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# ORIgiNAL #, ARTIFACT - aura??? Hmm... And it's overpowered too :-)
What's original about it?
Risk aka sMayLiK
KonServator
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Question: Why not create some artifact that would reduce the base stats of an enemy hero/neutral creature? As far as I remember, there wasn't anything like that in any of the games.
Ple-Sen
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And what about the Ring of the Broken Spirit, for example?
Sword of the Forgotten Hero: +16 to attack.
Shield of the Forgotten Hero: +11 to defense.
Helm of the Forgotten Hero: +4 to defense, +3 to luck, +1 to morale.
Cloak of the Forgotten Hero: +6 to magic power, +3 to knowledge.
Boots of the Forgotten Hero: increases movement range.
Armor of the Forgotten Hero: magic resistance.
Amulet of the Forgotten Hero: -4 to the morale of the enemy hero.
1st Ring of the Forgotten Hero: grants the first half of all magic skills.
2nd Ring of the Forgotten Hero: grants the second half of all magic skills.
Together, all artifacts: +200 to mana. :D
What about the Ring of the Broken Spirit, for example?
I know about the Ring of the Broken Spirit; there's also the Cursed Ring. I mean, items that reduce speed, attack, and defense. Actually, two items, the Embrace of Death, reduce speed. :smile32: I should come up with some kind of set of combined artifacts in my spare time...
Here's something I came up with:
Sar-Shazzar's Robes.
1. Sar-Shazzar's Ice Ring: removes immunity to water magic, +25% damage from the water element, reduces defense by 2 for enemy creatures. 2. Sar-Shazzar's Cloak: removes immunity to air magic, +25% damage from the air element, -10% initiative for enemy creatures. 3. Sar-Shazzar's Burning Staff: removes immunity to fire magic, +25% damage from the fire element, -2 attack for enemy creatures. 4. Sar-Shazzar's Tunic: removes immunity to earth magic, +25% damage from the earth element. 5. Sar-Shazzar's Turban: grants immunity to mind magic, +2 to knowledge and -1 to attack for the hero wearing this artifact. 6. Sar-Shazzar's Sandals: -1 speed for enemy creatures.
Full set bonuses:
3 artifacts: applies a mass curse and a mass blessing at the beginning of the battle for 10 turns. 6 artifacts: gives the hero a racial superpower (Unrelenting Force, True Luck, Absolute Defense, Arcane Knowledge, Fury of the Elements, Call of Urgash, Shriek of Horror, Pure Rage), BUT reduces the hero's attack, defense, magic, and knowledge stats by 10%.
I wanted to create a set of artifacts that would be equally valuable for each race, but it turned out that most of the artifacts are useless for the Barbarians. Does anyone have any suggestions? Maybe add special bonuses for the Barbarians?
Ple-Sen
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original, firstly, you need to write "k udachE", secondly, what is a "cuirass"? I know what a "kirasa" is... you could also make a "Sword of the Forgotten Hero" or a "Helmet of the Forgotten Hero"... Oh! Or a "Ring of the Forgotten Hero" =)
Freud
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Bloody Spear - +3 to attack, -1 to enemy defense, melee units with a speed above 7 get a tournament strike.
Amulet of Fury - +2 to attack, +2 to initiative, gives all units berserk (like dwarves).
Spiked Armor - +3 to defense, +1 to attack, gives all units 10% damage reflection.
Claw Boots - +3 to attack, -1 to initiative, gives all units a crippling strike.
Assembled artifact - Berserker's Garb - +10 to attack, +5 to defense, +3 to initiative, gives all of the above abilities.
Любовь и атомное оружие, братья, любовь и атомное оружие.
Майор Вихрь
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From my ideas:
Vampire Amulet (presumably, major)
At the start of the battle, a random friendly unit receives the "Vampirism" spell for 10 turns, allowing it to convert up to 50% of the damage dealt into health (i.e., like the vampires' ability). If the army contains both ranged and melee units, Vampirism cannot be applied to ranged units. If there are only ranged units, it is applied to a random one. The spell is cast in the usual way and can be dispelled. All vampires in the hero's army receive +2 to attack and defense.
Goblin Shaman's Rattle (left hand, presumably, major)
Gives the hero an active, non-magical ability called "Magic Corruption," which works on the same principle as the Goblin Shaman's ability, consumes only 50% of the hero's initiative, does not require mana, and lasts until the first cast of a targeted spell/enemy hero. The strength of the casting hero is determined by the same formula as the strength of the enemy hero. All goblins in the hero's army receive +1 to morale.
*** (name in development, helmet, relic)
All friendly units in defense receive the "Unending Retaliation" ability. (If the hero has the "Readiness" skill, units do not receive "Unending Retaliation" when given the "Defense" order, but instead receive an additional +5 to defense. Units that already have the "Unending Retaliation" ability built-in also receive +5 to defense.)
Sword of Fury (presumably, major)
If a friendly unit attacks, it receives +3 to attack. If it defends or waits, it receives -3 to attack. For the next similar action, it receives an additional +/- 2 to attack, and for the 3rd and subsequent actions, +/- 1. If the sequence of identical actions (attack/defense or wait) is broken, the unit loses all bonuses and penalties to attack, and everything starts over. Movement without attacking does not affect the increase/decrease in attack. Orcs lose twice as much attack when waiting, and dwarves do not lose attack when defending, and any accumulated attack bonuses are not reset.
Banner of the Dreadful Leader (presumably, major, not sure where it would fit best)
The hero forces the units to fight much more effectively, but under the threat of their own death, and as the chances of victory decrease, the units' morale drops, and eventually, they may betray the hero.
Units receive +5 to attack and +1 to initiative. At the same time, they also receive some penalties:
75-100% of the units in the squad (from the number that was at the beginning of the battle): -1 to morale.
50-74% of the units in the squad: -2 to morale.
30-50% of the units in the squad: -3 to morale.
Less than 30%: units of level 1-3 inclusive - betrayal (like goblins, they switch to the enemy's side). Level 4 and 5 -5 to morale, level 6 and 7 -3 to morale.
Undead units are immune to any effect of the artifact.
O God of Earth and Altar, Bow down and hear our cry, Our earthly rulers falter, Our people drift and die, The walls of gold entomb us, The swords of scorn divide, Take not thy thunder from us, Take away our pride.
Bloody Spear - +3 to attack, -1 to enemy defense, gives all units a tournament strike. Pendant of Fury - +2 to attack, +2 to initiative, gives all units berserk (like dwarves). Spiked Armor - +3 to defense, +1 to attack, gives all units 10% damage reflection. Claw Boots - +3 to attack, -1 to initiative, gives all units a crippling strike. Assembled artifact - Berserker's Garment - +10 to attack, +5 to defense, +3 to initiative, gives all abilities above.
Tournament strike?...For all units?...And for flying units and archers? I think it would be better to give the tournament strike to melee units with a speed above 7. And a crippling strike for everyone is too strong.
But the names of the artifacts are cool. Berserker's Garment...maybe add additional bonuses for Dwarves or Barbarians?
Freud
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I haven't finished writing the levels yet. And you're right about the tournament strike; I'll fix it.
1 - major, 2 - major, 3 - relic, 4 - relic.
I won't add bonuses for factions, because it would be overpowered.
Любовь и атомное оружие, братья, любовь и атомное оружие.
Here are some of my ideas: Vampire Amulet (presumably, major) At the start of the battle, a random unit from the friendly creatures receives the "Vampirism" spell for 10 turns, allowing it to convert up to 50% of the damage dealt into health (i.e., like the vampires' ability). If the army contains both ranged and melee units, Vampirism cannot be applied to ranged units. If there are only ranged units, it is applied to a random one. The spell is cast in the usual way and can be dispelled. All vampires in the hero's army receive +2 to attack and defense.
Goblin Shaman's Rattle (left hand, presumably, major) Gives the hero an active, non-magical ability called "Magic Disruption," which works on the same principle as the Goblin Shaman's ability, consumes only 50% of the hero's initiative, does not require mana, and lasts until the first cast of a targeted spell/enemy hero. The strength of the casting hero is determined by the same formula as the strength of the enemy hero. All goblins in the hero's army receive +1 to morale.
*** (name in development, helmet, relic) All friendly creatures in defense mode gain the "Endless Retaliation" ability. (If the hero has the "Readiness" skill, creatures do not gain "Endless Retaliation" when given the "Defense" order, but instead receive an additional +5 to defense. Creatures that already have the "Endless Retaliation" ability built-in also receive +5 to defense.)
Sword of Fury (presumably, major) If a friendly creature attacks, it receives +3 to attack. If it defends or waits, it receives -3 to attack. For the next similar action, it receives an additional +/- 2 to attack, and for the 3rd and subsequent actions, +/- 1. If the sequence of identical actions (attack/defense or wait) is broken, the creature loses all bonuses and penalties to attack, and everything starts over. Movement without attacking does not affect the increase/decrease in attack. Orcs lose twice as much attack when waiting, and dwarves do not lose attack when defending, and any accumulated attack bonuses are not reset.
Banner of the Dreadful Leader (presumably, major, not sure where it would best fit)
The hero forces creatures to fight much more effectively, but under the threat of their own death, and as the chances of victory decrease, the creatures' morale drops, and eventually, they may betray the hero.
Creatures receive +5 to attack and +1 to initiative. At the same time, they also receive some penalties:
75-100% of the creatures in the unit (from the number that was at the beginning of the battle): -1 to morale 50-74% of the creatures in the unit: -2 to morale 30-50% of the creatures in the unit: -3 to morale Less than 30%: creatures of level 1-3 inclusive - betrayal (like goblins, they switch to the enemy side). Level 4 and 5 -5 to morale, level 6 and 7 -3 to morale.
Undead creatures are immune to any effect of the artifact.
Great ideas! I'm just wondering how realistic it is to implement the artifacts "Banner of the Dreadful Leader" and "Sword of Fury"? But in general, your ideas are inspiring, and I want to create something similar (but not copy!)
nik312
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Vampire Amulet (presumably, major) At the start of battle, a random friendly unit is affected by the “vampirism” spell for 10 turns, allowing it to convert up to 50% of damage into health points (i.e., like the vampires' ability). If there are both ranged and melee units in the army, vampirism cannot be applied to ranged units. If only ranged units exist, then it will be applied to a random one. The spell is cast normally and can be dispelled. All vampires in the hero’s army receive +2 to attack and defense.
So, did I plagiarize? :)
I think that none of my artworks can be implemented within a mod, because they don't just increase/decrease stats, but provide specific conditions. At least, it would be quite difficult. It's just a flight of thought and fantasy, not an idea for another mod. By the way, any possible coincidences are purely accidental ;)
O God of Earth and Altar, Bow down and hear our cry, Our earthly rulers falter, Our people drift and die, The walls of gold entomb us, The swords of scorn divide, Take not thy thunder from us, Take away our pride.