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Heroes Community > Age of Heroes Coliseum > Thread: My Unfinished entry for ICTC 4
Thread: My Unfinished entry for ICTC 4
Fauch
Fauch


Responsible
Undefeatable Hero
posted April 05, 2009 01:15 PM
Edited by Fauch at 13:17, 05 Apr 2009.

My Unfinished entry for ICTC 4

I know it's too late, but some people seemed interested in what I did.


Town: Sanctuary
Alignment: Good
Associated Colors: Black, blue, orange
Core Philosophy:
Worship: None.
Country/Kingdom: The never ending void.
Capital: Giruvegan
Symbols: The cycle of elements.

Heroes :
Magic hero :
Mage :
attack : 0 (5%)
defense : 2 (35%)
spellpower : 2 (35%)
knowledge : 1 (25%)

Racial : Elements master.
Direct damage spells cast by the hero receives new elements and the bonus linked to those elements.

Basic : Earth spells gains the fire element. Fire spells gains the air element. Air spells gains the water element. Water spells gains the earth element.

Advanced : Earth spells gains the water element. Fire spells gains the earth element. Air spells gains the fire element. Water spells gains the air element.

Expert : Earth spells gains the air element. Fire spells gains the water element. Air spells gains the earth element. Water spells gains the fire element.

Ultimate : All direct damage spells are considered non-elemental, but keep the bonus of the 4 elements.

Might hero :
Overlord :
attack : 1 (15%)
defense : 2 (35%)
spellpower : 1 (25%)
knowledge : 1 (25%)

Racial : Arcane shield.
A portion of all damage dealt to your creatures is absorbed by the arcane shield. That portion is a percentage is equal to the level of the hero.

Basic : The hero loses 1 mana point for every 25 damage absorbed by the shield.

Advanced : The hero loses 1 mana point for every 50 damage absorbed by the shield.

Expert : The hero loses 1 mana point for every 100 damage absorbed by the shield.

Ultimate : The hero loses 1 mana point for every 200 damage absorbed by the shield.

Mages 'specialities :

Familiars lord : Increase the number of familiars in the hero army each week. the number of familiars is equal to the hero level. If the heroes has upgraded familiars, then upgraded familiars will be summoned. The capacity of the mana pool of the familiars, mystics and mana-crafters is increased by 1 per hero level. Same thing for the amount of mana whith which they start.

Crystals keeper : Arcane crystal and their upgrades gets + 2% to their spellpower for every hero level.

Feather Mage : The hero gains 1% to his iniative per level for casting spells only (only applies after the hero casts a spell)

Inexhaustible : After each action, the hero gains an amount of mana equal to 1 + his level / 4.

Light warrior : Increases the chances to make the enemy dark spells fail by 1% per hero level. Decreases the power of the enemy dark spells by 1% per hero level.

Destructive mage : Destructive spells cast by the hero decrease permanently the defense of all the stacks struck. The defense reduction is equal to 1% of the damage dealt.

Irresistible mage : Decrease the magic protection and resistance of enemy stacks by 2% per hero level.

Overlords' specialities :

Blade crafter :  Arcanes blades and their upgrades has an additive bonus of +2% per hero level to their abilities great shield and magic resistance 50%

Master archer : Arcane archers and their upgrades get + 1 to their attack and their defense for every 2 hero level.

Bomb crafter : Bombs and their upgrades get + 1 to their attack and their defense for every 2 hero level.

Rock tamer : Rock and their upgrades get + 1 to their attack and their defense for every 2 hero level.

Wise man : The amount of XPs gained by this hero increases by 2% per hero level.

Divine shield : The efficiency of the arcane shield in increased by 25%. the mana cost is decreased by 20%.

Armorer : The defense of all creatures in the hero army increases by 1% per hero level.

Line up :

lvl 1 :

Familiar
The familiar is the most trusty friend of the wizard. They help them in casting spells. Each wizard receives a familiar at his birth and will keep it until his death.
Mana gift.

Mystic
The mystics are a race of familiars able to store more mana than the familiars and to drain it from their enemis.
Mana drain. Mana source.

Mana crafter
The Mana  are another race of familiars who have the unique ability to concentrate their magical energy to give life to inanimated creatures. Wizards use them to create bombs and arcane blades for example.
Mana gift. Mana crafter.

Mana gift : Similar to mana feed.

Mana drain : This creature can spend a turn to steal mana from an enemy hero to replenish his own mana pool. The amount of mana stolen is proportionnal to the number of creatures. The creature can't store more mana than his mana pool allows.

Mana source : Like mana feed, but can also be cast on friendly creatures. A single stack having this ability can be bound to several creatures / heroes at once.

Mana crafter : Spending all of his mana, this creature can heal and resurrect magical creatures. The amount of HPs healed is proportionnal to the amount of mana spent and the number of creatures.

lvl 2 :

Arcane blades
Those flying blades have been created to protect the sanctuary. They don't need to receive orders, since engraved magical runes tell them what they have to do.
Magical. Great shield. Magic resistance 50%.

Spinning swords
Those blades are more sharp, and the magical runes tell them to be more offensive. A very powerful magic is needed to create them.
Magical. Great shield. Magic resistance 50%. Passed-by attack. Blade barrier.

Enchanted sabres
Those blades have been greatly enchanted against magic. The enchantment is so strong that nearby creatures get protected too.
Magical. Great shield. Magic resistance 50%. Invisibility. Aura of magic resistance. Eldritch aura.

Magical : Similar to mechanical, but resurrected thanks to the "mana crafter" ability and not thanks to "repair".

Passed-by-attack : This creature attacks every enemy stack who pass or stop near it for 50% of its damage.

Blade barrier : A portion of the damage inflicted to this creature in melee are reflected to the attacker. The damage are physical and not elemental.

lvl 3 :

Arcane archer
Besides the wizard, the archer are the only humans serving in the army, and the only ones who received a military formation. Swordmen and squires weren't need since the arcanes blades fulfil their roles, but the wizard still haven't found the good rune combination to make arcane bows act as they should.
Shooter.

Dream archer
Those archers use enchanted arrows. Despite the pain caused, their shots are very likely to put their opponents to sleep.
Shooter. Sleeping strike.

Sharpshooter
Sharpshooters use enchanted bows instead. They can fire arrows with a dreadful accuracy, and the further the enemy is, the greatest the damage will be.
Shooter. Line attack. Arcane arrow.

Line attack : Like the special ability of the magi.

Arcane arrow : This creature suffers no distance penalty. The further is the enemy, the greater the damage will be.

lvl 4 :

Bomb
Another magical weapon created by the wizard to protect the sanctuary. The Bombs are to charge their opponents at great speed, but unfortunately, are easily destroyed.
Magical. Rush.

Pyro-bomb
Enhanced with a fire enchantment, the Pyro-bombs are still very weak, but their merciless charge are very frightening to the wizards enemies.
Magical. Rush. Immune to fire. Fire shield.

Meta-bomb
The Meta-bomb is the cream of the bombs. It has been created by the wizards in prevision to the war, to be able to take down enemies town. Their powerful charges are able to destroy castle walls.
Magical. Rush. Magic res 25%. Earth shaker.

Rush : Similar to leap, doesn't allow to jump over a castle wall. Minimum distance : none, maximum distance : twice the movement of the creature.

Fire shield : Reflects 33% of received damage.

Earth shaker : When attacking, this creature also has a chance to stun adjacent stacks and will inflict damage(proportionnal to the number of creatures) to adjacent castle walls. Only the targetted stack (and the walls) will suffer damage.

lvl 5 :

Arcane crystal
Some crystal have a strange property which make them absorb magic. Wizards accidently discovered that by casting spells in crystal mines, and now, some of them spend days casting spells in those mines to find these crystals. Arcane crystals are unable to act on their own, but the right energetic stimulation will make them unleash their magic.
Elemental. Immune to magic. Spellcaster (Lightning bolt). Inanimated.

Air crystal
Those crystals have been enhanced by casting a lots of air spell in them.
Elemental. Enchanted crystal. Spellcaster (Chain lightning). Inanimated. Invisibility. Aura of lightning vulnerability.

Fire crystal
Well, obviously, air and fire are the 2 favorite elements of the wizards.
Elemental. Immune to magic. Immobile. Fire chain. Opportunist. Aura of fire vulnerability.

Inanimated : This creature can't move nor attack.

Enchanted crystal : Similar to enchanted armour.

Immobile : This creature can't move

Fire chain : Similar to stormstrike. deals 100% damage to every stack hit. Magical attack, Fire element.

Opportunist : Similar to lizard bite, but deals 100% damage.

lvl 6 :

Rock
Some people in the sanctuary are in charge of capturing baby eagle to educate and take care of them. Those eagles undergo a special diet, consisting of potions making them grow unnaturaly big, in order for them to carry hard task or serve in the army when they become strong enough.
Flyer. Bravery.

Garuda
The garuda is a genetic evolution over the eagles. They are extremly fierce, so they can only be tamed while they are still very young. For some reasons, they totally hate dragons, some people say they are the reason why no dragons have ever been seen near the sanctuary.
Flyer. Bravery. Immune to fire. Giant slayer. Dragon slayer.

Nebula
Unlike the garuda, the nebula are very docile, and are easy to educate. The reason may be that they fly high above the clouds, and they have no natural predators up there. In another hand, it makes them very hard to find and catch.
Flyer. Bravery. Immune to air. Dive. Summon storm.

Giant slayer : This creature benefits +5 attack and defense when fighting level 7 creatures.

Dragon slayer : This creature deals 25% more damage to dragon, and has a chance to kill at least one of them when attacking or retaliating (Similar to vorpal blade being affected by luck)

Summon storm : Similar to "presence of the storm". Can be cast multiple times.

lvl 7 :

Wizard king
Mind immune. Bravery. Spellcaster (Teleport no mastery).

Lore keeper
Mind immune. Bravery. Spellcaster (Teleport expert, Storm wind, Wind shield, Shock).

???
Mind immune. Bravery. Spellcaster (Teleport basic, Teleport assault basic, Regeneration). Fire blade.

Teleport no mastery : Allow to teleport friendly units. Not behind castle walls.

Teleport basic : Allow to teleport friendly units. Even behind castle walls.

Teleport expert : Allow to teleport friendly and enemy units. Even behind castle walls.

Teleport assault basic : Allow to teleport friendly units. Even behind castle walls. Grants an atb boost of 0.5.

Fire blade : Similar to incinerate.

Storm wind : move by 2 tiles in the chosen direction, every stack in a 3x3 area.

Wind shield : Similar to deflect arrows. In addition, melee attackers attacking a creature blessed with this spell get pushed one tile away from it after performing their attack.

Shock : Direct damage spell, lightning damage. Ignores all resistances and protections, but not immunities.


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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted April 27, 2009 12:02 PM
Edited by Mytical at 12:11, 27 Apr 2009.

I like so far, would have gotten a high score from myself.  Though Arcane Shield might be a bit Deus Ex Machina.
____________
Message received.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted April 27, 2009 03:56 PM

too powerful? too cheap?

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