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Heroes Community > Heroes 8+ Altar of Wishes > Thread: Naga Faction by Sblister
Thread: Naga Faction by Sblister This thread is 2 pages long: 1 2 · NEXT»
sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted November 05, 2007 04:48 AM

Naga Faction by Sblister

This is the thread built to house Sblister's Naga Faction. I am a helper of the project. Sblister, take it away.
____________
Steel Yourself for War

Next Set: Mirrodin
Beseiged

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted November 05, 2007 04:50 AM

And without further a due, the team of SBlister and Sith of Ziost present the NAGAS!

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted November 05, 2007 04:51 AM

NAGA BASTION

CREATURES
LEVEL 1


Serpent Fly

Serpent Flies are native to the swamplands of Hashima that the Naga call home. These winged snakes prey on the smaller creatures of the swamps, immobilizing them with their numbing poison. Tamed by the Lizardmen to aid them in the hunt, they were introduced as pets of the Naga after both races formed their pact. Still very able predators, the Naga employ these swift creatures in their armies to hunt down their enemies.
Flyer
This creature can move any unoccupied space during its turn, regardless of the obstacles in the way. They can fly over other creatures and castle walls as well.
Agonizing Bite
With each attack, this creature cause enemies take fewer actions in combat.

Dragon Fly
A subspecies of the Serpent Flies, the Dragon Flies are more adapted and with two pairs of wings they are even faster than their lesser cousins. Dragon Flies are legendary for their sheer beauty, magical powers and unwavering virtue. Their intelligence and goodness have made them a tamable pet amongst the Naga who inhabit the same swamplands as these flying creatures.
Flyer
Agonizing Bite
Spray Attack

Creature simultaneously attacks three adjacent tiles occupied by the enemy.

Coatl
The Naga believe that the Coatl are the pets of Shalassa and are thus blessed by their patron. During a minor skirmish with the wizards, the Naga discovered that the Coatl have the uncanny ability to drain the enchantments from their enemies and absorb them, thus gaining these magical properties for themselves.
Flyer
Agonizing Bite
Devour Magic

Creatures with the ability can steal enemy enchantments and transfer it to itself.

LEVEL 2


Lizardman Prowler

Before making their pact with the Naga, the Lizardmen lived in small colonies, and fought few skirmishes with each other. The Lizardmen Prowlers are the hunters of the Nariya society and are skilled with trapping all forms of swamp life for food. Armed with a blowpipe, they are able blow bolts carved out of bones of the creatures they capture. They have learned to coat their bolts with their own highly corrosive saliva which can penetrate the hides of their foes with ease.
Shooter
This creature can inflict damage remotely. When distance to target is longer than half the arena, the target suffers only half the normal damage. Shooter cannot use ranged attack when blocked by enemy creature. If there's no Ammo Cart in the army, the number of shots is limited by available ammo.
Corrosive Strike
This creature’s attack decreases enemy's defense per strike. The effects of this attack are cumulative until the end of the battle.

Skink Headhunter
Like their Lizardmen brethren, Skinks are one of the few races that developed without much Dragon intervention. They evolved in the treacherous marshes of Hashima, making their homes in the swamps. Skinks are hardier and stronger than their lizardmen cousins, preferring frontal assault and mass rushes, sometimes forcing their enemies into the water where they have the advantage. In combat however, they rather use their blowpipes to attack their enemies from a distance than moving in to close proximity to attack with their axes.
Shooter
Corrosive Strike
No Melee Penalty

Shooter has no penalty for damage inflicted during a melee attack.

Chameleon Tracker
The Chameleon Prowlers are masters of camouflage. While all Lizardmen have the ability to change the color of their scales to some extent, the Chameleons are especially imbued with this ability. The pigments in their skin can take on the color of their surroundings, making them nearly impossible to spot. This ability has allowed for the Chameleons to serve as early warning scouts to any imminent threat to their lands.
Corrosive Strike
Invisibility

Once per combat, this creature can become invisible to the enemy for three turns. If the creature attacks anyone or stops on a tile adjacent to a hostile stack it will be revealed.  If an enemy movement is stopped by an invisible creature, the enemy stops and performs a melee attack. Enemies do not retaliate to the attacks of invisible creatures. No spells or affects, except area effect ones, can affect invisible creatures.

LEVEL 3


Disciple

The Disciples are the military order of the Temples of Shalassa. In full, they are known as The Order of Shimmering Depths, but it is more of a ceremonial title. They make up the bulk of the Order and are adorned with heavy spiked maces, tear shields and helmets. They are known for their fanatical ferocity and devotion in battle. Their eagerness in combat allows them to strike faster than any opponent often retaliating before their enemies have a chance to attack.
No Enemy Retaliation
Enemies never retaliate after melee attacks by creatures with this ability.
Zeal
The more damage this creature does during one round, the more Initiative it receives in the following round, enabling this creature’s next turn to arrive faster.

Disciple of the Coil
The Disciples of the Coil are the elites of the Order. They are equipped with longer reaching morning stars, allowing them to crush their enemies at extended range. Disciples of the Coil are the most fanatical of all the Disciples, who rival even the Orc Maulers in their lust for blood. With each life they take, they become more blood thirsty.
No Enemy Retaliation
Zeal
Immune to Slow

This creature is immune to the Slow spell.

Disciple of the Fang
Armed with hooked sabers and clad in light plated armor which offers them greater flexibility in combat, the Disciples of the Fang are tasked with not only decimating their enemies but protecting their allies as well. Contrary to popular belief they are not frenzied killing machines but a disciplined fighting force. To this end, the Disciples are immune to dark magic spells, letting nothing interfere with the lethal force they deliver in battle.
No Enemy Retaliation
Zeal
Immune to Curses

This creature is immune to the Cursing spells.

LEVEL 4


Swampdweller

Lizardmen have trained to ride atop large crocodiles that are indigenous to Hashima's swamps. Serving as the defenders of the settlements, they are able to trek at great speeds through the swamps. The Naga quickly saw the strategic value of the Swampdwellers and integrated them into their armies. In the wild, crocodiles twist themselves in a visceral display of power to tear chunks of meat of their prey. The Swamp Guards have incorporated this maneuver into their stratagem, as their reptilian mounts roll out of the way of enemy strikes.
Enraged
This creature's attack increases during combat when any friendly unit dies (except resurrected creatures or creatures summoned to battlefield by magic).
Death Roll
This creature has a chance to evade taking any damage from an enemy melee attack by moving to the adjacent tile.

Swampguard
The colossal crocolisks of the Hashima swamps proved to be valued allies of the Lizardmen tribes. The mighty beasts were charged with carrying the Lizardmen pounding war drums into battle. The huge crocolisks serve as symbols of Naga might and valor, also use their enormous size and strength to aid the Naga in battle.
Enraged
Death Roll
War Drums

This creature increases all the neighboring adjacent friendly stacks' Attack and Defense.

Swampwarden
The Basilisks share a similar ancestry with the crocodiles, but evolved differently in ages past. The Basilisks have gained a third pair of legs and bright colored frills around their necks. It's a strange sight to behold is a Basilisk standing upright, until its flashes its frill and quickly opens its maw to release a hideous shriek, which is more than enough to petrify any mortal being with fear. When the Naga and Lizardmen first encountered the Basilisks, they were able to tame them as mounts and given to the most able of Swampguards and made into swampwardens.
Enraged
Petrify

Three times per combat this creature can petrify any selected enemy on the field, immobilizing them. The number of turns a creature remains petrified depends on the number of these creatures present in the attacking stack.

LEVEL 5


Templar

The Templar are giants amongst the Naga warrior caste. They are larger than the average Naga and more knowledgeable in their mastery of the combat arts. Having been blessed with four arms, the Templar wield elegantly carved blades in each hand with lethal precision. Part of the warrior caste within Naga society, they have their own agenda and spend most of their time on prayer and training. Reserved and secretive, the proud Templar will defend the realms of Hashima to their last breath.
Unlimited Retaliation
Creature always retaliates after melee attacks by enemies except when attacked by creatures with No Enemy Retaliation ability.
Battle Stance
Any enemy stack that runs to or past this creature will be attacked before they are able to strike their designated targets.

Templar Sentinel
The Sentinels are a unique sect of the Templar ranks. Spending much of their time in deep trances, the Sentinels meditate shortly during battles to focus their concentration to better direct their blades against their foes.
Unlimited Retaliation
Battle Stance
Challenging Call

Using this ability, this creature causes an enemy stack to move and attack them if possible during that turn. If attacked, this creature will retaliate if possible.

Templar Guardian
Only the Naga known as the Chosen will grow a third pair of arms and only they will be allowed into the ranks of the Guardians. Wielding blades with all six limbs, the Guardians can outperform any normal Templar. The Chosen are also named as such because the Naga believe that they have been blessed by Shalassa, as these warriors are able to transform into puddles of water and flow behind enemy lines, wiping out entire battalions before they can react.
Unlimited Retaliation
Teleport

These creatures can teleport itself on the battlefield, allowing them to avoid obstacles, other creatures and castle walls.
Whirlwind
Attacking an enemy, this creature always attacks a 6-tile area (the half of its adjacent tiles in front of it), delivering damage to all who are within it.

LEVEL 6


Archon

The worship of Shalassa takes up the largest part of Naga society. Most Naga worship the Archons as they are the only link between them and their deity. The reason why only females become Archons of Shalassa has been lost and the Naga chose not to change this way. Able casters in and outside the many temples, they will render their aid should the sanctity of Hashima ever be threatened.
Shooter
This creature can inflict damage remotely. When distance to target is longer than half the arena, the target suffers only half the normal damage. Shooter cannot use ranged attack when blocked by enemy creature. If there's no Ammo Cart in the army, the number of shots is limited by available ammo.
Caster (Divine Strength, Ice Bolt)
This creature can use a set of magical spells similar to those cast by heroes. Mana reserve is limited but always set to maximum at the beginning of combat. Spellpower depends on the number of creatures.

High Archon
The Grand Archons are the supreme leaders of the Naga. They play leading roles in the rituals and have a direct link with Shalassa. Only the most faithful and promising of Archons are allowed into this most sacred of conclaves. With monumental command over the forces of magic, they are deadly arcanists. Through her will, a Grand Archon can protects her allies, summoning the wrath of Shalassa herself in the form of destructive frost magic against any creature who would do her disciples harm.
Shooter
Caster (Divine Strength, Cleansing, Ice Bolt, Circle of Winter)
Commanding Presence

This creature increases all the neighboring adjacent friendly stacks' Initiative by +1.

Frost Archon
The Frost Archons are the oldest, wisest and most powerful Archons of the Naga sects. They are the chief advisers and true masters of the frost magic that make them the pinnacle of the Archon hierarchy. Nagas worship the Dragon of Water, Shalassa, and it is from her that the Archons are bestowed with their frost magical powers, which they channel through gem-embedded halberds.
Shooter
Frost Strike

Once per combat this creature can attack any selected enemy on the field dealing more damage and subjecting it to Deep Freeze.
Cone of Cold
Attacking an enemy, this creature has a chance to produce a frost wave dealing physical damage to all enemies in a random radius in the targeted direction and slowing them as well.

LEVEL 7


Leviathan

The dark swamps of Hashima houses many predators, but none as great as the dreaded Leviathans. These monstrous, green-gray serpents rival any Dragon in both size and viciousness. Their scales are covered in spines, and owing to their massive size are able to crush lesser creatures as they rampage through the swamps in search for prey. The swamp vegetation tends to get stuck on the spines of these creatures as they make their way through the swamps giving them additional cover. Before the coming of the Naga, the Lizardmen worshiped the Leviathans by offering them game, hoping to appease these mighty serpents. After their pact with the Naga, the Lizardmen continued this as they started seeing these monsters as avatars of Shalassa.
Slither
This creature is able to move through obstacles and creatures, damaging all creatures it passes.
Crystalline Hide
This creature is immune to direct creature life threatening abilities such as Harm Touch, Vorpal Sword and Deadeye Shot.

Savage Leviathan
Like some reptiles, Leviathans shed their skin to better fit their ever growing bodies. They stop shedding their skin after once they reach maturity as they stop growing. These creatures are known as Savage Leviathans. Over the ages the Savage Leviathans have grown so accustomed to the presence of the Naga and Lizardmen that they tolerate their presence and have even formed a tenuous bond with them in order to fight off all intruders who invade the swamplands of Hashima. Ambush predators at their best, Savage Leviathans kill their prey by puncturing them with their needle-like teeth and draining their vital body fluids.
Slither
Crystalline Hide
Drain Strength

This creature drains 2 Attack points from an enemy it attacks and absorbs it for itself.
Scavenger
This creature can restore its health and even their numbers by devouring enemy corpses lying on the battlefield within its movement range

Emperor Leviathan
Emperor Leviathans are the one of the largest creatures on the face of Ashan. Their scales and spines, now rock hard and razor sharp, have a faint bluish hue about them. Since they have stopped growing, they need less food to sustain themselves. Unlike Savage Leviathans, Emperor Leviathans have been blessed by Shalassa; becoming elemental creatures of cold. They are completely immune to ice magic spells, and their cold-based breath weapon that can do shattering damage to enemies.
Slither
Frost Breath

During an attack, this creature damages not only the target but any other unit positioned directly behind it. The creatures attacked are slowed down.
Elemental
This creature is not alive and cannot be affected by Poison, Blinding or Mind control related magic. Nor can it be resurrected or healed with First Aid Tent.
Immune to Cold
Cold Magic spells cannot harm this creature.
____________
There's nothing worse than seeing a fat man weep...

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xerox
xerox


Promising
Undefeatable Hero
posted November 05, 2007 02:30 PM

Why make another thread when you already have one?
I see no upgrade (stats etc.).

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted November 05, 2007 11:57 PM

First of all, it wasn't our thread. It belonged to Kraken. Second of all, we felt we were outstaying our welcome. So, in order to expand and focus our efforts, we posted it in a new one totally devoted to it. So, here it is. We'll work on it as more ideas are incorporated.

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted November 06, 2007 12:59 AM

Sith of Ziost, do you wanna work on the Hero and I can work on the buildings.
____________
There's nothing worse than seeing a fat man weep...

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Asheron
Asheron


Famous Hero
Ancient
posted November 06, 2007 01:04 AM

I remember this faction from the days it was made,although I was silent watcher,lowly tavern dweller you might say
Just one question: are you making models or still in planing phase? Cuz' I remember buildings and all stats existed on the old thread
Wish you luck
____________

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted November 06, 2007 01:55 AM
Edited by sith_of_ziost at 01:56, 06 Nov 2007.

@ SBlister- Sure thing, partner. I can start right away, if possible, I can have preliminery statistics and skills up and ready by say this time tomorrow. Perhaps sooner.  I have little to do tomorrow @ School, so i can do this. You can work on the Bastion itself, and i'll take car of the heroes. Maybe, if I can, I can even draw up some specialties and heroes themselves.

Side Question: What time zone are you in so I can stop saying this time blah blah blah or two hours from this time.
____________
Steel Yourself for War

Next Set: Mirrodin
Beseiged

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted November 06, 2007 03:33 AM

Alright I shall start working on the town itself. I'm trying to get a visual done on how the town is gonna look like. That's gonna take some time. What time zone I'm at? new york...

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Legendary_hero
Legendary_hero


Known Hero
Stronghold Warchief
posted November 06, 2007 08:58 PM

Wow can you guys make new abilities like those listedYou would have to be damn skilled

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted November 07, 2007 12:05 AM

Thank you, Legendaryhero. We both appreciate it. Though, Sblister needs the credit for the abilities and pics. We just started working together. Our minds seem to think alike.

@ Sbilister- Oh. I feel stupid. Your in my time zone. Okay then. Its taking me a little longer for heroes. I think i might have them tonight, but i'm not sure.

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Zeromus
Zeromus


Adventuring Hero
and happy about it
posted November 07, 2007 09:22 AM

Hey guys, awesome looking creatures you´ve got there! I can´t wait to play with these guys

BTW, when you get this town finished, will it be a new town, or will it replace one of the older towns?

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted November 07, 2007 11:29 AM

Depending on whether any skilled modders out there wanna take up the challenge of making this naga town a reality.

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xerox
xerox


Promising
Undefeatable Hero
posted November 07, 2007 02:50 PM

Its reallt good except that many ideas are from stolen from the "Perfect Naga Town" thread thing.
(They should create a new thread like that ;P
But for H6 and send the ideas to Ubisoft).

Just add racial skill and i will be very happy with it, the alternate upgrades and pictures are also great.


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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted November 07, 2007 10:05 PM

I came up with most of the Perfect Naga Town creatures and their abilities, so you really cannot call those ideas stolen.

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted November 07, 2007 10:42 PM
Edited by sith_of_ziost at 17:16, 09 Nov 2007.

You want the racial skill, I'll give you the racial

Floodwater

Basic Floodwater- The hero  can call forth the might of Shalassa to partially submerge the battlefield at the start of combat, thus blessing all Naga Tier 1 and 2 with extra power.
 -Tier 1 gains no retaliation and 1/2 hero level in defense.
 -Tier 2 gains cleave and 1/4 hero level in Attack.
Advanced Floodwater- The hero can use extra piety to call forth a deeper flood on the field, extending the bonus to Tier 3 and 4
 -Tier 3 gains Agility and 1/8 hero level in Speed
 -Tier 4 gains Claw (normally Paw) Strike and 1/2 hero level in % chance to death roll
Expert Floodwater- The hero calls upon the roots of his faith to deluge the field before battle, empowering tiers 5 and 6.
 -Tier 5 gains Thunderclap effect and 1/4 hero level to min/max dam.
 -Tier 6 gains 5 additional mana/turn and 1/6 hero level in mana.

Ultimate Floodwater- The breath of Shalassa increases the flood to its maximum, making Tier 7 indomitable.
 - Tier 7 gains Regeneration and +1 to all stats (-luck and morale) per 7 hero levels

**EDIT** (11/8/07)In addition to these stats, all respective enemy tiers lose 25% speed and 30% initiative = to Floodwater. (that is, Tier 1 and 2 are covered by Basic, so if the hero has Basic Floodwater, Enemy Tiers 1 and 2 take the penalty.) Sorry for not explaining well enough

Racial Perks- Raging Waves- Uses a wave to knock back enemies and give 1/2 speed and initiative. Size = Floodwater skill. Hero takes 1.5 initiative to perform this.

             Shalassa’s Judgement - Shalassa use her power to strike at any enemy attacking a unit carrying out the wait command.

             Dwellers of the Deep- Using their genetic advantage, the hero does not need ships to transport armies across water.

Mega Skill- Lurking Strike- The Floodwaters are torrential, but now the Naga have a larger advantage. During battle, Naga can dive underwater, thus hiding themselves and giving a banus due to surpris. (Tier 1- 1-1 damage, Tier 2- 2-2, Tier 3 3-3, so on)

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted November 08, 2007 05:11 AM
Edited by sith_of_ziost at 05:10, 09 Nov 2007.

Hmmm. I would say that during sieges the town behind them would emit the flood from like the towers, and still submerge the field. Death march would normally circumvent the flood, but...i think i need to define it a little more to close loopholes. Does it work on flyers? Yes. Wet flyers find it hard to take off. Provided that a Tier 4 Griffin is going against a hero with Advanced Floodwater.

As for Submerge, what do you think SBlister? I like it, it'd give the faction some originality.

Oh, BTW, i finished the racial abilities. The name, requirements in (), and description.

Racial Abilites-
Fury Strike (Attack and Battle Frenzy)- Units zero in on the target if surrounded by enemies, thus increasing damage by 10% per each surrounding stack. Furthermore, hero gains 20% more damage in melee if target is surrounded.

Deepsea Shield- (Defense and Vitality)-In addition to the Floodwater bonus, damage dealt to Naga reduced by 5% for every ten creatures in its stack.

Surge- (Master of Storms & Raging Waves)- The effect of Raging Waves now deals slight damage.

Tidal Force- (Surge and Hero Level 15)- The strengthened force of the tsunami grafts itself to Naga strikes, giving them the slight chance to knock their target back (Basic Floodwater- 20%, Adv-25%, Exp-30%, Ult-35%)

Shalassian Defense (Arcane Intuition)- Uses the waters to shield target from Destructive spells. Shields 50 damage per skill level (Basic Enl., etc).

Oceanic Command- (Basic Leadership)- Naga that join the army from outside sources (dwellings) increase ther numbers = to the Leadership skill (bas-15%,Adv-20%,exp-25%)

Admiralty (Navigation)- The hero uses native seamanship to increase initiative of all Naga by 1 per Logistic level while at sea.

Seaman’s Oath (Navigation and Tidal Force)- Placing the Admiralty in charge of navies, hero’s armies battling by sea gain 2 to all their stats except luck and morale.

Barge of the Tides (Navigation and Dwellers of the Deep)- With ships being superfluous, Shalassa grants extra units in battles that Heroes use ships.

Tidal Luck (Soldier’s Luck)- Just like the tides, Heroes luck increases by 1 for each level of the waters (Basic Floodwater= 1, so on)

Hydromancy (Mana Regeneration)- When casting water spells or blessings to Naga, the hero expends only 25% of the cost.

Shalassa’s Blessing (Hydromancy and Raging Waves)- Now water spells stem from Shalassa’s breadth, thus increasing power.

Water’s Warriors (Master of Conjuration)- All Summon Elemental spells create Water Elementals regardless of terrain and is cast with +4 spellpower.

Birth from the Sea (Master of Conjuration and Dwellers of the Deep)- The Conjure Phoenix spell when learned is replaced with Conjure Kraken (Slower but stronger. Instead of rebirth, it has strangle.) This creature terrorizes the seas, therefore can only be summoned to the aid of naval battles.

Kraken- Mana Cost- 50
-Hp is 50 X heroes spellpower.
-Attack= 40 + heroes attack
-Defense= 75 + heroes defense
-Damage= 80-145 + Knowledge-Mana
-Initiative= 5 + heroe’s army initiative average
-Speed= None, because kraken attacks from a stationary position, and can attack any unit
-Abilities= Elemental, Legendary Beast- This creature encites fear in all enemies, decreasing their morale by 2. Strangle- Activated: Once while summoned, the Kraken can deal 25% more damage to creature and reset its ATB positon. Damage that creature deals the next turn is cut down by 25%.

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted November 09, 2007 12:26 AM

Funny thing I discovered, My faction that I'm making, The Tower?, yeah, they're enemies of the Naga. Hehe, funny

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted November 09, 2007 04:13 AM

Comments:
1. I don't think the creatures of tier 4 should be given armored because... how is the water gonna make a creature armored?
2. losing 25% speed and 30% initiative is too high. How bout -1 speed at basic level and -2 speed at expert level?
3. floodwater doesnt affect enemy flyers. Under a siege there will be a building that grants ultimate level floodwater to the hero in the town.
4. submerged was discussed on an earlier thread. the creatures will be given the opportunity to disappear under the waves and move up to the edge of battlefield once during combat. in this form, they cannot be detected or attacked unless they come too close to an enemy creature. but i can see how submerged could be used as the ultimate skill and also not used once but multiple times throughout combat. in fact, i would go with this suggestion. good job raelis.
5. what is a viper sage?
6. i dont understand the trench strike.
7. you forgot to add the description of blessed waters.
8. Here's a listing of what I think of the following skills:
Deepsea shield: :not very inventive. Why not give a chance for first strike instead of increasing the defense. or add a certain amount of defense points and add first strike. or something...
Tidal Force: love it
Shalassian Intuition: not useful
Oceanic Command: Not bad
Verdict of the Seas: Too much like the Archon's Challenging Call
Shalassa's Judgment: I think this should only be carried out on floodwater.
Native Waters: Not really all that good
Seaman's Oath: Don't get it
Tidal Luck: Workable. Need to describe the mechanics.
Aquamana: Brilliant
Hydromancy: Has potential. Like Tidal Luck. Need mechanics
Shalassa's Blessing should be renamed Water Warriors. The name of this skill should be given to Hydromancy and Hydromancy to Aquamana.
Birth of the Sea: This would involve creating a new creature. If so, this spell should only be viable at sea. I don't think having krakens on land is too wise an idea.

Here are some of the skills that were used to construct the Perfect Temple. Praise due to those that came up with them:
ATTACK - ADRENALINE RUSH (COLD STEEL):
For each surrounding enemy stack, unit deals 10% more damage. Hero also gains +1 to Attack permanently.
ENLIGHTENMENT - ARTS OF WAR:
Hero gains bonus XP whenever using a new type of creature for the first time in combat. (aka first time using swampguards, get bonus of 100XP)

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted November 09, 2007 05:16 AM

So, Sblister. I don't understand what you want from Submerge. Combat ability? Ultimate skill?

Well, I thought Viper Sage could be the Naga hero class. What do you think?


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