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Thread: Special Abilities - Necropolis | |
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Agent_00_BLeRD
Adventuring Hero
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posted January 09, 2011 02:22 PM |
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Special Abilities - Necropolis
This thread is about posting cool and interesting abilities that you would like to see in the creatures in the game. We'll go through each town in turn. In the first phase, we'll gather a list of abilities and in the next phase, we'll ask you to select your favorite 5 out of them. Once the votes are in we'll be able to find out which abilities are most wanted by the people here.
The guidelines for posting an ability:
1) Please suggest an INTERESTING ability, preferably one that hasn't been used before. You can modify pre-existing abilities in new and interesting ways too. Just don't post stuff like fly, teleport, undead and elemental etc. These are obvious.
Also, try to avoid posting abilities that have been known for long. E.g. we know all fire elementals are immune to fire spells so no need to post that. However, you COULD modify it, e.g. fire elementals absorb fire spells and heal/resurrect their units. That would be an interesting modification to a previous ability.
2) Please post your ability this way:
Ability Name - Ability description
e.g.
Absorb Fire - Fire elementals can absorb fire spells to heal/resurrect their own units.
This will make it easier to spot abilities.
3) Describe your abilities. As much as you want. The more you explain the better. However, please don't go into details about numbers e.g. you don't really have to mention if an ability will heal 200 hp or do 65 fire damage. That intricacy is up to the developers. If you need to mention the strength of something, just mention whether it is strong, weak or average.
There may be some exceptions to this but try to keep them at a minimum.
4) Please (for the love of God!) use proper English. I'm not saying you have to write an essay for an English paper but make sure you write proper words in understandable sentences. Get your meaning across. Don't make us sift through a clutter of letters to find it.
Write like this:
Fire elementals can absorb fire spells cast at them to heal/resurrect their own units.
DON'T write like this:
Fre elmntals eat da fire spelz so if any r ded dey r brot bak agin.
Round 3 - Necropolis
CORE UNITS
Skeleton and Skeletal Spearman
1) Bone Burst - Activated Ability. Twice per battle, skeletons summon the sharp bones from all corpses on the battlefield, every creature that stands on a corpse gets penetrated by the sharp bones. Corpses of creatures that don't have bones do not deal damage.
2) Skeletal - Small chance to completely dodge a ranged attack.
3) Unstoppable March / Eternal March - Whenever skeletons are killed, half of them are resurrected automatically (either immediately or after battle).
4) Rusty Weapon - The rust which cover skeletons' old spears can infect the living targets with disease making them lose N health per skeleton.
5) Deadly Cloud / Hailstorm - Skeletal spearman only. Activated ability. Shoot a deadly cloud of spears in a 6X6, doing less than normal damage.
6) Bone wall - Skeletal spearman only. Activated ability. Create a powerful barrier made from bones of corpses on the battlefield. HP depends on the strength of the targetted corpse and the skeleton stack.
7)
Ghoul and Ravenous Ghoul
1) Cannibalism - Can induce madness in its targets which start attacking units of their own FACTION that are close by. Does not affect neutrals.
2) Cannibalize Corpse - When the ghoul kills a stack of living creatures, it regenerates health equal to a certain percentage of the stack's original health.
AND/OR
Can consume a dead stack to regenerate its health (and possibly numbers).
3)
Ghost and Spectre
1) Wrap Ectoplasm (or some cooler name) - Skeletons can shoot THROUGH the ghost at their target (would require them to be standing in a straight line, or some other mechanism that the devs can think of). As the spear passes through the ghost, they cover it with ectoplasm and magic. This imbued spear ignores range penalties and a portion of their target's armor upon striking. May also dispel beneficial spells.
2) Possess - Activated ability. Target stack takes a random action on its next turn. It may even attack its allies. Only works on stacks with a certain percentage less HP than the ghost stack.
3)
ELITE UNITS
Vampire and Vampire Lord
1) Children of the Night - Vampires take damage when a light spell is cast on them or an adjacent unit. On the other hand, they are healed (and even resurrected) when a dark spell is cast on them or an adjacent unit.
2) Bind Victim - Activated Ability. Vampires choose a humanoid living victim who becomes unable to move, act or retaliate. The vampire stack is no longer under player control and tries to get to the victim and attack it as soon as possible. The effect ends when the victim is physically attacked or when the vampire stack is dead.
3) Eternal Hunger - If a stack of Vampires and a stack of living humanoid core units are in one army, at the beginning of the day a few of those living humanoid core units will be dead. However, there is a (very) small chance, that the Vampire stack will have grown by 1.
3) Vanish - Activated ability. The vampire disappears from the battlefield. On its next turn, you choose a location for it to appear.
4)
Lich and Arch Lich
1) Summon Vampire - Instead of attacking, Liches can use their turn to teleport the vampire stack adjacent to them (if there are more than one vampire stacks, the user gets to choose which stack to teleport), perhaps even making the next vampire turn come quicker.
Since according to the lore, vampires are "upgraded" liches, they might demand the sacrifice of 1 lich. Nevertheless, this is a great way for liches to defend themselves against attacks.
2) Dark Rites - The Liches channel their magical energy to the Hero, increasing his/her maximum mana points by a good deal. However, they have no mana in battle (or have their mana & max hit points reduced by 10%.)
3) Raise Dead - Activated spell. The lich can raise a percentage of any dead stack to fight for its side till the end of combat. The total HP raised is based on the amount of liches performing the ability.
For example, if there are not enough lichs to raise a fully healed dragon, it may still raise a dragon with less than full health.
4) Soul Steal - Creature gains some mana when it kills enemy creatures.
5) Death's Hand - Archlich only. Activated ability. Once per battle, Archliches can cast this spell to damage all living creatures and heal the undead.
Lamasu and Putrid Lamasu
1) Plague Vector - When it is the Lich's turn to attack, instead of attacking a single target, they can channel their corrupting energies towards the Lamasu. The Lamasu augment that negative energy and spread it around themselves damaging all units inside a radius of 1 (or even 2) square(s).
2) Mana Shield - Putrid Lamasu only. Putrid Lamasu begin combat protected by a magical shield. When they are attacked, the damage is first dealt to the shield and if it exceeds the shield's hp, the remaining damage is dealt to the stack. Whenever any hero or creature uses any magical ability, the shield can draw upon the magical energies being used to strengthen itself.
3) Poison Cloud - Every time a living unit takes an action while adjacent to the Lamasu, the unit takes damage. (Alternately, when a unit attacks the Lamasu, all living units around the Lamasu take some damage from the cloud.)
4)
CHAMPION UNIT
Fate Spinner and Fate Weaver
1) Bless undead - Passive ability. At the beginning of every round, a random undead stack gets a bonus ability that lasts for only that round. The same stack cannot get a bonus in two consecutive rounds.
Bonuses:
Skeleton - 1 extra shot that does 50% damage
Ghoul - Greatly increased damage resistance
Ghost - Wail of the Underworld is twice as powerful
Vampire - Unlimited Retaliations
Lich - Life Drain can heal two targets
Lamasu - Cursing attack that inflicts several negative statuses on the target
2) Spider Legs - Unaffected by castle moat and can climb castle walls.
3) Weave Magic Web - Only for Fate Weaver. On the Adventure Map, the Fate Weaver can, once per week, create a 3*3 Web, invisible to the enemy. An enemy hero travelling into that web immediately looses all their movement points (so is halted for that day).
4) Bind Fates - Activated ability. The fate spinner selects two creatures. A portion of whatever is done to one creature (damage, healing, stat boost) is done to the second creature INSTEAD (meaning if first creature is hit for 100 damage, it will receive, say, 60 and the second will receive 40).
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Agent_00_BLeRD
Adventuring Hero
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posted January 09, 2011 03:03 PM |
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Ghost:
Wrap Ectoplasm (or some cooler name) - Skeletons can shoot THROUGH the ghost at their target (would require them to be standing in a straight line, or some other mechanism that the devs can think of). As the spear passes through the ghost, they cover it with ectoplasm and magic. This imbued spear ignores range penalties and a portion of their target's armor upon striking. May also dispel beneficial spells.
Lamasu:
Plague Vector - When it is the Lich's turn to attack, instead of attacking a single target, they can channel their corrupting energies towards the Lamasu. The Lamasu augment that negative energy and spread it around themselves damaging all units inside a radius of 1 (or even 2) square(s).
Mana Shield - Putrid Lamasu only. Putrid Lamasu begin combat protected by a magical shield. When they are attacked, the damage is first dealt to the shield and if it exceeds the shield's hp, the remaining damage is dealt to the stack. Whenever any hero or creature uses any magical ability, the shield can draw upon the magical energies being used to strengthen itself.
Lich:
Summon Vampire - Instead of attacking, Liches can use their turn to teleport the vampire stack adjacent to them (if there are more than one vampire stacks, the user gets to choose which stack to teleport), perhaps even making the next vampire turn come quicker.
Since according to the lore, vampires are "upgraded" liches, they might demand the sacrifice of 1 lich. Nevertheless, this is a great way for liches to defend themselves against attacks.
Fate Spinner/Weaver:
Bless undead - Passive ability. At the beginning of every round, a random undead stack gets a bonus ability that lasts for only that round. The same stack cannot get a bonus in two consecutive rounds.
Skeleton - 1 extra shot that does 50% damage
Ghoul - Greatly increased damage resistance
Ghost - Wail of the Underworld is twice as powerful
Vampire - Unlimited Retaliations
Lich - Life Drain can heal two targets
Lamasu - Cursing attack that inflicts several negative statuses on the target
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evinin
Supreme Hero
Servant of Asha
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posted January 09, 2011 03:15 PM |
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I don't think that this thread is needed because we already know about the abilities of most of the Necro creatures.
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted January 09, 2011 05:31 PM |
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Edited by Jiriki9 at 17:53, 09 Jan 2011.
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I like this, too
Skeleton:
Skeletal - Ranged attacks have a small chance to miss this creature
Unstoppable March - when a number of skeletons > 1 dies, 0-50% of them will directly be reanimated. This reanimation is permanent (the skeletons stay after battle).
OR
Unstoppanle March - when a number of skeletons > 1 dies, 50% of them will be reanimated after the battle. This reanimation comes before any reanimation through necromancy.
Vampire:
Children of the Night - WHen a light magic spell is cast on a creature adjacent to the Vampires, or on the Vampires themself, they are dealt some damage based on the spell, the mastery, Spellpower, etc. However, when a dark spell is cast on the Vampires or any adjacent creature, they are healed by an amount of damage based on the spell, the mastery, Spellpower, etc., and they can even be ressurrected through this!
Bind Victim - Activated Ability. the Vampire can choose a humanoid living creature on the battlefield as victim. As long as the ability is active, the victim cannot move, act or retaliate. The vampire player, however, looses control over the vampire stack, which only try to get to the victim and attack it as soon as possible. The Effect ends when the Victim is physically attacked or when the vampire stack is dead.
Fate Spinner:
Spider Legs - With their Spider-Legs, the Fate Spinner can crawl up even the steep Walls of Castles in a Siege and ignore the Moat-Obstacles on the Ground easily.
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Agent_00_BLeRD
Adventuring Hero
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posted January 10, 2011 12:49 PM |
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Quote: evinin:
I don't think that this thread is needed because we already know about the abilities of most of the Necro creatures.
Here's to hoping the devs (or their representatives on this board) might look at this thread and like an ability enough to incorporate it; now or in an expansion.
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted January 10, 2011 01:27 PM |
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I am for adventure map abilities:
Vampire:
Eternal Hunger - If a stack of Vampires and a stack of living humanoid core units are in one army, at the beginning of the day a few of those living humanoid core units will be dead. However, there is a (very) small chance, that the Vampire stack will have grown by 1.
Lich:
Dark Rites - The Liches channel their magical Energy to the Hero, increasing his/her maximum mana points by a good deal. However, they have no mana in battle.
...VARIANT: ...mana in battle and their max hit points are reduced by 10%.
Fate Spinner:
Weave Magic Web - Only for Upgrade (Fate Weaver). On the Adventure Map, the Fate Spinner can, once per week, create a 3*3 Web, invisible for the enemy. An enemy hero travelling into that web immediately looses all their movement points (so is halted for that day).
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Willis
Known Hero
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posted January 10, 2011 05:08 PM |
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Skeleton
Brotherhood of Bones: Small stacks of skeletons rise from stacks that die near the skeleton.
Ghoul
Cannibalize Corpse: When the ghoul kills a stack of living creatures, the ghoul regenerates health equal to a certain percentage of the stack's original health. (Alternately, it could feed on a stack that is already dead, but I feel the first way would be more interesting and wouldn't require you to decide not to attack on certain turns.)
Ghost
Possess (spell): Target stack takes a random action on its next turn. It may even attack its allies. Ghost stack can only possess stacks with a certain percentage less HP than the ghost stack.
Vampire
Vanish (spell): The vampire disappears from the battlefield. On its next turn, you choose a location for it to appear.
Lich
Raise Dead (Spell): The lich can raise a percentage of any dead stack to fight for its side. The total HP value a lich raises is based on the amount of lichs in the stack. For example, if there are not enough lichs to raise a fully healed dragon, it may still raise a dragon with less than full health. The raised stack dies at the end of combat.
Lamasu
Poison Cloud: Every time a living unit takes an action while adjacent to the Lamasu, the unit takes damage. (Alternately, when a unit attacks the Lamasu, all living units around the Lamasu take some damage from the cloud.)
Fate Spinner
Bind Fates (spell): The fate spinner selects two creatures. A portion of whatever is done to one creature (damage, healing, spells) is instead done to the creature it is bound to. For example, if a creature is attacked, part of the damage it receives is instead done to the creature it is bound to. It would work the same for healing. Splitting spell effects would have to be considered carefully, but it could work. For example, if a spell raises offense by 10, it could raise one creature's offense by 6, and the other creature's offense by 4 (sorry for the numbers).
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted January 10, 2011 05:13 PM |
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Quote: Skeleton
Brotherhood of Bones: Small stacks of skeletons rise from stacks that die near the skeleton.
Dependant on the size of the skeleton stack or not?
Do these stacks die after a few turn, after the battle or when?
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Willis
Known Hero
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posted January 10, 2011 06:14 PM |
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Edited by Willis at 18:20, 10 Jan 2011.
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Quote: Dependant on the size of the skeleton stack or not?
Do these stacks die after a few turn, after the battle or when?
I dunno, it depends on how the balance works out. If your skeletons are near enemies, which they would be to use this ability, hopefully enough of them would die that it wouldn't be unbalancing to keep the skeletons you raise. Of course, if that doesn't work you could reduce the amount of skeletons raised or make them die after battle.
That said, small stacks of skeletons aren't worth much in a fight, so the idea may need to be reworked. I just wanted to differentiate it from vampires and ideas for ghoul cannibalism.
edit: Actually, it slipped my mind that skeletons appear to be ranged now, so this wouldn't work so well. Maybe it would cause corpses around their target to potentially rise as skeletons. The number raised should probably be based on the number of skeletons and the size of the corpse, so that the ability scales well.
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted January 10, 2011 06:40 PM |
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Hmmm, I think: Skeletons are still only core^^ Could be a bit imba, allready thought my unstippable march a bit strong...
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LizardWarrior
Honorable
Legendary Hero
the reckoning is at hand
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posted January 10, 2011 08:52 PM |
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Skeleton
1.Rusty Weapon(basic&uprgrade)-the rust which cover skeletons' old spears have 30% chnaces to infect the living tragets(yeah with tetanus),which will lose 2hp/skeleton.
2.Deadly Cloud(upragrade)-instead of attacking a single traget,skeletons can shoot with a deadly cloud of spears which will damage all creatures on an area of 6X6,but will perform only 30%dmg
3.Bone wall(upragrade)-skeletons can create a powerful barrier made from bones of creatures which died.The wall cover 4 squares and its hp is equal with:
dead stack-ds
skeletons-S
HP=(DS:4)X S
Lich
1.Soul Steal(basic&uprgrade)-liches can steal the souls of the creatures which they killed to regain mana.The mana gained is equal with 5% from the creature(s)'s hp.
2.Death's Hand(upragrade)-archliches can once per battle to summon a powerful spell which will damage all living creature on the battlefield and heal undeads.The damage is equal with 10dmg/2 archliches and the healed hp is equal with 5hp/2 archliches.Only 1 stack of archliches can cast in one battle.
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Willis
Known Hero
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posted January 11, 2011 05:59 PM |
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Quote: Hmmm, I think: Skeletons are still only core^^ Could be a bit imba, allready thought my unstippable march a bit strong...
The more I think about it, my skeleton idea would only really work with melee skeletons, so I think I'll just scrap it.
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Agent_00_BLeRD
Adventuring Hero
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posted January 12, 2011 03:33 PM |
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Got some good abilities in there. Weave magic web is quite interesting. As is Children of the night. While it would discourage using boosting spells on vampires, it will promote casting curses on adjacent enemies and discourage the enemy hero from debuffing the vampires.
I'm going to think more on combination abilities that require two creatures to cooperate.
EDIT --
Ghosts and Ghouls:
Screaming Sonata - All ghost and ghoul stacks release a bone-chilling scream that greatly lowers the morale of units adjacent to any of the stacks and has a high chance to stun targets. Only works when both ghosts and ghouls are present in an army. The stack that triggers this ability uses its turn, other ghost/ghoul stacks take their turns as normal. Can be triggered once by each stack per battle.
Lamasu:
Affliction - Lamasu's melee attacks cast a unique curse on their targets that lasts one round. During that round, the target will receive increased damage from any undead troops, be more susceptible to undead abilities (drain health, fear, paralyze etc.) and receive damage when targeted by any dark spell.
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LizardWarrior
Honorable
Legendary Hero
the reckoning is at hand
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posted January 12, 2011 10:16 PM |
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Fate Spinner
Web Trap(basic&upragrade):Fate Spinner can place invisible traps for the enemy,the enemies which will walk in trap,will be blocked for X turns in this square
Avatar of Asha(upragrade):Because their are the messengers of Asha,the godess will assist fate weavers in battle casting once per battle a lvl 1-2 mass curse on enemies
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