The Amphibian Race

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GenieLord
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The Amphibian Race

Unread postby GenieLord » 06 Mar 2007, 15:53

Image

Town name: Tropical

Race: Amphibian

The terrain: A tropical rainforest, with many trees (not dead trees) and many swamps (not swamps as there are at the Necropolic's environment).

Emblem: Image

Motto: "Nothing feels like sweet revenge."

Associated colors: Yellow and green.

History:
Image

Race temperament description: The amphibians are evil, but they are rational and wise. They are extremely loyal, and will never betray an ally, even for their own life. They like the water of swamps, but they hate the salty sea water.
When an amphibian creature has some free time, he will sit at the bottom of his swamp, and ponder about the meaning of life.
They are very agressive and get angry easily.
They are very mysterious and quiet.

Race appearence description: The non-human creatures are mostly dinosaur-like, huge creepers (like lizards). The non-human skin is smoth, maybe with some scale.
The human-like creatures have strange eye-color (like yellow, orange, light green) they are thin, they have strong muscles (because of the swimming), and have membrane between their fingers. Their skin is a little green or purple.

Worship: After the Awful disaster, the amphibian lost their faith in Sylanna, the dragon of earth. They belived, she could have rescued them from the flood. Since she didn’t help them in their time of trouble, they came to believe that she had abandoned them.
They have turned to Shalassa, the water dragon, and her proxies, the Deep Lercoes. They believe that the Deep Lercoes are the only creatures that can dive deep enough to reach her palace.

Town overall look:
Three tropical rainforest tress in the swamp, and the buildings are on the, hanged from them, hanged between them or floationg on the water.
http://i90.photobucket.com/albums/k252/ ... 1165945810

Creatures: (+ means upgraded unit)
1. Diver:
2 attack
1 defence
1-2 damage
4 walk
10 initiative
4 hit points
4 shots
Half range
Specialities: Shooter.
1+. Fast Diver:
3 attack,
1 defence
1-2 damage
6 walk
13 initiative
6 hit points
5 shots
Half range
Specialities: Shooter, Enraged, Exhausting.
Idenity details: The Diver/Fast Diver is humanoid creature. He looks like a tall man, with a little bit green skin, smooth black hair and yellow small eyes.
The Diver throws powerful waves.
Creatures, usually, get exhausted of how hard it’s to kill a Fast Diver. The creature that kills the last diver on the battle field has -2 moral (not summoned, resurrected or raised from death creatures). That speciality calls “exhausting”.

2. Banished Snail:
3 attack
6 defence
1-3 damage
4 walk
21 hit points
7 initiative
Specialities: Bash.
2+. Poisoned Snail:
4 attack
7 defence
1-4 damage
4 walk
24 hit points
7 initiative.
Specialities: Large creature, Bash, Poisoned Breath.
Idenity details: The Poisoned/Banished Snails came from the blazing shores. They were neutral creatures that looked for protection. The elves didn’t want them in their army. After many years they came back and saw the beautiful tropical rainforest. They asked to join the amphibian army, which fought then against the elves. When the amphians recruit them, they were delighted to fight against the elves, that didn’t want the snails to join their army before.
The Banished/Poisined Snail is the only small creature that upgrades into a large creature.
The Poisoned Snail has a poisoned breath. Any creature that the Poisoned Snail attacks loses some hit points, every time his turn starts (similar to the Poisonous Attack of the assassin).
The Banished/Poisoned Snail is a useful defensive unit, the amount of his hit points is very large (compared to other level 2 creatures), but his offense and walk is relatively poor.

3. Flax:
4 attack
2 defence
2-9 damage
5 walk
14 hit points
12 initiative
12 shots
Half range
Specialities: Shooter.
3+. Angry Flax:
6 attack
3 defence
5-8 damage
4 walk
15 hit points
12 initiative
12 shots
Half range
Specialities: Shooter, Enraged, Suffering Retaliation.
Idenity details: Humanoid creature, with big colorfull tropical leaves that comes out of is body.
Some part of his body are aquesouly. When he shoots, the bubles (the shot) come out of these parts of his body.
His skin is a little bit green and the liquid part of his body are a little purple.
They are extremely nice and kind to allies and friends, but they might be very evil to their enemies. The Flaxes' Anger is famous in Ashan.
They shoot bubules.
The retaliation of the Angry Flaxes has 50% chance to cast on the enemy the spell "Suffering".

4. Water Hunter:
10 attack
10 defence
7-11 damage
6 walk
36 hit points
10 initiative
12 mana
Specialities: Caster, Flayer.
4+. Water Shocker:
13 attack
9 defence
9-12 damage
6 walk
36 hit points
10 initiative
14 mana
Specialties: Caster, Flayer, Elctrical Shock.
Idenity details: The Water Hunters/Shockers are drowned Druid and Hunters.
While they were in the water, their body conserved the polarity in the water, and they got electric powers.
Everything that touches the Water Shockers hands gets an electrical shock (There are 50% that the attacked enemy will get +50% from cold/lightings spells untill his next turn).
The Water Hunters/Shockers usually spend most of their time by diving. They catch and hunt different water animals (mostly fish and crabs).
The spellbook of the Water Hunter includes one magics: "Icebolt" (6 mana)/ The Water Hunter has 12 mana.
The spellbook of the Water Shocker includes, also, another magic: "Lighting Bolt" (5 mana), and the water shocker has 15 mana.

5. Wyvern:
17 attack
8 deffence
14-17 damage
8 walk
37 hit points
15 inatitive.
Specialities: Large creature, Flyer.
5+. Wild Wyvern:
20 attack
10 defence
14-19 damage
9 walk
43 hit points
15 initiative
Specialities: Large creature, Flyer, Confusing.
Idinity details: The Wyverns’s/Wild Wyverns’s overall look inspired by the Wyverns from Heroes of might and magic 3 (Fortress town). There is only one change: the Wyvern’s wings are much more massive part of the overall Wyvern’s body.
Before the area was flooded, the Wyverns were Green/Emerald dragons. When they were drowned, they had so many strange changes, that nobody recognized, and until today, nobody knows, they were Sylvan’s dragons.
The Wyverns are extremely fast, and they have high initiative. They are powerfull offensive unit, but their defense and hit points are relatively poor.
The Wild Wyverns have a comfusing attack. This special ability does that in 40% of the Wild Wyvern’s attacks (not retaliations) the Wyvern casts the spell "Confusion" on the attacked enemy.

6. Omegan Lizard:
21 attack
25 defence
17-25 damage
4 walk
110 hit points
6 initiative
12 mana
Specialities: Large creature, Caster (fossilizer).
6+. Omegan Basilisk:
20 attack
28 defence
20-29 damage
4 walk
115 hit points
7 initiative
18 mana
Specialities: Large creature, Caster (fossilizer).
Idenity details: The Omegan Lizrads/Basilisks are huge Lizards, with an extremely long tongue. Their overall look inspired by the Basilisk/Greater Basilisk from heroes of might and magic 3 (Fortress Town).
The Omegan Lizards/Basilisks are included between the most dangerous preditors. They do a huge damage but they are slow and they have low initiative, so there's a lot of time between their turns. They are very mystorious.
Not like other lizards, they like the shade. They can spend hours in it, without moving at all.
The spellbook of the Omegan Lizard includes only the spell "Fossilize" (6 mana), which does that the chosen enemy creature skips two turns. If the creature is attacked, the Fossilize's effect will be canceled.
The spellbook of the Omegan Basilisk also includes the spell "Mighty Fossilize" (9 mana), which does that the same as Fossilize, just for three turns.
Omegan Lizard has 12 mana and the Omegan Basilisk has 18.

7. Lerco:
28 attack
25 deffense
35-65 damage
7 walk
190 hit points
13 initiative
Specialities: Large creature, Immunity to Cold.
7+. Deep Lerco:
33 attack
29 defence
40-70 damage
7 walk
230 hit points
13 initiative
Specialities: Large creature, Summons Wyverns, Immunity to Cold.
Idenity details: The Lercoes/Deep Lercoes are huge water demons. Their skin colors are shining black, purple and blue and their shape is a little like the Devil's shape. Their shape is a little bit sharky.
They hide themselves inside swamps and lakes. They attack fast and silently, surprising their victims. The Deep Lercoes are stronger water demons. They can reach easily to the deepest waters in the world, even if it’s kilometers underwater.
The amphibian people belibve that the Deep Lercoes are Shalassa's (dragon of water) proxies, because they are the only creature that can reach deep enough underwater to Shalassa's palace.
The Deep Lercoes can summon Wyverns to the battle field, once per a battle.

Magics: The amphibian main magics are destructive magic and dark magic.

The amphibian hero: The amphibian hero rides on an Omegan Lizard. In the combat, he shots a magic.

This table shows the Drowner's (the amphibian hero) special abilitites.:
(- means that the skill requires...)

Image

The amphibian hero's special skill is Cursed Drowning.
If you bring to Tropical town (that the building Cursed Swamp is bulit there) a certain creature, you can change it into amphibian creture.
Creatures that passed Cursed Drowning are rated from now on as "Drowned", which is a rate like "Demoniac" or "Undead".
Drowned creature have 50% of being resistance to cold spells and get +1 initiative.
Creatures that were bought in the towns are not Drowned creatures. Their ancestors were drowned, not them.

Image

You can drown all the creatures, not matter with what kind of hero will you do it, or what's the level of Cursed Drowning skill does he has.
With Basic Cursed Drowning, creature that rated as Drowned, have chance of 60% of cold resistance and +1 initiative.
With Advenced Cursed Drowning, creature that rated as Drowned, have chance of 70% of cold resistance and +1 initiative.
With Expert Cursed Drowning, creature that rated as Drowned, have chance of 80% of cold resistance and +2 initiative.
With Ultimate Cursed Drowning skill, creature that rated as Drowned, have chance of 95% of cold resistance and +3 initiative.

Abilities of "Magical Drowning" skill:
1. Lizard's Bite: The Omegan Lizard that the amphibian hero rides on bites the enemy creature. It's bite is cursed and the creature has -2 luck and -2 moral.

2. Drowned Moral: every time the amphian's creatures fights a creature that can pass a magical drowning, They have +1 moral, +2 for large creatures.

3. Faith of Lercoes: If there are Lercoes/Deep Lercoes in the amphibian's army, all the water attacks will have +15% of damage.

4. Wet Walking: (-Long Life Living, Frozen-Heart Depression, Pleanty of Energy)
all the amphibian creatures has +3 speed in a combat, on a tropical terrain.

Abilities of Attack skill:
4. Power of Speed-Hero acquires Mass Haste spell on advanced level. (-Tactics)
5. Plenty of Energy-The hit points and the max damage of the creatures has +2 every two turns the creatures play (not wait or defend). (-Power of Speed, Long Life Living, Tear of Asha Vision)

Abilities of Dark Magic skill:
4. Brutral Pain-After casting"Mass Dacey" and "Mass Volnerability" spells, the enemy that was cursed suffers +15% damage from attacks on it. (-Master of pain)
5. Exhusting Effect-All the creatures in the amphibian's army get the Fast Diver's Special ability of Exhausting. (-Master of Pain, Brutal Pain)

Abilities of Defence skill:
4. Armor Maker-Every 4 levels, the hero gets automaticly +1 defence. (-Vitality)

Abilities of Destructive Magic skill:
4. Deadlock Cold-After casting "Ice Bold" and "Circle of Winter" with freezing effect, every anemy creature that passing in the squares near the casted monster, get -5 defence and -1 speed. (-Master of Ice)
5. Frozen-Heart Depression-After casting "Ice bolt" and "Cicle of Winter" the casted enemy get a sirious depression. He has -1 moral, -3 luck, and -3 for maximum damage. (-Deadlock Cold, Shooters Encouraging, Exhausting Effect)

Abilities of Enlightenment skill:
4. Arcane Exaltation-Delving deep into the secrets of spellcraft, hero gains +2 Spellpower permanently. (-schoolar)
5. Graduate-Being so keen to learn, the hero is granted +2 Knowledge and an additional bonus of +1000 experience. (-Arcane Exaltation)

Abilities of Leadership skill:
4. Shooters Encouraging-Shooters in amphibians army get +2 moral. (-Deplomacy)
5. Long life living-Every 5th tier creature gets +5 hit points, every 6th tier creature gets +10 hit points and every 7th tier creature gets +15 hit points (Shooters Encouraging, Erratic Mana, Deadlock Cold, Master of Pain, Brutal Pain)

Abilities of Light Magic skill:
4. Refined Mana-Casters in hero army will spend only half the required mana cost to cast spells. (-Master of Wrath)

Abilities of Luck skill:
4. Movement Luck-Every start of turn, the hero gets a massege in the top of the screen of how many bonus movment points he got to this turn. the range is between 3-6. (-Path Finding)
5.Tear of Asha Vision-The hero now 'feels' the location of the Tear of Asha in his or her very heart. Digging for a Tear of Asha somewhere around its actual location is much more likely to be a success. (-Fath Finding, Movement luck)

abilities of Summoning Magic skill:
4. Exorcism-All Destructive Damage spells against summoned and gated targets deal double the normal damage.
5. Flooded Mines-Every mine the amphibian hero captures, has divers (20% of the hero's overall creatures quantity), Banished Snails (10% of the hero's overall creatures quantity) and Flaxes (8% of the hero's overall creatures quantity)

Abilities of War Machines skill:
4. Plague Tent-The hero's First Aid Tent receives an ability to damage enemy creatures. (-Firts Aid)
5. Shaking Catapult-When the catapult hits, the creatures that stend near the hit point, gets a damage (8 damage to each hero level). (-First Aid, Plague tent).

Abilities of Logistics skill:
4. Teleport Assault-Hero acquires Teleportation spell and the ability to cast it with assault effect, increasing the initiative of creature being teleported. (-scouting)
5. Whirlpool Survivor-Creatures' quantity doesn't effected by passing in whirlpool.

Abilities of Sorcery skill:
4. Creatures' Mana Regeration-Creatures in hero's army reafregarate mana (1 mana point per creature's turn). (- Mana Regaration).
5. Erratic Mana-Mana cost of spells cast by the hero is randomly reduced by up to 50% (actual reduction is determined while casting is in progress).

Basic information:
Aka: The Amphibians, the Drowned Elves.
Associated colors: Yellow and green.
Worship: Shalassa, the Dragon of Water.
Core Philosophy: Life, death and everything between them, is all depends by loyalty.
Core philosophy: “We'll never forget and never forgive.”
Country / kingdom: Sourex, the tropical rainforest.
Capital city: Hallvick
Symbols: The Magical Whirlpool in Deswoul:
Image Image

The Campaign:
"The Rebel":

Mission 1:
The Espionage
Findan is sending you, Dunfer, the brother of Alaron, to spy after the Amphibians.
Findan: "You'll have to go to Hallvick, the capital of Sourex and ask to join them."
Dunfer: "They won't beleive me! They'll kill me immediately!"
Findan: "You are right! You have to get some amphibian creatures before you come to Hallvick! Capture some tropical towns in your way to Hallvick, and recruit at least 120 amphibian creatures. They're communication isn't good. They won't know that you captured their towns. I beleive with all my heart you can do it! DO NOT DISAPPOINT ME! Good luck!"

In the end of the mission, the amphibians understood that Dunfer is a spy. They put him inside the magical swamp.
He transformed into an amphibian hero.

objectives:
1. Get to Hallvick with atleast 120 Amphibian creatures.
2. Capture atleast three Tropical towns.
3. Dunfer must survive.

Mission 2:
Confrontation
After Dunfer was transformed into an amphibian hero, Gralto, the king of Sourex, gathered Hallvick's sanate.
Gralto: "I don't know if it's smart to kill Dunfer. He might be very useful for our forces."
Sanator: "How? And if we'll kill him, the elves' king's brother, it will raise the moral of the army!"
Gralto: "But he knows everything about Irollan! As you said, he's the brother of Aalaron, the king! He can give us tactical help and teach us the the secrets of the elves! He knows how they fight and their strategies!"
Sanator: "And how will we convince him to work with us?"
Gralto: "We'll threaten him: join us or die! He is smart. He knows the elves won't want him anymore after he was drowned. And also, if he will join us, the moral of the elves will be much lower!"
Sanator: "I guess you're right. But I think we can't trust him so easly."

Gralto: "Dunfer! You are guilty for spying, killing hundreds of amphibians, capturing few amphibian towns and swindling our people! For all those things, we will execute you! But, you have another choise. You can join our army and live! What do you want to do, Dunfer?
Dunfer: "I'll join you!" *smiling* "And together, with your power and my knowledge, we will destroy those elves that didn't want to be with us, the amphibians!"

Dunfer has to prove his loyalty to Sourex by killing Findan.
He has to get to the border between Irollan and the Griffin Empire, The border that Findan is gaurding on, and fight him.

He goes through Irollan and he finds the caves of the Dark Elves that remain there, hiden undergorund.
He has to help them getting out of Irollan, without the elves will cought them.
After he does that, the dark elves becomes his allies.
They come back from Ygg-Chall with strong forces and help him to capture the elves towns.
He gets to Findan.
Findan: "Ohh... Evil Amphibians! You have no chance against the mighty elves! No drowned creature with destroy the harmony!
Just a moment... I think... No, it can't be. It's... It's Dunfer?!"
Dunfer: "Ha ha ha!" *Evil laugh* "You just couldn't imagine me transformed into amphibian? If I wouldn't want to kill you, I would ask you to join me! Ha ha ha!
Findan: "What happened to you, friend? You're... YOU BECAME SO EVIL!
How thing like that happened to you, Dunfer? Your not the same dunfer I knew! You batreyed us! From now on, I don't see you as Dunfer! He was an elf, powerful, loyal and FRIEND!"

Findan is fighting against Dunfer.
If Findan wins, you lose the mission.

If Dunfer wins:
Dunfer: "From here, from this forest, it's all began. Here it will be finished! We have to find THE PROLLFER!

Mission objecives:
1. Kill Findan
2. Find the Dark Elves
3. Help the Dark elves to cross the border
4. Dunfer must survive

Mission 3:
The Search
After Dunfer killed Findan, he has to find the Prollfer. The Prollfer is a strong amphibian mage. He's magic power is so strong that he can drown a whole Sylvan town. The only problom is that he left Sourex kingdom before many years. He lives somewhere in Sabbara forest, the only forest in the Silver Cities.
If Dunfer wants to win the elves, he has to find the Prollfer again and to convince him to work for the amphibian army again.
There are only two problomes to reach there:
1. Academy towns surround the Sabbara forest.
2. Sabbara forest is like a maze. It will be very difficult to find The Prollfer's hut.

Dunfer goes to the Prollfer's hut, after hundeling with the wizrads.
The Prollfer: Ahhh... Again Sourex's amphibians look for me... They just don't know when is the time to give up!"
Dunfer: "Yes, Prollfer, we don't know. But you should know, we are in war! Brutal war! Your grandchildren are fighters in our army! With you, we can win! Won't you do it to save your dear family?"
The Prollfer: "Mabey your are right! I can't sit here and to stay neutral for all my life! I'll go with you, to help my amphibian brothers!"

Mission objectives:
1. Find the Prollfer.
2. Dunfer must survive.

Mission 4:
The Transportation

The Prollfer: "Dunfer! Bring me to Hallvick. Our journey starts from there!"
Dunfer: "As you wish, sir."

The Griffin Empire spies find out that Sourex succeeded to raise the Prollfer to their army, and that he's going now to Hallvick.
They know their chance to win Sourex is much lower when the Prollfer is with them.
They decide to do everything they can to catch the Prollfer.

Objectives:
1. Bring the Prollfer to Hallvick.
2. Dunfer must survive.
3. The Prollfer must survive.

Mission 5:
The Allies
It's the final war. The Griffin Empire's and Irollan's armies are attacking you together.
The dark elves came to help you. They are hidden in the caves.

Sarrow (Warlock): "Our scouts reported of huge armies of humans and elves that came together to fight us. We are here to help you."
Dunfer: "We appreciate that. Where are they?"
Sarrow: "They are not far from here, eastwards. We erected some camps in the caves. We will attack them from underground."
Dunfer: "First, we will attack Ralat. It's a strong Sylvan town and it's on a island in the north. I don't want the enemy to capture it. and with the Prollfer, we'll drown it!"

Dunfer captures Ralat. Between the trees he finds Tieru's spirit.
Tieru's spirit: "Are you Dunfer, the brother of Alaron?"
Dunfer: "No! Atleast, not any more!"
Tieru's spirit: "I heard you are brave and strong elf. So, tell me exactly, what kind of strong elf fights against his brothers?"
Dunfer: "What are you trying to say?"
Tieru's spirit: "I guess, that you'll find out one day. But I am not the one who's going to tell you."

After Dunfer wins the war, in the end of the campign, he's catches to elves' king.
Dunfer: "Who am I? Tieru's spirit told me that I don't know everything about myself! Tell me or I kill you!"
Elves' king: "You were just a baby. Demons killed your family. Alaron safed your life. He adopted you."
Dunfer: "WHAT?! I am a HUMAN?! Sylanna, I swear, one say, I will revenge!"

Objectives:
1. Capture Ralat.
2. Win the elves and the humans.
3. Dunfer must survive.
4. Find out the true about Dunfer.

To be continued...

Amphibian heroes:

Image

Buildings:
Image

Dwellings:
1. Diver, Fast Diver-Laguna, Greater Laguna.
2. Bnished Snail, Poisioned Snail-Grasslands, Flooded Grasslands.
3. Flax, Angry Flax-Lake, Boggy Lake.
4. Water Hunter, Water Shocker-Whirlpool, Powerful Whirlpool.
5. Wyvern, Wild Wyvern-Wyverns Pit, Wyverns Gorge.
6. Omegan Lizard, Omegan Basilisk-Lizards Terrace, Lizards Arena.
7. Lerco, Deep Lerco-Altar of Water, Shrine of Water.

Other buildings:
Corals reef-Adds +5 to Divers'/Fast Divers' growth.
Nest of Rainforest-Adds +2 to Wyverns'/Wild Wyverns' growth.
Cursed Swamp-Allowes to use Drowning skill in this town.
Caster Tower Guard-Makes the guard in the interior guard tower into a caster, that might casts randomaly; dark magics on enemies and light magics on friendly units.
Cage of Nightmare-Can be built only with Tears of Asha.

I did a sketch of how will be the buildings in the tropical town:
Image

Town's structure:
There are three tall and thin trees, when the middle of the town (camera's focus) is between them.
The buildings' locations are: On the trees, hanged between the trees, floating on the water, in the trees' bottoms half on the water and hanged on the trees.

The background of the town (the thing behind the swamp, like the cave's wall is Dungeon) is a continuous tropical rain forest. But it's lower then the trees which are inside to town.

The way that the camera watches the town is from the upper side, like in Sylvan, Academy and Haven.
NOT from the above, like in Fortress.

Town's structure:
Image

Tropical town's music:
here.
Thanks to Ted.

© All rights reserved to GenieLord ©
Thanks to Alcibiades, TDL, Ted, bixie, KnightDougal, VokialBG, Homer171 and Daystar for helping and supporting. I don't know if all of them are in this forum...
Last edited by GenieLord on 07 Mar 2007, 13:18, edited 3 times in total.

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okrane
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Unread postby okrane » 06 Mar 2007, 16:29

ooookay....

one question: is this a suggestion or a peek into the new heroes expansion?...

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GenieLord
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Unread postby GenieLord » 06 Mar 2007, 16:57

Suggestion ofcourse. I've Forgotten to mention that. ><

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Akul
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Unread postby Akul » 06 Mar 2007, 18:00

Now, if that isn't the most detaily fan-made town, then I am Akul!
I am back and ready to... ready to... post things.

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GenieLord
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Unread postby GenieLord » 06 Mar 2007, 19:25

Sauron wrote:Now, if that isn't the most detaily fan-made town, then I am Akul!
Well, a lot of time and effort was put into it.

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Mytical
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Unread postby Mytical » 07 Mar 2007, 05:58

Wow..now that is attention to detail. If that does not deserve a look from Ubi/Nivel.. I have no idea what does. Wow..
Warning, may cause confusion, blindness, raising of eybrows, and insanity. Image

Amis
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Unread postby Amis » 07 Mar 2007, 10:34

This is great job!

I still can't figure out what is the idea of brutral pain. Does the master of pain -ability give you a mass decay and vulnerability? Maybe this one should be in an another skill tree, like mass haste in attack tree. Or this ability could strengthen these spells somehow. Other abilities sounds very good.

You should be awarded by putting this into a next expansions for this.

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GenieLord
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Unread postby GenieLord » 07 Mar 2007, 13:12

Thanks for the positive replies. :)
And I'll edit the brutal pain concept.

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AngelEyes
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Unread postby AngelEyes » 07 Mar 2007, 15:16

Clearly a lot of time went into this. Sounds like a very interesting concept.

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Starbatron
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Unread postby Starbatron » 07 Mar 2007, 15:25

I like this town, though the drowning effect shouldn't work on undead. After all, how do you "drown" something that is already dead? For that matter, mechanical creatures can't really drown either...

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ThunderTitan
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Unread postby ThunderTitan » 07 Mar 2007, 16:58

Starbatron wrote:After all, how do you "drown" something that is already dead?
"How do you kill that which has no life?" With a little help from Blizzard and alot of not moving from the PC's in Cartman's basement.

Oh just use acid on them. What, it's kinda like drowning.
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GenieLord
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Unread postby GenieLord » 07 Mar 2007, 17:28

Starbatron wrote:I like this town, though the drowning effect shouldn't work on undead. After all, how do you "drown" something that is already dead? For that matter, mechanical creatures can't really drown either...
Mechanical and Elemental creatures can't pass the Cursed Drowning.

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Starbatron
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Unread postby Starbatron » 07 Mar 2007, 19:25

Ah, good...and undead? I can't help but lament...yet another level seven unit far superior to the necro spectral dragon...curses :sad:

Markal91
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re:amphibian race

Unread postby Markal91 » 08 Mar 2007, 13:05

I think this is a excellent idea for a new race. You should realise this
race, so that Heroes V players could use it

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GenieLord
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Re: re:amphibian race

Unread postby GenieLord » 08 Mar 2007, 14:34

Markal91 wrote:I think this is a excellent idea for a new race. You should realise this
race, so that Heroes V players could use it
Thank you. :)

And about the undeads: If the whole town can't pass the Cursed Drowning, the whole skill is not useful at all when you fight only agaisnt undeads.
Even though it makes less sence, it's better to keep it this way, where it's more balanced.

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Starbatron
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Unread postby Starbatron » 08 Mar 2007, 15:18

While I understand your concern, it is little different than the necro ability not working on other undead creature or on elemental or mechanical creatures. Does it put that ability as a disadvantage against necro? Only in terms to raising creatures, but the combat abilities are still just as effective. The ability seems very similar to the necro ability in respect to what it does, even if the creatures "raised" are of a different kind and have a different potential (as far as poss. resistance, etc.). However, it seems you would out-necro the necro ability by cheating the logic of the system to make it effective against a larger variety of creature. Balancing can be effected in a different means than via poor logic. It is the one hitch in your town that feels "Ubivalish" in thinking. Don't mistake my intentions. I would love to have your town in HoMM. It is an exciting town. But its skills should still be ruled by the same logic as other towns, or we have merely a world of chaos. Granted, Ubival isn't exactly logical, but we must still strive for consistency. :devious:

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omegaweix
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Unread postby omegaweix » 08 Mar 2007, 21:18

One of the first fan-made concepts i'd really really like to see!
And the time spent on this project i cannot even imagine.
:applause:
plastic people

silicone

never let them in your home

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GenieLord
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Unread postby GenieLord » 10 Mar 2007, 13:05

omegaweix wrote:One of the first fan-made concepts i'd really really like to see!
And the time spent on this project i cannot even imagine.
:applause:
*Blushing*

And about the racial skill, the main difference between it and the Neromancy is the rating "Drowned".

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Starbatron
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Unread postby Starbatron » 12 Mar 2007, 15:47

Yes, I see, which leads us back in the same circle. Drowning an undead creatures makes no sense. A different balancing mechanism should be used, as that makes no sense. But perhaps we will just have to agree to disagree on this issue. Cheerio. :rofl:

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theLuckyDragon
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Unread postby theLuckyDragon » 12 Mar 2007, 16:03

I see a lot of effort was put into this. Nice work! :)

But they're still another variation of elves... :lol: :D
"Not all those who wander are lost." -- JRRT


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