Artifacts Discusions

Official forum of the Equilibris mod to Heroes of Might and Magic IV (Russian forum)
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Akul
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Unread postby Akul » 06 May 2006, 15:33

I have changed the name of the tread.
I am back and ready to... ready to... post things.

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ThunderTitan
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Unread postby ThunderTitan » 06 May 2006, 16:00

Hey, you think you could possibly make it so you can actualy sell artifacts back to merchants?!
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Le_Faucheur
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Unread postby Le_Faucheur » 06 May 2006, 17:03

nice idea!
or maybe buy better artifact in the blacksmith?

an idea(extremly powerful):
helm of illumination(relic):the whole army begins all battles,protected by a spell of sanctuary

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pacobac
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Unread postby pacobac » 06 May 2006, 17:51

About artifact my ideas (valuable for multi player game) :

Mullich’s Helm and blue helmet as magor

Hideous Mask, staff of power, fire sword, Boots of the Explorer, David’s Sling, all arrows as minor

Fizbin of Misfortune, travel boots, ring of permanancy as relic

Cloak of Distraction as treasure

Be carefull about minor negation ring, it is buged, work as relic to negate all magic resistance if not 100% (very bad !!!)
sorcery ring (equilibris arti dont work on french equilibris, traduction error)

Le_Faucheur
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Unread postby Le_Faucheur » 13 May 2006, 13:36

new objects for the editor:
-random arrow
-random wand
-random relic

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Black Ghost
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Unread postby Black Ghost » 26 May 2006, 13:18

new artifact:

Battle Horn
[major]
Weapon Slot
All friendly creatures have "Charge", hero +3att, +3def

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theGryphon
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Unread postby theGryphon » 26 May 2006, 18:17

Interesting idea! But maybe it should occupy two slots, you know what I mean ;)
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Black Ghost
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Unread postby Black Ghost » 27 May 2006, 12:26

I see what you mean, 'cos as 1slot-minor may be too powerful.
But i'd like to hear more opinions.

Btw.could someone post the values for "Charge" bonus? It would be easier to estimate such artifacts power knowing that for each 1 distant point of the battle field (3little squaers of the grid) unit gets +X% dmg...

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Unread postby iKossu » 02 Jun 2006, 08:36

My idea is simple: Tomb Robber's Shovel. It would decrease the movement required to dig for treasure by 50% (or less). Note that you could
1) only dig once per turn (you have to move to another square!)
2) dig every turn if you have the movement to get to the square where you wish to dig.

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Crusard
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Unread postby Crusard » 02 Jun 2006, 11:43

KonserniJohtaja wrote:My idea is simple: Tomb Robber's Shovel. It would decrease the movement required to dig for treasure by 50% (or less). Note that you could
1) only dig once per turn (you have to move to another square!)
2) dig every turn if you have the movement to get to the square where you wish to dig.
I think that artifact wouldn't be too useful... :|

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Akul
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Unread postby Akul » 25 Jun 2006, 21:05

Few ideas from the Great Eye of Croatia-osiguranje:

-Dragons Shield - hero gets a Fire Shield ability
-Cruseaders Blade - +5att - if hero has two of those, then he gets attack twice speciality
-Frost Arrow - when shoting, hero has a chance to freeze the target.
-Sword of Devils - increase attack of all units by 30%. All units also do Fire Damage.
-Demonical Neklace - Hero gets Summon Demon spells if he has Summoning or Demonology skill (no need to be a demologist)
-Crystal Armor and Shield - don't have any idea what they could do, but they would look nice.
I am back and ready to... ready to... post things.

Le_Faucheur
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Unread postby Le_Faucheur » 26 Jun 2006, 18:52

dragon shield:already exists(sulfur armor or something like that,I don't know the english name)

crusader blade:one hero can't use two swords.moreover it already exists too(a blade give you another melee attack)

frost arrow:interesting,a bit close to the stunning arrow maybe.

sword of devil:you mean additional fire damage,or simply that all friendly units will do half of the damages against efreets,phoenix and fire elemental?(that would suck)

demonical necklace:don't know

Le_Faucheur
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Unread postby Le_Faucheur » 03 Jul 2006, 18:07

a few ideas:
relic: Collar of conjuring. increase by 2 turns the duration of spells.

relic: Orb of inhibition. prevent from casting spells during a battle.

major: ball of crystal. increase the scouting ray by 5.

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Dalai
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Unread postby Dalai » 04 Jul 2006, 13:51

Le_Faucheur wrote:a few ideas:
relic: Collar of conjuring. increase by 2 turns the duration of spells.
Interesting. :)
relic: Orb of inhibition. prevent from casting spells during a battle.
Possible. Probable. Though purely single-player feature - can be very imbalancing.
major: ball of crystal. increase the scouting ray by 5.
Possible. Powerful, but would you really agree to get it instead of other Majors?
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BDragon
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Unread postby BDragon » 04 Jul 2006, 17:05

Relic- Devil sword- Do the enemy week. and increase attack be 3.
Relic- Devil shield- Resistance from life and nature. (55%)
Relic- Devil helm - Defence Melee and Defence Range be +8.
Relic- Devil armor-Magic resistance be +20%.
Relic- Devil Bow- Give + 12 arrows.
Relic- Devil Arrow- Make 5x5 attack. (forgot how it call.)
Relic- Devil Cloak- (If the player has Death Magic and Nature Magic) Give summon devil. (and what ever the level!)
Relic- Devil Magic (on the neck)- Give summon ice demon's.
Relic- Devil Shoes-Move teleport.
Relic- Devil Ring- If the enemy do magic so the spell pints go to you. (if 2- so 2 to you.)
That all... :D sorry about long and boring message of Devil's but it's my ideas... and that all. u can change the relic to whatever, i just say it like relic because i don't have other ideas.
Last edited by BDragon on 05 Jul 2006, 05:53, edited 1 time in total.
Black Dragon...

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DaemianLucifer
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Unread postby DaemianLucifer » 04 Jul 2006, 19:50

I think only the teleport walk should be implemented.But its better as a cape then the boots.

Le_Faucheur
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Unread postby Le_Faucheur » 10 Jul 2006, 16:06

Dalai wrote:
major: ball of crystal. increase the scouting ray by 5.
Possible. Powerful, but would you really agree to get it instead of other Majors?
it depends,most of the time we end the game with nearly all the artifacts,in that case it isn't a problem.yeah actually it can be minor,I thought the crystal of vision was minor.

about orb of inhibition:anyway a relic is meant to unbalance the game.it's true that it would be very powerful for barbarians and against faerie dragon or genies for example.

timagalant
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Unread postby timagalant » 11 Jul 2006, 08:11

How about an artifact that increases the scouting radius of adventure objects?
Like +1 to mines and dwellings, and +3 to towns.

I think that would be cool in GM scouting as well

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Dalai
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Unread postby Dalai » 11 Jul 2006, 09:08

Le_Faucheur wrote:about orb of inhibition:anyway a relic is meant to unbalance the game.it's true that it would be very powerful for barbarians and against faerie dragon or genies for example.
Well, I agree here, that relics are meant to unbalance a game in some interesting-for-singleplaer way. :)
timagalant wrote:How about an artifact that increases the scouting radius of adventure objects?
Our new watchtowers will have interesting properties ;)
Not exactly your idea, but will solve some of scouting-and-observation problems :)
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gravyluvr
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Unread postby gravyluvr » 16 Aug 2006, 15:17

Nature Calls...

Sand Storm (One Click dumps 10x10 quicksand in a really big square)

Probably impossible but kind of cool thoughts...

Summon Elementals (All Four Elementals come at once!)
Summon Glenn (Sprites and Leprachauns)
Summon Forest (Wolves and Tigers)
Summon Folk (Elves and Satyrs)

Chaos
Cannon Fodder (Lone Bandits can cast Cannon Fodder which sets a charge to destroy 10% of all units on the battlefield)
Burn (like poison but fire damage increases each round of battle)
Burning Inferno (Initally Blasts entire area but continues to burn)

Death
Ashes (Allows Hero to go into Negative HP during battle until negative of HP is reached)

Order
Goliath Shot (Allows level one unit to deal 10x damage for one shot)

Life
Convert (Armies cast convert on the adventure map to try to convert neutrals)
Damn (Priests Damn the enemy and drop morale to undead)
Palms (Opponent does not attack or retaliate unless provoked for entire battle)

Might
Test of Courage (Adds +10 to Defense) random battle against Nature opponents
Test of Strength (Adds +10 to Offense) random battle against Might opponents
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