Ok in HoMMV posts I asked what 8th tier would be like, so since this is a mod forum doing same here .
My suggestions is that if done would be only in Capitols and also require an additional building. Would actually be useful, unlike most tier 7s
The following are my ideas for creatures.
Inferno- Devil Princes - In clasic D&D there was Asmodeus (pardon if I misspelled), and a few others. Even the Archdevils cowered before them.
Haven - Haralds- Though they are way too much like Archangels there were 'elite' in the fact that they had been chosen to do very specific tasks.
Alternative would be something like Avatar (embodiment of a deity).
Dungeon - Soul Devourer (generic name for the creatures that were supposed to have been created near the beginning on time that lurcked deep near the core of the planets...generally huge kraken like creatures with many tenticals, teeth, but no eyes). Would rather find a different name for these.
Necropolips - Reaper - Grim is back, and this time he is rather hungry.
(But I do like the Dracolich idea by DL, and the 'Death' idea by Lady Farquad!!!)
So far that is all I have. Academy could be some of the named titans like Chronos, but just doesn't sound right. Sylvans could have living forest type creatures..but no clue what they would be called (not just a single tree like a Treant but a whole forest). Anyhow, have fun with this. A way to escape some of the negativity that the game's problems has brought up.
8th tier (bringing some of my other ideas here)
8th tier (bringing some of my other ideas here)
Warning, may cause confusion, blindness, raising of eybrows, and insanity.
Ok here it is, my vision of an Elemental town. First instead of Conflux, I envisioned a Nexus. Something like a town grown from organic crystals in the shape of prisms. Of course the heroes would be Elementalist, the mage guild would offer more 'summons' and damaging type spells then anything else. The heroes main attribute woud be Spellpower, and secondary would be Attack. These would be more 'Magic' then 'Might' heroes but different from those who are in the Academy.
Also, the elemental faction is abit physically weaker then most towns. They tend to make the up this by specials and producing a few more then most towns each weak. Since they can not be 'healed' normally by First Aid tents or raised with Ressurection, they will need the extra boost.
Here are what I think should be included in the elemental towns, stats and all. () indicate the name/stats/abilities of the upgraded creatures. Keeping in mind that upgraded creatures keep the abilities of the unupgraded one unless specified. {} is explination of certain things.
Tier 1-Willowwisp(Willowasp)-Att 1(1), Def 1(1), Dmg 1/1 (1/1), Init 4(5), speed3(4), hp 2(5). Immune to lightning, caster, 3(6) 'shots', Melee Penalty(no melee penalty), No Enemy Retaliation. Spells:Confusion, Eldritch bolt (Waspswarm/Lightning). Mana 10(15). Summoned from the elemental plane of air these creatures have a hard time holding there shape and are pretty fragile. If they are able to stay for sometime and collect natural electrical particles they grow in size and take on a 'buzzing' sound that insects respond too {this turns them into willowwasp}
Tier 2-Sylphs(Grand Sylphs)-Att 1(2), Def 1(3), Dmg 1/1(1/3), Init 6(6), Speed 3(4). Imm to Ice, Caster, Stun Attack (random). (No enemy retaliation). Melee Penalty {despite being a 'non-shooter'}. Spells:Ice Bolt (replaced by ring of frost centered arround self), Mark of Winter {makes target take extra damage from any ice spell cost no mana, usable 1x combat}, (Snowstorm {Reduces damage from range attacks for all units by very little, but for some time determined by no of Grand Sylphs}. Summoned from the Plane of Water (female form).
Tier 3-Flame Maiden(Fire Maiden)-Att 3(4), Def 0 (3), Dmg 3/6(4/7), Init 7(9), Shots 12(16), Speed 3(3). Imm to fire. Red haired females, wearing red armor (Entirely made of flame like the fire elementals in the conflux town but a little more female shaped). Range Penalty {reduced range damage until 1/4 instead of 1/2}. No melee penalty.
Tier 4- here I had some problems. Regular Elementals are about equal to tier 4 unupgraded creatures..but creating a single upgraded version was either too powerful, or too weak. And which regular elemental would the town actually produce? Can't leave the 'normal' elementals out of the town, or why bother making an elemental town at all? So..following my strand of thought, I finally decided to go with Earth Elemental as the unupgraded (since I already had air, water, and fire in tiers 1,2, and 3) so the unupgraded the town produced would be the earth elemental. Now all the 'normal' elementals would have to share a common upgrade (so that the Elementalist could enlist any neutral elemental stack and still upgrade them). I decided to call them Elemental Overseers. Still need a lot of tweaking to make more balanced but here they are. Att-10, def-10, dmg - 9/18. hp - 26 init 8 speed 6. Regenerate {they use whatever element is nearby, drawling it in and replacing damaged parts}, Random elemental ability {would cycle through the elemental abilities and have each for 1 'turn' before going to the next}, Imm to elemental spells of all types. Can target walls of castles.
As I said the other versions I made of this was a bit over or underpowered this is more powerful then I would like but much better then most versions. As for look they would look like a mismashed elemental...bits and pieces of each elemental. I am sure I will hear many negative things about this tier.
Cloudwalker(Clouddancer)-Att 6(8), def 5(5), dmg 4/9 (5/12), HP 28(33), Init 12, speed 6. Flying, Reduced damage from ranged attacks {do to being small in size and ability to 'direct' wind projectiles have a hard time hitting them} by 50%. Applies to normal, non-magical ranged attacks {like a deflect missile but unable to be dispelled} the dancer can 'dance' and summon up an area affect {3x3} lightning bolt for 5 mana and has 15 mana. Think of it as 'ball of lightning'
Earthmover/Rumbler- att15(17), def 30, dmg - 20/33, hp 120 (140), init 8(9), speed 4. Area att/retaliation {since these creatures resemble mounds or hills when they strike the entire area arround them actually recieves damage they attack in a 'wave' like and can not be retaliated against} can damage allies, and flyers recieve 1/2 damage only. Both can damage town walls, but keep in mind they can accidently damage yours as well. Rumbler can regenrate on any surface but water. Earthmovers are loose dirt, rumblers are comprised of boulders (mostly), and loose earth.
Now for 7th you could go with a firebird/phoenix combo, but I chose a different path to have the phoenix keep it's "Independance". NexusSpinner/Prism Spider. The creature that is responsible for the prisms that are used to desine the Nexus. Stats still in testing phaze. When on the field any summon type spell, or any spell in the Destructive spelltype cost 1.5x to cast as they disrupt the forces that fuel those spells {phantom forces are not affected} Both can summon elementals, and the Spider does so at +50% strength. Imm to all elemental damage and a 10% chance to deflect it to random enemy if cast into the area surrounding it. The Spiders bite is posion, and has a chance (10%) of immobolizing enemy
Also, the elemental faction is abit physically weaker then most towns. They tend to make the up this by specials and producing a few more then most towns each weak. Since they can not be 'healed' normally by First Aid tents or raised with Ressurection, they will need the extra boost.
Here are what I think should be included in the elemental towns, stats and all. () indicate the name/stats/abilities of the upgraded creatures. Keeping in mind that upgraded creatures keep the abilities of the unupgraded one unless specified. {} is explination of certain things.
Tier 1-Willowwisp(Willowasp)-Att 1(1), Def 1(1), Dmg 1/1 (1/1), Init 4(5), speed3(4), hp 2(5). Immune to lightning, caster, 3(6) 'shots', Melee Penalty(no melee penalty), No Enemy Retaliation. Spells:Confusion, Eldritch bolt (Waspswarm/Lightning). Mana 10(15). Summoned from the elemental plane of air these creatures have a hard time holding there shape and are pretty fragile. If they are able to stay for sometime and collect natural electrical particles they grow in size and take on a 'buzzing' sound that insects respond too {this turns them into willowwasp}
Tier 2-Sylphs(Grand Sylphs)-Att 1(2), Def 1(3), Dmg 1/1(1/3), Init 6(6), Speed 3(4). Imm to Ice, Caster, Stun Attack (random). (No enemy retaliation). Melee Penalty {despite being a 'non-shooter'}. Spells:Ice Bolt (replaced by ring of frost centered arround self), Mark of Winter {makes target take extra damage from any ice spell cost no mana, usable 1x combat}, (Snowstorm {Reduces damage from range attacks for all units by very little, but for some time determined by no of Grand Sylphs}. Summoned from the Plane of Water (female form).
Tier 3-Flame Maiden(Fire Maiden)-Att 3(4), Def 0 (3), Dmg 3/6(4/7), Init 7(9), Shots 12(16), Speed 3(3). Imm to fire. Red haired females, wearing red armor (Entirely made of flame like the fire elementals in the conflux town but a little more female shaped). Range Penalty {reduced range damage until 1/4 instead of 1/2}. No melee penalty.
Tier 4- here I had some problems. Regular Elementals are about equal to tier 4 unupgraded creatures..but creating a single upgraded version was either too powerful, or too weak. And which regular elemental would the town actually produce? Can't leave the 'normal' elementals out of the town, or why bother making an elemental town at all? So..following my strand of thought, I finally decided to go with Earth Elemental as the unupgraded (since I already had air, water, and fire in tiers 1,2, and 3) so the unupgraded the town produced would be the earth elemental. Now all the 'normal' elementals would have to share a common upgrade (so that the Elementalist could enlist any neutral elemental stack and still upgrade them). I decided to call them Elemental Overseers. Still need a lot of tweaking to make more balanced but here they are. Att-10, def-10, dmg - 9/18. hp - 26 init 8 speed 6. Regenerate {they use whatever element is nearby, drawling it in and replacing damaged parts}, Random elemental ability {would cycle through the elemental abilities and have each for 1 'turn' before going to the next}, Imm to elemental spells of all types. Can target walls of castles.
As I said the other versions I made of this was a bit over or underpowered this is more powerful then I would like but much better then most versions. As for look they would look like a mismashed elemental...bits and pieces of each elemental. I am sure I will hear many negative things about this tier.
Cloudwalker(Clouddancer)-Att 6(8), def 5(5), dmg 4/9 (5/12), HP 28(33), Init 12, speed 6. Flying, Reduced damage from ranged attacks {do to being small in size and ability to 'direct' wind projectiles have a hard time hitting them} by 50%. Applies to normal, non-magical ranged attacks {like a deflect missile but unable to be dispelled} the dancer can 'dance' and summon up an area affect {3x3} lightning bolt for 5 mana and has 15 mana. Think of it as 'ball of lightning'
Earthmover/Rumbler- att15(17), def 30, dmg - 20/33, hp 120 (140), init 8(9), speed 4. Area att/retaliation {since these creatures resemble mounds or hills when they strike the entire area arround them actually recieves damage they attack in a 'wave' like and can not be retaliated against} can damage allies, and flyers recieve 1/2 damage only. Both can damage town walls, but keep in mind they can accidently damage yours as well. Rumbler can regenrate on any surface but water. Earthmovers are loose dirt, rumblers are comprised of boulders (mostly), and loose earth.
Now for 7th you could go with a firebird/phoenix combo, but I chose a different path to have the phoenix keep it's "Independance". NexusSpinner/Prism Spider. The creature that is responsible for the prisms that are used to desine the Nexus. Stats still in testing phaze. When on the field any summon type spell, or any spell in the Destructive spelltype cost 1.5x to cast as they disrupt the forces that fuel those spells {phantom forces are not affected} Both can summon elementals, and the Spider does so at +50% strength. Imm to all elemental damage and a 10% chance to deflect it to random enemy if cast into the area surrounding it. The Spiders bite is posion, and has a chance (10%) of immobolizing enemy
Warning, may cause confusion, blindness, raising of eybrows, and insanity.
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