AM

Roc - Thunderbird | Pheonix

Will be perfect, becasue Thunderbird represents Lightning and Water, and Phoenix represents Fire and Earth (reborns out of the Ashes).

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted March 28, 2008 10:33 AM
Edited by alcibiades at 10:37, 28 Mar 2008.

Something I think would be really interesting for this faction would be to rethink the alternative upgrade system into something which is combined with the EARTH | FIRE | WATER | AIR lineage of the elements.

One option would be to have some sort of quadroble alternative upgrade system, so that for each branch, we have an EARTH | FIRE | WATER | AIR option. This can work both for the classical "elementals" (as it is in Heroes 5, the level 4 option), but could also work for other levels which are not strict Elementals. Some examples could be:

           EARTH   |    FIRE    |   WATER   |    AIR
Level 1:   Gnome   | Salamander |  Undine   | Will'O'Wisp
Level 4: Elemental | Elemental  | Elemental |  Elemental
Level 5: Metamorph |   Efreet   |   Nymph   |    Genie
Level 7:    Roc    |  Phoenix   | Frostbird | Thunderbird

One could come up with other creatures to fill remaining levels, or one could put in some more Elementals, like:

Level 2: Earth / Fire / Water / Air Elemental
Level 4: Rock / Blaze / Frost / Wind Elemental
Level 6: Magma / Plasma / Ice / Storm Elemental

- or one could work with Lesser Elementals (level 2) and Greater Elementals (level 6).
____________
What will happen now?

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted April 03, 2008 06:24 PM

Skill section ready!

I'll soon post effects of combining Ultimate levels, which contain about 170 positions!

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GenieLord
GenieLord


Honorable
Legendary Hero
posted April 03, 2008 08:23 PM
Edited by GenieLord at 20:28, 03 Apr 2008.

The table you ordered is ready.

Click here.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted April 04, 2008 06:14 PM

The Skill Selection seems very ... Heroes 3?
____________
What will happen now?

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blahbloke
blahbloke


Hired Hero
This kid is a mangossip
posted April 13, 2008 11:02 PM

to be honest, i dont think the return of elemental conflux is a very good idea. (although its my second race in h3)

first, sprite and pixies is not element, besides, and what is the diffrence betwee fire elemental and blaze elemental...

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted April 14, 2008 04:53 AM

Hmm, perhaps not Blaze...Star Elemental?  Since stars are big balls of burning gas? Or, no, sorry, I mean, they're Fireflies that got stuck up there.  And you know, FIREflies?  
____________
How exactly is luck a skill?

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blahbloke
blahbloke


Hired Hero
This kid is a mangossip
posted April 14, 2008 01:56 PM

maybe jus stick to heroes 3, fire elemental to energy elemental, and another possible, heat elemental. (although they all the same thing in physics)


anyway, it would be nice if they make up some new elementals, like dark, light, nature elemental





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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted April 14, 2008 03:55 PM

i once thought about that. have elementals, and then the upgrades as elemental spirits, involving light, dark and magic with it.

light elemental- Wisp
air elemental- Slyph
water elemental- Naiad
Fire elemental- efreet
earth elemental- dryad
darkness elemental- changeling
magic elemental- phoenix


____________
Love, Laugh, Learn, Live.

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