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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Racial Ability Contest
Thread: Racial Ability Contest This thread is 4 pages long: 1 2 3 4 · NEXT»
Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted December 24, 2008 08:08 PM

Racial Ability Contest

Okay, so I'm going to try and kick some life into this place.  It's simple: I name a hero class, a town and a perk.  You take any one of the three and come up with a racial ability associated with your choice.

For example, if you pick the hero - we'll take Adjudicator as an example - you might invent a "Judgement" racial ability focused around manipulating morale and luck  Or whatever you like.

What you need:
Name and description (like Gating for instance)
3 offshoot abilities and descriptions (like Benediction)
1 ultimate ability (Absoulute Charge, etc)

You can add requirements and graphics if you like.  If you don't choose the hero name, please add one of your own so I know where the skill is going.  You don't necessarily need to base it on Heroes V's skills.

Round 1

Hero - Overlord
Town - Mangrove
Perk - Radiant Vortex

The deadline is open for suggestions at the moment but I'll say a week from now if that suits - 31st of December.  Judges are welcome.

Any takers?

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted December 24, 2008 09:57 PM

So let's see if I got this right... we have to make Basic Radiant Vortex, Advanced Radiant Vortex, Expert Radiant Vortex and Ultimate Radiant Vortex, hmm? And then, add 4 abilities (three normal and one ultimate) as well?
____________

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted December 24, 2008 11:22 PM

No, you just have to have any racial skill you like, but make sure one perk has the name Radiant Vortex.

Or you can make a skill for heroes called Overlords, or for a town called the Mangrove.  It's up to you.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted December 24, 2008 11:24 PM

Ah so it's one of those 3 that you give us and not all of them. Ok I get it now

(I may join, I'll see if I can come up with something interesting )
____________

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted December 24, 2008 11:30 PM

Thanks!  I hope a few others will join, I'm no good at making contests but... this subforum is just too dead
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted December 24, 2008 11:40 PM

I'll participate

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted December 25, 2008 12:06 AM
Edited by blizzardboy at 00:10, 25 Dec 2008.

Racial Skills are hard if you actually want to be unique from the 8 existing ones. Does anybody else feel this way? I've made three factions so far at the Altar, and by far the hardest part is trying to come up with an effective and unique racial. All the other stuff is a breeze.

I don't know if I got the balls or the stamina or the patience
____________
"Folks, I don't trust children. They're here to replace us."

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mvassilev
mvassilev


Responsible
Undefeatable Hero
posted December 25, 2008 12:20 AM

I might participate. Depends on if I have enough time.
____________
Eccentric Opinion

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted December 25, 2008 12:32 AM

Nice ideas, even though I have to agree with Blizzy that racial perks are TOUGH.

However, one other note: I think the naming of one perk to be Radiant Vortex is rather limiting in a unconstructive manner. It focuses our thoughts in a specific direction, where it would be much more helpful to maybe write a few things about what this faction actually stands for in terms of line-up, core race/theme and alignment.
____________
What will happen now?

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MattII
MattII


Legendary Hero
posted December 25, 2008 01:54 AM

Not complete yet, but I have one I've been working on for a while:

Imbue Strike (replaces Elemental Chains to release that to Conflux)
Instead of casting a spell on his(/her) turn a hero can choose to imbue a creature with a curse so that said curse is cast on the next enemy 'it' strikes

Primary Ability
Basic Imbuement - imbuement lasts one strike.
Advanced Imbuement - imbuement lasts two strikes (in case of a double strike, only the first strike curses).
Expert Imbuement - imbuement lasts three strikes.
Ultimate Imbuement - imbuement lasts four strikes.

Perks
Imbued Implement - Cleanse no longer affects imbuements.
Everlasting Imbuement - heroes may double the cost of the imbuement to allow it to last for (hero level/3) extra turns.
Imbue Location - hero may cast, for double cost. an imbuement on a location (size undecided, possibly based on primary ability), so that any creature walking across it is cursed.
Lethal Imbuement (ultimate, sort of) - as well as Dark Magic spells, Destructive magic spells can now also be imbued onto a creature (be careful about this, because imbueing Fireball on a melee creature would be counter-productive).

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted December 25, 2008 02:48 AM
Edited by sith_of_ziost at 02:17, 04 Jan 2009.

Quote:
Nice ideas, even though I have to agree with Blizzy that racial perks are TOUGH.


Nah, just difficult to be original. You can make about fifty different racials that are just new spells. I like making Racials, its just so enjoyable. So of course, I am in.

Here's my shot...

The Mangrove

Hero Class - Cultist

Racial Ability - Terramorphing

Using the powers of Asha's very matter, the Cultist can warp the terrain into any aspect he or she desires. In order to do so, the Cultist must have learned the Rites from anywhere in the Adventure Map.

Basic Terramorphing - An intitiate in the powers of the land, the Cultist can efficiently traverse the land with twice the movement points.

Advanced Terramorphing - Gaining their first rites, the Cultist can perform Rites of the Land.

Expert Terramorphing - Increasing to the highest form, the Cultist can perform Rites of the Sky.

Ultimate Terramorphing - The paragon of landshaping, the Cultist can now perform the highest order of Rites at half the amount of mana. The Rites now yeild twice the power of Terramorphing.

[gree]Rites of the Land


Deforest - Removes the forest from a location and permanently opens a path. Cost of 35 mana
Obtained after a battle with any Sylvan creature

Revitalize - Terramorphs a target patch of terrain into the Mangrove's Meadowland (home terrain). Cost of 50 mana
Obtained after visiting any Treant Thicket or Sylanna's Ancients

Charybdis - Spawns a whirpool to link two patches of ocean for exactly one week.
Obtained after defeating Water Elementals in battle or visiting a Siron's Perch

Fellsweep - Cuts down trees to block a road for exactly one week.
Obtained after obtaining any offensive Artifact or defeating a Cyclops in battle

Uproot - Removes a patch of forest for a large amount of Wood.
Obtained after battling any Inferno creature

Meadow Bane - Entangles a hero in place for three days.
Obtained after visiting a Treant Thicket or Spring of Eldritch Might

Rites of the Sky

Obscuring Cumulus - Darkens an area for a week, reducing all movement through it.
Obtained after battling a Necropolis creature of Tier 5 or above

Blizzard's Wake - Halts the production of all buildings in a target area.
Obtained after defeating a Fortress enemy of Tier 5 or a Thunder Thane

Lunar Magnitude - Pulls the tides of the ocean and creates a tumultuous area of waves, acting as a buffeting storm to all sailing enemies passing through it.
Obtained after defeating any Naga creature of Tier 5 or above

Rot – Praying to Shalassa, the Cultist destroys target unoccupied vessel.
Obtained after raiding a Crypt

Rites of the Heavens

White Light – When activated, line of sight for one week is drastically improved.
Obtained after defeating Pristine Unicorns or Angels

Black Light – When activated, line of sight of a target enemy becomes minimal and movement costs twice as much MP.
Obtained after defeating Liches or Dark Knights

Contrition’s Cost – Cuts a target Neutral stack in half for easier conquering. Has a recharge of one week.
Obtained after defeating any Dungeon unit

Rites of the Gods
***Note – God level Rites are constant and can be active only one at a time at a heavy cost of not just mana but some special requirement***

Arkath's Forge – Triples the income from all mines.
Obtained after obtaining the entire Armament of the Dwarven Kings
Cost – 300 Mana, 25000 Gold, a sacrifice of the knowledge of a Fire Spell

Urgash’s Rift – Doubles the growth of all creatures under the player’s control
Obtained after securing the Dragon’s Raiment
Cost – 375 Mana, 20000 Gold, a Sacrifice of an external Dwelling

Light of Truth – Instantly learns all Light Magic, and halves Evil – Aligned troops movement through Meadowland.
Obtained after discovering a Tear of Asha
Cost – 400 mana, 15000 Gold, 20 crystal and gems,

Scales of Favor – Luck and Morale for all battles everywhere are negated. Instead, Mangrove troops are guaranteed a random Buff from any school.
Obtained after completing the Adventure Map
Cost – 500 mana, 30 of each resource, need at least Hero Level 35

Aqua’s Invocation – Sea movement becomes as if the Hero was traveling overland. Water Elementals become recruitable at the closest external dwelling.
Obtained after winning ten consecutive naval battles in two weeks
Cost – 450 Mana, 50 Gems, Ten Ships with one week of the Mangrove

Barge of the Tempest – The Hero now travels with the Air Dragon, which eliminates the need to defeat treasure guardians on the Adventure Map. All Neutral units are 100% more submissive.
Obtained after learning all Destructive Spells
Cost – 700 Mana, Empty of both Wood and Mercury, when cast, spawns random neutrals everywhere

Covenant of the Faceless – Malassa smiles on the darker Cultists. Artifact bonuses are doubled, and any Dungeon Neutral automatically joins the Hero’s army.
Obtained after defeating 10 of every dragon but Black
Cost – 600 Mana, Sacrifice of five units belonging to Evil factions

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted December 25, 2008 05:00 AM

I may be getting involved with one too many competitive threads, but what the fork, I'll join anyway.
____________
"Folks, I don't trust children. They're here to replace us."

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MattII
MattII


Legendary Hero
posted December 25, 2008 06:31 AM

Is there any limit to the number of ideas that can be posted?

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isabel
isabel


Known Hero
Dragonblessed
posted December 25, 2008 07:38 AM

Overkill

Creature stack gets good morale and act sooner if they overkill an enemy stack (meaning that they do more damage than they need to kill the target). The bonus in ATB value depends on extra-damage dealt and the attacker's total hitpoints: (dmg/hp). Bonus is capped at 0.5, meaning that the most a creature can get is a "free" good morale.

For example, if a stack of 10 Archangels inflicts 1000 damage on some imps, which only takes 300 damage to kill them all. Then the archangels receive (1000-300)/(10*220)=0.32 bonus in ATB.

Basic Overkill - Creatures get ATB bonus by (dmg/hp).
Advanced Overkill - Creatures get ATB bonus by (1.1*dmg/hp).
Expert Overkill - Creatures get ATB bonus by (1.25*dmg/hp).
Ultimate Overkill - Creatures get ATB bonus by (1.5*dmg/hp).

Perks
Radiant Vortex - Once per battle the hero can cast a vortex covering 3x3 tiles, of which friendly creatures within receive double overkill ATB bonus.

Overlord's Overkill - Hero receives overkill ATB bonus as well when using basic attack. The formula is (dmg/10*hero_level), capped at 0.5.

Battle Spirit - When a stack kills an enemy stack its morale is permanently raised by 1.

Absolute Overkill (Ultimate) - Creatures gain 25% more overkill bonus and overkill bonus cap at 0.75.



Hopefully an original idea, not too interesting, and the formulae may be imbalanced (don't know whether it is too strong or weak), but the main point is to make your creatures act a lot if you kill your enemies.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 25, 2008 10:08 AM

I'm definitely in, but I guess not right now, but after christmas...
btw, when is the deadline?

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted December 25, 2008 01:27 PM

New Year's Eve, December 31.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted December 25, 2008 09:52 PM
Edited by Fauch at 21:57, 25 Dec 2008.

divine reprisals
every not summoned and good creature in your army (I mean not evil. the creatures that can be hurt by curse of the netherworld basically) returns a part of the physical damage it suffers to its attacker (even if it is a range attack)
it only works when your creatures are attacked, not when they are retaliated.

basic : 6% are returned
advanced : 9%
expert : 12%
ultimate : 15%

Perks :

Divine balance :
evil creatures suffer 3% more damage from divine reprisals for every bless cast on them. (applied to each stack individually. for example, if you have expert divine reprisals, and an evil enemy stack has 2 bless cast on him, he will suffer 18% damage, while the other enemy stacks will suffer 12%)

Radiant vortex :
divine reprisals has 5% chance to blind the attacker for a turn.

Divine bless :
divine reprisals deals 3% more damage for each curse cast on your good creatures.
(like Divine balance, it is applied to each stack individually)

Ultimate :

Capital punishment :
divine reprisals now triggers divine vengeance with no mastery.

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zamfir
zamfir


Promising
Supreme Hero
Allez allez allez
posted December 25, 2008 09:55 PM

I am definately in.

I'm too bored to post an interestingracial now, but tommorow you will all bow in reverence.
____________
5 Times TV

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted December 25, 2008 11:13 PM
Edited by Asheera at 23:16, 25 Dec 2008.

Town - Sanctum

Hero - Mystic

Stat progression:
Attack     - 15%
Defense    - 5%
Spellpower - 30%
Knowledge  - 50%



Skills

Basic Magic Shield The creatures in the hero's army are protected by the hero's magical powers. They receive 25% less damage, but this will drain some of hero's mana. The amount drained is 25% of the damage received, divided by 30.

Advanced Magic Shield The creatures in the hero's army are protected by the hero's magical powers. They receive 30% less damage, but this will drain some of hero's mana. The amount drained is 30% of the damage received, divided by 40.

Expert Magic Shield The creatures in the hero's army are protected by the hero's magical powers. They receive 35% less damage, but this will drain some of hero's mana. The amount drained is 35% of the damage received, divided by 50.

Ultimate Magic Shield The creatures in the hero's army are protected by the hero's magical powers. They receive 40% less damage, but this will drain some of hero's mana. The amount drained is 40% of the damage received, divided by 70.


Abilities

Channeling Every time the enemy hero casts a spell, 10% of the mana used will be given to the allied hero. Moreover, every time the allied hero casts a spell, 10% of the mana used will be reduced from the enemy hero's mana points.

Magic Twisting Every Dark Magic spell cast by the enemy, that has an opposite Light Magic effect, has a certain chance of turning into its blessing counterpart. Likewise, every Light Magic spell cast by the enemy, that has an opposite Dark Magic effect, has a certain chance of turning into its curse counterpart. The chance is 5% + 1% per allied hero's level.
This happens individually, so in the case of a mass spell there can be some of the creatures blessed and some cursed

Arcane Strength Doubles the spellpower of all creatures in hero's army.

Radiant Vortex (Ultimate ability) The hero is able to use one turn to create a vortex somewhere on the battlefield. The Vortex is passable (creatures can walk through it), has an Initiative of 10 and it's invincible (unable to be damaged). However, it can be dispelled with the Area Cleansing spell (it can't be normally selected, so Cleansing doesn't work), but has twice more chances to resist the dispel than normally. The Vortex transfers some of the life of the nearest enemy stack to the nearest allied stack every turn. The amount of hit points damaged (and healed) is 25+25*Spellpower. Only one vortex may be present on the battlefield at a time.
NOTE: It does attack undead, elemental and mechanical creatures as well, "life" there was just a metaphor
____________

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted December 26, 2008 09:24 PM

Thanks, everybody, for your entries and participation.  Great entries so far.

Post as many ideas as you like, but try to keep the number below a thousand or so ().

Unluckily, I may be busy around New Years', so the judging will probably be a little delayed.  If anyone else would like to judge this round instead, you'd be doing me a favour: feel free to volunteer.

If I end up judging, I'll try to post the ranking system before the deadline, in case anyone wants to alter anything.

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