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Heroes Community > Tavern of the Rising Sun > Thread: HC Carnage - Coliseum
Thread: HC Carnage - Coliseum This thread is 39 pages long: 1 2 3 4 5 ... 10 20 30 ... 35 36 37 38 39 · «PREV / NEXT»
lucky_dwarf
lucky_dwarf


Promising
Supreme Hero
Visiting
posted April 11, 2009 09:27 PM

Evasion is demiurge

well il be darned
____________
So much has changed in my absence.

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RedSoxFan3
RedSoxFan3


Admirable
Legendary Hero
Fan of Red Sox
posted April 11, 2009 09:40 PM

Well once the new thread hits, I'll definitely join.

Most likely though, my build is going to be +13 spell power, +2 mana with Energy Orb as my spell.
____________
Go Red Sox!

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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted April 11, 2009 09:43 PM

Finally a true wizard.
____________
DON'T BE A NOOB, JOIN A.D.V.E.N.T.U.R.E.

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RedSoxFan3
RedSoxFan3


Admirable
Legendary Hero
Fan of Red Sox
posted April 11, 2009 10:15 PM

Quote:
Finally a true wizard.
The plan is to be able to be able to one-shot my opponents.
____________
Go Red Sox!

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Evasion
Evasion


Famous Hero
Groovy!
posted April 11, 2009 11:08 PM

Fine, I'll create another thread And update the page. Welcome to HC carnage, RSF.
____________
R

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Ednaguy
Ednaguy


Supreme Hero
My water just broke! No, wait.
posted April 12, 2009 07:16 PM

Quote:
Ednaguy is away...

I got back a few hours ago. Why do you always have to post like mad while I'm away?
____________
"Edna, there's a special, tiny, tiny place in hell, waiting just for you... "

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RedSoxFan3
RedSoxFan3


Admirable
Legendary Hero
Fan of Red Sox
posted April 12, 2009 07:17 PM

Wrong thread. There's a new one.
____________
Go Red Sox!

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Ednaguy
Ednaguy


Supreme Hero
My water just broke! No, wait.
posted April 12, 2009 07:23 PM

It was mentioned in this thread so I thought I would respond in this thread.
____________
"Edna, there's a special, tiny, tiny place in hell, waiting just for you... "

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lucky_dwarf
lucky_dwarf


Promising
Supreme Hero
Visiting
posted April 12, 2009 08:39 PM

DELETE THIS THREAD lol

If you get anymore email alerts of this thread ignore it!
____________
So much has changed in my absence.

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RedSoxFan3
RedSoxFan3


Admirable
Legendary Hero
Fan of Red Sox
posted April 12, 2009 08:41 PM

There's no reason to delete this. It just needs to be locked.
____________
Go Red Sox!

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DarkCrystal
DarkCrystal


Promising
Supreme Hero
Staright out of line
posted April 13, 2009 04:03 PM

Yes, I agree to lock this thread to prevent misunderstandings.
____________
Sometimes I'm about to yell: "It is flat you idiots!" But I don't wanna die in fire.

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pandora
pandora


Honorable
Legendary Hero
The Chosen One
posted April 25, 2009 10:29 PM

Copy over any info that you need to keep here so that I can delete the other threads - please don't keep spawning new copies of the same thing and changing your mind over which you want to use.
____________
"In the end, we will remember not the words of our enemies, but the silence of our friends."

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DarkCrystal
DarkCrystal


Promising
Supreme Hero
Staright out of line
posted April 25, 2009 10:32 PM
Edited by DarkCrystal at 22:36, 25 Apr 2009.

So am I supposed to make a completely new one? Why not to use this one further?

EDIT: OK, since I returned to my duties, I will post updates as I promised. But now it's kinda late, so I'm going to do it tomorrow.

And do not spam this thread further, please!!!
____________
Sometimes I'm about to yell: "It is flat you idiots!" But I don't wanna die in fire.

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Evasion
Evasion


Famous Hero
Groovy!
posted April 25, 2009 10:34 PM

I suppose that I should copy my important things from the old thread and paste them here? And oh, we changed because I retired as a demiurge. Sorry.
____________
R

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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted April 25, 2009 10:34 PM

Listen to the words of the Chosen One - Pandora!

Thou shalt not create new threads, but thou shall move all important information from evasion's thread to this one and keep it that way.

So sayeth Pandora the Wielder of K Negative.
____________
DON'T BE A NOOB, JOIN A.D.V.E.N.T.U.R.E.

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DarkCrystal
DarkCrystal


Promising
Supreme Hero
Staright out of line
posted April 25, 2009 10:37 PM

And your posts are actually spam now, guys. I have already had a conversation with Pan by HCM.
____________
Sometimes I'm about to yell: "It is flat you idiots!" But I don't wanna die in fire.

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Evasion
Evasion


Famous Hero
Groovy!
posted April 25, 2009 10:38 PM
Edited by Evasion at 14:38, 26 Apr 2009.

Sure.

EXTREMELY LONG POST AHEAD!

Summoning School Ideas ~ By Evasion

Quote:
got nothing to do so im asking if you like it

NEW SCHOOL OF MAGIC: Summoning

Level 1

Summon Leprechaun

Summons a Leprechaun with 3 health, 2 attack, 2 initiative and 3 magic resistance. The leprechaun gives you a +2 bonus to initiative.
Cost: 1 mana

Summon Fighter

Summons a Fighter with 2 health, 3 attack, 3 agility and 2 initiative. The Fighter gives you a +3 bonus to attack but -1 in defense.
Cost: 1 mana

Summon Battle Mage

Summons a Battle Mage with 3 health, 2 attack, 2 defense and 3 mana. The battle mage can once in a battle cast the spell Magic Fist, but that magic fist costs 3 mana. The Battle Mage gives you a bonus on +1 attack and +1 mana.
Cost: 2 mana

Summon Minor Demon

Summons a Minor Demon with 2 health, 2 agility, 3 magic resistance and 3 mana. The Minor Demon drains the enemy mana and gives it to you. The spell who the Minor Demon casts costs 1 mana. The Minor Demon gives you a bonus on +1 agility and +1 mana.
Cost: 2 mana

Summon Peasant

Summons a Peasant with 3 health, 2 defense, 2 agility and 3 magic resistance. The peasant gives you a bonus on +3 health.
Cost: 1 mana

Level 2

Summon Archer

Summons an Archer with 3 health, 3 attack, 4 agility and 4 initiative. The Archer gives you a bonus on +2 attack and +2 initiative.
Cost: 3 mana

Summon Spearthrower

Summons a Spearthrower with 4 health, 4 attack, 3 agility and 3 magic resistance. The Spearthrower gives you a bonus on +3 attack and +1 magic resistance.
Cost: 2 mana

Summon Thief

Summons a Thief with 3 health, 4 attack, 4 agility and 3 initiative. The Thief has a 15% chance to steal the enemies weapon and give it to you. The thief also gives you a bonus on +1 attack, +2 agility and +1 initiative
Cost: 2 mana

Summon Skeleton

Summons a Skeleton with 4 health, 3 attack, 4 defense and 3 magic resistance. The skeleton gives you a bonus on +2 health, +1 defense and +1 magic resistance.
Cost: 2 mana

Level 3

Summon Wizard

Summons a Wizard with 5 health, 5 initiative, 7 spell power and 7 mana. The Wizard can cast the following spells:
Energy Orb: Cost 2 mana
Magic Fist: Cost 1 mana
Weakness: Cost 1 mana
Vurnerability: Cost 1 mana
Rage: Cost 1 mana
Stone Skin: Cost 1 mana
Also, the Wizard gives you a bonus on +4 spell power and +3 mana.
Cost: 5 mana

Summon Cavalier

Summons a Cavalier with 7 health, 7 attack, 5 defense and 5 agility. The Cavalier shares his stats with you, so you recieve a bonus on +7 health, +7 attack, +5 defense and +5 agility.
Cost: 6 mana

Summon Overlord

Summons an Overlord with 7 health, 5 attack, 7 defense and 5 magic resistance. The Overlord increases his defense with 20% for every round done.
Cost: 5 mana

Summon War Griffin

Summons a War Griffin with 5 health, 7 attack, 5 defense and 7 initiative. The War Griffin has the spell "Regeneration" buffed up forever, so the War Griffin regenerates health automatically.
Cost: 5 mana

Level 4

Summon Champion

Summons a Champion with 13 health, 16 attack, 13 defense and 17 magic resistance. Every time the Champion hits anyone, his stats will increase with 18%.
Cost: 8 mana

Summon Firebird

Summons a Firebird with 13 health, 17 attack, 16 agility and 13 initiative. The Firebird has the ability Rebirth, when the Firebird dies he will automatically regain his stats, but his stats will be decreased with 30% when rebirthed. The Firebird can only rebirth once. Also, the Firebird is immune to damage spells.
Cost: 8 mana

Summon Vampire

Summons a Vampire with 17 health, 16 attack, 13 agility and 13 magic resistance. The Vampire drains life from the enemy. The Vampire is immune to Curse spells and regenerates health.
Cost: 9 mana

Level 5

Summon Devil

Summons a Devil with 28 health, 36 attack, 33 initiative and 41 magic resistance. The Devil is immune to all cursing spells and always casts the spell "Song of Death" and "Poison" when he hits anyone. The Devil deals 30% more damage to Good fighters. (You know, good and evil thingy.)
Cost: 11 mana

Summon Paladin

Summons a Paladin with 41 health, 33 attack, 36 defense and 28 agility. The Paladin strikes twice and his attack increases with 7 points everytime anyone finishes his/her round. The Paladin always casts the spell "Double Power" on all friendly fighters when he finishes his round and the Paladin always has the spell "Holy Armor" enchanted on him.
Cost: 12 mana

okay this is overpowered. it's in BETA v0.000000000000000000001


New Image Ideas for New Spells ~ By Carcity

Quote:
Quote:
Might Skills

Novice Health


Basic Health


Advanced Health


Master Health


Impossible Health


Novice Attack


Basic Attack


Advanced Attack


Master Attack


Impossible Attack


Novice Defence


Basic Defence


Advanced Defence


Master Defence


Impossible Defence


Novice Speed


Basic Speed


Advanced Speed


Master Speed


Impossible Speed


MAGIC SKILLS

Novice Enchantment


Basic Enchantment


Advanced Enchantment


Master Enchantment


Impossible Enchantment


Novice Wisdom


Basic Wisdom


Advanced Wisdom


Master Wisdom


Impossible Wisdom





Skills ~ By Evasion

Quote:
UPDATE

Please say if this update isn't good. Then I will delete the update in the masterpost.

Might Skills

Novice Health

Increases your total amount of health with 5%. You need to be a Warrior for this skill.

Basic Health

Increases your total amount of health with 10% and you regenerate 10% of your total health each round in a battle. You need to be an Elite Warrior for this skill.

Advanced Health

Increases your total amount of health with 10%, you regenerate 15% of your total health each round in a battle and you are now able to use minor potions.
Minor Health Potion: Heals yourself for 2 hit points in a battle.
You need to be a Grand Master for this skill.

Master Health

Increases your total amount of health with 10%, you regenerate 15% of your total health each round in a battle and you are now able to use potions.
Health Potion: Heals yourself for 4 hit points in a battle.
Minor Health Potion: Heals yourself for 2 hit points in a battle.
Minor Mana Potion: Restores your mana with 3 Mana in a battle.
You need to be an Undefeatable warrior for this skill.

Impossible Health

Increases your total amount of health with 20%, you regenerate 20% of your total health each round in a battle and you are now able to use major potions.
Ultimate Potion: Heals yourself for 8 hit points in a battle and restores your mana with 12 mana points.
Health Potion: Heals yourself for 4 hit points in a battle.
Mana Potion: Restores your mana with 6 Mana points.
Minor Health Potion: Heals yourself for 2 hit points in a battle.
Minor Mana Potion: Restores your mana with 3 Mana in a battle.
You need to be a Living Legend for this skill.

Novice Attack

Increases your total amount of attack with 5%.
You need to be a warrior for this skill.

Basic Attack

Increases your total amount of attack with 10% and your attacks has now a 10% less chance to miss.
You need to be an Elite Warrior for this skill.

Advanced Attack

Increases your total amount of attack with 10%, your attacks has now a 10% less chance to miss and you can now shoot with a ranged weapon. The ranged attack deals 30% less damage than a normal attack.
You need to be a Grand Master for this skill.

Master Attack

Increases your total amount of attack with 15%, your attacks has now a 15% less chance to miss and you can now shoot with a ranged weapon. The ranged penalty is increased with 30% less damage, but now you can stun enemies with your melee weapon. It has a 20% chance to occur.
You need to be an Undefeatable warrior for this skill.

Impossible Attack

Increases your total amount of attack with 15%, your attacks has now a 15% less chance to miss and you can now shoot with a ranged weapon. The ranged penalty is removed. Stun chance with melee weapons is increased with 10%. You got a 5% chance to strike twice with weapons or shoot twice with ranged weapons. You negate 10% of the target's defense now.
You need to be a Living Legend for this skill.

Novice Defence

Increases your total amount of defence with 5%.
You need to be a warrior for this skill.

Basic Defence

Increases your total amount of defence with 15%. Also, your magic resistance is increased with 5%.
You need to be an Elite Warrior for this skill.

Advanced Defence

Increases your total amount of defence with 20% and increases your total amount of Magic Resistance with 10%.
You need to be a Grand Master for this skill.

Master Defence

Increases your total amount of defence with 20% and increases your total amount of Magic Resistance with 10%. Also, you have now a 10% chance to block attacks, ignore their strike after fortifying.
You need to be a Undefeatable Warrior for this skill.

Impossible Defence

Increases your total amount of defence with 20% and increases your total amount of magic resistance with 10%. Also, you have now a 30% chance to block attacks, ignore their strike after fortifying.
You need to be a Living Legend for this skill.

Novice Speed

Increases your total amount of Agility with 5% and your total amount of Initiative with 2,5%.
You need to be a warrior for this skill.

Basic Speed

Increases your total amount of Agility and Initiative with 5%.
You need to be an Elite Warrior for this skill.

Advanced Speed

Increases your total amount of Agility and Initiative with 7,5%.
You need to be a Grand Master for this skill.

Master Speed

Increases your total amount of Agility and Initiative with 10%.
You need to be a Undefeatable warrior for this skill.

Impossible Speed

Increases your total amount of Agility and Initiative with 15%. Also, you can dodge attacks while fortifying, ignoring their strike. That has a 20% chance to occur.
You need to be a Living Legend for this skill.

MAGIC SKILLS

Novice Enchantment

Increases your total amount of Spell Power with 5%.
You need to be a warrior for this skill.

Basic Enchantment

Increases your total amount of Spell Power with 15%.
You need to be an Elite Warrior for this skill.

Advanced Enchantment

Increases your total amount of Spell Power with 15%. Also, your spells will have a 5% less chance to be resisted.
You need to be a Grand Master for this skill.

Master Enchantment

Increases your total amount of Spell Power with 15%. Also, your spells will have a 15% less chance to be resisted.
You need to be an Undefeatable warrior for this skill.

Impossible Enchantment

Increases your total amount of Spell Power with 25%. Also, your spells will have a 15% less chance to be resisted.
You need to be a Living Legend for this skill.

Novice Wisdom

Increases your total mana with 5%.
You need to be a Warrior for this skill.

Basic Wisdom

Increases your total mana with 15%.
You need to be an Elite Warrior for this skill.

Advanced Wisdom

Increases your total mana with 20%.
You need to be a Grand Master for this skill.

Master Wisdom

Increases your total mana with 30%.
You need to be an Undefeatable warrior for this skill.

Impossible Wisdom

Increases your total mana with 50%.
You need to be a Living Legend for this skill.

You can only choose ONE of these skills:
Health
Attack
Defence
Speed
Enchantment
Wisdom
And then, you can not decide to take any other skill except for the following skill. Example:
Johnny takes Health. Then he has novice health. Next skill-level up Johnny can't decide to take Attack or any other skill. He has to take Basic Health, because of he chose health in the beginning.

You get skills when you are any of these ranks: warrior, elite warrior, grand master, undefeatable, living legend

So what do you think? Should this be included in HC carnage or not?


Mastery Ideas ~ By Lexxan

Quote:
I've had an Idea about Spell Masteries:

How about this for a Magic System?



Energy Orb

Makes a damage to your opponent
Mastery Level 1: Damage = Spell Power - 0.5* Enemy Resistance, fractions rounded down
Mastery Level 2: Damage = SpP - 0.5*Resistance, Fractions rounded up.
Mastery Level 3: Damage = SpP - (Resistance/3), Fractions rounded up.




Mana cost: 1



Magic Fist


Uses Defence instead of Magic Resistance
Mastery Level 1: Damage = SpP - (Defence/2), Fraction rounded up, counting the Defence bonus from Fortifying.
Mastery Level 2: SpP - (Defence/2), Fractions rounded up, Ignoring any Fortication bonusses.
Mastery Level 3: SpP - (Defence/3), Fractions rounded up, Ignoring any Fortification Bonusses
Damage = Spell Power - 0.5*Defence(enemy's)
Mana cost: 1

2nd level

Fireball


Makes a high damamage to opponent.
Mastery Level 1: SpP - (Resistance/4), Fractions rounded down
Mastery Level 2: SpP - (Resistance/5), Fractions rounded down
Mastery Level 3: SpP - (Resistance/5), Fraction rounded down, Decreases Enemy Defence by 1 for 3 Rounds (not cumulative)
Damage = Spell Power - 0.25*Magic Resistance(enemy's)
Mana cost: 3



Lightning

Makes a low damage to multi opponents.

Mastery Level 1: Damage = SpP - (Average of All Targets' Resistance/3). Damage is split between all targets.
Mastery Level 2: Damage = SpP - (Average of All Targets' Resistance/4). Damage is split between all targets.
Mastery Level 3: Damage = SpP - (Average of All Targets' Resistance/5). Damage is split between all targets.

Mana cost: 2

3rd level

Ice Bolt

Use Defence as well as Magic Resistance.
Mastery Level 1: Damage = SpP - (Resistance/4 + Defence/4). Target Defence decreased by 1 for 1 turn. Three Consequetive Icebotls results in Freezing. Fractions are rounded down.
Mastery Level 2: Damage = SpP - (Resistance/4 + Defence/4). Target Defence Decreased by 1 for 2 turns (cumulative). Three Consequetive Ice Bolts result in Freezing. Fractions are rounded up.
Mastery Level 3: Damage = SpP - (Resistance/4 + Defence/4). Target Defence decreased by 1 for 3 turns (Cumulative). Two consequentive Ice Bolts results in Freezing. Fractions are rounded up.
Mana cost: 4



Wasp Swarm


Use Defence instead of Magic Resistance. Summon a wasp swarm which makes damage to opponent and then makes a low damage after next three enemy's actions.

Mastery Level 1: Damage Lasts for 4 Rounds. Damage Round 1 = SpP - (Defence/2) and Damage Round 2/3/4 = SpP - Defence. Decreased Target's initiative by 1 for one round. Fractions rounded down.
Mastery Level 2: Damage Lasts for 4 Rounds. Damage Round 1 = SpP - (Defence/3) and Damage Round 2/3/4 = SpP - (Defence/1.5) Decreased Target's initiative by 1 for one round. Fractions rounded down.
Mastery Level 3: Damage Lasts for 5 Rounds. Damage Round 1 = SpP - (Defence/3) and Damage Round 2/3/4/5 = SpP - (Defence/1.5) Decreased Target's initiative by 1 for one round. Fractions rounded upd.

Mana cost: 5



4th level

Stone Spikes

Mastery Level 1:
Mastery Level 2:
Mastery Level 3:
Use defence as well as Magic Resistance. Reduce enemy's attack, defence with 2 and agility with 1 point by each spell.

Mastery Level 1: Damage = SpP - (Defence/5 + Resistance/5). Target's Agility and Defence Decreased by 1 for 3 rounds (not cumulative)
Mastery Level 2: Damage = SpP - (Defence/5 + Resistance/5). Target's Agiliy and Defence Decreased by 1 for 3 rounds (Cumulative)
Mastery Level 3: Damage = 1.5*SpP - (Defence/5 + Resistance/5). Target's Strength, Defence and Agility Decreased by 1 for 3 rounds (cumulative)



Mana cost: 6

Divine Strike


Makes Gods to strike target. Damage depend from enemy's bless status.
Rejected
Damage = 1.25*Spell Power
Defector
Damage = Spell Power
<No status>
Damage = Spell Power - 0.25*Magic Resistance
Dedicated
Damage = Spell Power - 0.5*Magic Resistance
Zealot
Damage = Spell Power - 0.75*Magic Resistance
Templar
Damage = Spell Power - Magic Resistance
Archon
Damage = 0
Divine Hero
Damage = 0
Mana cost: 7
[Left Unchanged]

5th level







Explosion


Makes very high damage.

Mastery Level 1: Damage = Spellpower - (Resistance/8), fractions rounded up
Mastery Level 2: Damage = SpP
Mastery Level 3: Damage = SpP*1.5, fractions rounded down

Mana cost: 10





Armageddon


Makes a high damage to all fighters including caster himself.

Mastery Level 1: Damage = SpP - (Resistance/4)
Mastery Level 2: Damage = SpP - (Resistance/4). The Caster only suffer half the normal damage, Fractions rounded up.
Mastery Level 3: Damage = SpP - (Resistance/4). The Caster only suffers a third of the Normal damage, Fractions rounded up.

Mana cost: 10

Cursing spells
Cusring spells can be casted at preparing stage. Most of them curse opponent and work for whole battle. To make them work you must have Spell Power higher than target's Magic Resistance.





1st level


Weakness


Reduses target's attack

Mastery Level 1: - 1 to enemy attack
Mastery Level 2: - 2 to enemy attack
Mastery Level 3: - 3 to enemy attack
Mana cost: 1




Vulnerability


Reduses enemy's defence

Mastery Level 1: - 1 to enemy Defence
Mastery Level 2: - 2 to Enemy Defence
Mastery Level 3: - 3 to Enemy Defence

Mana cost: 1




2nd level

Fatigue


Reduses enemy's agility

Mastery Level 1: -1 to enemy Agility
Mastery Level 2: -2 to enemy Agility
Mastery Level 3: -3 to enemy Agility
Mana cost: 2





Slow


Reduses enemy's Initiative

Mastery Level 1: - 1 to Enemy Initiative
Mastery Level 2: - 2 to enemy Initiative
Mastery Level 3: - 3 to enemy initiative

Mana cost: 2



Curse

Decreases Enemy Magic Resistance

Mastery Level 1: - 1 to enemy Magic Resistance
Mastery Level 2: - 2 to Enemy Magic Resistance
Mastery Level 3: - 3 to Enemy Magic Resistance

Mana Cost: 2



3rd level


Poison

Damages the Enemy, ignoring both Resistance and Defence

Mastery Level 1: -5 to enemy Health after each cycle. There are two cycles
Mastery Level 2: - 5 to enemy health after each cycle. There are three cycles
Mastery Level 3: -7 to enemy health after each cycle. There are 3 cycles.


Mana cost: 4



Confusion

Messes up the Target's orders

Mastery Level 1: The Target's Orders are messed up randomly
Mastery Level 2: The Target's Orders are messed up in favour of the Caster, if possible (ie: No Fortify when the caster attacks, or attack when the Caster fortifies instead of Casting Energy Orb, etc...)
Mastery Level 3: The Target's orders are messed up in favour of the Caster, and even changed if nessecairy.

Mana cost: 4



4th level

Freeze
Reduces the Target's stats. Also triggers with Ice bolt.
Mastery Level 1: -2 to enemy Defence, Resistance and -1 to enemy agility
Mastery Level 2: -2 to enemy Defence, Resistance, Agility and - 1 to enemy Initiative
Mastery Level 3: Decreases the Enemy's Defence, Resistance,Agility, Initative AND Attack by 2

Mana cost: 5



Blindness

Mastery Level 1: Target skips his first actions
Mastery Level 2: target skips his first three actions
Mastery Level 3: Target skips his first three actions and has -1 to initiative.

Mana cost: 6




5th level


Frenzy

Mastery Level 1: Target's attack is increased by 50% (fractions rounded up), Defence is halves and attacks the next moving player in the Round, whether that person is friend or foe. Can also be cast on Allies AND on the caster himself. Frenzy lasts 4 actions.
Mastery Level 2: Target's attack is doubles and Defence is halved. The Target attacks the next moving player, whether that person is friend or foe. Can also be cast on Allies AND on the caster himself. Frenzy lasts 1 full round.
Mastery Level 3: Target's attack is doubles and Defence is halved. The Target will attack the next moving ENEMY (enemy to the Caster) Player, whether that person is friend or foe. Can also be cast on Allies AND on the Caster himself. Frenzy lasts 3 full rounds.

Mana cost: 7



Presence of Death

Increases all damage suffered by the target
Mastery Level 1: Suffered Physical Damage increased by 25%, fractions rounded up.
Mastery Level 2: Suffered Physical Damage increased by 33%, fractions rounded up.
Mastery Level 3: Suffered Physical AND Magical damage increased by 50%; Fractions rounded up.
Mana cost: 8



Blessings


1st level


Rage


Increase attack
Mastery Level 1: +1 to attack
Mastery Level 2: +2 to attack
Mastery Level 3: +3 to attack
Mana cost: 1




Stone skin


Increase defence
Mastery Level 1: +1 to Defence
Mastery Level 2: +2 to Defence
Mastery Level 3: +3 to Defence
Mana cost: 1




2nd level



Vigor

Increases Agility
Mastery Level 1: + to Agility
Mastery Level 2: + to Agility
Mastery Level 3: + to Agility


Mana cost: 2




Haste

Increases Initiative

Mastery Level 1: +1 to initiative
Mastery Level 2: +2 to initiative
Mastery Level 3: +3 to initiative

Mana cost: 2



Endurance


Increases Resistance

Mastery Level 1: +1 to Resistance
Mastery Level 2: +2 to Resistance
Mastery Level 3: +3 to Resistance
Mana cost: 3




3rd level


Anti Magic

Grants temporary Magical Immunity

Mastery Level 1: Doubles Magic Resistance for 1 Round.
Mastery Level 2: Magic Immunity for 1 rounds. Includes all buffs. Magic Resistance is added to Defence for the duration of the spell.
Mastery Level 3: Magic Immunity for 1 round, excluding blessings. Magic Resistance is added to Defence for the Duration of the Spell.
Mana cost: 4



Regeneration

Tager regenerates some Health after each round.

Mastery Level 1: Target heals 5 Health per round, for 2 rounds
Mastery Level 2: Target heals 5 Health per round, for 3 rounds
Mastery Level 3: Target heals 7 health per round, for 3 rounds

Mana cost: 5




4th level


Phantom

Summon a phantom, which will defend player from any first attack.
Mastery Level 1: Phantom lasts 1 round, and has the same Attack and Defence as the Caster
Mastery Level 2: Phantom lasts 1 round and has double Attack, Defence and half as much hit points as the caster
Mastery Level 3: Phantom lasts 2 rounds and has double attack, defence and hit points as the caster.
Mana cost: 5



Blade Barrier


Empoweres the Target's retaliation with additional magical damage. all fractions are rounded down.
Mastery Level 1: Retaliations do (SpP - Defence/2) extra damage
Mastery Level 2: Retaliations do (SpP - Defence/3) extra damage
Mastery Level 3: Retaliations do (SpP - Defence/4) extra damage

Mana cost: 6



5th level

Celestial Shield


Increases defence and magic resistance
Mastery Level 1: +6 to Defence and Resistance
Mastery Level 2: +8 to Defence and Resistance
Mastery Level 3: +10 to Defence and Resistance
Mana cost: 7




Vampirism

After physical attack attacker restores some Health. All fractions are rounded down.
Mastery Level 1: Health restored = 50% of Damage
Mastery Level 2: Health Restored = 75% of the Damage
Mastery Level 3: Health Restored = 90% of the Damage
Mana cost: 8



There are two ways to gain Spell Masteries:

1) Aligntement:

Infernal: /
Dread: Blessing Mastery +1
Vile: Battle Magic Mastery +1
Evil: Curse Mastery +1
Dark: No changes
Neutral: No changes
Light: No Changes
Good: Blessing Mastery +1
Righteous: Battle Magic Mastery +1
Magnificent: Curse Mastery +1
Holy: /

2) Reaching 9 (or more) Bless Points:

9+ Bless points (reaching Zealot Rank) will increase the Mastery of all your spells by 1


New Spells ~ By Evasion

Quote:
Good idea RSF. Let's just add 10 HP on everyone, and for newcomers they'll start with 20 HP

@DC: Wow, sounds amazing I can fix some spell icons...

Level 1 Battle spells

Holy Bolt

Deals damage to your opponent and heals you for 15% of all the damage dealt with the spell.
Mana cost: 2

Void Missile

Deals a large amount of damage to your opponent, and 25% of all damage dealt will be reflected to you.
Mana cost: 1

Blades of Wrath

Deals 50% damage given of your attack and 50% damage of your current spell power.
Mana cost: 1

Level 2 Battle spells

Minor Nova

Deals damage to all of the enemy fighters in the other team. Also, you have a 10% chance to hit yourself. If Minor Nova will deal recoil damage, your damage on opponents will be increased.
Mana cost: 3

Giant's Magic Fist

Deals damage to your opponent (deals damage depending on target's defense, not magic resistance)
Mana cost: 2

Level 3 Battle spells

Stormshock

Deals a HUGE damage to your opponent, but it has a 35% chance to reflect on you.
Mana cost: 5

Mirror of Revenge

If your enemy casted a spell the turn before, 75% of the damage dealt of that spell will be reflected on the enemy when you'll cast this. Also, 20% of the damage taken from the spell last round will count as healed amount of health.
Mana cost: 5

Level 4 Battle spells

Mana Nightmare

Steals 30% of the target's remaining mana.
Mana cost: 7

Major Nova

Deals damage to all of the enemy fighters in the other team. Also, you have a 20% chance to hit yourself. If Major Nova will deal recoil damage, your damage on opponents will be increased. (deals much more damage than the minor one)
Mana cost: 7

Level 5 Battle spells

Storm Vengeance

Deals a HUGE damage to all enemy fighters in the coliseum, but it has a 35% chance to reflect on you (and the allied members in your team)
Mana cost: 11

Level 1 Curse spells

Discouraging Shout

Your enemy target has a 20% chance to forget his/her next attack.
Mana cost: 1

Suffering(need a new name for this one )

Your enemy target's stats will be decreased with 8% every round.
Mana cost: 1

Lesser Poison

Your enemy target's health will be decreased with 13% every round.
Mana cost: 2

Level 2 Curse spells

Drain Health

Steals 12% of the enemies' total health.
Mana cost: 2

Dampen Damage

Decreases the enemies spellpower with 15%.
Mana cost: 3

Level 3 Curse spells

Magic Torture

The enemies attack & spellpower will be decreased with 17%, and your attack & spellpower will increase with 8,5%
Mana cost: 5

Painful Moment

The enemies agility & initiative will be decreased with 17%, and your agility & initiative will increase with 8,5%
Mana cost: 6

Level 4 Curse spells

Song of Death

If your opponent has below 15% health left, you will instantly kill him/her with this spell
Mana cost: 7

Mass Suffering

All enemy targets stats will be decreased with 18% every round.
Mana cost: 6

Level 5 Curse spells

Curse of the Death Knight

Your enemies stats will be lowered by 45%.
Mana cost: 10

Level 1 Blessings

Elemental Restoration

Increases your total spellpower with 20% for two rounds
Mana cost: 1

Mana Spiral

Increases your total mana with 10%
Mana cost: 1

Holy Armor

Increases your health and defense with 7% every round.
Mana cost: 2

Level 2 Blessings

Retaliation Power

Doubles your damage on retaliations for 2 rounds
Mana cost: 2

Dispel

Removes two curses from you or your allies.
Mana cost: 2

Level 3 Blessings

Renew Powers

When this spell is activated, your health and mana will regenerate with 25% every round.
Mana cost: 5

Heavenly Defense

Increases your defense with an additional 25% when fortifying after this spell is casted.
Mana cost: 5

Level 4 Blessings

Rage Ward

You will now take 15% less damage from melee attacks.
Mana cost: 6

Storm Ward

You will now take 15% less damage from spells and curses has 8% less effects on you.
Mana cost: 6

Level 5 Blessings

Double Power

Increases all your stats with 25%. Also, you're immune to spells for 2 rounds.
Mana cost: 9

The secret surprise comes tomorrow...



Argh *takes suicide and then cast the spell rebirth*
Too long post That's everything who's needed, right?
____________
R

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DarkCrystal
DarkCrystal


Promising
Supreme Hero
Staright out of line
posted April 26, 2009 01:20 PM

OK, so I'm going for updates as I promised. But I'm a bit tired from all happened, so I will try to update all of that not in the same time.
____________
Sometimes I'm about to yell: "It is flat you idiots!" But I don't wanna die in fire.

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razor5
razor5


Famous Hero
Freezing...
posted April 26, 2009 04:27 PM

Allright,I've saw Trogdor is becoming inactive.I think I'll ask another one for a challange,so anyone?

@DC: I think posts like mine are spamming for this thread,should we post things like "Who wants to challange me?" on the War House thread?

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DarkCrystal
DarkCrystal


Promising
Supreme Hero
Staright out of line
posted April 26, 2009 04:30 PM

Quote:
I think posts like mine are spamming for this thread,should we post things like "Who wants to challange me?" on the War House thread?
Right.
____________
Sometimes I'm about to yell: "It is flat you idiots!" But I don't wanna die in fire.

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