Ok first off I am not a mod maker, in fact wouldn't know how to. However, a few things. 1) if you like my ideas and can make a mod to do them please let me know for further details. 2) Lets make some new spells, skills, artifacts, creatures, towns even if they don't get made into mods . I like to challenge people to get them to be creative
Spells Include : Type of spell (Destructive, Summons, ect or a new 'type' of your own creating). 'Circle' of the spell - try to balance it with the strength of the spell but don't limit yourself to only the 5 circles in the game if you have a really powerful one make it 10th circle if it would balance it more. Spell cost- like the level of the spell, cost should be complimentary to the spell. (A spell that damages all enemy units, doesn't hurt friendly units, and is unresistable should not cost 3 mana!). Special cost - does it cost something more then mana (Like the new proposed Ressurrect/Raise dead), if so what?
Oh almost forgot, description of the spell would be helpful too
Creatures - if it is a widely known creature a simple - I would like this creature in the game (ie. I would like to see Naga's again) will suffice. If it is original or not wide known, we would appreciate some background and what it would look like (keep it clean as possible )
Artifacts - try to be original, not just +x to att,def, ect.
Towns- Type of towns? Heros names? Common theme? Creatures? New skills? New spells??? all this and more should be included for new town ideas.
Skills - how do you get it, is it racial or in say ... logistics? Uberskill?? Available to??
Have some fun and be as creative as you can. Would include all the things I have already suggested but it is a long list, so I will sprinkle them in this thread from time to time .
New Spells (and other things)
New Spells (and other things)
Warning, may cause confusion, blindness, raising of eybrows, and insanity.
New towns.
Ok I know you are supposed to edit current posts and not 'reply' to yourself, but I think people would get crosseyed before finishing reading my posts if I put everything down in one post...so here goes. First town.
Ok since i may have overpowered them to compensate for lack of range (and only a single flying type), I am not including the stats yet. Will try to tweak them to be a bit even later. And you are correct it is werewolves not warewolves..thank you :0.
Heroes-Werewolfs. Primary Stat Knowledge, Secondary Stat Attack. Can be of any former allience or 'race', but must have Lycanthropy. Only have a few heroes currently but here they are (again no starting stats as I need to tweak that).
Duke Ferdinand Wolv-Even he does not know why when he was infected he retained most of his human knowledge/intelligence during a full moon. It is rumored that it may have been because he was wearing a magical helmet at the time that increased knowledge. Now he can 'infect' other werewolves so they can retain there normal knowledge/int/ect.
Special-Whenever a whole stack under his control is destroyed he gets to launch an attack vs the unit that destroyed the stack automatically. (this one needs work, but as I said somethings are still in development stage)
Starrider-Formally an elven druid He now helps Ferdinand to help other werewolves. He still retains some of his druid powers, but has gained a few new talents. Special-Oracle Vision. Sees farther and farther as he increases in level. +1 to his range of view at lvls 1, 5, 9, 13, 17, 21 (again a little weak).
So far those 2 are the main heroes of the town -Called Dens cause wolves live in dens-
Creatures - Spy/Mimic - Hiden from view on map and able to explore on there own. The mimic also pick a random unit on the field on your side and pose as them (equal no, ect) there stats show up as that other unit. This is purely cosmetic however and the first time they are attacked or attack the disguise fades.
Wolves, Combat Wolves. The nice 2 attack is back, but since they are tier two they are somewhat weaker now.
Lycans/Werewolvs- The rank and file werewolves that just have not yet been able to attain 'hero' status. (Werewolves have claw attacks that cause wounds not to close, so the target of there attack 'bleed' for 1 extra turn for 1/4 original damage). (Werewolvs have add no enemy retaliation for the fiercnes of there attack). Both are so nimble that ranged units have hard time targeting them (Wolves take 10% less damage from range, and Wolvs 25%).
Pathfinders/Waymakers. These beings serve a special function in the Wolvagen army. Not only do they cross battlefields with amazing speed, but they actually aid in non-combat also. The Pathfinders add 10% distance to what a hero can travel. Waymakers add 25%.
Duskflyers/Nightflyers - Some wolvagen elect to be 'experimented' on in hopes that a cure can be found for Lycanthropy. During one of these experiments the Duskflyers/Nightflyers were formed. No longer able to assume human form they have bat-like wings on there back. The Duskflyers are greyish in color. They have flight, regen, and a 'swoop' attack that can cause fear (unlike griffens they don't leave the battle to do this) sadly they take some damage for this attack (roughly 10%) so don't use it often. Nightflyers have jet black fur, and red firey eyes. They have a constant chance to cause fear, and there swoop attack does an addition 25% damage.
Spiritcallers/Soulguiders. Being shamanistic in nature, the Wolvagen have developed into powerful 'magic-using' beings. There power comes from the spirits. The spiritcallers are initiates and thus still learning. They can cast the spells-raise dead, and cleanse, as well as Eldritch Bolt and Summon Elemental. They have 30 mana. The soulguiders are much more adept and can cast Ressurection they have 40 mana. Unlike most spell casters however, they are hardy creatures and gain Unlimited retaliation.
Now the last I wanted call Juggernaughts or something similar Instead they are the Forlorn/Dark Forlorn. These behemoths are wolvagen who have (during the same experiments that created the flyers) sadly lost most of there 'humanity'. Now unable to transform into human, these giant creatures wear huge chains on there hands and feet. They are slow, but enormously strong and tough. There toughened hides reduce most damage by 10%(25% for Dark), and they do an area effect attack (2x2) do to there massive hands.
New skills. There ultimate skill is "Unleashed Beast" which adds 6 to attack and all units gain +1 to damage. (Note all the skills needed to get this include the new 'skills' in the areas noted). Attack, Destruction Magic, War_Machines, Leadership.
Special Racial 'Call of the wild' Increases chance that neutral stacks will join. Basic-+10%, Advance +20%, Expert +25%, Master- reduce cost for all.
For other skills only putting 'special' here. You know the general ones.
In leadership there is Pack - Lowest possible morale is 0, can not go to negative Morale.
In Luck they use Spoils and Dead Man's Luck.
In Defense they use Resistance and Stand your ground.
In attack they use Claw- Incrase damage 10%, and Bite - add stun to attack (slows IB by 30% until next attack).
Sorcery -Arcane Brill
Summon - Wild summon - Causes enemy summons to loose 20% strength and elementals summoned are opposite of what they should be. (this because I could not think of anything else).
Destruction- Shaman's Gift- Add Lightning to attack. If lightning spells stun, attack has a 10% chance of doing same.
Dark Magic-Seal of Darkness.
Light- refined Mana.
War_Machine- Sprit Enhancement...all War_machines take 25% less damage and do 25% more damage (or heal 25% more for tents).
Enlightenment- Arcane Exalt-and Wizards Renewal
Logistics-Loping (again bad speller here)..adds 10% additional percent to speed over land.
Again some of these are just trial and are subject to change...
now the 3 special are difficult, have not gotten them yet, (blank wall here).
2nd town. (Last in this single posting) Heroes - Monks Main Attribute Def, Secondary Knowledge.
1st tier-Dark Fist/ White Hand- Farmers that have learned one of two paths. Offensive or defensive. The Dark Fist have more attack and H.P., the White hand get a bonus to damage when retaliating.
Warder/Defender - Ex soldiers who have taken an oath to protect the people and creatures that the Monks enlist. Warders are not as well trained, and wear no armor and use no weapons (besides there fists). Defenders are much better trained and have an armor that is made of a light but durable magical metal. Each are able to take damage ment for other friendly units (15% for warders and 25% for Defenders) the Defenders are just a little stronger and able to withstand more.
Monks/Battlemonks - The initiates of the order are loath to take life, but will when it is neccessary. Though both of them practice the art of defense the Battlemonks take an oath to do what is needed to protect there ways. The monks wear a plain brown robe, but the Battlemonks wear armor. While there damage is low they have unlimited retaliation and do bonus damage on retaliations. The Battlemonks strike so swiftly that they have No Enemy Retaliation. Both are able to 'catch' some ranged attacks so the take less damage (roughly 25% and 50%).
Lammasu/Elder Lammasu-There exists a seperate plane where beings of good exist. The monks have found a way to open a gate between the worlds and enlist the aids of these beings. The Lammasu are Feline like creatures who's lower body is that of a lion, the upper body is humanoid with feline hair and features. The posses large feathery wings that allow them to fly. Both can use magic, and have a special 'pounce' attack. When invoked this allows them to move, and then 'pounce' an extra 2 squares and land an attack (with no enemy retaliation possible since this is always unexpected and happens very quickly). The Lammasu can cast any Light based spell and have 25 mana. The elder Lammasu gain regen, constant No Enemy Retaliation (not just on pounce), and can cast all 'Life' spells in addition to the Light based spells. They have 40 mana. They do loose a bit of speed and hp however.
Healers/Battle Healers. They are trained to be able to heal in very adverse conditions. Though having good stats their primary role is to heal. Healers have just started there training and must remain stationary when healing. They can, however, project a aura that deflects range attacks (deflect missile) from them and any units adjacent to them. They can heal 4 times in battle (the ammount of the healing depends on no of units of course), and have the possibility to ressurect. The Battlehealer has more ability to fight, and can move before healing (but not after). They also regen, and can project an aura of regeneration (as well as deflect missile) to those arround them. They can heal 5 times in combat.
Cloud Giants/Storm Giants - Kin to the titans these peaceful creatures make there homes in giant castles that float on clouds. The Cloud giants are able to cast Ice Bolt and Circle of frost as well as attack by hurling large chunks of rock at there enemy. They serve the Storm Giants (willingly) who are a little more powerful and wise. The Storm Giants can cast (in additon to above) Chain Lightning and Thunder (area effect stun). They like titans can harness electricity to strike at their foes, but are not quite as powerful as there Kin.
Silver/Gold Dragons (I know I know, dragons are done to death but they do fit into the 'good' catagory). Much like other dragons though they can cast spells. The Silver can cast Ressurect on any creature other then itself. The Gold can do the same, but also on itself. The Gold can also automatically ressurect a few of themselves if totally destroyed in battle. Besides there own spells they are immune to spells either harmful or helpful.
Now the thing about this town is, it has no buildings that increase creature generation besides the Fort line. Also, there creature low level creature tiers dont offer as many per weak as most towns. Though they are generally stronger then the other creatures in there 'tier' this can be a hard thing to overcome. Luckily the Heroes of the town get access to Life Magic to help compensate for this. Life and Death magic will be posted soon.
I would love any helpful suggestions
Ok since i may have overpowered them to compensate for lack of range (and only a single flying type), I am not including the stats yet. Will try to tweak them to be a bit even later. And you are correct it is werewolves not warewolves..thank you :0.
Heroes-Werewolfs. Primary Stat Knowledge, Secondary Stat Attack. Can be of any former allience or 'race', but must have Lycanthropy. Only have a few heroes currently but here they are (again no starting stats as I need to tweak that).
Duke Ferdinand Wolv-Even he does not know why when he was infected he retained most of his human knowledge/intelligence during a full moon. It is rumored that it may have been because he was wearing a magical helmet at the time that increased knowledge. Now he can 'infect' other werewolves so they can retain there normal knowledge/int/ect.
Special-Whenever a whole stack under his control is destroyed he gets to launch an attack vs the unit that destroyed the stack automatically. (this one needs work, but as I said somethings are still in development stage)
Starrider-Formally an elven druid He now helps Ferdinand to help other werewolves. He still retains some of his druid powers, but has gained a few new talents. Special-Oracle Vision. Sees farther and farther as he increases in level. +1 to his range of view at lvls 1, 5, 9, 13, 17, 21 (again a little weak).
So far those 2 are the main heroes of the town -Called Dens cause wolves live in dens-
Creatures - Spy/Mimic - Hiden from view on map and able to explore on there own. The mimic also pick a random unit on the field on your side and pose as them (equal no, ect) there stats show up as that other unit. This is purely cosmetic however and the first time they are attacked or attack the disguise fades.
Wolves, Combat Wolves. The nice 2 attack is back, but since they are tier two they are somewhat weaker now.
Lycans/Werewolvs- The rank and file werewolves that just have not yet been able to attain 'hero' status. (Werewolves have claw attacks that cause wounds not to close, so the target of there attack 'bleed' for 1 extra turn for 1/4 original damage). (Werewolvs have add no enemy retaliation for the fiercnes of there attack). Both are so nimble that ranged units have hard time targeting them (Wolves take 10% less damage from range, and Wolvs 25%).
Pathfinders/Waymakers. These beings serve a special function in the Wolvagen army. Not only do they cross battlefields with amazing speed, but they actually aid in non-combat also. The Pathfinders add 10% distance to what a hero can travel. Waymakers add 25%.
Duskflyers/Nightflyers - Some wolvagen elect to be 'experimented' on in hopes that a cure can be found for Lycanthropy. During one of these experiments the Duskflyers/Nightflyers were formed. No longer able to assume human form they have bat-like wings on there back. The Duskflyers are greyish in color. They have flight, regen, and a 'swoop' attack that can cause fear (unlike griffens they don't leave the battle to do this) sadly they take some damage for this attack (roughly 10%) so don't use it often. Nightflyers have jet black fur, and red firey eyes. They have a constant chance to cause fear, and there swoop attack does an addition 25% damage.
Spiritcallers/Soulguiders. Being shamanistic in nature, the Wolvagen have developed into powerful 'magic-using' beings. There power comes from the spirits. The spiritcallers are initiates and thus still learning. They can cast the spells-raise dead, and cleanse, as well as Eldritch Bolt and Summon Elemental. They have 30 mana. The soulguiders are much more adept and can cast Ressurection they have 40 mana. Unlike most spell casters however, they are hardy creatures and gain Unlimited retaliation.
Now the last I wanted call Juggernaughts or something similar Instead they are the Forlorn/Dark Forlorn. These behemoths are wolvagen who have (during the same experiments that created the flyers) sadly lost most of there 'humanity'. Now unable to transform into human, these giant creatures wear huge chains on there hands and feet. They are slow, but enormously strong and tough. There toughened hides reduce most damage by 10%(25% for Dark), and they do an area effect attack (2x2) do to there massive hands.
New skills. There ultimate skill is "Unleashed Beast" which adds 6 to attack and all units gain +1 to damage. (Note all the skills needed to get this include the new 'skills' in the areas noted). Attack, Destruction Magic, War_Machines, Leadership.
Special Racial 'Call of the wild' Increases chance that neutral stacks will join. Basic-+10%, Advance +20%, Expert +25%, Master- reduce cost for all.
For other skills only putting 'special' here. You know the general ones.
In leadership there is Pack - Lowest possible morale is 0, can not go to negative Morale.
In Luck they use Spoils and Dead Man's Luck.
In Defense they use Resistance and Stand your ground.
In attack they use Claw- Incrase damage 10%, and Bite - add stun to attack (slows IB by 30% until next attack).
Sorcery -Arcane Brill
Summon - Wild summon - Causes enemy summons to loose 20% strength and elementals summoned are opposite of what they should be. (this because I could not think of anything else).
Destruction- Shaman's Gift- Add Lightning to attack. If lightning spells stun, attack has a 10% chance of doing same.
Dark Magic-Seal of Darkness.
Light- refined Mana.
War_Machine- Sprit Enhancement...all War_machines take 25% less damage and do 25% more damage (or heal 25% more for tents).
Enlightenment- Arcane Exalt-and Wizards Renewal
Logistics-Loping (again bad speller here)..adds 10% additional percent to speed over land.
Again some of these are just trial and are subject to change...
now the 3 special are difficult, have not gotten them yet, (blank wall here).
2nd town. (Last in this single posting) Heroes - Monks Main Attribute Def, Secondary Knowledge.
1st tier-Dark Fist/ White Hand- Farmers that have learned one of two paths. Offensive or defensive. The Dark Fist have more attack and H.P., the White hand get a bonus to damage when retaliating.
Warder/Defender - Ex soldiers who have taken an oath to protect the people and creatures that the Monks enlist. Warders are not as well trained, and wear no armor and use no weapons (besides there fists). Defenders are much better trained and have an armor that is made of a light but durable magical metal. Each are able to take damage ment for other friendly units (15% for warders and 25% for Defenders) the Defenders are just a little stronger and able to withstand more.
Monks/Battlemonks - The initiates of the order are loath to take life, but will when it is neccessary. Though both of them practice the art of defense the Battlemonks take an oath to do what is needed to protect there ways. The monks wear a plain brown robe, but the Battlemonks wear armor. While there damage is low they have unlimited retaliation and do bonus damage on retaliations. The Battlemonks strike so swiftly that they have No Enemy Retaliation. Both are able to 'catch' some ranged attacks so the take less damage (roughly 25% and 50%).
Lammasu/Elder Lammasu-There exists a seperate plane where beings of good exist. The monks have found a way to open a gate between the worlds and enlist the aids of these beings. The Lammasu are Feline like creatures who's lower body is that of a lion, the upper body is humanoid with feline hair and features. The posses large feathery wings that allow them to fly. Both can use magic, and have a special 'pounce' attack. When invoked this allows them to move, and then 'pounce' an extra 2 squares and land an attack (with no enemy retaliation possible since this is always unexpected and happens very quickly). The Lammasu can cast any Light based spell and have 25 mana. The elder Lammasu gain regen, constant No Enemy Retaliation (not just on pounce), and can cast all 'Life' spells in addition to the Light based spells. They have 40 mana. They do loose a bit of speed and hp however.
Healers/Battle Healers. They are trained to be able to heal in very adverse conditions. Though having good stats their primary role is to heal. Healers have just started there training and must remain stationary when healing. They can, however, project a aura that deflects range attacks (deflect missile) from them and any units adjacent to them. They can heal 4 times in battle (the ammount of the healing depends on no of units of course), and have the possibility to ressurect. The Battlehealer has more ability to fight, and can move before healing (but not after). They also regen, and can project an aura of regeneration (as well as deflect missile) to those arround them. They can heal 5 times in combat.
Cloud Giants/Storm Giants - Kin to the titans these peaceful creatures make there homes in giant castles that float on clouds. The Cloud giants are able to cast Ice Bolt and Circle of frost as well as attack by hurling large chunks of rock at there enemy. They serve the Storm Giants (willingly) who are a little more powerful and wise. The Storm Giants can cast (in additon to above) Chain Lightning and Thunder (area effect stun). They like titans can harness electricity to strike at their foes, but are not quite as powerful as there Kin.
Silver/Gold Dragons (I know I know, dragons are done to death but they do fit into the 'good' catagory). Much like other dragons though they can cast spells. The Silver can cast Ressurect on any creature other then itself. The Gold can do the same, but also on itself. The Gold can also automatically ressurect a few of themselves if totally destroyed in battle. Besides there own spells they are immune to spells either harmful or helpful.
Now the thing about this town is, it has no buildings that increase creature generation besides the Fort line. Also, there creature low level creature tiers dont offer as many per weak as most towns. Though they are generally stronger then the other creatures in there 'tier' this can be a hard thing to overcome. Luckily the Heroes of the town get access to Life Magic to help compensate for this. Life and Death magic will be posted soon.
I would love any helpful suggestions
Warning, may cause confusion, blindness, raising of eybrows, and insanity.
Some spells
Thunder Cage - Destruction, probably circle 5 - mana about = to armeggedon. Creates a 'cage' of electricity of electricity in the squares arround the unit. Any unit passing through those squares, or landing on them, recieve damage each turn. The damage is average but does not stun even if you have master of storms (else it would be like sylvan mote with little possibility of escaping) this has 2 functions. Protecting a range unit, or trapping a enemy unit (though they can pass through they would take damage). Note : even friendly units passing through take the damage.
Champion's Cause - Light, about circl 4. Mana about 10 target 2 creatures...the first you target will 'protect' the second and absorb some of the damage that the first takes (depending on spellpower, skill, ect). Units MUST be adjacent, and range attacks are immune to this. Stacks well with Champion's Revenge.
Champion's Revenge - Light, about circle 5 - mana 14 also target 2 creatures. The 2nd target will attack any creature that attacks the 1st if able to do so (don't need to be adjacent but need to be able to 'reach' the enemy without moving). This does not count as there normal attack and damage is dependant on (spellpower, skill, ect).
Dread of Night - Dark, probably circle 4 - mana 10. Target stack gains a % chance to invoke fear on any non (undead, elemental, dungeon, or infernal) unit. Percent chance is base 3, 5, 7 % (based on skill) plus 1, 2, or 3% per Spellpower.
Shadow Forces - Summons, 1 circle higher then Phantom Forces. Mana about 25% more then Phantom Forces. Exactly like PF but instead of 1 hp they have 25% of the hp of the original units. Can only target maximum of level 5 units and skill determines which (basic 1-2, advance 3-4, expert 5). Can be 'cleansed' and this will destroy them if successful.
Call from the grave - Dark would probably be about 6th circle to be honest mana about 25 Calls back any units that have died in battle for exactly 1turn. After this they return to the grave and take 1/4th the (reduced slightly by skill and sp) remaining units they were called back to (Death will have it's toll). Unless necromantic units they are not considered undead.
Charging - destructive circle 5 without a doubt. Mana no clue, and would probably take some resources to balance it out. Target unit looses 2 'turns' but starts 'charging up'. 1st turn they gain a 'fire shield' effect, 2nd turn they gain both Ice breath (chance to freeze units in place) and endurance) which also can be used during retaliations. The very next 'turn' along with all the other benifits they get a lightning bolt that does there hp in damage to a target unit. Mostly useful for those slow units that can't get into the fray quick and have no ranged attacks or magic. The effects last for another 3 rounds, and all spellpower does is determain strength (same for skill).
More will follow.
Champion's Cause - Light, about circl 4. Mana about 10 target 2 creatures...the first you target will 'protect' the second and absorb some of the damage that the first takes (depending on spellpower, skill, ect). Units MUST be adjacent, and range attacks are immune to this. Stacks well with Champion's Revenge.
Champion's Revenge - Light, about circle 5 - mana 14 also target 2 creatures. The 2nd target will attack any creature that attacks the 1st if able to do so (don't need to be adjacent but need to be able to 'reach' the enemy without moving). This does not count as there normal attack and damage is dependant on (spellpower, skill, ect).
Dread of Night - Dark, probably circle 4 - mana 10. Target stack gains a % chance to invoke fear on any non (undead, elemental, dungeon, or infernal) unit. Percent chance is base 3, 5, 7 % (based on skill) plus 1, 2, or 3% per Spellpower.
Shadow Forces - Summons, 1 circle higher then Phantom Forces. Mana about 25% more then Phantom Forces. Exactly like PF but instead of 1 hp they have 25% of the hp of the original units. Can only target maximum of level 5 units and skill determines which (basic 1-2, advance 3-4, expert 5). Can be 'cleansed' and this will destroy them if successful.
Call from the grave - Dark would probably be about 6th circle to be honest mana about 25 Calls back any units that have died in battle for exactly 1turn. After this they return to the grave and take 1/4th the (reduced slightly by skill and sp) remaining units they were called back to (Death will have it's toll). Unless necromantic units they are not considered undead.
Charging - destructive circle 5 without a doubt. Mana no clue, and would probably take some resources to balance it out. Target unit looses 2 'turns' but starts 'charging up'. 1st turn they gain a 'fire shield' effect, 2nd turn they gain both Ice breath (chance to freeze units in place) and endurance) which also can be used during retaliations. The very next 'turn' along with all the other benifits they get a lightning bolt that does there hp in damage to a target unit. Mostly useful for those slow units that can't get into the fray quick and have no ranged attacks or magic. The effects last for another 3 rounds, and all spellpower does is determain strength (same for skill).
More will follow.
Warning, may cause confusion, blindness, raising of eybrows, and insanity.
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