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Heroes Community > Heroes 5 - Temple of Ashan > Thread: New Heroes!
Thread: New Heroes! This thread is 2 pages long: 1 2 · NEXT»
Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted September 08, 2008 11:43 AM
Edited by Doomforge at 15:24, 17 Oct 2008.

New Heroes!

Quote:
1. Adameuqrot, Chief Inquisitor
Special: Priests/Inquisitors/Zealots get an extra attack per 8 hero levels, starting at 8th. and +1 ATT/DEF for every 4 levels of the hero
Skills: Basic Enlightenment, Intelligence


Ok I just thought how ridiculous this would become on rich maps, the already tough zealots doing four attacks per turn for damage topping jousting champions, wtf. Add training and we have a winner, especially with the normally hard to get bonus from enlightenment.

Now he's just a toned down stat riser with a big bonus of an extra attack, so that zealots become good units.. and that's it, not completely imba. I think it's ok since he's really a bad creeper. People would pick him for guaranteed enlightenment anyway.

Quote:
2. Namtab, Dark Knight
Special: Curse of suffering not only reduces enemy units' attack, but also reduces their initiative by [hero level] [Hero level/2]. Additive with slow.
Skills: Basic Dark Magic, Retaliation Strike
Spells: Suffering


Just a small bonus now. Should be ok.

Quote:
3. Abysmoroth, Desolator
Special: Hero's units do additional fire damage. Bonus is 5%+[hero level] [hero level/2]
Skills: Basic Leadership, Basic Attack


Nah, that bonus was too big. He already has a bonus (starts with a rare skill - leadership). Better not overdo it.


Quote:
4. Baator, Corpse Eater
Special: Each corpse consumed by the hero gives him 1+[Hero level/6] cumulative bonus to defense, rounded down. makes him cast one of his known dark magic spells (selected randomly) with CLVL added to SP. If a mass version of the spell is possible, it will be used instead of normal one. Target is selected randomly.
Skills: Basic Dark Magic, Consume Corpse


Yes, as Elvin pointed out we already have defensive demon, I forgot about Marbas. So.. how about this one? There aren't many opportunities when you can consume corpse early in battle so it won't really be a gamebreaker but a sudden 30 sp curse of netherworlds in the end can make a big difference

Quote:
5. Valdec, Fearful
Special: Hero's morale is subtracted from enemy hero's morale at the start of combat. The effect works for [Hero level /5] turns and can't exceed -5.
Skills: Advanced Leadership
Spell: Raise Dead


I think he's fine.

Quote:
6. Asmodan, Luck of the Dead
Special: Every time luck effect is triggered by any creature of hero's army, the hero moves [Hero level / 2]% [Hero level / 3.25]% forward on the ATB bar.
Skill: Advanced Luck
Spell: Raise dead


As Alci stated.. free empathy can't possibly be that strong as soon as level 20 is reached.


Quote:
7. Suez, Fist of Storms
Special: Hero's electric spells have 30% + [Hero level*3] chance of doing double damage do 30% + [Hero level*3] more damage
Skills: Advanced Destructive
Spells: Lightning bolt


A small change to make him more reliable. Randomness sucks.

Quote:
8. Galvaen, Supplier
Special: Ammo Cart works for non-shooting units and provides additional [Hero level]/10 attack bonus, rounded down.
Skills: Basic Warmachines, Basic Defense


This was meant to be a modest bonus because hero with war machines = extra earlygame power. If you give him too good specialization he becomes overpowered. Thus I don't think he needs a tweak.

Quote:
9. Sorrin, Hurricane Lord
Special: Haste spell not only raises units' intiative, but also increases their damage by 5%+[hero level]. [Hero level/3]
Skills: Basic Light Magic, Master of Wrath
Spells: Haste


The bonus was wayy to big for someone who has the luxury of a very useful 2% skill from the start.

Quote:
10. Abatar, Trapmaster
Special: The Fire Trap spell gets additional [Hero level/3] [Hero level/5] mines planted and 5%+[hero level *2]% additional damage, starting from level 1.
Skills: Basic Summoning Magic, Master of Earthblood
Spells: Fire Trap


Reworked a bit

Quote:
11. Aqinax, Forge of Doom
Special: Hero gets +20% bonus to effect of all mini-artifacts and additional [Hero level * 2] [Hero level] bonus.
Skills: Basic Artificer, Mark of the Wizard Basic summoning, Mark of the wizard
Spell: Slow Arcane Crystal


Should be less overpowered now and with an easier start.


Quote:
12. Jaafir, Combat mage
Special: At the beginning of each combat, a random portion of hero's knowledge and spellpower from the range of ([Hero level)/3 to (Hero Level)]%, is distributed randomly between attack and defense.
Skills: Advanced Attack
Spell: Divine Strength


Ofc the SP and knowledge changed into att and def vanishes.

Quote:
13. Razat, Armorer
Special: Adds 5%+[Hero level] to the effect of Defense skill
Skill: Advanced defense


To weaken Tazar would be a heresy.

Quote:
14. Garshan, Frenzied Warlord
Special: Units gain (or lose!) 10% + [Hero level * 2] [Hero level] more rage than usual. Additive with bloodfire skill bonus.
Skill: Basic Enlightenment, Bloodfire


Now it should be better

Quote:
15. Duran, Fire Lord
Special: The "Master of Fire" skill gets additional 10% + [Hero level * 2] [Hero level] defense reduction.
Skill: Basic Destructive Magic, Master of Fire
Spell: Fireball


It was slightly too secksay.

Quote:
16. Modi, Stoneshaker
Special: The Earthquake spell damages enemy units on battlefield and does [10% + Hero Level * 3] more damage
Skill: Basic Summoning, Master of Earthblood Basic War Machines
Spell: Earthquake


War machines ftw. As Elvin pointed, a faction with 15% chance for war machines having no hero to start with that skill is pretty stupid.


There you go. Comments?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 08, 2008 12:18 PM

You sure are productive in your idle time And sorry for the traumatic experience you suffered because of me! To make amends I'll give some feedback

Adameuqrot seems interesting for two reasons: Knights typically have mana problems and also he transforms priests from support to offensive, I could imagine people training footmen with him. Thing is, zealots with purge would be a lot easier to dispel puppet on paladins - yes you can purge them by attacking as of 3.1. On the process of beating the crap out of them

Batman LMAO!

Abysmoroth is a bit imba no? Or you mean for hellfire only?

There is already a defensive demonlord but why not. But I'd expect consume corpse do do something more interesting like causing curses to nearby units or something.

I suppose I'm not surprised by negative leadership, after all in 3.1 people can gain ridiculously high morale.

Lucky necros I love you That skills is simply great and their only chance for a might undead army.

Galvaen is a cheap stay back and let ballista destroy enemy type?

Like the summoning and light warlock. After all dungeon has so many options than a destructive build.

Forge of Doom? Nice but he really should have a starting skill.

Combat mage, interesting concept.

Razat abuser

A firelord is kinda needed in fortress, destructive make your creeping so much easier. The other is interesting but I'd probably want to pick another hero.


Verdict: Doomforge is IMBA


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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted September 08, 2008 12:20 PM

Correction:

Quote:
I tried to make them NOT overpowered, but most likely failed badlyepicly..


Interesting ideas though, looking forward to look into them in detail later.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 08, 2008 12:23 PM

Btw one thing that you missed. Runemages have 15% chance for warmachines yet no hero starts with ballista, what's up with that? Would certainly be a better alternative to a summoning hero
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted September 08, 2008 01:05 PM
Edited by Doomforge at 13:05, 08 Sep 2008.

Quote:
You sure are productive in your idle time And sorry for the traumatic experience you suffered because of me! To make amends I'll give some feedback


Well when two guys spend 20 minutes on their turn you just HAVE to do something not to fall asleep.. especially around 4th AM lol

Quote:
Abysmoroth is a bit imba no? Or you mean for hellfire only?


I meant full offensive, but I can see I overdid it a bit Maybe 5% + [Hero Level / 2]?

Quote:
There is already a defensive demonlord but why not. But I'd expect consume corpse do do something more interesting like causing curses to nearby units or something.


gotta think about that

Quote:
Galvaen is a cheap stay back and let ballista destroy enemy type?


That's what I fear he would become. That's why I wasn't so sure to grant sylvan a warmachine guy

Quote:
Like the summoning and light warlock. After all dungeon has so many options than a destructive build.


And they all get screwed because getting 2% skill early = riiight, and you got to make a different build for a light/might guy, so.. you got to decide early ;/

Quote:
Forge of Doom? Nice but he really should have a starting skill.


Basic summoning perhaps?

Quote:
Razat abuser


Ah, the nostalgia :grin"

Quote:
A firelord is kinda needed in fortress, destructive make your creeping so much easier. The other is interesting but I'd probably want to pick another hero.


How about basic warmachines + basic summoning, then?


Quote:
Verdict: Doomforge is IMBA


Hell no, I'm underpowered! Buff me please

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted September 08, 2008 02:00 PM

Nice ideas
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Isabel
Isabel


Known Hero
Dragonblessed
posted September 08, 2008 02:06 PM

Quote:
1. Adameuqrot, Chief Inquisitor
Special: Priests/Inquisitors/Zealots get an extra attack per 8 hero levels, starting at 8th.
Skills: Basic Enlightenment, Intelligence

So, priests and their ups could finally become scary, with up to 4 attacks! If you think that's too much, well, executioners with their specialist deliver more damage anyway And the hero starts with enlightenment since its so useful yet rare for knights.


This one is very interesting and innovative. It makes priests much more powerful and makes Zealot better than Inquistor.

Quote:
Inferno

3. Abysmoroth, Desolator
Special: Hero's units do additional fire damage. Bonus is 5%+[hero level]
Skills: Basic Leadership, Basic Attack

Rare skill and a special that acts like 2nd attack skill in the endgame, I'd say a sexy endgame hero


A little bit overpowered, I think. If he is around 20, his troops do 25% more damage, isn't it a bit too much? If he also has Fiery Wrath...

Quote:
7. Suez, Fist of Storms
Special: Hero's electric spells have 30% + [Hero level*3] chance of doing double damage
Skills: Advanced Destructive
Spells: Lightning bolt

Intended for small maps as counter-rusher (and a decent creeper). An attempt to bring back the glory of lightning bolt and chain lightning Would be pretty scary with triple imbued ballista, high druids and warlock's luck.


At level 23, your lightning spell has 99% chance to hit double damage ...


Quote:
Dungeon
9. Sorrin, Hurricane Lord
Special: Haste spell not only raises units' intiative, but also increases their damage by 5%+[hero level].
Skills: Basic Light Magic, Master of Wrath
Spells: Haste

A guy that would be a good pick for my favorite light/might build.


Again, at level 20 his troops hit 25% more damage

Quote:
16. Modi, Stoneshaker
Special: The Earthquake spell damages enemy units on battlefield and does [10% + Hero Level * 3] more damage
Skill: Basic Summoning, Master of Earthblood
Spell: Earthquake

An attempt to make that spell not sucky. Also, can get runic armor quite easily, so can be a good one to aim for ultimate with.


This one is really nice, but earthquake originally doesn't do any damage to units if I remember correctly. You have to start with Tremor, isn't it?

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted September 08, 2008 02:35 PM
Edited by VokialBG at 14:49, 08 Sep 2008.

Quote:

1. Adameuqrot, Chief Inquisitor
Special: Priests/Inquisitors/Zealots get an extra attack per 8 hero levels, starting at 8th.
Skills: Basic Enlightenment, Intelligence

So, priests and their ups could finally become scary, with up to 4 attacks! If you think that's too much, well, executioners with their specialist deliver more damage anyway And the hero starts with enlightenment since its so useful yet rare for knights.


Imo, Haven don't need more "scary" creatures, they are stong enough. Also I don't like the level 5 creature specialists as idea... Let's face it nice spells OR shooting damage, but not both.

Quote:
2. Namtab, Dark Knight
Special: Curse of suffering not only reduces enemy units' attack, but also reduces their initiative by [hero level]. Additive with slow.
Skills: Basic Dark Magic, Retaliation Strike
Spells: Suffering



Game breaker. Haven can reach GREAT initiative and morale, against slow towns he will be the best pvp hero...

Quote:

4. Baator, Corpse Eater
Special: Each corpse consumed by the hero gives him 1+[Hero level/6] cumulative bonus to defense, rounded down.
Skills: Basic Defense, Consume Corpse


Not the best idea. If you make one town defensive and offensive you turn itto the Great "Lamia" (bulgarian gaming term, basicaly it means, "good in everything" or IMBA ), Offence or deffense, we already have both + magic and it's paradox.

Quote:
6. Asmodan, Luck of the Dead
Special: Every time luck effect is triggered by any creature of hero's army, the hero moves [Hero level / 2]% forward on the ATB bar.
Skill: Advanced Luck
Spell: Raise dead


Well "Luck of the Dead" sound silly, since the dead guy have pretty bad luck , otherwise not bad idea

Quote:
7. Suez, Fist of Storms
Special: Hero's electric spells have 30% + [Hero level*3] chance of doing double damage
Skills: Advanced Destructive
Spells: Lightning bolt


Another "Lamia", leave the destructive for Dungeon, better if we give them some kind of melee hero or with passive megical ability, they are already imba in luck and shooting.

Quote:

8. Galvaen, Supplier
Special: Ammo Cart works for non-shooting units and provides additional [Hero level]/10 attack bonus, rounded down.
Skills: Basic Warmachines, Basic Defense


Not that bad if it works only on melee units, overpowerd if it works with shooter too, it will be good if it cut down Ancients defence.

Quote:
9. Sorrin, Hurricane Lord
Special: Haste spell not only raises units' intiative, but also increases their damage by 5%+[hero level].
Skills: Basic Light Magic, Master of Wrath
Spells: Haste


Lamia, and actually even without this guy they are Lamia, they are good in both melee and spells, they need to be in one only, or average in both. Also, let's leave the light Dungeon.

Quote:
10. Abatar, Trapmaster
Special: The Fire Trap spell gets additional [Hero level/3] mines planted, starting from level 1.
Skills: Basic Summoning Magic, Master of Earthblood
Spells: Fire Trap


Good one, but I'll like this in Academy or Necropolis.

Quote:
11. Aqinax, Forge of Doom
Special: Hero gets +20% bonus to effect of all mini-artifacts and additional [Hero level * 2] bonus.
Skills: Basic Artificer, Mark of the Wizard
Spell: Slow


This will turn his creatures into Lamia's in lategame, so sorry but no...
Quote:

12. Jaafir, Combat mage
Special: At the beginning of each combat, a random portion of hero's knowledge and spellpower from the range of ([Hero level)/3 to (Hero Level)]%, is distributed randomly between attack and defense.
Skills: Advanced Attack
Spell: Divine Strength


Lamia. Defence and HP bonus only and he will be ok.

Quote:
13. Razat, Armorer
Special: Adds 5%+[Hero level] to the effect of Defense skill
Skill: Advanced defense


Your best idea But will be better if it also cuts his attack, maybe better for Fortress

Quote:
16. Modi, Stoneshaker
Special: The Earthquake spell damages enemy units on battlefield and does [10% + Hero Level * 3] more damage
Skill: Basic Summoning, Master of Earthblood
Spell: Earthquake


Desent one as idea, I'll like to see it, maybe with initiative reduction (Fortress is slow anyway so -initiative as debuff is nice...)

----------------------------
A note: isn't this thread for the Altar?
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted September 08, 2008 02:49 PM
Edited by Doomforge at 14:50, 08 Sep 2008.

thanks for the feedback. I will update those which are a bit overpowered And as for "good in anything", well, the game system prevents me from playing light magic as warlock, for instance, which is a bad idea, because it limits the possibilities, or even worse, makes them a gamble (will I get it-or not). Rare skills should be starting heroes' additional bonus, so you can customize your gameplay more, rather than randomizing it.

I don't think it belongs to alter since it has nothing to do with modding, those are just ideas for balance (or epic imbalance if you prefer) and more options in the regular game.

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted September 08, 2008 03:08 PM
Edited by VokialBG at 15:12, 08 Sep 2008.

2 thing's more:

1. The game is totaly inbalanced we play with Lamias. Dungeon can be a lamia, academy can be a lamia, and etc. Only Haven and Necropolis can't become lamias (at least not like Dungeon). In my opinion:

Haven - nice defense, nice HP, average offense, but very poor light magic (except if they add priest class, in which case it will be oppositive), no dark magic, light only.

Inferno - nice offense and melee damage, low HP, average to low defense, poor dark and destructive spells.

Necropolis - (for Necromanser) poor offence, mana pool , low defense and average to low HP, but a lot of nice surviving, healing and debuffing abilities (mana drain, life drain, etc...).

Sylvan - nice ranged damage, average melee damage and offence, low HP and defense, passive magical abilities (like traps, potions, etc...), no destructive or light magic, healing nature spells if they add druid class.

Dungeon - nice dark and destructive magic (or summoning), poor offence and defense, high HP, average mana.

Academy - very poor defense and hp, but nice abilities to protect them, like shields, magic mirrors and etc, mana pool, low offense, strong destructive magic, poor light maybe.

Fortress - great defense and HP, poor attack, average mana, healing abilities and light, no destructive magic.

Stronghold - nice hp and offense, average defense, low mana, shamanic passive spells

Is we fotget about this, it will be much better if we have talent system for heroes, similar to the one in WoW and WH.

2. The altar is not forum for modding, but for new game ideas
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted September 10, 2008 10:04 AM
Edited by alcibiades at 10:05, 10 Sep 2008.

As it is, I can see three of these specializations that could actually make it into the game without being überly imbalanced. These three are:

8. Supplier
This is actually a very good idea, and I'd even say it's a bit underpowered as it is. I'd make it simpler: Currently, Armo Card adds Attack to all ranged units (+1 / +2 / +3 depending on mastery) and I'd say with this specialization, make this bonus apply to all units in the army.

10. Trapmaster
This is a very good idea. As it is, it probably is a bit overpowered, Fire Traps already is a large-creep killer, so the bonus would not be too big. I'd say something like: Add 1 mine for every 4 Hero levels, so that at level 4-7 he gains +1 mine, level 8-11 +2 mines, level 12-15 +3 mines, etc. Also, he'd increase damage from mines with either 1 % per level (weak in early game, powerful late) or by something like 5 % + [level/4] x 1%.

12. Combat Mage
This is actually an interesting idea. If the same amount was actually subtracted from Knowledge and Spellpower, it could work (i.e. so maybe 3 points of Knowledge were transfered to Defence and 2 points of Power were transfered to Attack).

EDIT > Oh yes, 5 is good also, and 6 might work with a bit of tweaking (seems a bit overpowered - a free Empathy?

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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted October 15, 2008 01:24 AM
Edited by Nebdar at 14:38, 15 Oct 2008.

Wow nice one Doomforge

Like the New Necromancers of course.

For me creature specialist are missing in the game for tier 1 (Demon Lords, Necromancer, Ranger)and other tiers.

Necromancer

Nekelos, Skeleton King

Special: Skeletons/Archers/Warriors in hero's army gain +1 to their Attack and Defense for every two levels of hero, and also +1 HP for every 8th Levels, starting on the first level. Thr cost of rasing the sekeltons is reduced by 2 * Hero_level * %.

Skills: Eternal Servitude, Basic Summoning


Dungeon

Artanis, Dragon Master

Special: Shadow/Red/Black Dragons are more resistant to Warlocks Irresistible Magic and Destructive spells. Damage made by IR or DestructiveM is decreased by 1% per hero lvl.

Skils: Enlightment, Arcane Intuition

Hmm and there is an question does the game needs more new heroes or just better old ones
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 15, 2008 03:01 PM

Both. The existing ones are not equal in terms of potential with some being incredibly powerful, others mediocre. Yet they are still too few compared to say H3.
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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted October 15, 2008 03:30 PM


Sylvan

Gaja, The Forest Queen

Special: All Treants gain Take Roots and Rage of the Forest Ability. When take roots is active the treants gain +1 HP per Treant regeneration, starting at 10th hero lvl, at 26th lvl it increases to +2HP. When Hero reaches 8th lvl all treant gain +1 spd and Init. Rage of the Forest increases also +1 min and max damage and +2 to Def and Att when hero reaches 15th lvl.

Skills : Attack, Battle Frenzy

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LightCrusader
LightCrusader


Hired Hero
Death before Dishonour
posted October 15, 2008 05:46 PM

Why to add another powerful hero to sylvan arent there enough of them already?

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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted October 15, 2008 05:53 PM

Quote:
Why to add another powerful hero to sylvan arent there enough of them already?


For some it is never enough

Yes i will think about a Demon Lord Hero. They need some good and powerful ones.
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Destro23
Destro23


Promising
Famous Hero
Keeper of GrongGrong
posted October 15, 2008 06:19 PM

I'm sure there is already a useless demonlord perk somewhere called corpse explosion or something similar.. I believe it might be in sorcery line.. I totally forget right now.. but it was uselss.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted October 15, 2008 06:20 PM

Soulfire LOL it deals Fireball damage with 1 or 2 Spellpower
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PsyrenJ
PsyrenJ


Hired Hero
Need 180 HP S.Mistress 4 Hire?
posted October 15, 2008 07:56 PM

Quote:

Sylvan

Gaja, The Forest Queen

Special: All Treants gain Take Roots and Rage of the Forest Ability. When take roots is active the treants gain +1 HP per Treant regeneration, starting at 10th hero lvl, at 26th lvl it increases to +2HP. When Hero reaches 8th lvl all treant gain +1 spd and Init. Rage of the Forest increases also +1 min and max damage and +2 to Def and Att when hero reaches 15th lvl.

Skills : Attack, Battle Frenzy


Reminds me of Feat prerequisites for DnD


Lemme take a crack at one... Eruina sux

Name: Schaera

Class: Warlock (duh)

Ability: Matrons Vice: All Shadow Witches, Shadow Matriarchs, and Shadow Mistresses in hero's army gain +1 Attack and Defense for every 2 levels the hero has gained. Whenever Shadow Witches, Shadow Matriarchs, and Shadow Mistresses attack, or successfully cast a spell on an enemy unit, that unit becomes poisoned. (Damage = 5 x their number).

Skills:
Advanced Attack



____________
Just because Clover can do it, it doesn't mean that you can do it to... Like 1 Imp killing 2 Arch-Angels

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Fauch
Fauch


Responsible
Undefeatable Hero
posted October 15, 2008 09:45 PM

Quote:
Special: Skeletons/Archers/Warriors in hero's army gain +1 to their Attack and Defense for every two levels of hero, and also +1 HP for every 8th Levels, starting on the first level. Thr cost of rasing the sekeltons is reduced by 2 * Hero_level * %.


IMBA!!!
seriously, orson is already strong enough in duel with all his warriors skeletons, and he isn't even specialized in them (I suppose I'm not the only one who prefer him over the 2 other necro duel hero because of his skeletons)

haven :
Strategist : The hero can arrange his army in the 3 first lines at the beginning of the battle, and 4 with tactics (he starts without it) This ability counters the Hell chosen ability (except the +1 luck of course)

sylvan :
Arcane archer master : increase the defense reduction of the force arrow by 10% per hero level. in addition the force arrow always stun.
The arcane archer also gain +1 to attack and defense and 2 HPs every level and the double shot when the hero reaches level 10.

ok, more seriously :

Eldest druid :
Druids / high druids / elder druids gets +1 HP every 5 level, and can use theirs special abilities (mana feed and power feed) not only on heroes but also on any friendly stacks (including other druids, but not themselves)

academy :
Djinn master : the spell power of djinns / djinns sultans / djinns viziers in the hero army is increased by 5% per hero level.
the level of mastery of their spells is also increased
(haste and slow : +/-50% init. curse : minimum damage -10%. bless : maximum damage +10%. weakness/righteous might/stoneskin : +/-15 att/def. suffering -7 defense. plague 6 turns. deflect arrows 80%. dispel 120%)
they can also cast 4 spells per battle.

inferno :
Behemoth king : increase the attack of every devil / archdevil / archdemon in the hero army by 2 every 3 levels. in addition, the range of summon others is increased by 1 for every 10 level, starting with level 1, and the archdevil can choose between pit lords and pit spawns to summon

necropolis :
Embalmer : This hero is able to raise mummies instead of archliches if he wants.

dungeon :
Fire chosen : all the creatures in the hero army benefit the hellfire ability.

fortress :
Gates keeper : ballista and towers are more powerful and gain 5% +1% per level chances to stun the enemy and makes him lose a turn.

(this hero doesn't have the right to build that guard tower which adds a lots of defenders to your garrison )

stronghold :
Mimic : goblins witch doctor are able to mimic a spell the hero enemy has already cast during the battle. the chance of success are the same than with defile magic, and determine the level of mastery of the spell (from none to advanced). works with mass spells too.

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