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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Special Abilities - Stronghold (Orcs) - Voting
Thread: Special Abilities - Stronghold (Orcs) - Voting
Agent_00_BLeRD
Agent_00_BLeRD


Adventuring Hero
posted January 09, 2011 04:49 AM
Edited by Agent_00_BLeRD at 04:50, 09 Jan 2011.

Special Abilities - Stronghold (Orcs) - Voting

Sorry for the delay in posting this. This is where we select the best five abilities from the suggestions collected, for each creature of the Orc race and then tally up the count.

So, for each character, select the five abilities you like the best. Only list the 5 abilities you like, don't write any other ones.

Please write your votes like this:

Creature name:
ability 1
ability 2
ability 3
ability 4
ability 5

For example:

Goblin:
Cowardice
Agility
Midget
Cannibalism
Circle Throw


Let the voting being...


List of abilities:





CORE UNITS



Goblin and Goblin Hunter

1) Cowardice - When hit, goblins don't retaliate. Instead they gain a free action, but can only move. This doesn't delay their next turn.
AND/OR
Fear effects have twice as much chance to trigger on a goblin stack than others.
2) Taunt - (activated ability) Goblins can provoke an enemy to move toward the stack of goblins and attack them. If the enemy bumps into another one of your units that can still retaliate, they will attack and receive the retaliation simultaneously.
3) Agility - Goblins lose only half a turn to move.
4) Trick shot - If enemies are distracted in any way (for example taunt or harassment) the goblins can use their boomerang to strike from behind. They will ignore a part of the defense and have a high chance of stunning the target.
5) Midget - This unit can move through tiles occupied by other units.
AND/OR
When standing next to a large friendly unit, they can hide behind that unit when attacked so instead of the goblins, the large creature receives the damage.
6) Cannibalism - (activated ability) Goblins eat their own wounded. When some goblins die in a stack, the remaining goblins eat their dead companions, recovering their hit points, gaining rage (if such a system exists) and getting a bonus on attack and initiative because they tasted blood.
7) Circle Throw - Goblins' boomerang spins in a circle and can strike more than one target if they are in the path.
8) Scout - (Goblin Hunters only) When a stack of this creature is in a hero's army, he always gets to place his troops after the opponent has placed his own (unless the opponent has a creature with "Scout" in their army as well). The hero can also see the position of some of the opponent's creatures at the begin of the battle and get an estimate of their number (few, several, horde etc.)
9) Pathfinder - (Goblin Hunters only) With a stack of this creature in his army, a hero gains +5% movement and suffers 5% less from difficult terrain.
10) Ransack - At the end of the combat, you gain an amount of gold according to the number of ransackers in your army and the number of ransackable creatures (mostly humanoids) in your enemies' army.
11) Food source - Raises the morale of all orc troops by 1.
12) Trained Missile - (Goblin Hunter only) When thrown by a cyclops, there is a chance that the goblin hunter will survive the throw and land as a stack of 1 creature next to the target (or the closest free space available). This stack could serve to eat retaliations or block rangers.
13) Save yourself! - When retreating, the hero keeps 50% of their Goblins & Goblin Hunters, who immediately come to flee with their leader when they see him run.
14) Like rabbits / Prolific - At the beginning of each week, a goblin stack, due to their high reproduction rate, grows by 5%.
15) Powerful Mass / Strength of the Horde - Goblins are used to be surrounded by masses of their kind and fight better when it is so. For every 100 Goblins in a stack, the stack gains bonuses (additional morale, initiative, lose cowardice/fearful abilities etc.)
16) Blow Spikes - (activated ability) Once per combat, choose 3 targets to throw poisonous spikes at that deal damage for next 3 rounds.
17) Short ranged - Deals less ranged damage as the distance to target increases but has no melee penalty.
18) Hunter - (Goblin Hunter only) Deals double damage to "beasts".


Harpy and Fury

1) Harassment - (activated ability) Harpies can target an enemy unit and automatically follow each of his moves. That unit loses speed, attack and defense as long as the harpies are harassing it.
2) Furious Evil - Furies do more damage to creatures that are under the influence of a negative spell effects (strength lowering abilities, defense lowering abilities, curses etc.)
3) Vengeance Strike - Furies' retaliation always does maximum damage and when the last fury of a stack dies there is a chance she takes one creature from the attacking stack with her to her grave.
4) Fury Magic / Resist Heal - Healing spells cast on enemy creatures around the Fury stack are less effective.
5) Shriek - (activated ability) Once per battle. Harpies can use half their turn to let out a loud shriek. All hearing units (friend or foe) within range are afflicted by "Harpy Shriek" and are unable to move, retaliate or use abilities or cast spells in any way (e.g. not even Lizard Bite or such passive abilities). When it's their turn, they skip that turn and the "Harpy Shriek" effect wears off (effectively all hearing units are useless and vulnerable for one turn).
6) Mana Burn - When harpies/furies strike a target that has any mana left, some of that mana is destroyed and the target receives additional damage.
7) Eyes in the sky - (Activated adventure map ability) Once a week, a hero can direct harpies/furies under his command to spread out and scout the land around him giving him a huge bonus to scouting radius for one day.
8) Hate Men - The Harpies hate all men, giving them a damage bonus against all male humanoids.
9) Strike and Retreat - When attacked, harpies retaliate and then move away from the opponent to an unoccupied square
OR
After retaliating, harpies get a free turn in which they can only move. This does not delay their next turn (similar to cowardice of the Goblin above).
10) Strike Vitals - Extra damage to all 1x1 land units.


Mauler and Crusher

1) Berserk - This creature can randomly go into a berserked frenzy upon its turn and attack a random enemy, always dealing critical damage.
2) Blood Addicted - When bloodlust is cast on this creature they not only gain more damage, but also a second attack and always do critical hits.
3) Crush - Crushers' Strikes are so hard they do not only deal damage but also reduce the enemy's defense, crushing armour, shields and bones.
4) Battle Triumph - When Maulers finish off an enemy stack they get a strong buff, making them MUCH more effective for the rest of the battle.
5) Life on the Battlefield - While on the adventure map (outside the castle), maulers/crushers lose 1 morale for each day they spend without a battle. The morale penalty only lasts till the next battle.
6) Battle Hardened - Maulers and Crushers gain additional morale for every consecutive battle won. The morale boost only takes into account victories not older than the X number of days past.
7) Dash - Crushers can charge at an enemy flank, knocking back small enemy stacks to the side.
8) Powered Slam (activated ability; concentrated about looks more than downright effect) - Crushers can execute a charged attack against their selected target, knocking it a few spaces away and potentially stunning it for X rounds.
9) Fight to Death - When a hero with Maulers/Crushers in the army surrenders, he can't take them with him, cause they would never surrender to an enemy. Instead, they keep fighting, though as neutrals than and without Hero's bonuses.
10) Impatient - The Mauler has no wait/defend command.
OR
When defending/waiting, the mauler looses Initiative (and/or rage and/or morale) for one turn.
11) Ferocious charge - For each square Maulers/Crushers move before attacking, they gain attack.


ELITE UNITS


Centaur

1) Nomadic Hunter / Swift Hunter - Centaurs can move AND attack in the same turn.
2) Master Robber - Every critical hit made by the centaurs gives the hero + 100 gold.
3) Magical Hooves / Sturdy Hooves - Centaurs can't be slowed and they never get a penalty on harsh tilesets such as desert and snow landscapes.
4) Stampede - Stampede allows centaurs to trample over small core enemy units when they march toward their actual target, the more centaurs in the group the bigger the stampede damage.
5) Extreme Speed / Quick Draw - This creature wields its weapon so quickly that it can retaliate before its opponent can strike.
6) Shoot and Strike - When this creature attacks an opponent in melee and still has shots left, it gets an extra ranged attack (low range) before its melee attack, dealing 50% of the normal ranged damage.
7) Ransack - See description under Goblins.
8) Stomp - (activated ability) Centaurs can stomp the ground, knocking back any nearby targets in a V shape.
9) Composite Bows - No range penalties but the closer the target, lesser the damage.

Shaman
1) Blood Rage - (activated ability) The shaman sacrifices one goblin (very cool animation, as it lifts one goblin from the stack that explodes into a bloody mess and all its blood flows into the other friendly creature stacks) and gives all other stacks extra attack for the next round.
2) Blood Healing - (activated ability) Same as above, but healing instead of more damage.
3) Blood Barrier - (activated ability) Sacrifices a few goblins to gain a barrier made from the goblins blood, the shaman can withstand 1 enemy attack without receiving damage.
4) Blood Lust - (activated ability, once per battle) Blood lust lets one enemy or friendly unit fly into an unstoppable rage, the creatures gain attack, lose defense and cannot be controlled by their hero for 3 rounds.
5) Wrath of Mother Earth - (activated ability) Once per battle, raise stone spikes in a 5x5 area to deal 100 damage to any stack. Once used,no other Active ability can be used.
6) Wrath of Father Sky - (activated ability) Once per battle, call a Lightning Bolt to deal 50 damage per Shaman to a single stack. Once used,no other Active ability can be used.



"Troll/Ogre" (will be changed once the unit's name is finalized)
1) Killing Rampage - The more enemies the "Ogre" kills the more attack and defense it gains.
2) Man-Eater - Ogres are known for eating humanoids (humans, dwarves, elves, halflings, etc.), which lose 1 morale when Ogres are on the battlefield
AND/OR
Receives less damage from non-large units.
3) Distractable - There is a small chance that Ogres loose their turn (for they are sooo easy to distract).
4) Rock Throw - (activated ability) Area effect ranged attack. Main target receives full damage, surrounding targets only 50%.
5) Body Slam / Cleave - If this creature kills at least one enemy creature, it attacks once more.
6) Unstoppable Fury - (activated ability) The "Ogre" puts himself in a state of Frenzy, making him uncontrollable for 3 turns but greatly increasing his attack and damage.
7) Bone Claws - Reduces target's defense by 2 upon striking.
AND/OR
Ignore target's armor if target is a core unit.
8) Obsidian Equipment - Increases magic resistance by 40%.


CHAMPION UNIT


Cyclops

1) Grab and Throw - (activated ability) The Cyclops grabs units from an ENEMY stack of CORE-units and throws them at a selected target. The number of grabbed units is half of what the cyclops would have killed if attacked normally, but the throw-attack is full damage(ranged penalty is applied).
2) Siege Engine - The cyclops does more damage to castle walls, towers and gate than equivalent units from other races. It cannot be stopped by the castle's moat (although it still receives damage).
3) Evil Eye - Bursts a ray of negative energy that deals damage and blinds enemies.
4) Vulnerability to blind - blinding attack has twice as much chance to trigger on a cyclops.
5) Blind rage - When blinded, this creature goes into a berserk rage.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 09, 2011 12:22 PM

Hey, great!

though, one comment: wouldn't it be good if we can give 2 additional abilites only for the upgrade each? So, f.e., 5 abilities for goblin, and then another 2 for the Goblin Hunter.
I will, however, post only with 5 abilities for each creature&upgrade here.

CORE UNITS

Goblin and Goblin Hunter

I found this very difficult, for I think many of the abilities we proposed were great...I especially found it hard I had to put away either "prolific" or "Save yourself" whcih I both found very fitting. I decided for save yourself because it fits into the coward theme of goblins.

1) Cowardice - with both proposed effects. It's a greast ability for gobs imo
2) Agility - great combination with midget
3) Midget - Again, with both mentioned effects.
4) Save yourself! - Ah, these goblins ARE cowards^^
5) Powerful Mass / Strength of the Horde - Emphasizes on the mass theme goblisn usually have.


Harpy and Fury

This was mroe easy for me. I chose abilities I found fitting for harpies especially, and took, f.e. most magic-influencing abilties out since they may fit with the stronghold anti-magic theme, btu not so good with harpy, imo!

1) Furious Evil - The only magic-concerning abiltiy I kept, because it combines the faction anti-magic theme and the spirit of harpies^^
2) Vengeance Strike - Nice abiltiy!!!
3) Shriek - A killer on the battlefield^^
4) Hate Men - Think that fits with the fury theme of the harpies
5) Strike and Retreat - A Classic and a Harpy-Must-have

Mauler and Crusher

For the Mauler, I took in those abilities enmphasizing with the aggression theme...it will be hard with this mauler/crusher version not to attack an enemy when possible^^

1) Berserk - Fits perfectly well with the aggressive orc &stronghold theme.
2) Crush - Wanted one allways active comabt ability, too!
3) Battle Triumph - Liek it for this unit!!!
4) Life on the Battlefield/Battle Hardened - I don't care which of those, but I like the idea of the long-term effect through battles!
5) Impatient - with having no wait/defend command!


ELITE UNITS


Centaur

1) Nomadic Hunter / Swift Hunter - Fits.
2) Extreme Speed / Quick Draw - Good
3) Shoot and Strike - Nice feature for centaurs imo.
4) Ransack - Like it more than the other abilities we had for centaurs^^
5) Composite Bows - Interesting idea!!!

Shaman

The abilities allready Did follow a coherent theme. I hesitatently chose to throw the healing out...

1) Blood Rage
2) Blood Barrier
3) Blood Lust
4) Wrath of Mother Earth
5) Wrath of Father Sky


"Troll/Ogre" (will be changed once the unit's name is finalized)

this was hard imo, because we don't know waht the ccreature will be like...

1) Killing Rampage - GRAR!
2) Rock Throw - Esp. if trolly
3) Body Slam / Cleave - BAM!
4) Bone Claws - Fits well!^^
5) Obsidian Equipment - A good place for anti.magic.


CHAMPION UNIT


Cyclops

welll, it allready are only 5^^

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Jabanoss
Jabanoss


Promising
Legendary Hero
Property of Nightterror™
posted January 09, 2011 01:44 PM

Goblin and Goblin Hunter
1) Powerful Mass / Strength of the Horde
2) Short ranged
3) Midget
4) Cowardice
5) Cannibalism

Harpy and Fury
1) Strike and Retreat
2) Strike Vitals
3) Furious Evil
4) Mana Burn
5) Hate Men

Mauler and Crusher
1) Crush
2) Berserk
3) Battle Triumph
4) Dash
5) Blood Addicted

Centaur
1) Nomadic Hunter / Swift Hunter
2) Stampede
3) Magical Hooves / Sturdy Hooves
4) Shoot and Strike
5) Stomp

Shaman
1) Blood Rage
2) Blood Healing
3) Blood Lust
4) Wrath of Mother Earth
5) Wrath of Father Sky

"Troll/Ogre"
1) Unstoppable Fury
2) Killing Rampage
3) Rock Throw
4) Obsidian Equipment
5) Man-Eater

Cyclop
'Nuff said
____________
"You turn me on Jaba"
- Meroe

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Agent_00_BLeRD
Agent_00_BLeRD


Adventuring Hero
posted January 09, 2011 01:51 PM

Quote:
Cyclops

welll, it allready are only 5^^


Haha. Realized it after I made the post. :-D


And I'll be including all abilities when mentioning it to people who can send it to the devs, just that 5 abilities will be highlighted per creature. Adding two more, only for the upgraded versions, might complicate things a bit especially if some abilities overlap between regular and upgraded creatures.

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