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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Ability creation
Thread: Ability creation This thread is 6 pages long: 1 2 3 4 5 6 · «PREV / NEXT»
Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted December 06, 2008 03:55 PM

Awesome! A perfect ability Fauch!

I'm guessing that travelling through a vortex won't finish your turn, creatures will just see the vortex as the fastest way to move right?
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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted December 06, 2008 05:52 PM

This is simply brilliant Fauch, love the ability
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Fauch
Fauch


Responsible
Undefeatable Hero
posted December 06, 2008 06:09 PM

Quote:
Awesome! A perfect ability Fauch!

I'm guessing that travelling through a vortex won't finish your turn, creatures will just see the vortex as the fastest way to move right?


hum yes. and travelling in the vortex doesn't waste movement points.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted December 06, 2008 07:05 PM
Edited by Asheera at 19:06, 06 Dec 2008.

Fast and Furious: The creature is able to move/strike twice a turn, much like if Morale gave +1 ATB (Morale can still trigger, but only once, of course, after the second action)

That means the retaliation (if any) happens before the second action... it's basically somewhat like Double Strike, but more powerful as it enables you to move twice, or strike once and move once, in addition to striking twice.
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Fauch
Fauch


Responsible
Undefeatable Hero
posted December 06, 2008 09:12 PM

perfectly fits the H3 archdevil

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted December 06, 2008 09:19 PM

I think that's somewhat broken. Of course you can scale the creature accordingly, but personally, I'd prefer to raise the initiative of the creature, if we want it to act very often.
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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted December 06, 2008 09:28 PM

Broken? If the stats are not that high, it will be pretty balanced.

And it's pretty interesting to have a creature that can have 2 actions in a round, would be nice for Archers to get away from being blocked and then shoot as well. Or maybe that's just me.
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted December 06, 2008 10:07 PM
Edited by alcibiades at 22:12, 06 Dec 2008.

Yeah, true, you could balance it by giving it sucky stats elsewhere, but ... meh. But of course, yes, if used with care, it could give you some proper options.
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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted December 07, 2008 02:19 PM
Edited by Moonlith at 14:25, 07 Dec 2008.

I'll spam a few concept abilities I'm using currently. Given the notion it may be important to note which tier unit uses the ability, I will mention which units of mine have them.

- Fire Essence (Whenever elemental fire damage effects would damage this creature, instead of suffering damage, it restores health equal to 50% of the damage, and resurrects fallen troops in the stack)
Tier 5 Ifrit.

- Hellraiser (Any damaging spells cast by this creature do 100% more damage. Additionally, damaging spells cast by friendly creatures or the hero do 20% more damage. Doesn't affect friendly creatures which also have this ability)
Tier 6 Balor.

- Fire Line (Activated ability, once per combat. This creature can choose a straight line originating from itself, dealing elemental Fire damage to all creatures on that line (including friendly ones). The line reaches 7 squares in horizontal or vertical directions, or 6 squares in diagonal directions. Total damage equals (t-5)*n*15, where n= the number of creatures performing this ability and t= the tier level of creatures performing this ability)
Tier 6 Balor.
Tier 7 Black Dragon.
(Formula is a fancy way of saying tier 6 does 15 damage per unit, and tier 7 does 30.)

- Healer (At the start of its turn, this creature heals all adjecent friendly stacks for 40 + 3*n health, where n is the number of creatures in this stack. Health can exceed its maximum in which case dead creatures are resurrected)
Tier 5 Monk.

- Mark Target (Activated ability. Wasting only 75% of its accumulated initiative, this creature will attack the marked target upon its next turn dealing twice as much damage)
Tier 2 Lizardman Archer.

- Wild Beast (There is a 10% chance this creature, upon its turn, will attack the nearest creature regardless of who owns it)
(Hydras, Wyverns, Basilisks, Dragonflies.... )

- Skeletal (This creature consists out of bones and thus receives only 50% damage from ranged attacks)
Tier 1 Skeleton.
Tier 7 Bone Dragon.

- Incorperal (This creature does not have a physical form, is immune to physical ranged attacks, and receives only half damage from melee attacks. Magic Attacks can harm this creature normally)
Tier 3 Ghost.
Tier 7 Ghost Dragon.

I'm actually still pondering on how best to define the incorperal ability. I don't like the random miss chance...

- Haunting Presense (This creature starts invisible upon the battlefield. This effect disappears after three turns, or after attacking. In invisible state, this creature cannot be directly attacked, but is still affected by area attacks)
Tier 3 Ghost.
Maybe tier 7 Ghost Dragon.

- Death Blast (Activated ability, once per combat. Instead of attacking, this creature can perform a special attack upon a target within a range of five squares. Death Blast deals 30*n damage, n being the total number of creatures in the stack performing the Death Blast, and punishes the target stack with random four of the following curses: Exhaustion, Cancellation, Decay, Suffering, Sorrow and Misfortune. Does not affect undead creatures. This attack is magical in nature, making it capable of damaging incorperal creatures)
Tier 7 Ghost Dragon.

- Track Blood (Whenever an enemy creature suffers melee damage within 5 tiles of range, this creature will move towards it (if it can) and attack it for 50% of its normal damage, suffering no retaliation)
Tier 2 Wolf / Wolf rider.

- Skirmish Assault (Activated ability. This creature may move up to 4 tiles, after which it will attack the nearest enemy creature and deal 20% more damage to it. This creature must be able to perform a ranged attack from the target square. Additionally, this ability can only be used a maximum of 4 times)
Tier 3 Orc.
I really like this one The unit is essentially a melee unit, but has 4 ranged shots. This ability technically enables it to advance to the enemy to engage in melee, while dealing ranged damage in that process.

- Ogre Warsong (Activated ability, once per combat. When activated, all friendly creatures have a 50% chance of receiving an instant Morale bonus, increasing their accumulated initiative by 0,5. Additionally, Morale of all creatures is increased by +1 for the remainder of combat))
- Ogre Chanting (Activated ability, three times per combat. When activated, all friendly creatures receive a bonus to their Bloodrage, randomly +10, +15, or +20)
Tier 4 Ogre.

- Siege Unit (This creature can attack castle walls, dealing x - y damage per creature to them)
Tier 6 Cyclops?
Tier 7 Behemoth.

- Gigantic Creature (This creature occupies a 2x2 square, deals 20% more damage to small creatures upon melee attacks, and has a 50% chance of stunning small creatures upon melee attacks, preventing them from retaliating. Additionally, it is immune to moat effects, and the battlefield shakes whenever this creature moves or falls to its death)
Tier 7 Behemoth.
Tier 7 Titan.

- Lucky Creature (This creature's Luck rating is never lower than 2)
Elven units.

- Guard Allies (Whenever an enemy creature, standing adjecent to this creature, attacks a friendly creature, who is capable of performing a retaliation attack, this creature will do so as well to this enemy creature)
Tier 4 Minotaur Guard.

- Stampede (For every tile walked before attacking, this creature deals 10% of its normal damage to any creatures standing adjecent (including its target) when it attacks its target)
Tier 1 Centaur. (speed of 8)
Tier 5 Nightmare. (speed of 9)

- Entice (Activated ability. Instead of attacking, this creature may choose to entice a target, having a 50% chance of hypnotizing it for one turn. When succesfull, the targetted creature will attack the nearest creature of its own army upon its turn. Doesn't work on Undead, Elemental or Mechanical creatures)
Tier 3 Mermaid.
Tier 4 Succubus.

- Seering Steps (This creature leaves burning fields wherever it moves. The fields act the same as Firewall, remain for three turns, and deal elemental fire damage to any creature moving onto them. Damage dealt is 5 for every creature in the stack that set the field)
Tier 5 Nightmare.

- Digger (This creature moves by digging underground, bypassing obstacles, creatures, and castlewalls. It needs to move a minimal of 5 tiles if it wishes to move, and the 2x2 tile adjecent to it, normally used to reach its destination when walking, is used to dig underground, dealing 50% of normal damage to that area (including friendly creatures). When this creature needs to move in order to attack an enemy creature it was not already adjecent to, thus resurfacing, the target creature cannot retaliate. Digging underground and resurfacing cause the battlefield to shake)
Tier 6 Wyrm. (speed of 5-7) (cannot move in a 1-4 range)


I think I spammed enough for now.
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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted December 07, 2008 03:14 PM

Deep Fog - there is deep fog around this creature, giving it and all adjacent creatures a chance to be missed by enemy attacks (basically gives Incorporeality to adjacent creatures and itself)

Aura of Sickness - all adjacent enemy creatures have a 20% penalty to their hit points.
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 07, 2008 06:11 PM

Here are a few battle-abilities by me:

First, a few abilities for ranged units:

Armor Piercing Shot: The ranged attack of this creature ignores the targets defense.

Circle Throw: The creatures ranged attack flies in a circle, i.e., there are several possible fields which could be attacked. The damage is evenly divided on the hit enemies, if more than one are hit.

Secure Line: Activated Ability. when used, the ability targets a line of 6 squares (vertikal from the normal h5-point-of-view). The enemy can NOT see which squares are targeted. Whenever an enemy creature moves from, through or into this area, it gets range-attacked by the securing creature and has no chance of range retaliation.
Secure Area: Activated Ability. when used, the ability targets an area of 4*4 fields. The enemy can NOT see which area is targeted. Whenever an enemy creature moves from, through or into this area, it gets range-attacked by the securing creature and has no chance of range retaliation.
Those two definitely belong together^^


And now a few improved "DIve"-abilities.

Double Dive: When this creature uses a Dive ability, it dives at another randomly chosen enemy creature before it Dives at the target.

Drive-Away-Dive: Like Battle Dive, but the creature using this ability does not fly to a randomly position, the attacked creature has to move away and the creature takes it position.
Encourage: Activated Ability, once per battle. When used, this ability increases all other friendly creatures' initiative, speed and attack.

Malicious Dive: Like a normal dive attack, but it also ignores half of the targets defense and decreases the initiative of the hitten creature.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted December 07, 2008 06:43 PM

I like the Secure ideas

Energy Drain (energy as in vigor, power)
The creature can drain 33% of a target's initiative while increasing its own Initiative by 33% as well. Duration is 2 turns. (Activated Ability)

Spirit Link
The creature can link its spirit with another creature on the battlefield. Every time the linked creature receives some damage, it will receive only half, while the rest is transferred to this creature. (Activated Ability)

(useful for a tank to have this ability, and target someone fragile)
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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted December 07, 2008 06:44 PM

Spirit Link is really cool!
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rubycus
rubycus


Known Hero
-student of the mind-
posted December 07, 2008 11:06 PM
Edited by rubycus at 23:08, 07 Dec 2008.

Great work, guys

I really like the summon vortex ability. Fauch, it's great

Quote:
- Haunting Presense (This creature starts invisible upon the battlefield. This effect disappears after three turns, or after attacking. In invisible state, this creature cannot be directly attacked, but is still affected by area attacks)
Tier 3 Ghost.
Maybe tier 7 Ghost Dragon.

- Death Blast (Activated ability, once per combat. Instead of attacking, this creature can perform a special attack upon a target within a range of five squares. Death Blast deals 30*n damage, n being the total number of creatures in the stack performing the Death Blast, and punishes the target stack with random four of the following curses: Exhaustion, Cancellation, Decay, Suffering, Sorrow and Misfortune. Does not affect undead creatures. This attack is magical in nature, making it capable of damaging incorperal creatures)
Tier 7 Ghost Dragon.

These are simply fantastic. You also have a lot of other great abilities!!! I think yours are really good

Also the "secure" ideas are good, as well as "spirit link". It's almost like the H4 spell "martyr" Good job!
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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted December 07, 2008 11:17 PM
Edited by Adrius at 23:17, 07 Dec 2008.

Some more "old" abilities by me

Destruction Field (When this creature has an enemy stack next to it and casts a destructive spell, the nearby enemy stack will also be hit, meaning that this creature can hit two or more stacks with one destructive spell)

Plague (Activated ability, this creature throws a bomb at a selected enemy. The bomb poisons the enemy and all creatures adjacent to it; the effect lasts for 2 turns per creature but can be renewed if the creature gets adjacent to another infected creature. For example, a plague bomb is thrown at an enemy squad, the enemy squad then runs forward and passes another stack, the stack is then infected. This effect can also trigger on your own units. The damage made is ½ of this creature's normal damage per turn. If the opponent isn’t careful, this poison can turn into a real mess…)

Aggression (This creature attacks all enemy creatures who passes by when moving. For example, an enemy unit targets a location behind this one, it runs to it but passes by this creature, it gets attacked with 50% damage. The enemy creature’s movement is not cancelled.)
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Mamgaeater
Mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted December 08, 2008 12:33 AM

its been a while since I've posted something such as this.


Trample - This creature may move through one enemy stack instead of attacking. The stack is dealt damage as though it were attacked.


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dota

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted December 08, 2008 12:46 AM
Edited by Adrius at 00:46, 08 Dec 2008.

Nice, though I'm guessing that the creature won't be able to trample if there's no space behind the targeted creature?

Still an interesting ability, might look a bit ugly with a creature running through an other one though.
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Mamgaeater
Mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted December 08, 2008 12:52 AM

Correct as there will be no place to stop...
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dota

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted December 08, 2008 09:47 AM

Yeah, I used Trample also in some of my units. Only for half trample target damage.
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rubycus
rubycus


Known Hero
-student of the mind-
posted December 08, 2008 12:29 PM

Here some other:

Blood of Swiftness: This creature will always act first in combat.

Confuse magic: When this creature is present in combat, the enemy spells from one random chosen school of magic is decreased by one mastery level.

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