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Thread: Radox' Ultimate Heroes Experience | This thread is pages long: 1 2 3 4 5 6 · «PREV / NEXT» |
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kraken
Famous Hero
I just love being elemental
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posted November 05, 2007 11:39 PM |
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still not interested
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Vini Vidi Vici
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted November 06, 2007 12:32 AM |
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Quote: Catoblepas
OMG! I'm not the only one who has heard of these things?
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How exactly is luck a skill?
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kraken
Famous Hero
I just love being elemental
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posted November 06, 2007 03:00 AM |
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Edited by kraken at 03:02, 06 Nov 2007.
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Don't worry daystar,I have herd a bout catoblepas because I play D&D
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Vini Vidi Vici
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Radox
Known Hero
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posted November 06, 2007 08:39 AM |
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Day 14 - The Legendary creatures
*Note - Due these creatures' unusual strength, there is an option before each multiplayer game to disable them, so they are not in the game. Aside from that, they are often given as a quest by Seer Huts.
7. Chimera
Attack - 25
Defense - 25
Health - 200
Damage - 25-40
Abilites - Three-headed attack, No enemy retaliation, Harmful attack (On every its attack, the Chimera casts one of three negative effects on its target - Poison, Cold or Fire)
Comment - Chimeras are horrifying monstosities that have the body of a lion, the tail of a dragon and the wings of an eagle. They have three heads, with each one having dangerous breath. Chimeras are one of the most feared monsters in the world to this day.
Dwelling - Chimera Roost
7. Phoenix
Attack - 26
Defense - 24
Health - 200
Damage - 40-50
Abilities - Immunity to Fire, Rebirth (The Phoenixes can come back to life once their entire stack has been killed. The number of revived creatures equals the number of killed ones with the last blow)
Comment - These huge, fiery birds are the fastest creatures ever seen. They can engulf their enemies with fiery flames before they have a chance to even see them. The most unique ability of the Phoenix is its ability to rise from the ashes of its death and engage in the fight immediately.
Dwelling - Pyre
7. Tempest
Attack - 24
Defense - 24
Health - 180
Damage - 37-52
Abilities - No enemy retaliation, Immunity to Destructive magic, Spellbook (Tempests can cast Ice bolt, Stone rain, Fireball and Lightning bolt), Multi-element attack (Once per combat, the Tempest can imbue its next attack with all four element's properites, increasing its damage by 50%)
Comment - Tempests are amazing creatures that are rarely seen. They tower above the battlefield and astound their enemies with their indescribable appearance. A Tempest is formed when all four types of Elementals unite into one single mass. Tempests have the abilities of all their "ingredients" and can lay waste to their enemies even more easily with their devastating Multi-element attack.
Dwelling - none
7. Roc
Attack - 30
Defense - 25
Health - 190
Damage - 30-49
Abilities - Battle Dive
Comment - Rocs are really giantic eagle-like birds that dwell the highest and most inaccesible mountain peaks. They sometimes hunt in packs, descending with lightning-fast speed upon their unortunate prey and grabbing it with their razor-sharp claw. Rocs are rare and the very sight of them is purely amazing.
Dwelling - Roc Nest
7. Kraken
Attack - 28
Defense - 25
Health - 250
Damage - 28-58
Abilities - Ink cloud (The Kraken can spray any 3x3 area with an ink cloud that prevents any shooters within it from using their ranged attacks)
Comment - The Kraken has been long talked about, but very few are those who actually have seen it. It is said to resemble an enormous octopus thath can sink whole ships with its huge tentacles. The Krakens are also rumored to have the ability to shoot an "ink cloud" that prevents any shootes from seeing their target.
Dwelling - Coral Sanctuary
8. Hydra
Attack - 40
Defense - 40
Health - 470
Damage - 40-55
Abilites - No enemy retaliation, Six-headed attack
Comment - The Hydra is perhaps the most dreaded monstrosity in Greek mythology. Its countless bloodthirsty heads and gargantuan size make up for its fearsome reputation. Most of the time, Hydras prefer basking into their acidic ponds, but when they come out for the hunt, nothing can stop them. A single Hydra can engage whole armies with each of its head fighting a separate enemy force.
Dwelling - Acidic Pond
8. Behemoth
Attack - 50
Defense - 38
Health - 700
Damage - 50-77
Abilities - Ignore target's defense (When this monster attacks, the defense of its target is considered as zero), Squish (Once per combat, the Behemoth can attemp to smash a 3x3 are with its foot, delivering 100% of its damage to all creatures within it. Chances to hit every creature under its foot are 50%)
Comment - These biblical, indescribably big juggernauts are both rare and mighty. No one has ever survived an encounter with them, so the only evidence mankind has for their existence are the bloody remains of armies they single-handedly killed and the huge footprints sometimes seen in the mountain valleys. A behemoth's strike is said to be so powerful that no known defense means can withstand it.
Dwelling - Behemoth Crag
8. Titan
Attack - 45
Defense - 42
Health - 650
Damage - 50-80
Abilities - No melee penalty, Call Thunder (The titan can call a 4x4-sized lightning storm clouds over any are of the battlefield. Creatures that stay under it have an additional 50% ranged penalty, can cast spells and take 20*Number of Titans damage every turn)
Comment - These stormy deities take their time playing with thunderclouds. They are to a large extent peaceful, but should someone disturb their mediation, they turn into merciless decimators.
Dwelling - Cloud Castle
8. Leviathan
Attack - 40
Defense - 40
Health - 400
Abilities - Devour (On each attack, this creature has a 25% chance to immediately kill additional 50% of its attack damage in creatures by simply devouring them)
Comment - Leviathans are another biblical beast that roams the oceans of our dimension. They resemble giantic sea serpents that can demolish an entire fleet alone. They can also devour whole army detachments, thus severely crippling any force unfortunate enought to run by their dwellings.
Dwelling - Leviathan Cave
9. Megadragon
Attack - 60
Defense - 60
Health - 1000
Abilities - ?
Comment - No one has ever survived to tell what these giantic, wing-less monsters are capable of.
Dwelling - ?
Tomorrow - The Spell system
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Radox
Known Hero
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posted November 07, 2007 07:46 PM |
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Edited by Radox at 22:26, 09 Nov 2007.
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Day 14 - The Spells
- Every hero, except for a Barbarian, can learn spells of levels 1 and 2. To learn a 3rd level spell, a hero must have Basic mastery in the corresponding magic school. To learn the 4th and 5th level spells, a hero must respectively Advanced and Expert mastery
- Every hero can cast a spell when his turn comes, like Heroes 5, and unlike Heroes 3.
- The Knowledge determines the maximum amount of mana for a hero. The mana is equal to 10*Knowledge.
- Every hero regenerates 2 mana points per day.
- There are FOUR main magic schools, plus a separate school of Adventure magic, five runes for the Wizards and five warcries for the Barbarians.
- The main magic schools are the same as the ones in Heroes 5 - Light, Dark, Summoning and Destructive magic
- Each town has an affinity to two of the magic schools. Thus, they receive only spells from these schools when they build level 4 and 5 Magic guilds. The town's affinities are as follows:
Haven - Light and Dark
Grove - Light and Summoning
Academy - Light and Destructive
Necropolis - Dark and Summoning
Inferno - Dark and Destructive
Dungeon - Destructive and Summoning
Marinal - Light and Summoning
Stronghold - N/A
- Spells are gained by building the Magic guild in a town. The different magic guild levels give the following amount of spells:
- Level 1 - 5 spells (2 spells of each preferred school + 1 extra spell)
- Level 2 - 4 spells (1 spell of each preferred school + 2 extra spells)
- Level 3 - 3 spells (1 spell of each preferred school + 1 extra spell)
- Level 4 - 2 spells (1 spell of each preferred school)
- Level 5 - 2 spells (1 spell of each preferred school)
LIGHT MAGIC SCHOOL
Level 1 spells
- Bless - Increases the damage inflicted by a friendly stack. (Mana cost = 4)
No skill - The gap between minimum and maximum damage is reduced by 50% (by increasing min damage)
Basic level - The gap between minimum and maximum damage is reduced by 75% (by increasing min damage)
Advanced level - The target always inflicts maximum damage
Expert level - The target always inflicts maximum damage + 1
- Haste - Increases the initiative and speed of friendly stack. (Mana cost = 4)
No skill - Intitative is increased by 20%
Basic level - Intitative is increased by 20%, Speed is increased by 1
Advanced level - Intitative is increased by 30%, Speed is increased by 2
Expert level - Intitative is increased by 40%, Speed is increased by 3
- Remedy - Fully replenishes the hit points of the top creature of a friendly stack and also grants the stack health regeneration. (Mana cost = 5)
No skill - Taget regenerates 50% of its hit points per turn
Basic level - Taget regenerates 75% of its hit points per turn, and the spell also cures Decay and other poison effects
Advanced level - Taget regenerates 100% of its hit points per turn, and the spell also cures Decay and other poison effects
Expert level - Taget regenerates 125% of its hit points per turn, and the spell also cures Decay and other poison effects
Level 2 spells
- Exorcism - Dispells positive effects from enemy stacks and negative effects from friendly stacks. (Mana cost = 8)
No skill - The spell has a 70% chance to success
Basic level - The spell has a 80% chance to success
Advanced level - The spell has a 90% chance to success
Expert level - The spell always succeeds
- Stoneskin - Increases the Defense of friendly stack. (Mana cost = 6)
No skill - Defense is increased by 3
Basic level - Defense is increased by 6
Advanced level - Defense is increased by 9
Expert level - Defense is increased by 12
- Mirth - Increases Morale and Luck of friendly stack. (Mana cost = 6)
No skill - Increases Morale by 2 points and Luck by 1
Basic level - Increases both by 2 points
Advanced level - Increases Morale by 3 points and Luck by 2
Expert level - Increases both by 3 points
Level 3 spells
- Deflection - Decreases the damage friendly stack receives from ranged attacks. (Mana cost = 8)
Basic level - Damage reduced by 50%
Advanced level - Damage reduced by 60%
Expert level - Damage reduced by 70%
- Crusade - Increases the Attack of friendly stack. (Mana cost = 9)
Basic level - Attack is increased by 6
Advanced level - Attack is increased by 9
Expert level - Attack is increased by 12
- Valor - The attacks of a friendly creature gainb the ability to ignore a percentage of it's target's Defense. (Mana cost = 8)
Basic level - The creature's attacks ignore 10% of target's Defense
Advanced level - The creature's attacks ignore 20% of target's Defense
Expert level - The creature's attacks ignore 30% of target's Defense
Level 4 spells
- Magic ward - Dispells all positive and negative effects from a friendly stack and renders it immune to further spell effects. (Mana cost = 12)
Advanced level - The target is immune to spells of levels 1-4
Expert level - The target is immune to all spells
- Teleport - Teleports a friendly stack to an unnocupied square on the battlefield. (Mana cost = 10)
Advanced level - Target can be teleported anywhere on the battlefield, except behind castle walls
Expert level - Target can be teleported anywher on the battlefield
- Vengeance - Increases the target's Attack at the cost of Defense and grants it the No enemy retaliation ability. The duration of the spell is until the target's next attack. (Mana cost = 14)
Advanced level - Target's Attack is increased by the amount of its Base Defense. Defense is lowered to 0
Expert level - Target's Attack is increased by the amount of its Base Defense*1,5. Defense is lowered to 0
Level 5 spells
- Holy Wrath - Deals damage to all undead and infernal creatures on the battlefield. (Mana cost = 15)
Expert level - Damage is equal to 150+15*Spellpower
- Resurrection - Resurrects the killed creatures in a friendly stack. (Mana cost = 20)
Expert level - The amount of healed hitpoints is equal to 250+30*Spellpower
- Prayer - Increases the Attack, Defense and Speed of a friendly stack. (Mana cost = 15)
Expert level - Base Attack, Defense and Speed are all increased by 50%
Tomorrow - Dark Magic
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roy-algriffin
Supreme Hero
Chocolate ice cream zealot
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posted November 07, 2007 08:02 PM |
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Slayer vengeance and prayer are all far too powerful. Literally thec reature becomes awesomely powerful if theyre cast at expert level
first you cast prayer. 50% more attack and defense etc. lets take the angel
it becomes 44 attack and 44 defense.
Then you take vengeance
It becomes 132 attack
then you take slayer
effective 132 attack and 200% damage vs tier 7 units.
And thats 24 more damage with stoneskin. and 12 more with crusade.
With all possible buffs its around
168 attack and 200% damage vs tier 7 units and no retaliation for the angel.
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"Am i a demon? No im a priest of the light! THE BLOODY RED LIGHT"
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Radox
Known Hero
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posted November 07, 2007 08:47 PM |
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^
You're absolutely right, but you'll probably need more time to cast all those spells on the angel than the duration of the combat
And after all, Prayer is a 5th level spell. It's supposed to be VERY POWERFUL.
But since you rightfully asked, I changed the spells a little. So they now give bonuses to the BASE attack and defense of the creature
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Radox
Known Hero
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posted November 08, 2007 01:54 PM |
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DARK MAGIC SCHOOL
Level 1 spells
- Curse - Decreases the damage done by an enemy stack. (Cost = 4 mana)
No skill - The gap between minimum and maximum damage is reduced by 50% (by decreasing max damage)
Basic level - The gap between minimum and maximum damage is reduced by 75% (by decreasing max damage)
Advanced level - The target always inflicts minimum damage
Expert level - The target always inflicts minimum damage -1
- Slow - Decreases initiative and speed of an enemy stack. (Cost = 5 mana)
No skill - Intitative is decreased by 20%
Basic level - Intitative is decreased by 20%, Speed is decreased by 1
Advanced level - Intitative is decreased by 30%, Speed is decreased by 2
Expert level - Intitative is decreased by 40%, Speed is decreased by 3
- Despair - Target cannot perform retaliation strikes. (Cost = 4 mana)
No skill - Duration is 1 turn
Basic level - Duration is 2 turns
Advanced level - Duration is 3 turns
Expert level - Duration is 4 turns
Level 2 spells
- Decay - Poisons an enemy stack and deals earth damage to it over several turns. Damage occurs when target is about to act and is equal to 40+8*Spellpower. (Cost = 6 mana)
No skill - Duration is 2 turns
Basic level - Duration is 3 turns
Advanced level - Duration is 4 turns
Expert level - Duration is 5 turns
- Throe - Decreases the Defense of an enemy stack. Can be cast muliple times on the same stack and the effect is cumulative. (Cost = 5 mana)
No skill - Decreases Defense by 3
Basic level - Decreases Defense by 4
Advanced level - Decreases Defense by 5
Expert level - Decreases Defense by 6
- Sorrow - Decreases the Morale and Luck of an enemy stack. (Cost = 6 mana)
No skill - Decreases Morale by 2 points and Luck by 1
Basic level - Decreases both by 2 points
Advanced level - Decreases Morale by 3 points and Luck by 2
Expert level - Decreases both by 3 points
Level 3 spells
- Confusion - Some of the shooters in an enemy stack forget how to use their ranged attacks. (Cost = 9 mana)
Basic level - Affects 60% of the creatures in the stack
Advanced level - Affects 80% of the creatures in the stack
Expert level - Affects 100% of the creatures in the stack
- Suffering - Decreases the Attack of friendly stack. (Cost = 10 mana)
Basic level - Attack is decreased by 6
Advanced level - Attack is decreased by 9
Expert level - Attack is decreased by 12
- Terror - The target is rendered unable to attack (it can still move, wait or defend). (Cost = 10 mana)
Basic level - The effect lasts for 1 round
Advanced level - The effect lasts for 1 round and the target suffers a -50% Attack penalty when performing a retaliation
Expert level - The effect lasts for 1 round and the target cannot retaliate
Level 4 spells
- Frenzy - Makes the target attack the nearest stack (regardless of alignment) with 3*Spellpower % increased damage on its next action. (Cost = 15 mana)
Advanced level - Duration is 1 action
Expert level - Duration is 2 actions
- Blind - Renders an enemy stack unable to attack, move or cast any spells. If the target is attacked, the blindness ends. (Cost = 12 mana)
Advanced level - The deactivation attack is retaliated
Expert level - The deactivation attack is not retaliated
- Vampirism - Makes a friendly stack drain a part of its own damage to heal and even resurrects its numbers. (Cost = 12 mana)
Advanced level - The amount of gained hitpoints equals 30+Spellpower*2 % of the damage
Expert level - The amount of gained hitpoints equals 40+Spellpower*2 % of the damage
Level 5 spells
- Unholy Shout - Deals damage to all living, non-demonic creatures on the battlefield. (Cost = 15 mana)
Expert level - Damage is equal to 150+15*Spellpower
- Dark Will - Puts an enemy stack under the control of the caster (Cost = 18 mana)
Expert level - Duration is 0.25*Spellpower turns
- Torment - Greatly cripples an enemy stack by decreasing its Attack, Defense and Speed (Cost = 15 mana)
Expert level - Base Attack, Defense and Speed ratings are reduced by 50%
Tomorrow - Summoning magic
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Radox
Known Hero
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posted November 08, 2007 03:28 PM |
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Thanks for the suggestions. I'll change the abilities. But what do you mean under "Eclipse spell"?
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Radox
Known Hero
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posted November 09, 2007 06:05 PM |
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SUMMONING MAGIC SCHOOL
Level 1 spells
- Arcane fist - Summons a magical fist to deal damage to an enemy creature. The fist can damage creatures immune to magic. (Cost = 5 mana)
No skill - Damage dealt is 25+5*Spellpower
Basic level - Damage dealt is 35+6*Spellpower
Advanced level - Damage dealt is 45+7*Spellpower
Expert level -Damage dealt is 55+8*Spellpower
- Fire trap - Summons a number of mines in a target 5x5 squares are on the battlefield in a random pattern. Enemy units passing through a mine will take damage equal to 50+10*Spellpower. (Cost = 6 mana)
No skill - 3 mines are summoned
Basic level - 4 mines are summoned
Advanced level - 5 mines are summoned
Expert level - 6 mines are summoned
- Telekinesis - Pushes an unit in a direction of the choice of the caster. (Cost = 3 mana)
No skill - Maximum radius is 1 tile
Basic level - Maximum radius is 2 tiles
Advanced level - Maximum radius is 3 tiles
Expert level - Maximum radius is 3 tiles and also Large creatures can be pushed
Level 2 spells
- Wasp swarm - Summons a swarm of wasps that deals damage to an enemy stack and also reduces its initiative. (Cost = 5 mana)
No skill - Damage dealt is 10+4*Spellpower. Intitative is reduced by 15%
Basic level - Damage dealt is 20+6*Spellpower. Intitative is reduced by 20%
Advanced level - Damage dealt is 30+8*Spellpower. Intitative is reduced by 25%
Expert level - Damage dealt is 40+10*Spellpower. Intitative is reduced by 30%
- Animate dead - Raises a number of killed creatures from a friendly stack. The creatures (except for undead ones) vanish after combat. Every use of the spell decreases the Hit point of the creatures in the stack by 20%. (Cost = 9 mana)
No skill - 120+15*Spellpower hit points are raised
Basic level - 160+20*Spellpower hit points are raised
Advanced level - 200+25*Spellpower hit points are raised
Expert level - 240+30*Spellpower hit points are raised
- Arcane crystal - Summons a magical crystal on the target spot. The crystal blocks movement and explodes causing damage when attacked. The crystal has 1 hit point. (Cost = 6 mana)
No skill - Damage is equal to 40+10*Spellpower
Basic level - Damage is equal to 60+12*Spellpower
Advanced level - Damage is equal to 80+14*Spellpower
Expert level - Damage is equal to 100+26*Spellpower
Level 3 spells
- Summon Treants - Summons a number of Treants to fight for the caster. If the spell is cast more than once, the new Treants are added to the SAME stack of the previously summoned ones. (Cost = 10 mana)
Basic level - The number of Treants is equal to Spellpower
Advanced level - The number of Treants is equal to 2*Spellpower
Expert level - The number of Treants is equal to 3*Spellpower
- Entangling roots - Summons magical roots from the ground that bind the target and renders it unable to move. (Cost = 10 mana)
Basic level - Duration is 1 round
Advanced level - Duration is 2 rounds
Expert level - Duration is 3 rounds
- Barbed wall - Summons a rocky wall, three squares long, on the selected part of the field. The wall only suffers 25% damage from ranged and magical attacks and returns physical damage equal to the number of lost Hit points to melee attackers. (Cost = 12 mana)
Basic level - The wall has 50+8*Spellpower Hit points
Advanced level - The wall has 75+10*Spellpower Hit points
Expert level - The wall has 100+12*Spellpower Hit points
Level 4 spells
- Summon Elemental - Summons a number of Elementals to fight for the caster. If the spell is cast more than once, the new Elementals are added to the SAME stack of the previously summoned ones. The type of the Elementals summoned depends on the terrain. (Cost = 16 mana)
Advanced level - The number of Elementals is equal to Spellpower
Expert level - The number of Elementals is equal to 2*Spellpower
- Earthquake - Summons a poweful Earthquake that damages town walls, gates and towers during a siege. (Cost = 15 mana)
Advanced level - The spell deals (100+Spellpower - 300+Spellpower) damage to all walls (damage for each wall segment is chosen separately)
Expert level - The spell deals (150+Spellpower - 400+Spellpower) damage to all walls (damage for each wall segment is chosen separately)
- Clone - Creates an incorporeal duplicate of a friendly or enemy stack. The cloned creatures can attack, but cannot use spells and abilites. The maximum tier of creatures that can be cloned is 6. (Cost = 18 mana)
Advanced level - The number of cloned creatures equals 75% of the real ones.
Expert level - The number of cloned creatures equals 100% of the real ones.
Level 5 spells
- Phoenix - Summons a mighty Phoenix to fight on the caster's side. (Cost = 25 mana)
Expert level - The Phoenix has (20+2*Spellpower) Attack; (20+2*Spellpower) Defense; (10*Spellpower - 15*Spellpower) Damage; (300+30*Power) Hit points
- Arcane armor - Summons an arcane shield around a friendly stack, that drains (50+Spellpower)% of any damage it receives. (Cost = 20 mana)
Expert level - The Shield has (500+50*Spellpower) Hitpoints
- Volcano - Summons a powerful volcano that launches magma rocks at the nearest enemy when its turn comes. The Volcano has 12 initiative. It takes 2x2 squares on the battlefield and its magma rocks always hit a 2x2 area. The damage of the Volcano is considered Earth damage. (Cost = 20 mana)
Expert level - The Volcano has (50+50*Spellpower) Hit points; (20+2*Spellpower) Defense; (12*Spellpower - 14*Spellpower) Damage
Tomorrow - Destructive Magic
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Radox
Known Hero
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posted November 10, 2007 06:25 PM |
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Edited by Radox at 18:25, 10 Nov 2007.
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DESTRUCTIVE MAGIC SCHOOL
Level 1 spells:
- Magic arrow - Shoots a magic missile to deal lightning damage to a single enemy stack. (Cost = 4 mana)
No skill - (50+8*Spellpower) Damage
Basic level - (60+8*Spellpower) Damage
Advanced level - (70+8*Spellpower) Damage
Expert level - (80+8*Spellpower) Damage
- Stone spikes - Deals earth damage to all creatures in target area in the shape of a croos, affecting 5 tiles. (Cost = 5 mana)
No skill - (25+8*Spellpower) Damage
Basic level - (35+8*Spellpower) Damage
Advanced level - (45+8*Spellpower) Damage
Expert level - (55+8*Spellpower) Damage
- Sparks - Damages all creatures in a linear, 3x1 area with fire damage under the form of sparks. (Cost = 4 mana)
No skill - (30+6*Spellpower) Damage
Basic level - (30+8*Spellpower) Damage
Advanced level - (30+10*Spellpower) Damage
Expert level - (30+12*Spellpower) Damage
Level 2 spells:
- Lightning bolt - Deals lightning damage to a single enemy stack. (Cost = 6 mana)
No skill - (20+14*Spellpower) Damage
Basic level - (30+16*Spellpower) Damage
Advanced level - (40+18*Spellpower) Damage
Expert level - (50+20*Spellpower) Damage
- Ice bolt - Deals ice damage to a single enemy stack. (Cost = 7 mana)
No skill - (60+12*Spellpower) Damage
Basic level - (75+12*Spellpower) Damage
Advanced level - (90+12*Spellpower) Damage
Expert level - (105+12*Spellpower) Damage
- Stone rain - Lobs several magical stones at the target, dealing earth damage. (Cost = 6 mana)
No skill - (25+10*Spellpower) Damage
Basic level - (50+10*Spellpower) Damage
Advanced level - (70+10*Spellpower) Damage
Expert level - (100+10*Spellpower) Damage
Level 3 spells:
- Fireball - Damages all creatures in a 3x3 squares area with fire damage. (Cost = 10 mana)
Basic level - (15+15*Spellpower) Damage
Advanced level - (18+18*Spellpower) Damage
Expert level - (21+21*Spellpower) Damage
- Ice ring - Deals ice damage to all units surrounding the target spot. (Cost = 9 mana)
Basic level - (75+12*Spellpower) Damage
Advanced level - (90+12*Spellpower) Damage
Expert level - (105+12*Spellpower) Damage
- Firewall - Summons a 3x1-sized wall of fire that damages all creatures within its area, and deals fire damage to them for 3 turns. (Cost = 12 mana)
Basic level - (14+14*Spellpower) Damage
Advanced level - (16+16*Spellpower) Damage
Expert level - (18+18*Spellpower) Damage
Level 4 spells:
- Meteor Shower - Deals earth damage to all creatures within a 5x5 area. (Cost = 19 mana)
Advanced level - (20+20*Spellpower) Damage
Expert level - (25+25*Spellpower) Damage
- Chain lightning - Deals lightning damage to several adjacent creatures (up to 4), starting with the selected one. Every next creature in the chain gets the half of the damage inflicted to the previous one. (Cost = 16 mana)
Advanced level - (25+25*Spellpower) Damage
Expert level - (30+30*Spellpower) Damage
- Inferno - Deals heavy fire damage to all creatures within a 4x4 area. (Cost = 15 mana)
Advanced level - (27+27*Spellpower) Damage
Expert level - (31+31*Spellpower) Damage
Level 5 spells:
- Armageddon - Deals heavy fire damage to all creatures on the battlefield. (Cost = 25 mana)
Expert level - (40+40*Spellpower) Damage
- Implosion - Deals massive earth damage to a single enemy stack (Cost = 20 mana)
Expert level - (50+50*Spellpower) Damage
- Orb of frost - Deals heavy ice damage to a single enemy stack and increases the melee damage it suffers for the next round by 3*Spellpower%. (Cost = 16 mana)
Expert level - (35+35*Spellpower) Damage
Tomorrow - Adventure Spells, Runes and Warcries
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Radox
Known Hero
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posted November 11, 2007 12:19 PM |
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Edited by Radox at 12:20, 11 Nov 2007.
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ADVENTURE MAGIC
Adventue magic spells become automatically available when the respective level of the Mage guild has been built. They can be learned by any hero, if he has met the level requirements. One of the two spells in each level is randomly selected for each Mage guild level built.
Level 1 spells
- Summon ship (Mana cost = 4)
Summons a ship at the hero's current location.
- Hero level required to learn - Level 1
- View earth (Mana cost = 4)
Views the location of all mines, resources, towns and artifacts on the adventure map.
- Hero level required to learn - Level 1
Level 2 spells
- Visions (Mana cost = 5)
Allows the hero to see the exact number of monsters in wandering armies, enemy armies and towns compositions, threat level of the above and also what are the chances that a wandering army will join him.
- Hero level required to learn - Level 5
- Endurance (Mana cost = 5)
Reduces the movement penalty for rough terrain by 75%. The effect lasts for one day.
- Hero level required to learn - Level 5
Level 3 spells
- Summon troops (Mana cost = ?)
Summons troops from the nearest town. Each summoned creature costs 1 mana. Using this spell takes away 75% of the hero's movement points.
- Hero level required to learn - Level 10
- Charm (Mana cost = 12)
Increases the chances that a targeted wandering army will not fight and offer to join by 25%.
- Hero level required to learn - Level 10
Level 4 spells
- Town gate (Mana cost = 15)
Teleports the hero to the nearest friendly town. Using this spell takes away all the hero's movement.
- Hero level required to learn - Level 15
- Dimension door (Mana cost = 15)
Allows the hero to teleport around short distances. Using this spell takes away 50% of the hero's movement.
- Hero level required to learn - Level 15
Level 5 spells
- Town portal (Mana cost = 25)
Teleports the hero to any friendly town, provided its on the same level of the map (surface or underground). Using this spell takes away all the hero's movement.
- Hero level required to learn - Level 20
- Fly (Mana cost = 20)
Allows the hero to fly in his next turn. Using this spell takes away 25% of the hero's movement. The rest of the movement can be used as flight.
- Hero level required to learn - Level 20
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RUNIC MAGIC
There are 5 special runes in the game that are only available in the Academy town. They can be learned by any hero, if he has met the prerequisites to do so. Each rune can be activated once per combat, for each creature independently without wasting its turn. Runes cost resources instead of mana to use.
Level 1
- Rune of Swiftness
The creature's Speed is doubled for the next two rounds.
- Cost - 1 ore
- Hero level required to use - Level 1
Level 2
- Rune of Combat
The creature can perform two melee attacks on its next action
- Cost - 1 wood
- Hero level required to use - Level 3
Level 3
- Rune of Etherealness
The creature gets Incorporeality for one round.
- Cost - 1 ore, 1 sulfur
- Hero level required to use - Level 6
Level 4
- Rune of Thunder
The creature casts Chain lightning on its next attack.
- Cost - 1 wood, 1 mercury
- Hero level required to use - Level 9
Level 5
- Rune of Dragon strength
The creature's Hit points and Damage are increased by 100% for one round. Cannot be used on dragons
- Cost - 1 wood, 1 ore, 1 gems
- Hero level required to use - Level 12
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WARCRIES
Warcries are bassicaly Stronghold's replacement of magic. They can only be learned by Barbarian heroes and are used in a similar manner as spells - they cost mana and waste hero's turn.
Level 1
- Ralling cry (Mana cost = 5)
Increases the morale of all troops under hero's command by 1+Spellpower.
- Hero level required to learn - Level 1
Level 2
- Horrifying roar (Mana cost = 6)
Scares an enemy creature so it misses its next turn. Chance for success is (60+2*Spellpower) %.
- Hero level required to learn - Level 3
Level 3
- Order of the Chief (Mana cost = 6)
The hero attack the targeted frienldy creature, dealing half his normal damage to it. The effect makes the creature act immediately after the hero and increases its Attack by an amount equal to the Spellpower of the hero.
- Hero level required to learn - Level 6
Level 4
- Shattering howl (Mana cost = 8)
All enemy creatures get their Defense reduced by an amount equal to the Spellpower of the hero.
- Hero level required to learn - Level 9
Level 5
- Horde's anger (Mana cost = 12)
Target creature receives damage equal to the number of creatures in hero's army.
- Hero level required to learn - Level 12
Tomorrow - The Secondary Skills!
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted November 12, 2007 09:40 PM |
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Please don't make secondary accounts to circumvent the 3-post-in-a-row rule or the 20-post-per-day limit. That goes against the COC, which clearly states you are only allowed to have one account except if special circumstances requires you to make a new name, and even then ask a Moderator for permission before doing it.
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What will happen now?
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Geny
Responsible
Undefeatable Hero
What if Elvin was female?
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posted November 12, 2007 09:43 PM |
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Next time send someone (except me) a pm and he will post a filler.
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DON'T BE A NOOB, JOIN A.D.V.E.N.T.U.R.E.
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Radox
Known Hero
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posted November 14, 2007 08:39 PM |
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THE ARTIFACTS
There are 101 artifacts, divided into 4 categories: Minor, Major, Relic and Legendary.
First, the Minor artifacts. They can be equipped to a player's hero if he has chosen so before the beginning of a multiplayer game.
MINOR Artifacts:
Spell scroll
Enables the hero to cast the spell inscribed on the scroll at Basic Mastery.
Necklace of the Lion
Increases Morale by 1.
Clover of Fortune
Increases Luck by 1.
Spirit of opression
Negates all Morale bonuses during combat.
Hourglass of evil hour
Negates all Luck bonuses during combat.
Werewolf necklace
Increases the min and max damage of all creatures in hero's army by 1.
Ring of vitality
Increases the hitpoints of all creatures in hero's army by 1.
Turban of enlightenment
Increases all experience gained by the hero by 5%.
Cart of ore
Provides 2 ore per day to the player's kingdom.
Cart of lumber
Provides 2 wood per day to the player's kingdom.
Everpouring vial of mercury
Provides 1 mercury per day to the player's kingdom.
Ring of infinite gems
Provides 1 gems per day to the player's kingdom.
Eversmoking brazier of sulfur
Provides 1 sulfur per day to the player's kingdom.
Everflowing crystal figurine
Provides 1 crystal per day to the player's kingdom.
Purse of endless gold
Provides 250 gold per day to the player's kingdom.
Spyglass
Increases the scouting radius of the hero by 1.
All-seeing crown
Increases the scouting radius of the hero by 2.
Mage's robe
Reduces the cost of all spells by 1 point.
Boots of polarity
Grants the hero 10% magic resistance.
Axe of might
Increases Attack of the hero by 2.
Gnoll buckler
Increases Defense of the hero by 2.
Unicorn helmet
Increases Knowledge of the hero by 2.
Elven leather armor
Increases Spellpower of the hero by 2.
Dragon eye ring
Increases Attack and Defense of the hero by 1.
Dragon bone greaves
Increases Spellpower and Knowledge of the hero by 1.
Sextant of the sea elves
Increases the sea movement rate of the hero.
Windstrider boots
Increases the Speed of all units in hero's army by 1.
Talisman of mana
Allows the hero to regenerate 1 extra point of mana per day.
Boots of the open road
Reduces all movement penalties by 50%.
Amulet of the Undertaker
Increases the efficiency of Necromancy secondary skill by 10%.
Total - 30 Minor artifacts
Tomorrow - The Major artifacts
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Radox
Known Hero
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posted November 15, 2007 09:48 PM |
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MAJOR ARTIFACTS
Magic wand
Allows the casting of a spell on the Advanced level. The wand has 3 charges, but can be recharged at a Mage guild.
Crown of leadership
Increases Morale by 2.
Golden horseshoe
Increases Luck by 2.
Ring of the broken will
Decreases enemy Morale by 2.
Cursed ring
Decreases enemy Luck by 2.
Vial of lifeblood
Increases Hit points of all creatures in hero's army by 2.
Scale mail of enlightenment
Increases all the experience gained by the hero by 15%.
Sack of endless gold
Provides your kingdom with extra 500 gold per day.
Bag of endless gold
Provides your kingdom with extra 1000 gold per day.
Sword of excellence
Increases hero's Attack by 3.
Ogre club
Sword of excellence
Increases hero's Attack by 4.
Gladius of hellfire
Increases hero's Attack by 5.
Shield of the damned
Increases hero's Defense by 3.
Ogre targe
Increases hero's Defense by 4.
Divine aegis
Increases hero's Defense by 5.
Helm of chaos
Increases hero's Knowledge by 3.
Helllord's helm
Increases hero's Knowledge by 4.
Crown of Brilliance
Increases hero's Knowledge by 5.
Breastplate of power
Increases hero's Spellpower by 3.
Brimstone plate mail
Increases hero's Spellpower by 4.
Robe of the Archwizard
Increases hero's Spellpower by 5.
Dragon flame tongue
Increases Attack and Defense by 2.
Dragon wing mantle
Increases Spellpower and Knowledge by 2.
Sandals of the blessed
Increases all four primary stats by 1.
Boots of swift journey
Increases hero's movement rate over land.
Emerald slippers
Increases hero's damage with earth-based spells by 50%.
Trident of the titans
Increases hero's damage with lightning-based spells by 50%.
Phoenix feather cape
Increases hero's damage with fire-based spells by 50%.
Evercold icicle
Increases hero's damage with ice-based spells by 50%.
Pendant of Life
Renders all units in hero's army immune to Unholy Shout spell.
Pendant of Death
Renders all units in hero's army immune to Word of Light spell.
Pendant of Memory
Renders all units in hero's army immune to Confusion and Dark Will spells.
Pendant of Second Sight
Renders all units in hero's army immune to Blind spell.
Elemental waistband
Allows the hero to use the Summon Elementals spell and increases his Spellpower by 4 when doing so.
Golden bow
All shooters in hero's army get the No range penalty bonus.
Blacksmith's ring
Grants one extra shot to all War Machines under hero's control.
Pendant of Conflux
Grants the hero 1 mana point for every 3 points of mana, spent by enemy heroes in battle.
Admiral's hat
The hero suffers no boarding or unboarding penalty when interacting with a ship.
Book of Power
Grants the hero +1 to all stats if he has no or Basic Enlightenment, +2 if he has Advanced and +3 if he has Expert. If he has the "Wisdom" perk, he'll also be able to learn all 4th level spells.
Ambassador's ring
Reduces the cost of surrendering to enemy heroes by 50% and reduces the surrendering fee of neutral creatures by 50.
Total - 40 Major artifacts
Tomorrow - The Relic artifacts!
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted November 15, 2007 11:21 PM |
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you have to admire his dedication to this. he gallantly soldiers, despite many complaints, he bravely pushes this idea forward.
i'm still waiting for people to reply for my two races with two racial skills.
____________
Love, Laugh, Learn, Live.
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Radox
Known Hero
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posted November 17, 2007 06:38 PM |
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Edited by Radox at 20:17, 17 Nov 2007.
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RELIC ARTIFACTS
Crown of the Lion's heart
Increases Luck and Morale by 2.
Cloak of Death's shadow
Decreases enemy Luck and Morale by 2.
Cornucopia
Provides 1 of all precious resources per day.
Dragon scale shield
Increases Attack and Defense by 3.
Dragon scale armor
Increases Attack and Defense by 4.
Dragon teeth necklace
Increases Spellpower and Knowledge by 3.
Dragon talon crown
Increases Spellpower and Knowledge by 4.
Armor of the forgotten hero
Increases all four primary stats by 2.
Necklace of bliss
Increases all four primary stats by 3.
Compass of mobility
Increases the movement rates of the hero over land and sea.
Titan's gladius
Increases hero's Attack by 10.
Titan's helmet
Increases hero's Knowledge by 10.
Titan's cuirass
Increases hero's Spellpower by 10.
Titan's ward
Increases hero's Defense by 10.
Tome of Light
Allows the hero to cast all Light magic spells on Basic level without any skill in this school.
Tome of Darkness
Allows the hero to cast all Darkness magic spells on Basic level without any skill in this school.
Tome of Summoning
Allows the hero to cast all Summoning magic spells on Basic level without any skill in this school.
Tome of Destruction
Allows the hero to cast all Destructive magic spells on Basic level without any skill in this school.
Orb of vulnerability
Negates the natural magic immunity/protection/resistance of all creatures on the battlefield.
Boots of levitation
Allows the hero to walk over water bodies.
Coat of counterpoise
Grants the hero 25% magic resistance.
Total - 20 Relic artifacts
Tomorrow - The Legendary artifacts
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Radox
Known Hero
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posted November 18, 2007 05:26 PM |
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Edited by Radox at 18:57, 18 Nov 2007.
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LEGENDARY ARTIFACTS
*Note - due to their extreme power, Legendary artifacts can be disabled before each multiplayer game.
Golden goose
Provides 5000 gold each day.
Excalibur
Increases all four primary stats by 4.
Archmage's codex
Allows the hero to cast all 5th level spells on Expert level.
Angelic wings
Grants the hero the ability to fly over terrain and also increases his movement points.
Mask of death
Makes all friendly attacks always cast Expert Sorrow on enemy creatures.
David's sling
Increases the damage of all the hero's troops against 7th level creatures by 50%.
Sphere of eternity
Makes all the hero's spells last during the whole combat.
Shackles of war
Prevents you and your foes from retreating from combat.
Armageddon's blade
Makes all creatures immune to Armageddon spell and grants him the spell at Expert level.
Eye of Zeus
Increases the growth for 7th level creatures in all the player's towns.
Skull of horrors
All troops under hero's control gain the No enemy retaliation ability.
Total - 11 Legendary artifacts
GRAIL
The most powerful artifact in the game, this golden cup will provide the populace in any of your towns with a motivation to build a glorious, giantic monument that will provide numerous bonuses to the kingdom.
Soon - The adventure map locations
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skullman
Famous Hero
banned
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posted November 18, 2007 05:36 PM |
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isn't there going to be a grail
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