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Heroes Community > Heroes 7+ Altar of Wishes > Thread: A creational game [masterpost on page 224]
Thread: A creational game [masterpost on page 224] This Popular Thread is 419 pages long: 1 50 100 150 200 250 300 ... 304 305 306 307 308 ... 350 400 419 · «PREV / NEXT»
Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 18, 2012 09:52 PM

1. And for the Arcane Helmet`?

uncommon
OR
Rare?

2. And for the Crown of the Wizard King?

Uncommon
OR
Rare
OR
Legendary

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Vindicator
Vindicator


Supreme Hero
Right Back Extraordinaire
posted December 18, 2012 09:57 PM

2. Legendary
____________

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 18, 2012 10:31 PM

And for the Arcane Helmet`?

uncommon
OR
Rare?

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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted December 19, 2012 07:52 AM

Rare

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 21, 2012 11:49 AM

Artifact Levels:
Minor > Moderate > Uncommon > Rare > Legendary

Artifacts by Slots:

Head

Hero Mana
-Arcane Diadem [Moderate]
-Arcane Helmet [Rare]

-Crown of the Wizard King [Legendary] (Enhances the Mana reserve of all creatures in the hero army)

-Dragonbone Helmet (Raise Attack and Knowledge)

Neck

Spell Immunity
-Amulet of Joy [Minor] (Sorrow)
-Cold Heart [Uncommon] (Incinerate)
-Giant's Heart [Uncommon] (Shrink)
-Incorruptible Link [Minor] (Rust)
-Magic Umbrella [Rare] (Splinter Rain)
-Mindward Necklace [Rare] (Hypnotize/Puppet Master)
-Pendant of Darkness [Moderate] (Dazzling Light)
-Pendant of Focus [Moderate] (Confusion/Forget)
-Pendant of Inner Peace [Moderate] (Frenzy)
-Pendant of Warmth [Uncommon] (Deep Freeze)
-Rosary of Fluidity [Uncommon] (Petrify)
-Rueless Pendant [Uncommon] (Vengeance)
-Talisman of Spring [Minor] (Autumn's Touch)
-Wings of Freedom [Minor] (Grounding)

-artifacts which give your troops immunity against a certain effect

-Dragontooth Necklace (Mana Regeneration Boost) !Part of the Draconic Combined Artifact!

Cloak
-Feather Cloak [Moderate] (raises the heroes initiative in battle (weaker))
-Flaunting Coat [Uncommon] (raises the heroes initiative in battle (stronger))

-Dragonscale/Dragonskin Cloak (Magic resistance 10%. Also, it increases Magic resistance by 1% for every damaging spell casted on your army, however this bonus is temporary and it lasts till the end of a battle.) !Part of the Draconic Combined Artifact!

Chest

-Dragonbone Breastplate (Raise Defense and Spellpower)

Right Hand

Hero-Attack-Enhancing
-Silken Sabre (+5% damage)
-Spear of Fury(+10% damage)
-(Adamantium? Other metal name?) Axe (+15% damage)

-Dragonbone Axe (Raise Attack and Defense)
-Right Eye of the Dragon (Gives immunity to a spell) !Part of the Draconic Combined Artifact!

Left Hand
-Artifacts Enhancing the Strength of certain Spell

Magic Resistance
-Frontline Buckler [Minor] (5% Resistance against Magic)
-Watchman's Shield [Moderate] (10% Resistance against Magic)
-Greatshield of the Ogres [Uncommon] (15% Resistance against Magic)
-Mithril Shield [Rare] (20% Resistance against Magic)

-Dragonbone Shield (Raise Defence and Knowledge)
-Left Eye of the Dragon (Enhances a Spell) !Part of the Draconic Combined Artifact!

Ring

Spelldamage-Enhancing
-Dragonfire Ring (Fire Damage) !Part of the Draconic Combined Artifact!
-Ice Cyclet (Ice Damage)
-Sigil of the Boneguard (Dark Damage)
-Storm's Band (Lightning Damage)

Feet

AM-Movement
-Wanderer's Boots (Weaker bonus on AM-Movement)
-Legionnaire's Winged Sandals (Stronger bonus on AM-Movement)

Terrain Penalty
-Boots of Plenty (Barren Terrain)
-Elven Slippers (Mediate Terrain)
-Miner's Boots (Underground Terrain)
-Nomad Boots (Hot Terrain)

-Dragonbone Boots (Raise attack and Spellpower)

Misc.
4 Misc slots!

Racial-Embettering
-Badge of Honour (Enhances Honour Guard)
-Book of Runes (Enhances Rune Magic)
-Gnomish Pincer(Enhances Repair)
-Horn of the Blood Dragon (Enhances Warcries)
-Map of the World (Enhances Soul of the Land)
-Necronomicon (Enhances Transformation)
-Orb of Power (Enhances Empowered Spells)
-Soul Orb (Enhances Soul Gathering)
-Warfaring 101 (Enhances Training)

-4 artifacts enhancing Luck and Moral

-Vial of Dragonblood (Resistance against spell and fire Damage) !Part of the Draconic Combined Artifact!

Ressource-Givers
-Arcanite Cauldron [Moderate] (Daily Arcanite income)
-Dwarven Purse [Moderate] (Daily Gold income)
-Everlasting Rock Pouch [Moderate] (Daily Stone income)
-Growing Chunk of Mithril [Moderate] (Daily Mithril income)
-Infinite Lumber Cart [Moderate] (Daily Woodincome)

Undecided

Combined:
-a dragonbone artifact(combined from various Dragonboen artifacts)
-a Draconic artifact (combined from various different dragon Artifacts)
-a combined artifact that, somehow, works with having units of different factions in one army?

-Bolt of the High Titans (grants special strong Lightning Bolt spell)
-Heavenly Bow (Ranged shooters can use their ranged attack while standing next to an enemy creature. No shooting penalty for range or obstacles.)
-Elixir of Life (All creatures in the army gain 25% extra hit points and the regeneration abbility. Does not work on undead or non-living creatures. )
-Statue of Legion (Increasescreature growth in all towns you own by 50%)

!!!Neglected!!!:
-Artifacts enahncing one hero stat (Attck, Def, SPower or Knowledge)
-Artifacts used from the Backpack
-Combined Artifacts affecting racials
-a combined artifact related to seafaring/the sea
-Artifact/s affecting your sight range be located
-an artifact allowing the hero to travel over water
-an artifact allowing the hero to levitate on the AM (walk over any obstacle)

1. Which level for the Dragonbone Artifacts?

Moderate
OR
Uncommon
OR
Different for each

2. For the spell enhacned/Immuned by the Eyes of the Dragon - from whcihs chool be it?

Fire
OR
Metal
OR
Dark
OR
Light

3. Which level for the Dragontooth Necklace?

Moderate
OR
Uncommon
OR
Rare

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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted December 21, 2012 12:13 PM

1. Uncommon

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 21, 2012 12:28 PM

1. For the spell enhacned/Immuned by the Eyes of the Dragon - from whcihs chool be it?

Fire
OR
Metal
OR
Dark
OR
Light

2. Which level for the Dragontooth Necklace?

Moderate
OR
Uncommon
OR
Rare

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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted December 21, 2012 12:40 PM

2. Rare

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 21, 2012 12:50 PM

For the spell enhacned/Immuned by the Eyes of the Dragon - from whcihs chool be it?

Fire
OR
Metal
OR
Dark
OR
Light

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NoobX
NoobX


Undefeatable Hero
Now, this is a paradox...
posted December 21, 2012 12:59 PM

Metal
____________
Ghost said:
Door knob resembles anus tap.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 26, 2012 10:40 AM

Sorry, people, for the absence over these days. It's christmas, and also I am in the process of moving...

Which spell shall it be (for the eyes of the dragon)?

Impalement (Can be cast at any currently unoccupied tile. deadly spikes protrude from the ground if an enemy crosses it, dealing moderate damage and ending that enemy's turn.)
OR
Quicksilver (lowers ini and def)
OR
Antimagic Zone (Nullifies any magic in the target area, as long as it lasts)
OR
Metal Shards (Direct Damage)
OR
Wall of Blades (Summons a wall onto the battlefield that deals physical damage to anyone passing it)
OR
Iron Cube (Places a unit within a cube of iron, this cube has it's own defenses and hit points, any attack or spell directed at the creature is instead directed to the cube. The creature is trapped/protected inside the cube and cannot move or use attacks or abilities on targets other then itself or the cube.)
OR
Liquid Metal (summon in an area of ??? hot liquid metal,any creature
which walks in it is blocked 2 turns and suffer serious damage.Can be
summoned on occupied hexes(but not obstacles) affecting the creatures
which is summoned on.)
OR
Reflect Magic (When a spell is cast on target creature, it gets reflected and cast on a random other creature)

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NoobX
NoobX


Undefeatable Hero
Now, this is a paradox...
posted December 26, 2012 11:06 AM

Iron cube seems very interesting
____________
Ghost said:
Door knob resembles anus tap.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 26, 2012 12:02 PM

Indeed =)

So, now for "Artifacts Enhancing the Strength of certain Spell"

1. Which 2 Spells of the Wood Magic school shall be enhanced (I think we should keep it at the same quantity as spell immunity artifacts)?

4-Leaf-Clover/Fortune (Increases units' luck)
OR
Briar Wall (Kinda works like the Fire Wall, damages trespassing enemies)
OR
Summon Leprechaun (Summons a stack of Leprechauns)
OR
Wasp Swarm (Direct damage)
OR
OR
Nature's Boon (Direct Heal)
OR
Growth (makes a small creature Large and increases it's HP and damage
highly)
OR
Spirit of the Ancients (increases morale, speed and damage)
OR
Summon Bridge (over a moat or some obstacles)
OR
Summon Carnivorous Plant/Waspwort (Summons some Carnivorous Plants)
OR
Symbiosis (Two creatures are bonded. If either creature is attacked, both creatures will retaliate. This effect only takes place if a) attacker is adjacant to the second creature (i.e. the one not attacked but part of the symbiosis) *or* b) the first and second creature are adjacant to each other, *and* only if first creature has retaliation left. In case b), second creature will move if necessary to perform the retaliation strike.)

2. Which 2 Spells of the Metal Magic school shall be enhanced?

Impalement (Can be cast at any currently unoccupied tile. deadly spikes protrude from the ground if an enemy crosses it, dealing moderate damage and ending that enemy's turn.)
OR
Precision (Increases the ranged damage the target creature deals)
OR
Silver Tongue/Forgery (used in battle, it reduces the costs of Capitulation)
OR
Treasure Hunt (AM - Reveals all treasure Chests in an area around the
hero [about 2xsight range])
OR
Deflect Missile (Reduces ranged damge on target)
OR
Quicksilver (lowers ini and def)
OR
Summon Flying Scimitars (Summons some "Flying scimitars")
OR
Adamantium Soul (some blessing effect)
OR
Antimagic Zone (Nullifies any magic in the target area, as long as it lasts)
OR
Metal Shards (Direct Damage)
OR
Wall of Blades (Summons a wall onto the battlefield that deals physicaldamage to anyone passing it)
OR
Liquid Metal (summon in an area of ??? hot liquid metal,any creature
which walks in it is blocked 2 turns and suffer serious damage.Can be
summoned on occupied hexes(but not obstacles) affecting the creatures
which is summoned on.)
OR
Reflect Magic (When aspell is cast on target creature, it gets reflected and cast on a random other creature)

3. Which 2 Spells of the Fire Magic school shall be enhanced?

Battle Heat (Target unit will gain +1 speed for every attack it performs, to a max of +3. The effect ends when the spell ends of, course)
OR
Fire Strike (The unit deals additional Fire damage)
OR
Searing Aura (All creatures adjacant to the target stack (friendly or
none-friendly) suffer moderate Fire Damage)
OR
Smoke (Places a hex of smoke on the battlefield, that can be passed
through, but counts as an obstacle for shooters) [maybe does not effect big creatures]
OR
Fire Ball (Fire Damage on target tile and all surrounding tiles)
OR
Pyrosphere (creates a veil around the targeted stack that reduces damage received from fire-based magic & attacks by 50%)
OR
Burn Ship (AM. Destroys an unused ship, highly damages an army on a used ship)
OR
Conflagration (A very powerful but unreliable spell that hits three
random hexagons within an area of 7. The spell lasts for 3 rounds)
OR
Summon Fire Elemental (Summons some fire elementals)
OR
Armageddon (Direct damage for anyone)
OR
Drought (AM. Targets an enemy town. Reduces this town's growth for the
beginning for next week)
OR
Summon Phoenix (Summons some phoenixes)
OR
Volcano (Summons a Volcano onto the battlefield. The volcano lasts some times and is a big obstacle. Each round it will target 4 random hexes on the battlefield. a unti on such a hex will suffer fire and physical damage)

4. Which 2 Spells of the Water Magic school shall be enhanced?

Frostbolt (Ice damage)
OR
Frost Shield (slows down enemies attacking in Melee)
OR
Good Currents (AM. Can only be cast when on a ship. Highly increases the hero movement on water)
OR
Mana Fountain (grants an allied unit a bit mana back)
OR
Frost Ring (Direct Ice damage to all hexes around the target hex)
OR
Gift (Creature gets a random stat bonus)
OR
Hail Storm (area of a hex and 2 hex rows around it get massive
water/Physical damge)
OR
Healing Rain (small AoE, low-medium heal)
OR
Summon Water Elemental (Summons some Water Elementals)
OR
Flood (decreases speed drastically, may do some damage; large area, maybe whole battlefield)
OR
Healing Mist (Creates a mist over a ? area, but centered on the creatures that are inside of this area and follows them. Each round the spell increases power slightly, starting with power 1*sp, then 2*sp, then 4*sp, 8*sp, and finally 16*sp. Can not resurrect creatures, or remove any negative effects.)
OR
Phantom Army
OR
Whirlpool (AM. Summons a whirpool to a destination of you choosing (has to be in water). The spell can be used to trap enemy vessels. If the enemy tries to get past, it will loose troops and be put in a random spot on the AM (not sure about the duration of the spell).)

5. Which 2 Spells of the Earth Magic school shall be enhanced?

Barricade (Creates a vertical 3-tile long barrier out of solid ground.
The barrer is destructible. Ranged creatures suffers a 50% penalty to
ranged attacks. Flying creatures are not affected)
OR
Slow (Decreases Ini/movement)
OR
Stone Skin (defense+)
OR
Landslide (Some form of direct damage)
OR
Shield (reduced hand-hand damage taken)
OR
Stone Blade (Units effected by this spell add X% of their Defense to
their Offense)
OR
Earthquake (damages walls)
OR
Raise/Animate Dead (Corpse Reviving)
OR
Summon Earth Golem (Summons some Earth Golems)
OR
Meteor Shower (Damage on an area)
OR
Stone Walls (In battle summons a complete wall row onto the battlefield in favor of you)

6. Which 2 Spells of the Dark Magic school shall be enhanced?

Misfortune/Clumsyness (lowers luck)
OR
Shadow Aura / Aura of Darkness / Aura of Death (dealing Dark damage to any creature attacking the unit under the spell)
OR
Summon [Spider/Bat/Rat/VErmin/Beetle/Locust] Swarm (Summons a swarm of
the little creatures)
OR
Bloodlust (+damage)
OR
Hate (Choose 2 creatures on the battlefield, 1 of you, 1 of the enemy.
They will deal double damage through attacks against each other)
OR
Hide/Cloak (The enemy do not see the hero on the AM, unless they stand
next to them, as long as the hero does not move after having cast this
spell)
OR
Death Ripple (Damages all units except of undeads&demons)
OR
Grimbolt (Dark Damage on single Target)
OR
Summon Wraiths (Summons some wraiths)
OR
Teleport (directly moves target creature over the battlefield)
OR
Curse of the Fallen (Damages an enemy unit on the base of the number and strength of all living units which have by now died in this battle)
OR
Implosion (massive damage for single Target)

7. Which 2 Spells of the Light Magic school shall be enhanced?

Glory (AM. Raises the morale of the target army/town/etc. for 1 day)
OR
Joy (morale bonus, opposite of sorrow)
OR
Blind (Units cannot act or retaliate when they are blind)
OR
Paragon (target friendly creature takes a % of the damage dealt to all of your other creatures for two or three turns)
OR
Word of Light (damages demons&undead, single target)
OR
Lightning Bolt (direct lightning damage)
OR
Martyr (Target Stack gets damage for other target stack, both friendly)
OR
Summon Glory/Spirit of Light (Summons some Spirits of Light)
OR
Gleaming Beam (Releases three orbs of immense energy on the battlefield. If an enemy creature walks onto any adjacent hexagon of one of the orbs, it will reappear and dazzle the creature, effectively stopping it in its tracks. Each orb can only be used once, but the spell remains in effect until all of the three orbs are gone.)
OR
Glyphs of Neutralization (Target an area of 3x3, all magical effects are neutralized, units inside cannot be damaged by magic spells. (if they leave the area, the spells will return.))
OR
Guardian Angel (If all units in one stack would be killed in a single
shot, 10% of them survive. Works only once per creature stack per battle, but lasts the entire battle, or until it is activated. Can only be cast on one stack at a time.)
OR
Ressurrection (ressurrects units)

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master_learn
master_learn


Legendary Hero
walking to the library
posted December 26, 2012 01:51 PM

6.Shadow Aura / Aura of Darkness / Aura of Death (dealing Dark damage to any creature attacking the unit under the spell)

and

Hide/Cloak (The enemy do not see the hero on the AM, unless they stand
next to them, as long as the hero does not move after having cast this
spell)

____________
"I heard the latest HD version disables playing Heroes. Please reconsider."-Salamandre

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Vindicator
Vindicator


Supreme Hero
Right Back Extraordinaire
posted December 26, 2012 02:02 PM

7.Martyr (Target Stack gets damage for other target stack, both friendly)

&

Guardian Angel (If all units in one stack would be killed in a single
shot, 10% of them survive. Works only once per creature stack per battle, but lasts the entire battle, or until it is activated. Can only be cast on one stack at a time.)
____________

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 26, 2012 08:54 PM

1. Which 2 Spells of the Wood Magic school shall be enhanced (I think we should keep it at the same quantity as spell immunity artifacts)?

4-Leaf-Clover/Fortune (Increases units' luck)
OR
Briar Wall (Kinda works like the Fire Wall, damages trespassing enemies)
OR
Summon Leprechaun (Summons a stack of Leprechauns)
OR
Wasp Swarm (Direct damage)
OR
OR
Nature's Boon (Direct Heal)
OR
Growth (makes a small creature Large and increases it's HP and damage
highly)
OR
Spirit of the Ancients (increases morale, speed and damage)
OR
Summon Bridge (over a moat or some obstacles)
OR
Summon Carnivorous Plant/Waspwort (Summons some Carnivorous Plants)
OR
Symbiosis (Two creatures are bonded. If either creature is attacked, both creatures will retaliate. This effect only takes place if a) attacker is adjacant to the second creature (i.e. the one not attacked but part of the symbiosis) *or* b) the first and second creature are adjacant to each other, *and* only if first creature has retaliation left. In case b), second creature will move if necessary to perform the retaliation strike.)

2. Which 2 Spells of the Metal Magic school shall be enhanced?

Impalement (Can be cast at any currently unoccupied tile. deadly spikes protrude from the ground if an enemy crosses it, dealing moderate damage and ending that enemy's turn.)
OR
Precision (Increases the ranged damage the target creature deals)
OR
Silver Tongue/Forgery (used in battle, it reduces the costs of Capitulation)
OR
Treasure Hunt (AM - Reveals all treasure Chests in an area around the
hero [about 2xsight range])
OR
Deflect Missile (Reduces ranged damge on target)
OR
Quicksilver (lowers ini and def)
OR
Summon Flying Scimitars (Summons some "Flying scimitars")
OR
Adamantium Soul (some blessing effect)
OR
Antimagic Zone (Nullifies any magic in the target area, as long as it lasts)
OR
Metal Shards (Direct Damage)
OR
Wall of Blades (Summons a wall onto the battlefield that deals physicaldamage to anyone passing it)
OR
Liquid Metal (summon in an area of ??? hot liquid metal,any creature
which walks in it is blocked 2 turns and suffer serious damage.Can be
summoned on occupied hexes(but not obstacles) affecting the creatures
which is summoned on.)
OR
Reflect Magic (When aspell is cast on target creature, it gets reflected and cast on a random other creature)

3. Which 2 Spells of the Fire Magic school shall be enhanced?

Battle Heat (Target unit will gain +1 speed for every attack it performs, to a max of +3. The effect ends when the spell ends of, course)
OR
Fire Strike (The unit deals additional Fire damage)
OR
Searing Aura (All creatures adjacant to the target stack (friendly or
none-friendly) suffer moderate Fire Damage)
OR
Smoke (Places a hex of smoke on the battlefield, that can be passed
through, but counts as an obstacle for shooters) [maybe does not effect big creatures]
OR
Fire Ball (Fire Damage on target tile and all surrounding tiles)
OR
Pyrosphere (creates a veil around the targeted stack that reduces damage received from fire-based magic & attacks by 50%)
OR
Burn Ship (AM. Destroys an unused ship, highly damages an army on a used ship)
OR
Conflagration (A very powerful but unreliable spell that hits three
random hexagons within an area of 7. The spell lasts for 3 rounds)
OR
Summon Fire Elemental (Summons some fire elementals)
OR
Armageddon (Direct damage for anyone)
OR
Drought (AM. Targets an enemy town. Reduces this town's growth for the
beginning for next week)
OR
Summon Phoenix (Summons some phoenixes)
OR
Volcano (Summons a Volcano onto the battlefield. The volcano lasts some times and is a big obstacle. Each round it will target 4 random hexes on the battlefield. a unti on such a hex will suffer fire and physical damage)

4. Which 2 Spells of the Water Magic school shall be enhanced?

Frostbolt (Ice damage)
OR
Frost Shield (slows down enemies attacking in Melee)
OR
Good Currents (AM. Can only be cast when on a ship. Highly increases the hero movement on water)
OR
Mana Fountain (grants an allied unit a bit mana back)
OR
Frost Ring (Direct Ice damage to all hexes around the target hex)
OR
Gift (Creature gets a random stat bonus)
OR
Hail Storm (area of a hex and 2 hex rows around it get massive
water/Physical damge)
OR
Healing Rain (small AoE, low-medium heal)
OR
Summon Water Elemental (Summons some Water Elementals)
OR
Flood (decreases speed drastically, may do some damage; large area, maybe whole battlefield)
OR
Healing Mist (Creates a mist over a ? area, but centered on the creatures that are inside of this area and follows them. Each round the spell increases power slightly, starting with power 1*sp, then 2*sp, then 4*sp, 8*sp, and finally 16*sp. Can not resurrect creatures, or remove any negative effects.)
OR
Phantom Army
OR
Whirlpool (AM. Summons a whirpool to a destination of you choosing (has to be in water). The spell can be used to trap enemy vessels. If the enemy tries to get past, it will loose troops and be put in a random spot on the AM (not sure about the duration of the spell).)

5. Which 2 Spells of the Earth Magic school shall be enhanced?

Barricade (Creates a vertical 3-tile long barrier out of solid ground.
The barrer is destructible. Ranged creatures suffers a 50% penalty to
ranged attacks. Flying creatures are not affected)
OR
Slow (Decreases Ini/movement)
OR
Stone Skin (defense+)
OR
Landslide (Some form of direct damage)
OR
Shield (reduced hand-hand damage taken)
OR
Stone Blade (Units effected by this spell add X% of their Defense to
their Offense)
OR
Earthquake (damages walls)
OR
Raise/Animate Dead (Corpse Reviving)
OR
Summon Earth Golem (Summons some Earth Golems)
OR
Meteor Shower (Damage on an area)
OR
Stone Walls (In battle summons a complete wall row onto the battlefield in favor of you)

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Vindicator
Vindicator


Supreme Hero
Right Back Extraordinaire
posted December 26, 2012 08:57 PM

5. Stone Blade (Units effected by this spell add X% of their Defense to
their Offense)

&

Slow (Decreases Ini/movement)
____________

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 26, 2012 08:59 PM


1. Which 2 Spells of the Wood Magic school shall be enhanced (I think we should keep it at the same quantity as spell immunity artifacts)?

4-Leaf-Clover/Fortune (Increases units' luck)
OR
Briar Wall (Kinda works like the Fire Wall, damages trespassing enemies)
OR
Summon Leprechaun (Summons a stack of Leprechauns)
OR
Wasp Swarm (Direct damage)
OR
OR
Nature's Boon (Direct Heal)
OR
Growth (makes a small creature Large and increases it's HP and damage
highly)
OR
Spirit of the Ancients (increases morale, speed and damage)
OR
Summon Bridge (over a moat or some obstacles)
OR
Summon Carnivorous Plant/Waspwort (Summons some Carnivorous Plants)
OR
Symbiosis (Two creatures are bonded. If either creature is attacked, both creatures will retaliate. This effect only takes place if a) attacker is adjacant to the second creature (i.e. the one not attacked but part of the symbiosis) *or* b) the first and second creature are adjacant to each other, *and* only if first creature has retaliation left. In case b), second creature will move if necessary to perform the retaliation strike.)

2. Which 2 Spells of the Metal Magic school shall be enhanced?

Impalement (Can be cast at any currently unoccupied tile. deadly spikes protrude from the ground if an enemy crosses it, dealing moderate damage and ending that enemy's turn.)
OR
Precision (Increases the ranged damage the target creature deals)
OR
Silver Tongue/Forgery (used in battle, it reduces the costs of Capitulation)
OR
Treasure Hunt (AM - Reveals all treasure Chests in an area around the
hero [about 2xsight range])
OR
Deflect Missile (Reduces ranged damge on target)
OR
Quicksilver (lowers ini and def)
OR
Summon Flying Scimitars (Summons some "Flying scimitars")
OR
Adamantium Soul (some blessing effect)
OR
Antimagic Zone (Nullifies any magic in the target area, as long as it lasts)
OR
Metal Shards (Direct Damage)
OR
Wall of Blades (Summons a wall onto the battlefield that deals physicaldamage to anyone passing it)
OR
Liquid Metal (summon in an area of ??? hot liquid metal,any creature
which walks in it is blocked 2 turns and suffer serious damage.Can be
summoned on occupied hexes(but not obstacles) affecting the creatures
which is summoned on.)
OR
Reflect Magic (When aspell is cast on target creature, it gets reflected and cast on a random other creature)

3. Which 2 Spells of the Fire Magic school shall be enhanced?

Battle Heat (Target unit will gain +1 speed for every attack it performs, to a max of +3. The effect ends when the spell ends of, course)
OR
Fire Strike (The unit deals additional Fire damage)
OR
Searing Aura (All creatures adjacant to the target stack (friendly or
none-friendly) suffer moderate Fire Damage)
OR
Smoke (Places a hex of smoke on the battlefield, that can be passed
through, but counts as an obstacle for shooters) [maybe does not effect big creatures]
OR
Fire Ball (Fire Damage on target tile and all surrounding tiles)
OR
Pyrosphere (creates a veil around the targeted stack that reduces damage received from fire-based magic & attacks by 50%)
OR
Burn Ship (AM. Destroys an unused ship, highly damages an army on a used ship)
OR
Conflagration (A very powerful but unreliable spell that hits three
random hexagons within an area of 7. The spell lasts for 3 rounds)
OR
Summon Fire Elemental (Summons some fire elementals)
OR
Armageddon (Direct damage for anyone)
OR
Drought (AM. Targets an enemy town. Reduces this town's growth for the
beginning for next week)
OR
Summon Phoenix (Summons some phoenixes)
OR
Volcano (Summons a Volcano onto the battlefield. The volcano lasts some times and is a big obstacle. Each round it will target 4 random hexes on the battlefield. a unti on such a hex will suffer fire and physical damage)

4. Which 2 Spells of the Water Magic school shall be enhanced?

Frostbolt (Ice damage)
OR
Frost Shield (slows down enemies attacking in Melee)
OR
Good Currents (AM. Can only be cast when on a ship. Highly increases the hero movement on water)
OR
Mana Fountain (grants an allied unit a bit mana back)
OR
Frost Ring (Direct Ice damage to all hexes around the target hex)
OR
Gift (Creature gets a random stat bonus)
OR
Hail Storm (area of a hex and 2 hex rows around it get massive
water/Physical damge)
OR
Healing Rain (small AoE, low-medium heal)
OR
Summon Water Elemental (Summons some Water Elementals)
OR
Flood (decreases speed drastically, may do some damage; large area, maybe whole battlefield)
OR
Healing Mist (Creates a mist over a ? area, but centered on the creatures that are inside of this area and follows them. Each round the spell increases power slightly, starting with power 1*sp, then 2*sp, then 4*sp, 8*sp, and finally 16*sp. Can not resurrect creatures, or remove any negative effects.)
OR
Phantom Army
OR
Whirlpool (AM. Summons a whirpool to a destination of you choosing (has to be in water). The spell can be used to trap enemy vessels. If the enemy tries to get past, it will loose troops and be put in a random spot on the AM (not sure about the duration of the spell).)

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master_learn
master_learn


Legendary Hero
walking to the library
posted December 26, 2012 09:06 PM

4.Mana Fountain (grants an allied unit a bit mana back)
&
Whirlpool (AM. Summons a whirpool to a destination of you choosing (has to be in water). The spell can be used to trap enemy vessels. If the enemy tries to get past, it will loose troops and be put in a random spot on the AM (not sure about the duration of the spell).)
____________
"I heard the latest HD version disables playing Heroes. Please reconsider."-Salamandre

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Vindicator
Vindicator


Supreme Hero
Right Back Extraordinaire
posted December 26, 2012 09:11 PM

3. Pyrosphere (creates a veil around the targeted stack that reduces damage received from fire-based magic & attacks by 50%)

&

Smoke (Places a hex of smoke on the battlefield, that can be passed
through, but counts as an obstacle for shooters) [maybe does not effect big creatures]
____________

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