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Heroes Community > Age of Heroes Coliseum > Thread: Xhane Contest - Unique Perk Competition
Thread: Xhane Contest - Unique Perk Competition This thread is 3 pages long: 1 2 3 · NEXT»
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted May 31, 2010 11:49 AM
Edited by Elvin at 19:25, 01 Jun 2010.

Xhane Contest - Unique Perk Competition

One of the five individual competitions promoted by Xhane, the new Community Developer for Might&Magic. Similarly to Blizzardboy's thread you have to invent a new perk that will be unique for one of the eight existing factions in Heroes 5, top entry wins some of the clash of heroes figurines. This perk must be under one of the general skills rather than a racial or ultimate. All information concerning the perk must be given:

-The name of the perk
-The skill it is under and the prerequisites for it
-A detailed and clear description of the perk

Entries will be judged along the lines of both creativity and realism, good luck!


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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 31, 2010 12:17 PM

why double-contest?!?

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mamgaeater
mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted May 31, 2010 02:04 PM
Edited by mamgaeater at 14:18, 31 May 2010.

This is just a way to reward hc for being a faithful community.
notice that the events tend to be related to what we have been doing. (short stories, perk creation, map editor wizardry and ictc)

I might enter one of my favorite perks from the olden days when i made perks

Dark Chains - Destructive
Prereqs - Elemental Chains, Dark Renewal
When an elemental chain is successfully cast upon a unit a random curse spell from the hero's spellbook will also be cast on the unit. (the random casting uses the hero's mana.)


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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted May 31, 2010 02:19 PM

We are not the only ones, the French community received one as well. Haven't asked around if there are others but either way it is a nice gesture.
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mamgaeater
mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted May 31, 2010 02:25 PM

yeah, lets just shut up about why and enjoy it.

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted June 01, 2010 11:46 AM
Edited by Mytical at 09:58, 23 Jun 2010.

I introduce to you, a skill/perk combo that might be the LEAST popular ever.

Spellblade
Basic - When a hero attacks a random destructive spell (non-aoe) of 1st or 2nd circle that he has in his spellbook is cast on the target.  The spell takes double the normal mana, but only does normal damage.

Advanced - A random Destructive spell (non aoe) of 3rd or 4th circle is cast on the target of the attack (as long as it is in the heroes spellbook).  Acts like a 'random spell' imbue arrow, but for all hero types. However, the mana is 1.5x normal, and damage does not increase because of that.

Expert - A random destructive spell of the fifth circle (non-aoe) is cast on the target of the attack (as long as it is in the heroes spellbook).  Normal mana consumption, normal damage, but the heroes turn comes along 25% faster then normal.
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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted June 01, 2010 12:25 PM
Edited by JollyJoker at 14:27, 01 Jun 2010.

I think, there have been tons of good perks made, even outstanding ones. It's difficult to impossible to pick the best one of those I made wthin the competetion or find a new one that really shines. Instead I'll pick that one for entry I had the most FUN with creating (although that feeling wasn't shared); I still find the perk as such great, because it captures so much of the race and at the same time doesn't take things too seriously, while it introduces a whole new concept of "prerequisites".

PERK FOR BARBARIAN

Defense Is For Sissies

Skill: Attack

Prerequisites:

Basic Blood Rage, Memory of Our Blood, Advanced Attack, Battle Frenzy, NO LEVEL IN DEFENSE (Explanation: Should the Barbarian pick Basic Defense, the perk no longer has effect and becomes useless/isn't available for picking anymore.)

Effect:
If a Stronghold unit led by a Barbarian with this perk attacks, the unit MAY sacrifice its ability to retaliate for the upcoming round for another attack blow (like the Minotaur Guard), that does HALF (50%) of the regular damage. (After the normal attack is resolved, the unit gets a chance for another attack, that it may decline, keeping the retaliation.)
List of special effects for the Stronghold creatures:
1) Since Goblins do not retaliate anyway, this perk has no effect on them (no retaliation, no second attack blow).
2) Maulers get a THIRD blow (third blow doing half damage), Warmongers do double damage with their second blow (like they would with retaliation), so they will deal therefore full damage with their second blow.
3) Slayers and Executioners may get a third blow
4) Cyclopses get another blow, when they attack hand-to-hand, but not for Goblin-throwing).

This perk does effect only the following units:
1) All units with the ability Raging Blood
2) All units with the ability Enraged; the perk is effective only for actually Enraged units.
3) Wolves and all Wyvern types
4) Berserker and Battlerager

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Vangelis21
Vangelis21


Supreme Hero
Manchild
posted June 12, 2010 10:36 PM
Edited by Vangelis21 at 00:31, 13 Jun 2010.


# Perk's name: warlock's nightmare (Stronghold only)
# Skill & prerequisites:
The perk is under --> "Shatter destruction" and it needs:
- "weaken destruction"
- "detain destruction"
- "might over magic"
- "Luck of the barbarian"

# Description:
Grants damage reduction of destructive spells cast against Barbarians. Spell reduction is calculated as follows: initial spell damage (after all resistance, protection etc are calculated) minus [the spellpower of the barbarian hero * hero's level] divided by 2. On top of that, every time that a destructive spell is used by the opponent and is reduced by the perk "warlock's nightmare" the Barbarian hero will lose an amount of mana calculated as follows. mana lost = spell dmg reduction divided by 40.

# Example:
Without any further parameters counted, the fireball deals a standard damage of 20+20*power in expert mastery. Let's consider that the power of the caster is 20 -> the final damage will be 20+20*20 = 420. If the defending Barbarian hero (level 20, power 10) has the perk "warlock's nightmare" the already reduced damage is calculated as 420 - (10*20)/2 = 320. The barbarian hero would lose 5 mana (spell dmg reduction divided by 40)
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Fauch
Fauch


Responsible
Undefeatable Hero
posted June 12, 2010 11:17 PM

Quote:
20+20*20 = 800.

lol
it's 420

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Vangelis21
Vangelis21


Supreme Hero
Manchild
posted June 13, 2010 12:31 AM

edited. i hope it is ok now
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Vangelis21
Vangelis21


Supreme Hero
Manchild
posted June 14, 2010 07:58 AM

Mytical I have a couple of questions for your perk!

1) In basic level, if it drains more mana but has standard damage, why should anyone choose to cast it?

2) In advanced level, you know that there is only the chain lightning in this category as the other lvl 3-4 spells are aoe? What kind of randomness is that?

3) Why doesn't it drain mana against immune enemies? Not all factions have immune creatures and it would be a little unfair. Especially from the time that the aoe spells don't work!


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seddy
seddy


Known Hero
Spinner of delicious cupcakes
posted June 20, 2010 11:25 PM
Edited by seddy at 17:53, 21 Jun 2010.

Perk for Inferno

Under: Sorcery

Refined gating
All gated units becomes incorporeal for 1 turn upon summoning.

Prerequisites:
Primary/racial skill (Gating)
Sorcery - Magic Insight


Additional info: I thought that since the Inferno do summon their troops, they should be a bit insubstantial when they arrive from the gates of Sheogh. And in order to use that to your advantage, you would need some Magical insight and be able to cast the gating "spell" (I know it is a creature ability granted by the hero) quickly to, well, be able to use that. This would basically be like the dwarven rune applied by auto on any gated unit once. Could make the useful for blocking, soaking up retaliation and minimizing losses even more.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 21, 2010 12:34 AM

Interesting and practical.
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seddy
seddy


Known Hero
Spinner of delicious cupcakes
posted June 21, 2010 05:35 PM

Hmm, I should have read rules more carefully. It says that cannot be under a racial...

Can I just put Gating as a requirement and put it under sorcery instead? If that would be in accordance with the rules.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 21, 2010 05:40 PM

Sure. Actually the first time around that's how I understood it, all advanced abilities in H5 that require prerequisites are under skills instead of racial.
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seddy
seddy


Known Hero
Spinner of delicious cupcakes
posted June 21, 2010 05:54 PM
Edited by seddy at 17:54, 21 Jun 2010.

I thought of it like some kind of 4th racial skill for some reason, but of course it makes sense to keep it as a normal general perk.

Oh and: FIXED

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ebbafan
ebbafan


Promising
Famous Hero
posted June 21, 2010 06:16 PM

interesting competition.

Inspired by the cyclops' goblin throwing, the eccentric barbarian siege engineer Tecumseh developed a new strategy for Garuna's armies.

"Catapult Creature"

Units adjacent to the catapult can be loaded on and ejected to another tile on the battlefield. The units have parachutes(or none if they can fly/teleport) which they use near landing and cut the strings to get the drop on their opponents with "assault ability." (Unit goes next)

Requirements: Warmachines -> Catapult -> Catapult Creature
(Barbarian faction only)

The catapult now has a "Catapult Expert Team" that is alive and can be killed, although they do not attack other creatures. HP/Movement/Initiative/Defense:
Advanced War Machines: 1000/2 tiles/6/15
Expert War Machines: 1500/3 tiles/8/20

Note that catapulted units may be misfired and can take damage:
Advanced War Machines: 20% chance misfire
Expert War Machines: 10% chance misfire

Damage is 10-100 + .5 to 1.5% of unit stack health per tile travelled
Expert War Machines reduces this to 5-50 + .5 to 1%  of unit stack health per tile travelled.

*If the army is assaulting a castle and catapulting over enemy walls, there is also a chance that the creatures will hit the castle wall , doing double damage and dropping them into the moat if there is one. Chance of this is: 8% Advanced and 4% Expert. This is in addition to regular misfire chances

Special Notes: Because the catapult unit is alive, it is subject to rage increases, morale, and is affected by divine guidance, word of the chief and orc chieftains ability. Therefore it can be used as a dark counter vs frenzy and to some degree puppet master. Blinded/Torpored creatures can be loaded on once the catapult unit is moved next to them and dumped one tile to take damage(they automatically take damage) and reawaken them.

Rage Levels/Bonuses are as follows:

Level 1: +1 movement, +2 initiative
Level 2: +5 defense, +1 shot
Level 3: +1 movement(additional), +1 shot(additional)

Of course the catapult can be used as usual to damage castle walls.

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Zenithale
Zenithale


Promising
Famous Hero
Zen Mind
posted June 21, 2010 08:51 PM
Edited by Zenithale at 21:00, 21 Jun 2010.

LURE

Faction: ACADEMY
Skill: SUMMONING MAGIC
Prerequisites: MASTER OF LIFE + MAGIC MIRROR

Effect: at the beginning of a battle, it creates an illusion in the center of the battlefield (2x2 area). ALL enemy units MUST move (as far as they can) to attack or shot the Lure when it's their turn to play. Once reached the Lure disappears.
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Carcity
Carcity


Supreme Hero
Blind Sage
posted June 22, 2010 12:45 AM
Edited by Carcity at 13:23, 23 Jun 2010.

Guardian soul

Race: Haven

Under skill: Defense

prerequisites: Basic defense, Basic Light magic, Retaliation strike

Description: Each time a unit in the heroes army is attacked, a random light magic spell that is in the hero's spellbook is cast on the creature before it's retaliation, the spell costs double the normal mana. If the hero doesn't have enough mana, the spell won't be cast.
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veco
veco


Legendary Hero
who am I?
posted June 22, 2010 09:11 AM

I have no idea what you're talking about Carcity

First of all - normal effect of Weakness = 4?.. ???
Weakness effect is measured in percentage so the actual value differs for every creature. It also has nothing to do with hero level.
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none of my business.

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