Lord_Immortal
Famous Hero
DoR Dev Team
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posted September 14, 2014 05:19 PM |
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Heroes 7 Elemental Conflux
I was thinking that the Elemental Conflux needed a return in Heroes of Might and Magic VII. Basically it's Heroes 3 conflux, but elementals have various names not the classical, boring "X Elemental". Air and Water El. use ranged attacks even when un-upgraded. Added Dark and Light elementals. Plus, units have appropriate skills.
TROOP TREE:
CORE:
Whirlwind->Tempest
Whirlwind:
-Fire Weakness: Receives more Fire Damage
-Air Immunity: Immune to Air Damage
-Lightning Strike: 30% chance for attacks to shock stack.
-Wind-made: 50% chance to receive half physical damage.
Tempest:
-Fire Weakness: Receives more Fire Damage
-Lightning Strike: 30% chance for attacks to shock stack.
-Storm-made:50% chance to receive half physical damage, and if the attack uses arrows, the 50% chance is not to suffer damage at all.
-Chain Lightning: All lightning strikes can hit up to 3 targets.
-Air Elemental: All hostile Airspells cast upon this stack, instead of damaging or cursing, heal and/or revive units of the stack.
Undine->Polar Undine
Undine:
-Air Weakness: Receives more Air Damage
-Water Immunity: Immune to Water Damage
-Tsunami: Every 3 turns casts a wave that deals water damage to all enemy troops and moves them 2 squares back.
-Water Wave: Ranged strikes slow the unit to 60% of its classical movement if that movement is not flying or teleporting.
Polar Undine:
-Air Weakness:Receives more Air Damage
-Water Immunity:Immune to Water Damage
-Ice Shards:Ranget attack has 45% chance to freeze unit
-Avalanche: Every 3 turns casts an avalanche that deals air and water damage to all enemy troops and moves them 4 squares back.
-Water Elemental: All hostile Waterspells cast upon this stack, instead of damaging or cursing, heal and/or revive units of the stack.
Shadow->Umbra
Shadow:
-Strike-and-Return
-No Enemy Retaliation
-Dark Immunity:Immune to Dark Damage
-Light Weakness: Receives more Light Damage
-Shadow Walk:Can move by teleporting on any corner of the battlefield. If damaged, regenerates after moving.
Umbra:
-Strike-and-Return
-No Enemy Retaliation
-Light Weakness: Receives more Light Damage
-Darkness Elemental: All hostile Dark spells cast upon this stack, instead of damaging or cursing, heal and/or revive units of the stack.
-Shadow Walk:Can move by teleporting on any corner of the battlefield. If damaged, regenerates after moving.
-Tendrils of Darkness: Once 2 turns can create tendrils which grip and move that stack on the battlefield 50% closer to the Umbra.
ELITE:
Stone Golem->Mineral Golem
Stone Golem:
-Stone's Resistence:20% chance to recieve half damage from damage-dealing spells or unit attacks.
-Earth Immunity:Immune to Earth Damage
-Erosion:Receives more Air and Water damage
Mineral Golem:
-Crystal's Resistence:40% chance to recieve no damage from damage-dealing spells or half damage unit attacks.
-Mana-absorbing crystals: If the troop resists a damage-dealing spell, the mana used to cast that spell are added to the hero owning the Mineral Golem Stack.
-Earth Elemental: All hostile Earth spells cast upon this stack, instead of damaging or cursing, heal and/or revive units of the stack
-Erosion:Receives more Air and Water damage
Efreet->Lampad
Efreet:
-Water Weakness:Receives more Water Damage
-Fire Immunity:Immune to Fire Damage
-Burning Flames:Burns the stack for 3 turns that deal every turn 30% the damage the Lampad stack would deal
Lampad:
-Water Weakness:Receives more Water Damage
-Fire Elemental: All hostile Fire spells cast upon this stack, instead of damaging or cursing, heal and/or revive units of the stack
-Searing Flames:Burns the stack for 5 turns that deal every turn 60% the damage the Lampad stack would deal
Radiant Glory->Demiurge
Radiant Glory:
-Strike-and-Return
-Light Immunity:Immune to Light Damage
-Speed of Light: Walks by blinking instantly to any part of the battlefield.
Demiurge:
-Strike-and-Return
-No Enemy Retaliation
-Light Elemental: All hostile Light spells cast upon this stack, instead of damaging or cursing, heal and/or revive units of the stack
-Speed of Light: Walks by blinking instantly to any part of the battlefield
-Rays of the Sun: After blinking to a specific location, deals some light damage to all adjacent troops
-Concentrated Light Beam: Every 5 turns can fire a concentrated light beam which damages equally all creatures in its path and suffers no obstacle penalty.
CHAMPION:
Thoughtform->Egregore
P.S. Thoughtform is classical H3 Psychic Elemental.
Thoughtform:
-Psychic Attack: Attacks all adjacent enemies dealing Primordial Damage
-Mind Magnetism: For each spell cast on the battlefield the Daeva gets +2 bonus to all stats.
-Thought-form: Recieves half damage
Egregore:
-Psychic Attack: Attacks all adjacent enemies dealing Primordial Damage
-Magic Elemental: Any spell cast upon the Ahura has no effect but instead regenerates stack and revives fallen Ahuras.
-Mana Magnetism: For each spell cast on the battlefield the Ahura gets +3 bonus to all stats, furthermore each turn an Egregore Stack is in the Hero's army, the hero regenerates 10 mana.
Moonbird->Phoenix
Moonbird:
-Cycle of the Moon: Every 3 turns the stack restores fallen Thunderbirds and fully heals.
-Moonson: On a specific 4x4 area you can call the Moonsons, rains who deal water and air damage on opponents.
-Air Immunity: Receives no Air Damage
-Water Immunity: Receives no Water Damage
Phoenix:
-Cycle of the Sun: Every 3 turns the stack restores fallen phoenixes and fully heals, and if the stack dies, once per battle it is restored completely
-Drought: On the battlefield, the enemy half of the battlefield gets dry
-Fire Shield:Same as h3 Efreet Sultan
-No Enemy Retaliation
-Fire Elemental: All hostile Fire spells cast upon this stack, instead of damaging or cursing, heal and/or revive units of the stack
-Magic Immunity: Immune to all spells,friendly or hostile
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