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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 · «PREV / NEXT»
Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted December 26, 2008 09:59 PM

Is it important to be really balanced because I think I may need to nerf a few things.
____________

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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted December 28, 2008 01:19 PM

I just noticed this. Nice idea.

I think I'd like to judge, but I myself am short on time lately, so I'm not sure how long it will take me.
____________
DON'T BE A NOOB, JOIN A.D.V.E.N.T.U.R.E.

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xerox
xerox


Promising
Undefeatable Hero
posted December 28, 2008 03:28 PM
Edited by xerox at 18:49, 31 Dec 2008.

Some data is not accurate with HoMM5 here. For example, there are not 6 spells of the first Circle.
This is 50% based on my H6 where the Nexus is a mercenary faction - which you cant play.



Town: The Nexus
Note, that I had a Nexus mini-town in my XeroxH6 before ToK so I did not intend to copy it.

In the begining, there was a Cosmic Egg which exploded in a wast amount of energy, resulting in the Big Bang.
In addition two mighty creatures were born who took the shape of the first dragons - Asha and Urgash.

After the Cosmic Egg had hatched and the universe had been birhted, only a wast cosmic Rift remained from the explosion.
The Rift was filled with cosmic energies, which we call the Arcane. The Arcane energies leaked out from the Rift and settled on some planets such as Ashan.

These energies are the source of all magic on some worlds. Not all worlds were affected by the Arcane echoes. Still, the Nether Rift is filled with the universe most powerful magical energies.
And from the Nether Rift, energy-like creatures were born.
The Nethereals.

When the Nethereals move, they phase instead. The Nethereals became masters of the Arcane as soon they begun to explore the different worlds in the universe. The Nethereals travelled through the planes, and thus the leaders of the expeditions (who were powerful sorcerors) became the Planeswalkers.

The Nethereals stumbled across Ashan once, a planet where things that could change the entire universe was happening.
They also discovered that Ashan was the dominion of Asha and then Urgash, who were created by the big bang or the cosmic egg.

A sizeable group of Nethereals settled down on Ashan and there hidden cities became known as the Nexuses.
Now when the races of Ashan are desperaly trying to awake the Elemental Dragons and then atlast Asha to vanquish Urgash and the six demon Overlords, the Nethereals have revealed their existence to the Ashans people.

But will they bring prophecies of victory and hope, or of doom and destruction?



Hero: The Planeswalker

Racial Skill: Netherweaving
As masters of the Arcane, the Planeswalkers can craft spells, combine spells and modify spells. In total, you are limitied to 4 modified spells, 4 combined spells and 4 crafted spells.

Rules

1th C. Four spells of the 1th Circle can be modified. Four can be combined and four spells of the 1th Cirlce can be crafted.

2nd C. Four spells of the 2nd Circle can be modified. Four can be combined, but only three of them can be combined with other 2nd Circle spells and four spells of the 2nd Cirlce can be crafted.

3d C. Three spells of the third Circle can be modified. Three can be combined, but only two of them can be combined with other third Circle spells and three spells of the third Circle can be crafted.

4th C. Two spells of the 4th Circle can be modified. Two can be combined, but only one of them can be combined with other 4th Circle spells and two spells of the 4th Cirlce can be crafted.

5th C. One spell of the 5th Circle can be modified. One can be combined, but not with other 5th Circle spells and one spell of the 5th Cirlce can be crafted.

Modify Spells: Adds new effect or improves spells, sometimes there is a con. For example, you could add a speed effect to the Haste spell but in order to do so sacrifice 10% of the Iniative bonus. Or you could make the Fireball spell add a damage over time effect, inflicting additional fire damage over some turns.

Combine Spells: Combines existing spells. With sub-perks, you can even combine different schools. Like combine Dark spells with Light spells!
For example, you could combine Divine Strength with Endurance making the spell "Divine Endurance" or combine Regenration with Decay making it "Degenration", which causes damage over time on an enemy but the health lost from the curse would be transffered to a selected creature in heroes army.

Create New Spells: You can construct your own spells (there is also a similar feature in the H6 editor).
You choose graphics, type (blessing, curse, damage etc), shape (mass effect, circle, square, cross etc) and much more.
You could make a spell that is more powerful then Implosion and replace Implosion with it.

Modyifing, crafting and combining spells cost rare rescourses however.



Basic Netherweaving: The Planeswalker can modify spells of the first and second circle, combine spells of the first circle and create first and second circle spells.
The Planeswalker can modify, craft and combine up to 1 spell.

Advanced Netherweaving: The Planeswalker can modify spells of the first, second and third circle, combine spells of the 1th and 2nd circle and create first, second and third circle spells.
The Planeswalker can modify, craft and combine up to 2 spells.


Expert Netherweaving: The Planeswalker can modify spells of the first, second circle third and four Circle, combine spells of the first, second, third and fourth circle and create first, second, third and four circle spells.
The Planeswalker can modify, craft and combine up to 3 spells.


Ultimate Netherweaving: The Planeswalker can modify spells of all circles, combine spells of all the circles and create spells of all circles.
The Planeswalker can modify and combine up to 4 spells.



 
                                                                                   



Planeshift: All creatures gains the ability to shift to the cosmic plane, making them invisible, incorporeal (not the ability) and immobile but regenrating 1% of the total stacks health and 2% of the stacks total  mana each turn.
However for each creature planeshifted, the damage dealt by all other creatures and by heroes spells is reduced by 5% and for each creature turn the creature is in the plane, the stats of all creatures in heroes army is reduced by additional 2%.
In addition, after having been planeshifted the creature gains a + 5%increase in all stats except health and mana for each turn they have been planeshifted. Heroes spellpower does not increase the health and mana regenration effect.
All the penalties are because the racial skill is a bit overpowered and to not make a such easy acess talent all too powerful. So if I had 100 Voidrunners and they totally had 1000 health and 500 mana, then 50 health would be restored each turn and 5 mana.


Gateway: The Planeswalker can make a gateway on the battlefield, teleporting allies and enemies who step inside it to another connected gateway. The gateway can be destroyed by the enemy and scales with heroes level.
Starts with 100 health and 15 defense. Gains 2 defense per level and 80 health per level. The gateway takes 25% reduced magical damage + 1%/level.


Radiant Vortex: The Planeswalker can summon a Radiant Vortex from the most chaotic planes, which attacks enemies but is uncontrolable. 10% of the damage dealt by the Vortrex is turned into mana, that is shared between the Planeswalker and the casters in heroes army. The Vortex gains extra abilities and stats as the Planeswalker gains new levels and the Vortex is improved by heroes spellpower.
Abilities gained per level:

1. Mana Siphon: 10% of damage dealt is converted to mana to the hero and his army.

5. Radiant Trail: Leaves a trail of radiant energy when it moves, lasting 2 turns and dealing damage to any enemy that steps on it.

10. Mana Destroyer: Destroys mana when it attacks, depending on creatures attack. 15% of creatures attack is the amount of mana it destroys.

15. Magic Restistance 50%: 50% to completly resist spells.

20. Multi Attack: Attacks all enemies in front of it.

25. Spellshield: Casts a random level 1-3 buff each turn it acts.

30. No Enemy Retailation

35. Spellsteal: Steals a buff from enemies.

40. Immune to Magic

45. Nova Attack: Attacks all enemies around the creature.

50. Rebirth: Ressurects itself upon death. Once per combat.



Mastery of Magic: The Planeswalker can now combine spells of the fifth circle, but effect of those spells are reduced by 20%. In addition spellpower is increased by 15% for the hero.


MORE SOON

A funny thing thought, I plan to use a similar idea for Academy (there its known as Spellcrafting or Inscription, not decided yet) in my H6 so this is really a prototype as Nexus is not intended to be playable in my H6 (except for some special maps)
The name was orginaly Spellweaving, but then I saw that Age of Conan had already used that name.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Fauch
Fauch


Responsible
Undefeatable Hero
posted December 28, 2008 06:51 PM
Edited by Fauch at 18:53, 28 Dec 2008.

it's original but it seems very imba.

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xerox
xerox


Promising
Undefeatable Hero
posted December 28, 2008 08:24 PM

If you referred to the racial skill, then of course it will be a lot tuned down and nerfed later

btw guess what Nethereals are a refrence too?
Its a temporary name
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted December 30, 2008 09:56 PM

I'll almost definitely be elsewhere tomorrow, so people have until Jan 1st to finish or post their entries, unless someone else is happy to judge tomorrow.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 31, 2008 12:28 PM

I think I'm going to miss this round, I got no good idea and not thaat much time...but I'll probably be doing something next round^^

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted December 31, 2008 02:37 PM
Edited by blizzardboy at 15:32, 31 Dec 2008.

Faction: Colony

Overlord: The Overlord hero is the ultimate leader of renegades. After the great escape of the hordes of minotaurs from Ygg-chall, the new rogue faction of minotaur have been attracting the outcasts from the world far and wide.

*Basic Lordship: The Overlord may hire outcasts from tiers 1-2. 3% of the gold value of creatures the hero kills is converted to Prestige Points.

*Advanced Lordship: The Overlord may hire outcasts from tiers 1-4. 6% of the gold value of creatures the hero kills is converted to Prestige Points.

*Expert Lordship: The Overlord may hire outcasts from tiers 1-6. 9% of the gold value of creatures the hero kills is converted to Prestige Points.

*Ultimate Lordship: The Overlord may hire outcasts from tiers 1-7. 12% of the gold value of creatures the hero kills is converted to Prestige Points.

* The Overlord is granted 2 extra slots in their army that can only be used for ‘outcast’ creatures. Even if creatures of a higher tier are purchased by one Overlord, another Overlord must still have the appropriate skill of Lordship if they wish to have those creatures transferred over to them. An Overlord cannot have more than 1 large sized outcast in their army, and to compensate for the extra creatures, the Colony faction only has 1 large sized creature.

Enclave of the Renegades: The Overlord attracts outcasts from the various factions from all over the world. There are certain creatures that don't have the proper intelligence (such as zombies) or the ability (such as golems) to defect from their home faction, but most creatures are capable of defecting from their home. The Overlord may hire these outcast creatures into the Colony army. The cost and growth of all creatures is the same as it normally would be. A total of 3 different creatures can be hired each week, and then the hiring pool of all other creatures becomes depleted.

Peasant
Archer
Footman
Monk
Champion
Angel
Gremlin
Gargoyle
Mage
Genie
Rakhasa
Colossus
Pixie
Bladedancer
Hunter
Druid
Unicorn
Treant
Green Dragon
Shieldguard
Spearwielder
Brownbear Rider
Battlerager
Rune Priest
Thane
Goblin
Centaur
Warrior
Shaman
Slayer
Cyclopes
Scout
Blood Sister
Dark Raider
Shadow Witch
Shadow Dragon
Imp
Horned Demon
Succubus
Hell Charger
Pit Fiend
Devil
Ghost
Vampire
Lich
Wight
Bone Dragon
Mummy
Death Knight
Manticore
Phoenix

Overlord Tutor’s: Outcast creatures can be upgraded at the special ‘Overlord Tutor’s’ building in the Colony town.

Prestige Points: Prestige Points count as a special type of “currency” used to hire and upgrade outcast creatures at discount prices. When hiring and upgrading outcast creatures, paying 1 Prestige Point is the equivalent of paying 2 gold. Otherwise, Prestige Points can go towards hiring other creatures as well, but in these instances, paying 2 Prestige Points is the equivalent of paying 1 gold.

Outcast: This is a special ability for all creatures that are hired from the ‘Enclave of the Overlord’ building. Outcasts do not suffer negative morale for being in the same army as Colony creatures or other outcasts, and Colony creatures do not suffer negative morale for being in the same army as outcasts.

Perks:

Battle Momentum: Whenever the Overlord attacks, they can make an additional attack for free.

Newfound Glory: The hero may use 0.50 ATB to bestow a friendly creature with Newfound Glory. The affected stack receives +33% attack and defense. Only one stack may have Newfound Glory at any given time.

Charisma: The hero may use 0.50 ATB and spend 100 Prestige Points to give all friendly units +1 luck, +2 defense and attack, +1 speed, +1 initiative, and +10% magic resistance for a number of rounds equal to 1/3rd (rounded up) of the Overlord’s level.

Ultimate: Dominion: The hero automatically starts first in combat, and receives two turns in a row every turn.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted December 31, 2008 02:46 PM

Quote:
Enclave of the Renegades: From every faction, there are members that don’t fit in with their kind, whether it is because they have a different mindset, set of principles, or because the link with their masters have been severed in some way. The Overlord attracts these outcasts and can hire them at the special ‘Enclave of the Renegades’ building in the Colony town. The cost and growth of the creature is the same as it would normally be for their native town. A total of 4 different creatures per week can be purchased, and then the hiring pool of all other creatures will become depleted. Whether it is because of a lack of intelligence or some other reason, certain creatures do not seek to be hired by the Overlord hero. The following is a list the creatures that can be hired from the Overlord hero at the ‘Enclave of the Renegades’, provided that they have the appropriate Lordship skill to hire them:


I don't understand this. Why is it these creatures that are on the list of recruitable creatures, there are so many of them, and it doesn't make sense why these exact creatures doesn't fit in within their own faction - they are in the regular line-ups, after all?
____________
What will happen now?

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted December 31, 2008 03:19 PM
Edited by blizzardboy at 15:20, 31 Dec 2008.

I should explain it better.

The units that aren't on the list are the ones that are too dumb to defect (like hell hounds or zombies) or are incapable of defecting at all (like golems or the elemental fire dragons).

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xerox
xerox


Promising
Undefeatable Hero
posted December 31, 2008 06:51 PM

Updated my entries with sub-skills. Most of them have lots of penalties

Tomorrow I will finish this, making the balance/"makes no sense" wave and adding the last parts.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted December 31, 2008 06:59 PM
Edited by Cepheus at 15:09, 01 Jan 2009.

Geny's kindly agreed to judge for me since I won't be hugely active for a few days, but he most likely won't get time to finish until Saturday.  So, everyone has until then.

In the meantime you can also start on Round 2 if you like, it'll go like this:

Hero:  Create a racial for a Chronomancer (aka Time Mage)
Town:  (taking Alc's advice here) Create a racial for a snow-based Magic town, worshippers of Sylath and/or Shalassa.  Race can be anything but Humans or Dwarves.
Perk: Create a racial with a perk named "Cradle of Asha" OR an ultimate named "Transcendence"

The two rounds will not be judged together, don't worry.

Again thanks for participating and great entries.

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted January 01, 2009 02:35 AM
Edited by sith_of_ziost at 05:21, 05 Jan 2009.

Mine will be up tomorrow due to a serious of inopportune delays. In the meantime...

PRISMANCY

Town – The Agora
Race – The Opal Savants, an elusive cult that follows Elrath

Hero Class –  The Sorceror

Prismancy – The art of bending light into its multiple forms. As the Savants believe that the masters of the world dwell within sacred objects, they use the powers of light to reveal the true natures of seemingly useless objects. These powers invoke a reaction that can become truly devastating.

The powers of Prismancy come from the ability to focus a plexus of light through objects and animate them with the spirits of the Dragon Gods. On the battlefield, the obstacles in the field can be cast against to animate the spirits within them. Whether they assist the Sorceror in combat or just bestows a special power upon them. The Sorceror can also procure special items called Mirror Jars, which act as talismans to summon spirits as well.

Basic Prismancy – The Sorcerer is keen to use the most unrefined arts of the light, and can only call lesser spirits into combat.

Advanced Prismancy – The Sorcerer has trained to be able to use Mirror Jars in combat to a meager degree. However, the powers to call upon the spirits of the natural land is increase, and only the strongest spirits will not heed the call.

Expert Prismancy – Having been taught from the High Savants themselves, the Sorcerer can call at ease all spirits with the powers of the light.

Ultimate Prismancy – Reaching the apotheosis of Prismancy, the Sorcerer can now cast the Call Spirit ability with triple the respective effect. Mirror Jars have their powers significantly increased.

Perks

Mind’s Lens – The Sorcerer can use the powers of the light to increase the potency of Agora casters.

Higher Sight – The Sorcerer gains the ability to place a talisman on the target stack. Any spell cast against them is written into his spellbook.

Focal Force – The likelihood of obstacles in battle is dramatically increased. The possibility of Mirror Jars appearing in battle is increased slightly.

Transcendence – Having seen the most divine beings in existence, the Sorcerer can call upon the forces of Elrath and put into play a devastating being of great power. This being deal extensive damage to all enemies, and delivers to the Hero mana equal to one fifth the damage dealt. This ability does end all Call Spirit abilities for the remainder of the battle.
Appearance – An efreet, but with sand-like gold dust instead of fire. Chains cross the chest, and the head is that of a full-faced helm. Seraph wings.

Notes on Call Spirit –

- Call Spirit is an activated ability costing no mana, like Counter Spell or Banish.

- Any Sorceror can use Call Spirit in place of his/her turn.

- It has a recharge rate that increases the greater the power of the summoned spirit.

- Once called, the Sorcerer can disband it by attacking it.

Possible Spirits

Spirit of the Meadows
Called from any Grassland rock. Depending on the size, it heals (with regeneration) the closest unit

Spirit of the Darkhearted
Call from the body of an Undead creature. Creature with Incorporeal and Frightful Aura.

Spirit of Destiny
Call from the Silver Mirror Jar. Summons an Archangel with super strength.

Spirit of the Damned
Call from the lava fissure. Explodes in a burst of fire that damages surrounding units.

Spirit of Thermia
Call from the icy rock. Casts Deep Freeze on the closest enemy with Master of Ice

Spirit of Gatekeeper
Call from the gate. Summons a Giant with a large club with Crushing Blow.

Spirit of the Gale
Call from the Jade Mirror Jar. Summons a large band of Wind Elementals.

Spirit of Time
Call from a sand pillar. Casts a supercharged Haste on the closest ally.

Spirit of Rebirth
Call from the Marble Mirror Jar. Casts Resurrection (on the equivalent Light Magic skill of the hero) on all friendly units.
Spirit of Turmoil
Call from a destroyed War Machine or Mechanical unit. Causes the parts to bombard the closest enemy. The farther away the enemy, the greater the damage.

Spirit of the Scylla
Call from an underground sinkhole. Calls the great Scylla from the targeted sinkhole with Six-Headed Attack and No Enemy Retaliation.

Spirit of the Afterlife
Call from the Obsidian Mirror Jar. Casts Holy Word on the enemy creatures. They become Undead for one turn.

Spirit of the Reaver
Call from an Arcane Crystal. Turns the Arcane Crystal into a friendly Reaver that attacks as though the Hero had the Exorcism skill

Spirit of Cleanslate
Call from the Calcite Mirror Jar. Casts Cleansing on all units with guaranteed success

Spirit of the Mimic
Call from a log. Summons a Mimic of the closest enemy and turns into a log after attacking.


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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted January 01, 2009 05:23 PM
Edited by Asheera at 16:59, 02 Jan 2009.

Town - Tower

Hero - Chronomancer

Stat progression:
Attack     - 10%
Defense    - 20%
Spellpower - 40%
Knowledge  - 30%



Skills

Basic Premonition The hero and his army is able to see somewhat in the near future. The result of every random damage range from the creatures is shown to the player before actually attacking.

Advanced Premonition The hero and his army is able to see briefly in the near future. The result of every random damage range from the creatures is shown to the player before actually attacking. The result (yes/no) of the creature abilities with chances are also displayed before striking (this includes all those abilities like Bash, but also enemy abilities like Taunt)

Expert Premonition The hero and his army is able to see in the near future. The result of every random damage range from the creatures is shown to the player before actually attacking. The result (yes/no) of the creature abilities with chances are also displayed before striking (this includes all those abilities like Bash, but also enemy abilities like Taunt). Moreover, the lucky shots and morale triggerings are also shown to the player before making the action.

Ultimate Premonition The hero and his army is able to see perfectly in the near future. The result of every random damage range from the creatures is shown to the player before actually attacking. The result (yes/no) of the creature abilities with chances are also displayed before striking (this includes all those abilities like Bash, but also enemy abilities like Taunt). Moreover, the lucky shots and morale triggerings are also shown to the player before making the action, and abilities or spells that would modify the ATB bar (those that modifiy initiative or ATB directly) have their results shown on the ATB bar as well before using them (such as Divine Guidance, Word of the Chief, Master of Ice/Lightning effect, Teleport Assault, etc). And even more, the player is also able to see when misses occur (due to Incorporality), and when the target would resist the attack somewhat because of Last Stand.


Abilities

Twist History Once per battle, the Chronomancer may revert the last three turns (absolute turn equal to a round with 10 Initiative), and all the random factors will trigger different. If there aren't 3 turns passed yet it will revert back to the first turn.

(useful if a battle goes extremely wrong because of random factors, or if you did a stupid mistake)

Time Shift The enemy hero and all enemy creatures in his army will have a penalty of 5% to Initiative.

Note: It is a passive ability, it doesn't need to be activated

Change Pace The hero can choose a target creature, friend or foe alike. Every time that creature is attacked, its ATB is modified by a value of 0.15; the operation depends on the side of the creature: if it's an enemy, the ATB decreases, while an ally benefits from an increase to its ATB every time it is attacked. The hero spends only half a turn to pick a target. Only one target may be linked at a time.

Time Stop (Ultimate ability) Hero can use a turn (activated ability) to 'freeze' the enemy's next round completely (absolute round equal to a round with 10 Initiative). This means that all creatures and even the enemy hero himself won't gain any points in ATB for one turn. Moreover, enemy creatures are not able to retaliate or do any other action, this includes Taunt not being able to work (Fire Shield, Acid Blood and such abilities still work though). Can be used only once per combat.
____________

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xerox
xerox


Promising
Undefeatable Hero
posted January 01, 2009 07:00 PM

Chronomancer

"Timeshifting"
Allows yo change ATB bar etc

work in progress
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted January 02, 2009 11:27 AM

I have slowly started the judging process for the first round so if anyone updates his entry from now on, post here to let me know.
____________
DON'T BE A NOOB, JOIN A.D.V.E.N.T.U.R.E.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted January 02, 2009 03:30 PM
Edited by Asheera at 15:36, 02 Jan 2009.

Well I was planning to modify the numbers a bit but I'll leave it as it is, the balance is not that important (right?) and I may screw it even more... it needs testing for fine-tuning anyway, which is of course impossible

EDIT: finished the chronomancer as well.
____________

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xerox
xerox


Promising
Undefeatable Hero
posted January 02, 2009 04:43 PM

What?
I thought we had untill saturday 23.59!

I still have lots of things to do, so please dont judge today. I need to modify all spell schools first.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted January 02, 2009 08:29 PM

I said slowly. I'm not gonna leave everything for the last minute, so I started judging those who already finished. If you want to modify anything - be my guest, just let me know so I can re-evaluate your work in case I have already read it. The final results won't be here until Sunday evening anyway.
____________
DON'T BE A NOOB, JOIN A.D.V.E.N.T.U.R.E.

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isabel
isabel


Known Hero
Dragonblessed
posted January 03, 2009 01:51 AM

Inn

Chronomancer

Attack     - 10%
Defense    - 30%
Spellpower - 20%
Knowledge  - 40%


Basic Time Control - Creatures under hero command act 5% faster. Tier 1-2 creatures can teleport themselves freely once per battle (activated ability).

Advance Time Control - Creatures under hero command act 5% faster. Tier 1-4 creatures can teleport themselves freely once per battle (activated ability).

Expert Time Control - Creatures under hero command act 10% faster. Tier 1-6 creatures can teleport themselves freely once per battle (activated ability).

Ultimate Time Control - Creatures under hero command act 15% faster. Creatures from any given tier can teleport themselves freely once per battle (activated ability).


Perks


Master of Time - Haste and Slow casted by the Chronomancer are twice as hard to dispel.

Master of Space - Any shooting attacks directed at creatures under hero's command have a chance to be "twisted" to a random target, be it friend or foe. Chance is 1% per hero level.

Mark of the Chronomancer - Hero can spend half a turn to place a mark onto an enemy creature, so that every time it attacks (and  retailiated if possible) it will be sent back to its original position and suffer a permanent decrease of 1 initiative.

Transcendent (Ultimate Ability)- At the beginning of a battle, all friendly creatures start with full ATB while all enemies start with zero ATB. Master of Space has double chance to be triggered as well.

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