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Thread: Allignment Proposal | |
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Dyrvom
Adventuring Hero
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posted March 29, 2004 09:49 PM |
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Edited By: Dyrvom on 13 Apr 2004
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Dyrvom's game proposals
Please note that I think it's healthy to not go out of the way to include every mythological creature ever and to occassionally take your artistic license with the appearance/representation of a unit relative to legend. Before defining special abilities and what not, I would like feedback on this division of Creatures based on where they would dwell.
Key:
*** = Out of Town
--> = Upgrade Path
Castle
1-Archer-->Longbowman
1-Peasant-->Militia
1-Halfling***
2-Pikemen-->Halbredier
2-Crossbowman
3-Monk-->Fanatic
3-Paladin
4-Musketteer-->Janissary
4-Templar
5-Angel-->ArchAngel-->Seraphim
Fortress
1-Orc-->Mutant Orc
1-Goblin-->Hobgoblin
1-Bandit***
2-Troll-->HammarTroll
2-Ogre Mage
3-Valkerye-->Shieldmaiden
3-Einhanjar
4-Frost Giant-->Disciple of Ymir
4-Fire Giant
5-Wyvern-->Royal Wyvern-->Horned Wyrm
Stronghold
1-Gnome-->Leprichaun
1-Dwarf-->Dark Dwarf
1-Centaur***
2-Dryad-->Dendroid
2-Neryad
3-Drake-->Dragonelle
3-Unicorn
4-Stone Giant-->Iron Giant
4-Pegasus Knight
5-Gold Dragon-->Titanium Dragon-->Diamond Dragon
Enclave
1-Gog-->Magog
1-Imp-->Incubus
1-Heretic***
2-Salamander-->Salamander Rex
2-Flesh Golem
3-Ice Demon-->Ice Devil
3-Invisible Demon
4-Spike Demon-->Spike Devil
4-Succubus
5-Devil-->ArchDevil-->Abyss Fiend
Cavern
1-Goat-Eater--->Chupacabras
1-Beast-->Sasquatch
1-Troglodite***
2-Naga-->Echidna
2-Gorgon
3-Cyclops-->Polyphemus
3-Manticore
4-Hydra-->CryoHydra
4-Chimera
5-Red Dragon-->Black Dragon-->Void Dragon
Dungeon
1-Skeletal Servant-->Skeletal Warrior
1-Ghost-->Ghoul
1-Zombie***
2-Tunnel Whight-->Barrow Whight
2-Mummy
3-Ghost Knight-->Shadow Knight
3-Vampire
4-Lich-->Imperial Lich
4-Banshee
5-Bone Dragon-->Dragon Ghoul-->VampyroDragon
Tower
1-Will-O-Wisp-->Shade
1-Sprite-->Faerie
1-Mandrake***
2-Basilisk-->Guardian Basilisk
2-Harpy
3-Roc-->HammarRoc
3-Griffin
4-Lamia-->Sphynx
4-Phoenix
5-Mountain Giant-->Colossus-->Titan
Neutral (no allignment + out of town)
1-Formian
1-Satyr
1-Homunculus
2-Siren
2-Gargoyle
2-Wind Elemental
2-Water Elemental
3-Schylla
3-Fire Elemental
3-Steel Golem
3-Medusa
4-Efreet
4-Leviathyn
4-Genie
5-Kraken
5-Faerie Dragon
Ultimate (1 allowed per player at a time + out of town)
6-Angel of Death (Castle)
6-Nidhogg (Fortress)
6-Thunderbird(Stronghold)
6-Cerberus (Enclave)
6-Fenrir (Cavern)
6-Typhon (Dungeon)
6-Tien-Lung (Tower)
6-Charibdis (Neutral)
Doomsday Spells (Level Six spells only learned in a Grail town that require a Hero to sacrifice his/her life to use)
{{Note: I would implement a feature similar to "Wait" that allows spellcasters to regain lost spellpoints during combat at the cost of lowered defenses ("Meditate", perhaps?). There would be items to power it up, etc.}}
Castle: Miracle
Cost: 100 spell points per turn it is maintained & the user's life once it ceases.
Effect: All dead stacks/creatures (on both sides) are ressurected as Castle soldiers (on the caster's side) with +100% hit points and are upgraded if not already. Once the ressurection phase is over, any stacks of Angels have their numbers multiplied by three and if they have not been upgraded to Seraphim, they transform into them. These creatures REMAIN after the battle is over, but with their wards and extra hitpoints lost.
Duration: Effect repeats every turn that the caster can maintain the 100 SP upkeep, or until the caster dies. Caster also dies upon winning combat.
Fortress: Acceleratum Evolutius
Cost: 20 spell points per turn it is maintained & the user's life once it ceases.
Effect: For every turn it is maintained, the caster's creatures gain +25% speed, +25% melee damage, and +50% melee and ranged defense, the effects DO stack and cannot be dispelled by any means.
Duration: For as many turns as the caster can maintain spending 20 spellpoints and stay alive for. Caster dies upon winning combat.
Stronghold: Hypergeneration
Cost: 100 spell points initially then 25 per turn it is maintained provide the creatures with infinite spellpoints. The Caster dies once maintainance ends.
Effect: All creatures on the Caster's side gain many spell points and the ability to summon more of themselves at a quantity of 5X what the Hero was capable of (If the Hero has no Summoning Skill, look only at magic potency). Half of the creatures summoned this way remain after the combat (rounded up).
Duration: Unless a stack is killed and disintegrated, or is a stack of summoned creatures, it attains and retains the ability for the entire duration of the combat. The Caster dies upon failing to pay the 25 SP bonus upkeep, or upon winning the combat.
Enclave: Infernal Fissure
Cost: 30 spell points for every turn it is maintained, and the Caster's life once it ceases.
Effect: Opens up fissures leading into Hell all along the landscape of the battle, displacing/trapping some creatures and dealing enough Fire damage to every stack not on the caster's side each turn to kill off 15% of their hitpoints. Also, all creatures on the caster's side from the Enclave are healed/ressurected for 15% of their stack's total Hitpoints (new creatures created this STAY after combat). All Enclave creatures on the caster's side gain the ability to Teleport for the duration of the combat.
Duration: One turn delay in preparation, then as long as the caster can spend 30 spellpoints per turn and stay alive. Caster dies upon winning combat.
Cavern: Dark Shade Ritual
Cost: 40 Spell points per turn it is maintained & the user's life.
Effect: While maintained, the Dark Shade Ritual gives all creatures on the Caster's side 100% magic resistance ONLY to hostile/negative spells, and nullifies the benefits of enemy artifacts. Enemies cannot cast level four or five spells while the DSR is in effect. If enemy creatures/heroes lean statistically towards might, the DSR rfeduces enemy magic resistance by 50% instead of granting the casters' forces magic resistance, and also nullifies the direct stat effects of the Tactics Skill (or skills.
Duration: As long as the caster can afford to pay 40 spell points per turn or until the caster is killed. Caster dies upon winning combat.
Dungeon: Raise Reaper
Cost: 130 Spell Points & the user's life at the end of the combat.
Effect: The Caster must stay alive for five full turns after the turn Raise Reaper is cast and take only the "Maintain" (no further spell-point cost) action. If this is done, the Grim Reaper appears and slays all non-Dungeon creatures and Heroes on the field, regardless of side.
Duration: At the moment of the end of the turn in which the initial 130 SP cost is payed, the effect is five full turns away. Caster dies upon winning combat.
Tower: Judgement
Cost: XXX Spellpoints depending on what action(s) are selected to be Judged & the user's death.
Effect: Once the spell is cast, during each action of each turn the "Judge Ability" is available to use quickly between actions by the caster to spend spellpoints to nullify or enhance various actions. Damage nullification is one SP per ten damage points, damage nullification is ten spellpoints per multiplication factor. Also, Spells can be countered (Reflected back at a cooresponding target) by paying twice their cost through Judge.
Duration: One turn delay and then the effect begins, Judge ability disappears upon the Caster's death, Caster dies upon winning combat.
Edit: Doomsday spells & Top
Edit: Top (If I don't get adequate response to this I'll probably just fade away from these forums)
PLEASE TELL ME HOW I COULD BALANCE/IMPROVE THINGS!!!!!!!!!!
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Lord_Woock
Honorable
Undefeatable Hero
Daddy Cool with a $90 smile
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posted April 03, 2004 09:37 PM |
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Of what I know, mandrake is a plant. How can a plant be a unit? I suggest replacing it with homunculus.
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Yolk and God bless.
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My buddy's doing a webcomic and would certainly appreciate it if you checked it out!
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Dyrvom
Adventuring Hero
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posted April 03, 2004 09:54 PM |
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Edited By: Dyrvom on 3 Apr 2004
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As far as I know, only about 5% of those guys actually exist... Why can't I give them cute little stubby legs???
Edit: I made Humunculi a netral level 1, happy?
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gorman
Promising
Legendary Hero
Been around since before 2003
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posted April 03, 2004 10:14 PM |
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Quote: Of what I know, mandrake is a plant. How can a plant be a unit? I suggest replacing it with homunculus.
Perhaps the plant could "teleport" in a sense of the word by using its roots to travel underground and quickly appear b4 an enemy unit to attack?
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When all else fails... Take notes.... ALL the time... ESPECIALLY when playing D&D.... or Pokemon in my case
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Dyrvom
Adventuring Hero
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posted April 04, 2004 04:27 AM |
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Okay, sure, it'll be a special ability: "Subterranian mover".
I'd prefer some feedback on the Spells and balance of towns now please...
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doomnezeu
Supreme Hero
Miaumiaumiau
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posted April 05, 2004 02:33 PM |
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Quote: Fortress
1-Orc-->Mutant Orc
1-Goblin-->Hobgoblin
1-Bandit***
2-Troll-->HammarTroll
2-Ogre Mage
3-Valkerye-->Shieldmaiden
3-Einhanjar
4-Frost Giant-->Disciple of Ymir
4-Fire Giant
5-Wyvern-->Royal Wyvern-->Horned Wyrm
Well, it is a obvious thing that fortress was allways considered a swamp town, at least until you managed to destroy that belief I don't see how you can mix in the same town trolls, wyverns and Frost Giant (btw, that disciple of Ymir stuff is sooo Disciples 2! That is another universe, with other gods and heroes, don't mix it up with heroes mythology)
Ok, i will not try to further comment on your castle/creatures association, it is but a subjective ideea, and everybody has ideeas on how h5 should be. About the spells...
First, if the caster dies (i.e. my best 75 level with great skills and spells and lots of kewl arties), then he is lost to my cause, right? But, if you can ressurect him, why bother to kill him at the end of the combat?
Quote: Cavern: Dark Shade Ritual
Cost: 40 Spell points per turn it is maintained & the user's life.
Effect: While maintained, the Dark Shade Ritual gives all creatures on the Caster's side 100% magic resistance ONLY to hostile/negative spells, and nullifies the benefits of enemy artifiacts. Enemies cannot cast level four or five spells while the DSR is in effect.
Duration: As long as the caster can afford to pay 40 spell points per turn or until the caster is killed. Caster dies upon winning combat.
I think that, compared to other "grail spells", as you call them, it is preety weak. It is useless against a might oriented (or combat oriented) hero, he cares less for spells and the like.
The same goes for the Fortress spell. Increases the melee attack, not damage. The damage will be slightly improved, but will not turn the tide in that battle.
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Caja
Tavern Dweller
Lady of the rings
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posted April 05, 2004 02:46 PM |
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Edited By: Caja on 5 Apr 2004
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Heaven
1 Pikeman/Hawk Eye(archer)
2 Archon(zealot)/Griffon
3 Paladin/Couatl
4 Solar(golden angel)/Silver Dragon
Dungeon
1 Satyr/Orc(ontop of boar)
2 Medusa(on legs)/Minotaur
3 Troll/Draconian(Like minotaur only dragon features)
4 Chaos Wyrm(2 headed 4 winged red dragon)/Cyclope
Amazone
1 Pygmy/Gnoll
2 Lizardman/Slime Prince(Giant frog)
3 Kelpie(horse version)/Gorgon
4 Basilisk/Wyvern
Atlantis
1 Aqualoi/Harpy
2 Triton/Charybdis(Giant Sea Beetle)
3 Sea Hag(Half hag half octopus)/Garbost(Giant mutated crab/lobster)
4 Scylla(6 headed moray eel)/Leviathan(Giant Dragon turtle)
Garbost
Tower
1 Gremlin/High Elf
2 Golem(Stone)/Yeti
3 Naga/Djinn(Green skinned illusion female genie)
4 Titan/Frost Drake(wingless blue dragon with white fur)
Labratorium
1 Mimic(chest version)/Zorbo(Walking giant hand that can absorb substances it touches like stone/wood/metal ect)
2 Mind Flayer/Xill(4 armed warriors that collect elemental spirits in their swords)
3 Manticore/Slayer(Giant ethereal pink mantis)
4 Chimera/Beholder
Abyss
1 Imp/Magog
2 Succubus/Gargoyle
3 Efreet/Bebilith(Giant mutated demonic spider)
4 Cerberus/Balrog
Bebilith
Necropolis
1 Skeleton/Skulleton(Flying skull with green fire)
2 Ghoul(Beast zombie)/Vampire
3 Banshee(Female ghost)/Death Knight(on purple nightmare)
4 Dracolich(like an intelligent bone dragon)/Grim Reaper
Death Knight + Gargoyle
Oasis
1 Lamia(Kat people)/Formian(Centaur ants)
2 Anubite(Like avatars of anubis)/Mummy
3 Sand Lurker(Living sandstorms)/Stinger(Half scorpion, half man)
4 Sphinx(much like a black, winged liontaur)/Storm Roc(thunderbird)
Formians
Forest
1 Pixie/Halfling
2 Pegasus(rainbow manes, tail)/Centaur
3 Leshy(Male dryad)/Unicorn(Gold,silver,copper manes/tail)
4 Forest Giant(Green Giant)/Faerie Dragon
Underdark
1 Duergar(Dark Dwarf)/Myconid(Fungus Man)
2 Sinister(Bat People)/Cloaker(Shadow Stingray)
3 Drider(half spider, half Drow elf)/Troglodyte(ontop of an giant styracosaurus)
4 Deepspawn(see picture)/Earth Worm
Cloaker
Shadow Plane
1 Drow Elf/Ettercap(ontop of an giant tarantula)
2 Shade(Shadow man)/Barghest(Doom Hound)
3 Nightmare/Crimson Death(Vampiric Mist)
4 Shadow Dragon/Dendroid(Dark Treant)
Mechanica
1 Automaton(half goblin, half machine)/Goblin(with lazergun)
2 Bladeling(Creature that can animate weapons)/Terror Bird(Giant diatrima birds with iron beaks and claws, also called stymphalian birds in greek myths)
3 Ettin(2 headed ogre)/Doppelganger(with long swordlike claws created by the goblins)
4 Juggernout(Giant machine with goblin in it)/Behemoth(A steel behemoth that can breath rust)
Conflux
1 Ooze(Green Slime)/Will O Wisp
2 Nereid(Water Elemental)/Kobold(Earth Elemental)
3 Salamander(Fire Elemental)/Sylph(Air Elemental)
4 Phoenix/Crysmal(Giant scorpion made from crystal)
Neutral
1 Wererat/Leprechaun
2 Advespa(Giant wasp demons)/Energon(see picture)
3 Sabre Beast(Half white half orange tiger with golden sable teeth, and the abilities of the nemean lion)/Owl Bear
4 Gold Dragon(like the chinese version)/Diamond Back(giant armadillo with diamond scales and spikes)
Energon
Mind Flayer
Aqualoi
Xill
Skulleton
Deepspawn
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Dyrvom
Adventuring Hero
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posted April 07, 2004 04:40 AM |
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Quote: Well, it is a obvious thing that fortress was allways considered a swamp town, at least until you managed to destroy that belief I don't see how you can mix in the same town trolls, wyverns and Frost Giant (btw, that disciple of Ymir stuff is sooo Disciples 2! That is another universe, with other gods and heroes, don't mix it up with heroes mythology)
First, if the caster dies (i.e. my best 75 level with great skills and spells and lots of kewl arties), then he is lost to my cause, right? But, if you can ressurect him, why bother to kill him at the end of the combat?
"Dark shade Ritual"
I think that, compared to other "grail spells", as you call them, it is pretty weak. It is useless against a might oriented (or combat oriented) hero, who cares less for spells and the like.
The same goes for the Fortress spell. Increases the melee attack, not damage. The damage will be slightly improved, but will not turn the tide in that battle.
Great points.
-I am not basing this arrangement on good/evil, etc. It's based on Buildings and what may dwell in one or allign with what dwells in one. This means that a campaign hero might represent a specific combination of Town Types and certain buildings within the towns (allowing more versatility in strategy and easier customization of character building), rather than "Life", "Nature", or "Balance of Order and Chaos".
-What if I made Dark Shade Ritual also nullify the Tactics skill and reduce enemy magic resistance by 50%?
-Fortress Spell now increases melee attack, not damage.
Moderator's note:This topic has been closed, as it refers to an older version of the game. To discuss Heroes 3, please go to [url=http://heroescommunity.com/forumdisplay.php3?FID=6]Library Of Enlightenment[/url], to discuss Heroes 4, please go to [url=http://heroescommunity.com/forumdisplay.php3?FID=17]War Room Of Axeoth[/url], to discuss Heroes 5, go to [url=http://heroescommunity.com/forumdisplay.php3?FID=1]Temple Of Ashan[/url].
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