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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Special Abilities - Stronghold (Orcs)
Thread: Special Abilities - Stronghold (Orcs) This thread is 2 pages long: 1 2 · «PREV
Jabanoss
Jabanoss


Promising
Legendary Hero
Property of Nightterror™
posted December 22, 2010 09:51 AM

I agree that some units should have negative abilities. I'm not so sure about random-based stuff however, I think they should move away from that as much as possible.


Ogre/Troll/Huge Orc:
Unstoppable Fury - The "Ogre" puts himself in a state of Frenzy, making him uncontrollable but greatly increase his attack and damage. This lasts 3 turns.
____________
"You turn me on Jaba"
- Meroe

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 22, 2010 10:04 AM

Hmmm I don't think that. I like a bit randomness - a bit luck to it. I don't like them going away from the radnom skill choice, either, btw. It was very characteristical for HoMM and I, personally, liked it.

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Agent_00_BLeRD
Agent_00_BLeRD


Adventuring Hero
posted December 22, 2010 10:43 AM

Quote:
Quote:
Siege Engine - The cyclops can attack castle walls, towers and gate. It cannot be stopped by the castle's moat (although it still receives damage).


You do of course realise that all units are able to attack walls, gates & tower in HoMMVI. It was one of the major new things that Ubi announced when they announced the game.


Oooooh...forgot about that! Hmmm...gonna change it to "do far more damage than other units".


Negative abilities allow a unit to receive stronger positive abilities as compensation. So I guess a few can be thrown around.

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Jackson
Jackson


Known Hero
Random Spirit Lover
posted December 22, 2010 10:49 AM

Quote:
Quote:
Siege Engine - The cyclops can attack castle walls, towers and gate. It cannot be stopped by the castle's moat (although it still receives damage).


You do of course realise that all units are able to attack walls, gates & tower in HoMMVI. It was one of the major new things that Ubi announced when they announced the game.


Are you sure about that? I know they annouced that creatures will be able to attack walls, but I don't think they said ALL creatures will be able to. I assume (and really hope) that it's an ability and only some creatures will be able to do it. Big ones, like the Cyclops.

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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted December 22, 2010 07:37 PM

Here's my list of abilities.
                              Core
Goblin
Cowardice: Goblins always suffer morale penalties when being attacked.-Passive Ability
Short-Ranged: deals bonus ranged damage when enemy is 3 squares near but suffers penalty when the ememy is more than 7 squares afar.-Passive Ability
Blow Spikes:Choose 3 targets to throw poisionous spikes that deal damage per second by 0.5 for each Goblin in stack.Can be used once per combat.Lasts 3 turns.-Active Ability
Goblin Hunter
Cowardice
Boomerang:Ranged attacks strike a max of 5 targets in an area 10x10 surrounding the Goblin hunter.-Passive Ability
Man-Eater:Can eat humans to regain hp.-Active Ability
Short-Ranged: deals bonus ranged damage when enemy is 3 squares near but suffers penalty when the ememy is more than 7 squares afar.
Hunter:Goblin Hunters deal x2 damage to beasts.
Throw Sacred Spikes:Choose 5 targets to throw poisionous spikes that deal 1-3 damage per second multiplied by the number of Goblin Hunters in stack.Can be used once per combat.Lasts 3 turns.-Active Ability

Harpy
Strike and Return:Same as previous series.-Passive Ability
Fury
Strike and Return:Same as previous series.-Passive Ability
No Enemy Retaliation:Same as previous series.-Passive Ability
Strike Vitals:40% to all 1x1 land units.-Passive Ability

Mauler
Raging Blood-For each 10 creatures slain stack gains +1 attack.-Passive Ability
Blunt-Deals bonus damage to walls.-Passive Ability
Ferocius Charge-For each square Maulers move before attacking,they gain +1 attack-Passive Ability
Crusher
Demon Blood-For each 10 Creatures slain stack gains +2 attack.-Passive Ability
Ferocius Charge-For each square Maulers move before attacking,they gain +1 attack-Passive Ability
Sacred Maul-Deals Double Damage to walls and reduces enemy defense by 1.-Passive Ability
Crush:Can crush walls for a penalty of 3 damages for 3 turns.Unlimited uses.-Active Ability
                              Elite
Centaur
Maneuver:Same as H5.-Passive Ability
Horse Archer:Will move around the target and then hit him,causing confusion to enemy but less damage.-Active Ability
Centaur Bowmaiden
Maneuver:Same as H5.-Passive Ability
Horse Archer:Will move around the target and then hit him,causing confusion to enemy but less damage.-Active Ability
Composite Bows-No range pentalties but the closer the target,the less damage.
Shaman
Sacrifice Goblin:Sacrifices goblin to heal/resurrect any friendly creature.-Active Ability
Caster:Casts Spells.
High Shaman
Sacrifice Goblin:Sacrifices goblin to heal/resurrect any friendly creature.-Active Ability
Caster:Casts Spells.
Wrath of Mother Earth:Raises stone spikes in a 5x5 area to deal 100 damage to any stack.Can use once per battle.Once used,no other Active ability can be used.-Active Ability
Wrath of Father Sky:Calls a Lightning Bolt to deal 50 damage to a single stack for every High Shaman in stack.Can use once per battle.Once used,no other Active ability can be used.-Active Ability
Beastkeeper
Ogre:1x1 creatures deal less damage to this creature.-Passive Ability
Bone Claws:Reduces 2 defence to stacks hit by the unit.-Passive Ability
Beast Keeper:20-30% bonus damage to beasts.-Passive Ability
Beastmaster
Ogre:1x1 creatures deal less damage to this creature.-Passive Ability
Beastmaster:50% more damage to beasts;Can control enemy beast unit for the battle;Can heal a friendly beast unit.-Passive Ability
Beast Claws-Reduce target defence to 0 if target is a core
unit.-Passive Ability
Obsidian Equipment:Incereases magic resistence by 40%.-Passive Ability
                              Champion
Cyclops
Goblin Eater-Eats goblins to nourish himself.-Active Ability
Blunt-Deals bonus damage to walls.-Passive Ability
Enraged Cyclops
Goblin Eater-Eats goblins to nourish himself.-Active Ability
Evil Eye-Bursts a ray of negative energy that deals 100-300 damage and blinds enemies.
Demon Blood-For each 10 Creatures slain stack gains +2 attack.-Passive Ability
Ferocius Charge-For each square Maulers move before attacking,they gain +1 attack-Passive Ability
Sacred Maul-Deals Double Damage to walls and reduces enemy defense by 1.-Passive Ability
Crush:Can crush walls for a penalty of 3 damages for 3 turns.Unlimited uses.-Active Ability

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted December 22, 2010 08:56 PM
Edited by LizardWarrior at 20:56, 22 Dec 2010.

Troll/Ogre
Bonecrusher-dealing hard hits to the enemy,ogres and trolls have 20% chances to cause fractures,so the traget lose 40% defence for 5 turns

Cyclops
Cannibalism-cyclops can eat an allied creature to heal a number of damage equal with the sacrificed unit's hp

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Agent_00_BLeRD
Agent_00_BLeRD


Adventuring Hero
posted December 22, 2010 09:05 PM
Edited by Agent_00_BLeRD at 10:47, 23 Dec 2010.

@Lord immortal: Like your list. Some of your abilities were superfluous though so I added the rest.

Goblin
Cowardice: Already listed
Goblin Hunter
Boomerang: Already listed as circle throw
Man-Eater: Already listed as cannibalism

Harpy
Strike and Return: Already exists
Fury
Strike and Return:Already exists
No Enemy Retaliation:Already exists


Mauler
Raging Blood- Already listed as battle triumph
Blunt-Present in the cyclops.

Crusher
Sacred Maul-Already listed as Crush in the original list
Crush:Can crush walls for a penalty of 3 damages for 3 turns.Unlimited uses.-Active Ability --- I don't understand what you mean by "for a penalty of 3 damages for 3 turns"


                              Elite
Centaur
Maneuver: Already exists
Horse Archer:Will move around the target and then hit him,causing confusion to enemy but less damage.-Active Ability --- Confusion?

Shaman
Sacrifice Goblin: Already listed

Beastmaster

                              Champion
Cyclops
Blunt- Already listed as siege engine
Enraged Cyclops
Goblin Eater-Already exists.





---EDIT: We've got quite a lot of abilities for the core units. Need more for the stronger ones, esp. cyclops.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted December 23, 2010 03:42 PM

cyclop :

vulnerability to blind : blinding attack has twice as much chance to trigger on a cyclop.

blind rage : on cyclops, blind have the effect of the berserk spell.

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted December 23, 2010 06:39 PM

Quote:
Are you sure about that? I know they annouced that creatures will be able to attack walls, but I don't think they said ALL creatures will be able to. I assume (and really hope) that it's an ability and only some creatures will be able to do it. Big ones, like the Cyclops.


Yes. I am very sure of this. It was announced and our friendly local insiders have confirmed that any and all creatures are able to attack walls, gates and towers.
They did also say that some creatures are better at it than others and that the non-specialised creatures do very little actual damage. Especially when compared to specialised creatures or seigemachines.
____________
Vote El Presidente! Or Else!

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Agent_00_BLeRD
Agent_00_BLeRD


Adventuring Hero
posted December 23, 2010 06:44 PM

Love that idea of blind rage! :-)

We also need some abilities that involve cooperation between two units, directly or indirectly. And example of direct cooperation would be two units attacking a target at the same time. Indirect cooperation is more like shaman inflicting a curse on a unit and harpies doing bonus damage to it because of their "Furious Evil" ability. Harpy's harassment plus goblin's trick shot is another example of indirect cooperation.

Need a few of those.

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Hakkology
Hakkology


Hired Hero
posted December 24, 2010 12:18 PM

Really liked the "blind rage" for the cyclops

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Sleeping_Sun
Sleeping_Sun


Promising
Famous Hero
Townscreen Architect
posted December 24, 2010 01:36 PM

Abilities for harpies.
Fury Dive - It is similar to Battle Dive ability. Harpy grabs a unit (limited to her own size, 1x1 squares if she is a 1x1 square creature) into the air and drops it  somewhere in the battlefield (it must be unoccupied area). She lands on the position on which she activated the ability, but if that position is occupied, she lands on a free position next to that.
Hunger/Man Eater - While carrying target in the air she has 15% chance to eat several units depending on the number of harpies to heal or even to resurrect her own numbers while she is in the air performing Fury Dive.
____________
"The age can be wicked to those who walk alone. When I look into the Mirror, I see myself as I might become..." -Freya

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Fauch
Fauch


Responsible
Undefeatable Hero
posted December 24, 2010 03:23 PM

giant orc :
Stomp : activated ability. stun all adjacent creatures and move them back by one tile.

goblins thrower : can throw goblins anywhere on the battlefield. it works like teleported assault, but a few goblins may get killed.

goblins :
ride the cyclop : let's say you have 250 goblins and 20 cyclops, if you use that ability, 20 goblins will go ride the cyclops, so you'll have 230 goblins left.
goblins can stop riding the cyclops when they want. if a cyclop is killed, the goblin riding it is killed too, otherwise, you get your goblins back at the end of the fight.
the bonus for riding a cyclop is a small bonus of speed and attack.

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