Ideas (back by unpopular demands :))
- DaemianLucifer
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- ThunderTitan
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Now that would be something to catch on tape...DaemianLucifer wrote:Youre lucky youre not near me.Mentioning that name in my presence is an easy way to get a blue eye
Disclaimer: May contain sarcasm!
I have never faked a sarcasm in my entire life. - ???
"With ABC deleting dynamite gags from cartoons, do you find that your children are using explosives less frequently?" — Mark LoPresti
Alt-0128: €
I have never faked a sarcasm in my entire life. - ???
"With ABC deleting dynamite gags from cartoons, do you find that your children are using explosives less frequently?" — Mark LoPresti
Alt-0128: €
Air town skills.
Travel by flight - Allows heroes to travel as if under the effects of angel wings, but with restrictions. Basic - Over roads and dirt only. Advanced - Over roads, dirt, grass, and desert. Expert - over all before and cursed and rivers. Expert over any terrain. Must be able to 'land' on solid ground at the end of a turn except with expert. Expert can keep airborne indeffinately and can travel over oceans. Totally negates movement penalties, but movement points are not added. All units must be flying units.
:ROFL: well running into skill problems, but will only take awhile. Hate writers block. Roll on 18 wheeler, roll on
Travel by flight - Allows heroes to travel as if under the effects of angel wings, but with restrictions. Basic - Over roads and dirt only. Advanced - Over roads, dirt, grass, and desert. Expert - over all before and cursed and rivers. Expert over any terrain. Must be able to 'land' on solid ground at the end of a turn except with expert. Expert can keep airborne indeffinately and can travel over oceans. Totally negates movement penalties, but movement points are not added. All units must be flying units.
:ROFL: well running into skill problems, but will only take awhile. Hate writers block. Roll on 18 wheeler, roll on
Warning, may cause confusion, blindness, raising of eybrows, and insanity.
Hello.Mytical wrote:Air town skills.
Travel by flight - Allows heroes to travel as if under the effects of angel wings, but with restrictions. Basic - Over roads and dirt only. Advanced - Over roads, dirt, grass, and desert. Expert - over all before and cursed and rivers. Expert over any terrain.
O have a suggestion. Instead of affected by terrains, it should be related to height, don't you think. As this game is around 3D engineering, I think that higher mountains (terrains, etc), should limit the flight. The higher the height, higher the skill level.
"There’s nothing to fear but fear itself and maybe some mild to moderate jellification of bones." Cave Johnson, Portal 2.
Artifacts - Mask of the Wolf - When worn this mask increases the usefulness of second tier creatures in the hero's army. They gain a 2nd attack. Further the mask changes the stats of the hero arround. 5 points of knowledge goes to defense, and 5 points of spellpower goes to attack. If neither has 5 points, whatever points there are is transfered instead.
Branch of life- a unusual 1 use artifact. When held the first stack (in heroes army) totally destroyed is ressurrected fully (back to original number). However then the branch turns to dust and is lost.
Tome of Unlife - acts as eternal servitude if held or adds 5% to the total brought back at the end of the combat if the skill is possessed.
Book of Life - Prevents the spells raise dead and resurrection from being able to be cast. Also any hero holding this book who is defeated in battle troops can not be raised due to necromancy.
Mask of the familiar - allows all 1st tier creatures to syphon mana, but allows the familiars to do so at double strength. Also, the Mask makes casting a bit easier and subtracts 1 mana from the casting cost of any spell.
Miniture Statue - takes on the appearence of the hero who holds it. In battle if there is a free spot on the field (ie hero only has 6 stacks) it will appear on the field. It has equal attack and deffense of the hero, does damage equal to attack+deffense*5, and has hp equal to level of hero*35. It also has as many spellpoints, and spellpower, as the hero, and can cast all the spells he can upto level 3 spells. However, if it is managed to be destroyed in battle the statue not only is lost forever, but the troops of the hero suffer a -5 moral penalty for the rest of the fight.
The copy does not get any skills that the original has and cast spells as if they have no skills in spells regardless of actual skills of hero. No empowered spells, mass spells, ect.
Branch of life- a unusual 1 use artifact. When held the first stack (in heroes army) totally destroyed is ressurrected fully (back to original number). However then the branch turns to dust and is lost.
Tome of Unlife - acts as eternal servitude if held or adds 5% to the total brought back at the end of the combat if the skill is possessed.
Book of Life - Prevents the spells raise dead and resurrection from being able to be cast. Also any hero holding this book who is defeated in battle troops can not be raised due to necromancy.
Mask of the familiar - allows all 1st tier creatures to syphon mana, but allows the familiars to do so at double strength. Also, the Mask makes casting a bit easier and subtracts 1 mana from the casting cost of any spell.
Miniture Statue - takes on the appearence of the hero who holds it. In battle if there is a free spot on the field (ie hero only has 6 stacks) it will appear on the field. It has equal attack and deffense of the hero, does damage equal to attack+deffense*5, and has hp equal to level of hero*35. It also has as many spellpoints, and spellpower, as the hero, and can cast all the spells he can upto level 3 spells. However, if it is managed to be destroyed in battle the statue not only is lost forever, but the troops of the hero suffer a -5 moral penalty for the rest of the fight.
The copy does not get any skills that the original has and cast spells as if they have no skills in spells regardless of actual skills of hero. No empowered spells, mass spells, ect.
Warning, may cause confusion, blindness, raising of eybrows, and insanity.
Creatures I would love to see, but have no idea how to translate to heroes creatures. (Most if not all from Chronicles of Thomas Covenant).
Ur-viles are creatures of jet black color and are constructions of an extinct race named the Demondim. They are highly magical, possessing a number of supernatural abilities, including shooting acid, creating bolts of pure energy and the like. They are also blind, but have a supernatural sense of smell. By far their most unique feature is that when they assemble into a wedge, the leader, who is at the tip of the wedge, has the combined power of all of the Ur-Viles in the wedge, without weakening any of their kin in the rest of the wedge. The Ur-viles serve Lord Foul through the first two Chronicles, but appear to have turned against him by the Third. Because they were made rather than born, the Ur-viles loathe their own bodies and often redirect this rage towards other targets.
Waynhim are another race of creatures spawned by the Demondim. Like the ur-viles, the Waynhim have no eyes, super-sensitive smell and hearing, and are highly skilled practitioners of magic. Like the Ur-viles, who are their mutual enemies, the Waynhim were made rather than born. However, they do not share their cousins' hatreds, and have dedicated themselves to serving the Land and the Earthpower according to their own peculiar ethical system, the Weird of the Waynhim.
Ravers are bodiless evil spirits with the ability to possess and control some lesser creatures, and most humans as well. Giants and Bloodguard are typically immune to this power, and there are no known instances of a Raver possessing a Ranyhyn. There are only three Ravers, ancient brothers who each have many names but are commonly called turiya Herem, samadhi Sheol, and moksha Jehannum. Their greatest hatred is reserved for the trees of the One Forest of old, and their loathing of the Earthpower and all good things has led them to become Lord Foul's willing servants. The Despiser is somehow able to enhance their abilities when he pleases, but can prevent them from possessing individuals he deems too powerful. (They were not allowed to possess Thomas Covenant, for instance, because his ring would make them too powerful for Lord Foul to control.) They often serve as leaders in Lord Foul's armies, or as spies among his enemies.
They are very interesting creatures, but would be hard to impliment, especially the ravers who only can number 3.
Ur-viles are creatures of jet black color and are constructions of an extinct race named the Demondim. They are highly magical, possessing a number of supernatural abilities, including shooting acid, creating bolts of pure energy and the like. They are also blind, but have a supernatural sense of smell. By far their most unique feature is that when they assemble into a wedge, the leader, who is at the tip of the wedge, has the combined power of all of the Ur-Viles in the wedge, without weakening any of their kin in the rest of the wedge. The Ur-viles serve Lord Foul through the first two Chronicles, but appear to have turned against him by the Third. Because they were made rather than born, the Ur-viles loathe their own bodies and often redirect this rage towards other targets.
Waynhim are another race of creatures spawned by the Demondim. Like the ur-viles, the Waynhim have no eyes, super-sensitive smell and hearing, and are highly skilled practitioners of magic. Like the Ur-viles, who are their mutual enemies, the Waynhim were made rather than born. However, they do not share their cousins' hatreds, and have dedicated themselves to serving the Land and the Earthpower according to their own peculiar ethical system, the Weird of the Waynhim.
Ravers are bodiless evil spirits with the ability to possess and control some lesser creatures, and most humans as well. Giants and Bloodguard are typically immune to this power, and there are no known instances of a Raver possessing a Ranyhyn. There are only three Ravers, ancient brothers who each have many names but are commonly called turiya Herem, samadhi Sheol, and moksha Jehannum. Their greatest hatred is reserved for the trees of the One Forest of old, and their loathing of the Earthpower and all good things has led them to become Lord Foul's willing servants. The Despiser is somehow able to enhance their abilities when he pleases, but can prevent them from possessing individuals he deems too powerful. (They were not allowed to possess Thomas Covenant, for instance, because his ring would make them too powerful for Lord Foul to control.) They often serve as leaders in Lord Foul's armies, or as spies among his enemies.
They are very interesting creatures, but would be hard to impliment, especially the ravers who only can number 3.
Warning, may cause confusion, blindness, raising of eybrows, and insanity.
- DaemianLucifer
- Round Table Hero
- Posts: 11282
- Joined: 06 Jan 2006
- Location: City 17
- DaemianLucifer
- Round Table Hero
- Posts: 11282
- Joined: 06 Jan 2006
- Location: City 17
I always am
As for the creatures...Well it would be interesting to have a creature that gets bonuses to the top one in the stack(but not to much of bonus,maybe +1% on stats).The possesing could be similar to demons explosion,but you loose a number of creatures whose total HP equal the HP of the stack you want to posses.The possesed stack becomes yours for the duration of the combatBut it wouldnt work on mechanical and undead,and it would require the creature to be adjacent.
As for the creatures...Well it would be interesting to have a creature that gets bonuses to the top one in the stack(but not to much of bonus,maybe +1% on stats).The possesing could be similar to demons explosion,but you loose a number of creatures whose total HP equal the HP of the stack you want to posses.The possesed stack becomes yours for the duration of the combatBut it wouldnt work on mechanical and undead,and it would require the creature to be adjacent.
As an interesting note there were only 2 ways to really kill a raver. One was to trap it in the body of the host apon death (they usually leave the body an instant before death) usually by severing the spine from the head WITHOUT killing them during this. Then once the spine is seperated death can occur. Another way is to force them out of there host, and to use a branch of the One tree to tie them up (and since they are spirits this can be difficult). Luckily whoever holds a branch of the one tree is immune to possession, unfortunately that doesn't mean those with him are.
Warning, may cause confusion, blindness, raising of eybrows, and insanity.
True Dark Knights/Death Knights..my way.
Ok I really don't like the dark/death knights as is, they are too wimpy to be honest. Sure the stats can stay the same, but the abilities need to be tweaked.
First Death Knights need a spellbook. In this spellbook there should be 2 abilities usable only 1x per combat. First would be fireball, and the second would be Harm Touch. The fireball would act like a archmagi's fireball for figuring out damage ect. The Harm Touch would not be like the wraiths, but do as much damage to take the highest hp upgraded lvl 7 down to 1 hp.
Actually up there stats, let them keep there now abilities and add these for the upgraded ones, and give them flying horses and they could take out the dragons as tier 7 in necropolipse .
Ok I really don't like the dark/death knights as is, they are too wimpy to be honest. Sure the stats can stay the same, but the abilities need to be tweaked.
First Death Knights need a spellbook. In this spellbook there should be 2 abilities usable only 1x per combat. First would be fireball, and the second would be Harm Touch. The fireball would act like a archmagi's fireball for figuring out damage ect. The Harm Touch would not be like the wraiths, but do as much damage to take the highest hp upgraded lvl 7 down to 1 hp.
Actually up there stats, let them keep there now abilities and add these for the upgraded ones, and give them flying horses and they could take out the dragons as tier 7 in necropolipse .
Warning, may cause confusion, blindness, raising of eybrows, and insanity.
Do to the continued discussion of the dorfs and there pet lizard I thought I would expand apon my creatures I put in that post and plop a few random new ones in. During the next few days I will be doing just that. Sooo sit back, relax, and remember it's all about fun.
Ok again I am not the best stat maker so I will leave that to the 'professionals'.
Fire Giants (yes they are the same thing except one is underground and one below ground). Fire giants are litteraly too hot to handle. Any creature (friendly or otherwise) within 1 square of this giant takes 3pts of fire damage for each giant in the 'stack'. MR or immunity to fire negates this. When they strike an enemy the enemy is engulfed in flames for 3 rounds..when first struck this doubles the melee damage of the magma giants, the 2nd round is half the original melee damage, and the final round they take 10% of original melee damage (neg by mr or fire resist). Upgraded Fire giants have cooled a little and managed to focus there heat so only enemy creatures take the damage. Also they have a small chance of destroying an enemies defense for 3 turns. Neither of these creatures have any spells or ranged attacks.
Living Magma/Living Lava - The passion of fire giving semi-solid form. Living Magma has all spells with the fire element. Mana = enough to cast each 1 time. The body of this creature is only half of it's strength..it can reform it giving time as long as a single unit surivives (regeneration) Also immune to any fire damage. It can sprout defensive 'arms' anywhere and gets unlimited retal. Living Lava is basically the same except more mana, and 2 attacks (or casting) per round as it can 'split' itself to achieve this.
Ok again I am not the best stat maker so I will leave that to the 'professionals'.
Fire Giants (yes they are the same thing except one is underground and one below ground). Fire giants are litteraly too hot to handle. Any creature (friendly or otherwise) within 1 square of this giant takes 3pts of fire damage for each giant in the 'stack'. MR or immunity to fire negates this. When they strike an enemy the enemy is engulfed in flames for 3 rounds..when first struck this doubles the melee damage of the magma giants, the 2nd round is half the original melee damage, and the final round they take 10% of original melee damage (neg by mr or fire resist). Upgraded Fire giants have cooled a little and managed to focus there heat so only enemy creatures take the damage. Also they have a small chance of destroying an enemies defense for 3 turns. Neither of these creatures have any spells or ranged attacks.
Living Magma/Living Lava - The passion of fire giving semi-solid form. Living Magma has all spells with the fire element. Mana = enough to cast each 1 time. The body of this creature is only half of it's strength..it can reform it giving time as long as a single unit surivives (regeneration) Also immune to any fire damage. It can sprout defensive 'arms' anywhere and gets unlimited retal. Living Lava is basically the same except more mana, and 2 attacks (or casting) per round as it can 'split' itself to achieve this.
Warning, may cause confusion, blindness, raising of eybrows, and insanity.
- Silent Rogue
- Leprechaun
- Posts: 27
- Joined: 01 Nov 2006
Just because I am bored I have developed the following town that is the oddest bunch of misfits to gather together...welcome to the Mutant League Town.
Cyclodytes - Troglodytes with only one eye. Their upgraded version can harness reflected light and fire a single beam of energy as a ranged attack. This can even target turrents or walls for full damage. Otherwise exactly as Troglodytes (and damage is rather slim for the 'energy shot'.
Also, has a base 10% to miss any but energy attack for lack of depth perception.
Kittyharpies - Along with their usual attack and return these harpies have developed 'phasing' ability. 1 in 8 (or 1 in 4 for upgraded) attacks on them miss entirely for no apparent reason. Moats do not hurt them even if they do a riverdance on the moat the attacks can be phyisical, magical or other still 1:8 (1:4) miss.
Frostdusas - they can coat themselves in ice reducing fire damage and making them immune to ice damage. Also instead of turning to stone, they can turn there enemies into frozen ice blocks.
Wolvatars - Minotaurs that use massive claws and take 1/2 damage from everything. Also they regen (even when all of the units in a stack are dead) unless fire is applied.
Stormholders - Can cast all lightning spells and get a new one called "Mass Lightning" which hits all enemies on the screen and stuns them for 2 rounds (1x per combat).
Jeanacores - can strike for full affect any target anywhere on battlefield without moving. Even can do poison effect this way.
Xdragons - can control otherstacks minds (puppetmaster), cause them to fight each other (beserk), and even make them forget what the are doing (confusion). Not magic so MR is useless.
Oh and yes these are not serious (just really bored) and are obvious X-Men/Old Warlock mixtures.
Cyclodytes - Troglodytes with only one eye. Their upgraded version can harness reflected light and fire a single beam of energy as a ranged attack. This can even target turrents or walls for full damage. Otherwise exactly as Troglodytes (and damage is rather slim for the 'energy shot'.
Also, has a base 10% to miss any but energy attack for lack of depth perception.
Kittyharpies - Along with their usual attack and return these harpies have developed 'phasing' ability. 1 in 8 (or 1 in 4 for upgraded) attacks on them miss entirely for no apparent reason. Moats do not hurt them even if they do a riverdance on the moat the attacks can be phyisical, magical or other still 1:8 (1:4) miss.
Frostdusas - they can coat themselves in ice reducing fire damage and making them immune to ice damage. Also instead of turning to stone, they can turn there enemies into frozen ice blocks.
Wolvatars - Minotaurs that use massive claws and take 1/2 damage from everything. Also they regen (even when all of the units in a stack are dead) unless fire is applied.
Stormholders - Can cast all lightning spells and get a new one called "Mass Lightning" which hits all enemies on the screen and stuns them for 2 rounds (1x per combat).
Jeanacores - can strike for full affect any target anywhere on battlefield without moving. Even can do poison effect this way.
Xdragons - can control otherstacks minds (puppetmaster), cause them to fight each other (beserk), and even make them forget what the are doing (confusion). Not magic so MR is useless.
Oh and yes these are not serious (just really bored) and are obvious X-Men/Old Warlock mixtures.
Warning, may cause confusion, blindness, raising of eybrows, and insanity.
- DaemianLucifer
- Round Table Hero
- Posts: 11282
- Joined: 06 Jan 2006
- Location: City 17
- DaemianLucifer
- Round Table Hero
- Posts: 11282
- Joined: 06 Jan 2006
- Location: City 17
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