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Heroes Community > Age of Heroes Coliseum > Thread: Unique Perk Contest
Thread: Unique Perk Contest This thread is 57 pages long: 1 2 3 4 5 ... 10 20 30 40 50 ... 53 54 55 56 57 · «PREV / NEXT»
Fauch
Fauch


Responsible
Undefeatable Hero
posted November 28, 2008 06:55 PM

I expected at least one person to have such an idea

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Mamgaeater
Mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted November 28, 2008 07:06 PM

Quote:
I expected at least one person to have such an idea

perhaps you should PM him your entries...
and its not surprising considering that fauch mentioned empathy.
____________
Protection From Everything.
dota

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Fauch
Fauch


Responsible
Undefeatable Hero
posted November 28, 2008 07:09 PM

who?
I think even without mentionning it, someone would have had the idea anyway.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted November 28, 2008 07:14 PM

Hehe, actually it was not because of Fauch mentioning Empathy... I had this idea for this perk a long time ago, to make Leadership for Necros not completely useless.
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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted November 28, 2008 10:04 PM

My entries...

Under Destructive:

Biting Frost

Prerequisites: Master of Ice Cold Death

Description – The Necromancer now innately channels the powers of death’s clutch through a stinging cold. All casters in the heroes army gain Frost Bolt on Advanced, and all Ice damage (from all sources) deals 30% more damage to enemies.
-------------------
Under Sorcery:

Rend Warp

Prerequisites: Arcane Training Boneward

Description – Annulling all the powers of arcane against the Undead, the Hero can force an enemy Destructive spell to add its damage to the healing strength of the next cast Raise Dead by the Necromancer. All damage is negated, but the initiative of the enemies stacks increases 2% for every 50 damage of the spell.


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Arcax
Arcax


Promising
Famous Hero
Its quite hot inside...
posted November 29, 2008 05:51 AM
Edited by Arcax at 02:00, 02 Dec 2008.

want a perk for necro? there you go:

We are Immortals - Defense

Requierments:
DefenseEvasionLast Stand

If the Last Stand is used, the almost killed stack of Necropolis units gains the Incorporeal ability for 1 turn

The undead aristocracy - Leadership

Requierments:
LeadershipEstates,Herald of Death
EnlightmentScholarArcane ExaltationLord of the undead

Vampires,Vampire Lords and Princes gain a modified Taxpayer ability(10 gold per Vampire in army).
Moreover you can transform your Vampires into Liches at the end of every week.The condition - you have to pay 50 Dark Energy points and 100 gold for every "trained" Vampire.


EVERY RIGHTS RESERVED FOR ARCAX COMPANY

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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted November 29, 2008 08:34 AM

Too bad this is for Necro.
____________
"All I can see is what's in front of me. And all I can do is keep moving forward" - The Heir Wielder of Names, Seeker of Thrones, King of Swords, Breaker of Infinities, Wheel Smashing Lord

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted November 29, 2008 09:44 AM
Edited by blizzardboy at 09:48, 29 Nov 2008.

Well, Arcax is getting a 2 million point deduction out of a total of 100 points for not following the rules

You might want to save those for whenever we do Fortress. We're going to go through each faction. You may of course edit as much as you want until the end of December 6th, so you can avoid the 2 million point deduction.

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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted November 29, 2008 09:53 AM
Edited by Azagal at 10:41, 29 Nov 2008.

Well of Darkness
Wandering deeper into the releam of the Dark Arts than others you find a way to restore the energy you spend on brining the dead back to unlife.

Whenever you cast a spell it's level will be added to your Dark Energy counter. Puppet Master gives 5 points, Hive 4, etc.

Requirements:
Adv. Enlightment: Intelligence --> Dark Revelation
Exp. Sorcery: Magic Insight --> Arcane Brilliance --> Well of Darkness


Wrath of the Dead
Those brought back to unlife strive to be at peace once more. Torn between the planes they are filled with an hatred that surpasses comprehension against all living things.

Increases Luck by +1 and let's Undead units be affected by the Frenzy spell. They will however be under the controle of the player. The effective spellpower for Frenzy will be increased by +6.

Requirements:
Exp. Attack: Battle Frenzy + Cold Steel --> Wrath of the Dead
____________
"All I can see is what's in front of me. And all I can do is keep moving forward" - The Heir Wielder of Names, Seeker of Thrones, King of Swords, Breaker of Infinities, Wheel Smashing Lord

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Arcax
Arcax


Promising
Famous Hero
Its quite hot inside...
posted November 29, 2008 11:38 AM

Quote:
Well, Arcax is getting a 2 million point deduction out of a total of 100 points for not following the rules

You might want to save those for whenever we do Fortress. We're going to go through each faction. You may of course edit as much as you want until the end of December 6th, so you can avoid the 2 million point deduction.


OUCH Sorry BlizzardBoy I'll change it as soon Ill catch some ideas
But 2 millon points sounds great...

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broadstrong
broadstrong


Promising
Known Hero
Level 20 Vassal of Light
posted December 01, 2008 04:12 PM
Edited by broadstrong at 01:57, 04 Dec 2008.

Vampiric Bats

Under: Summoning Magic
Requires: Master of Life, Master of Pain (dark magic)

Summons a group of bats to the battlefield (stays on a square just like the hive), with the following stats:-

No. of bats in group: 5 + 2 for every 2 points of hero's spellpower above 1
(SP1: 5 bats, SP3: 7 bats, SP5: 9 bats and so on)
HP of bats: 20 + 1 for every 3 hero levels starting from level 2  
Tier: 4 (can be attacked by hero and spells including CotN, with Word of Light dealing 50% more damage)
Basic Attack and Defence: 9 (affected by hero's att/def)
Initiative: 9 (cannot be affected by any artifact/perk that changes initiative)
Damage: 3-7/5-9/7-11/9-13 for none/basic/advanced/expert summoning magic

On its turn, the group of bats inflict physical damage on randomly chosen enemy troop, and subsequently converting 15% of the damage dealt to heal (and raise from dead) vampires and their upgrades (one stack is randomly chosen if hero has more than one vampire stack), else a stack (or random stack) of troops under vampirism spell, else the bats themselves, else only damage done.

Hero's vampirism spell would also be more powerful (effective spellpower +4 with the bats present, +2 without).


Sonic Sensory Scouts

Under: Logistics
Requires: Scouting
Note: will replace silent stalker perk

Has all the effects of silent stalker perk (thanks to bats who use sonic sensors in exploration), in addition generates a shroud of darkness around necromancer such that area around necromancer is "unexplored" in adventure map.  Shroud radius is one-quarter (rounded up) of that of necromancer's effective scouting radius (taking into account artifacts also).
Shroud can be dispelled accordingly by nearby observatories or heroes with any scouting ability (perk or artifact), but will regenerate itself every time the necromancer takes his/her turn.

Eg. necromancer has +20 scouting radius (Scouting + Sonic Sensory + Crown of All-Seeing), so shroud around necromancer has a radius of 5.

____________
The queer part of the Carcity/Broadstrong/Zamfir[
/b] threeway, equipped with sailing, summon allies, spatial travel and supermover.
Many current projects on hand.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted December 01, 2008 04:31 PM

Love the Vampiric Bats idea

And what does the shroud do in the second perk?
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BlizzardBoy
BlizzardBoy


Honorable
Undefeatable Hero
Nerf Herder
posted December 01, 2008 06:02 PM

Keep rolling in the entries for whoever is interested to join in.

I'm kind of nervous about judging these now because some are so close to one another in overall quality that it feels like a crap shoot to say which one is better

By the way, if anybody that isn't participating in the contest wants to be a secondary judge so that there is a second opinion in the scoring, feel free to PM me.
____________
"Folks, I don't trust children. They're here to replace us."

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Mamgaeater
Mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted December 01, 2008 08:51 PM
Edited by Mamgaeater at 20:57, 03 Dec 2008.

I'm going to enter. I'm not expecting to get high points as i do not have the computer or time to play h5. but i've played it and i'm getting better at design.

entry to come tonight.


Death Ward

Prerequisites: Adv. summoning, basic dark magic
Allows the hero to create a ward that effective increases the spellpower of dark spells and decrease the effective spellpower of light spells by 1% per hero level within a radius of two squares.
The ward has 100+10*Spellpower Hp.


Terrible presence

Prerequisites: Bsc. necromancy, Banshee howl
The hero's presence reduces the initiative of all living creatures by 5%.

____________
Protection From Everything.
dota

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Arcax
Arcax


Promising
Famous Hero
Its quite hot inside...
posted December 02, 2008 02:01 AM
Edited by Arcax at 02:02, 02 Dec 2008.

I edited my perks, I hope they are good

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broadstrong
broadstrong


Promising
Known Hero
Level 20 Vassal of Light
posted December 02, 2008 09:46 AM

Just edited my two perks to explain better, especially the stats for the vampiric bats.
____________
The queer part of the Carcity/Broadstrong/Zamfir[
/b] threeway, equipped with sailing, summon allies, spatial travel and supermover.
Many current projects on hand.

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xerox
xerox


Promising
Undefeatable Hero
posted December 02, 2008 11:20 AM
Edited by xerox at 20:47, 06 Dec 2008.

Dark Annihilation
The Necromancers and his troops now deal 20% additional dark damage to enemies afflicted by Dark Magic.

Requirements/Steps:
Advanced Sorcery: Magic Insight -> Dark Annhilition
Expert Dark Magic: Master of Curses  -> Corrupted Soil -> Dark Annhilation
Banshee Howl


Wrath of the Void
The Necromancers learns how to use his Dark Energy to empower his Destructive spells. The more Dark Energy the Necromancers own, the more damage Destructive magic will deal. No Dark Energy is consumed. In addition, increases Spellpower for Destructive spells when having low Dark Energy.
For each point of Dark Energy the damage of the spell increases by 0.5. So if you had 150 points of DE then your fireball would do 75 more damage. And if you had 420 DE then your lightning bolt would do 210 more damage. Affects Area Effect spells like Armegeddon and Meteor Shower too.

Less then 300 DE = +1 Spellpower when casting Destructive.
Less then 200 DE = +2 Spellpower when casting Destructive
Less then 100 DE = +3 Spellpower when casting Destructive.
0 DE = +4 Spellpower when casting Destructive.


Requirements/Steps:
Expert Enlightenment: Dark Revelation -> Wrath of the Void
Expert Destructive Magic: Master of Ice -> Cold Death -> Wrath of the Void
Eternal Servitude


Replaces Secrets of Destruction.

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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted December 02, 2008 12:54 PM
Edited by Azagal at 12:54, 02 Dec 2008.

I like the Dark Anihilation idea.
____________
"All I can see is what's in front of me. And all I can do is keep moving forward" - The Heir Wielder of Names, Seeker of Thrones, King of Swords, Breaker of Infinities, Wheel Smashing Lord

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted December 02, 2008 09:38 PM

Quote:
50% chance to be a Lv1 Spell.
40% chance to be a Lv2 Spell.
30% chance to be a lv3 Spell.
20% chance to be a lv4 Spell.
10% chance to be a lv5 Spell.
They do not add up to 100%

Or did you mean that after it fails for level 1, then there's a 40% chance to cast level 2 and then if it fails again, there's a 30% chance to cast level 3, and so on?

Note however that this way, you'll have some chances to not cast any spell at all. And also that those chances are not really accurate. The level 2 spell would have a chance of 20% from total, since first the level 1 spell has to fail (50%), and only then there's a 40% chance to cast level 2.

More accurate would be:

50%   - level 1
20%   - level 2
9%    - level 3
4.2%  - level 4
1.68% - level 5
15.12%- nothing



... or maybe you should come up with a new system that adds to 100% instead, so that the chances will be more 'balanced' between themselves instead of what I got above.


But maybe this is too much into balance and that's not the point of this contest, hmm?
____________

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xerox
xerox


Promising
Undefeatable Hero
posted December 02, 2008 10:16 PM

What I meant is that there is a 50% chance that it will be first level spell, but there can also be a 10% too. You always get something.

So its most likely that the 50% chance will proc and 1/10 (in theory) that a expert/puppet master will proc.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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