(https://www.heromages.com/images/announcementIcons/characterDesign.jpg)
Want to design your own custom Hero Mages character?!
Vote for Hero Mages on indiePub Games!
Greetings Hero Mages, fans!First off, thank you all for your love and support of Hero Mages! Activity in the game has really been picking up and were excited to see so many new and returning players populating the lobby.
A number of you have been asking When are you going to release new characters? Im ecstatic to hear these kinds of requests and want nothing more than to deliver new characters to your hearts content. So, whats the holdup you say? Plain and simple: We need funding to cover the costs of developing the new artwork.
Operating a game studio is a pricey venture, between paying for hosting costs, recurring business and legal fees, software licensing fees, and contracting artwork- especially when youre a paying-out-of-pocket indie developer like me! Fortunately, though, an amazing opportunity has come our way in the form of a competition. IndiePub Games is hosting a developer contest that includes a special prize for the community favorite.
So heres the deal: Show your support for Hero Mages by voting once a day, and if we win, the prize money will go towards developing new character packs!
But wait
theres more!In addition to the grandeur of new character potential, were going to go the extra mile and turn this opportunity into a fancy contest of our own where you- the Hero Mages community get to design one of the upcoming characters!
How it will work: Players will submit their character ideas on this forum post. If Hero Mages wins the IndiePub community favorite award, we will select the top character designs and initiate a Favorite New Character Design poll where you will have the opportunity to vote on which player-designed character you want to see in the game!
As if that werent enough incentive to participate, we are also going to award all participants the
exclusive Minotaur character (whether we win or lose the Indiepub Contest) as a special thanks to everyone who voted and showed their support of the game!
How to Participate:1) Register an account on indiePub Games at https://www.indiepubgames.com
2) Between August 1st and August 31st, vote for Hero Mages as your community favorite game at https://www.indiepubgames.com/vote.php (you must be logged in with your Indiepub account to vote).
3) Visit our IndiePub Game page at: https://www.indiepubgames.com/game/Hero_Mages
a) Rate the game using the stars underneath the rate it section
b) Add your commentary with your in game name, for example:
I really enjoy the strategic game play and the awesome player community
IGN: PlayerName
4) On
this forum, make a post indicating that you have voted and provide your indiePub username. Optionally, you may include your own unique character design specifications to be considered for addition to Hero Mages. For example:
I voted on indiePub with username: IndiePubUserName. Here's my character idea...
5) Play Hero Mages during the voting period as much as you can, welcome newcomers, and show everyone how awesome our gaming community is!
How To Vote:There has been some confusion as to what actually constitutes a vote. Here is a screen shot of the actual voting page and what you should see to cast your vote in the contest. Note- the combo boxes are listed in random order- feel free to pick whatever game you like for runner up.
(https://www.heromages.com/images/announcementIcons/howToVoteForHeroMages.jpg)
Rewards:1) At the conclusion of the voting period (August 31st) we will email all participants a redeemable code that will unlock the exclusive Minotaur.
2) If Hero Mages wins the Community Favorite award on indiePub, we will make an announcement, pool together all character design entries, and initiate a vote for the best new character design. The winning character will be included in one of the upcoming character packs. D20Studios reserves the right to adjust/modify the winning character as necessary to fit within the balance of the game.
Notes:Please refrain from posting comments related to the character design contest and questions about the promotional offer on the Indiepub website. Keep these comments focused on what you enjoy about Hero Mages as the goal is to attract new players to try out the game. Instead, use this forum for all character design entries and questions about the contest.
Please abide to all contest rules on the Indiepub website: https://www.indiepubgames.com/developercontest.php
In short, play fair! We need to give all contest entrants an equal opportunity and avoid cheating so that our entry is not disqualified.
Use the following templates for character designs:
Character Name | Guardian
STR: # DEF: # LIFE: #/#
Ability 1 Name | Cost/Passive
Description
Ability 2 Name | Cost/Passive
Description
Character Name | Mage
STR: # DEF: # LIFE: #/#
Ability 1 Name | Cost/Passive | Valor
Description
Ability 2 Name | Cost/Passive | Valor
Description
Ability 3 Name | Cost/Passive | Valor
Description
Ability 4 Name | Cost/Passive | Valor
Description
Have fun everyone!Contest ConcludedThe IndiePub Contest has concluded and while Hero Mages did not win the award, we were greatful for the chance to participate and the support we received from all the Hero Mages fans!
The Community Favorite winner and contest finalists have been posted here:
https://www.indiepubgames.com/news/3rd-contest-community-favorite-and-finalists
Please refrain from posting comments related to the character design contest and questions about the promotional offer on the Indiepub website. Keep these comments focused on what you enjoy about Hero Mages as the goal is to attract new players to try out the game.
Use this forum for all character design entries and questions about the contest.
Ross do I have to post on here? I mean I have that thread of 50+ units somewhere round here with that same setup that were good ideas...
Quote from: diesbudt on July 29, 2010, 09:18:20 PM MT
Ross do I have to post on here? I mean I have that thread of 50+ units somewhere round here with that same setup that were good ideas...
You don't have to right away, but when we're ready to pool the possible choices you should pick your best/favorite choice (I'm guessing the Shaman, lol) and post it here. Shouldn't be too hard to find it; just use the forum search tool :P
When we win (
fingers crossed) I'll set up the top choices into a poll so players can vote on which character they want added to the game.
I posted n' rated. I'll vote when it starts, won't be hard to see me there, since I told all potential newcomers the deal with me and the blue colour. ;)
As for Hero submissions, I have a few, but since I have to pick just one, this is probably my favourite choice;
(PS: dies, if anything here seems similar to yours, it's not intentional, I never got around to reading all your ideas on new characters, there's too many!)
Ranger | Guardian
STR: 1 DEF: 15 LIFE: 6
Crossbow and Bolt | Passive
Ranger can attack any visible unit.
Hail of Bolts | Passive
If Ranger's attack hits, you may attack again.
I know this is very similar to the Rogue class but I was thinking that with all the melee everywhere you look, throwing another ranged guardian into the mix (I'm not including the Psionist, since she's a hack.) could be interesting. And maybe the artwork could show him/her using a crossbow fitted with 2-3 bolts, eh, eh? I know the STR 1 on a guardian might throw some people off, but think about it, inspire the Ranger and/or buff it's strength and it's secondary ability could be very good indeed, on top of that, the 15 defense is much better than than the Rogue's 13, give it an armour boost and you could even use it to fill a gap.
No problems Ald. That isn't an idea I had.
I only have a problem however with a ranged unit having 'high' defense, and his second passive ability.
Maybe limit it to 3 attacks a turn or something. Or limit his strength from never going higher than 2 and/or not able to be inspired.
Which would be similar to rogues strength unbuffed, and wouldn't be too overbearing should someone use FM 10 valor Bloodlust on him along with bard buffs. Because that unit will never stop attacking until no units are left in LoS.
I'm going to submit 1 guardian and 1 hero.
(the guardian is inspired by the real gladiators of rome and the weapons they used)
Guardin - Gladiator
3 Str, 15 Def, 6/6 life.
Ability 1 (passive): Trident Reach - This unit may attack a unit 2 spaces away (Along with hitting a unit inbetween it its so)
Ability 2 (1 card): Giant Fishnet - If target adjacent enemy unit takes damage this turn after using this ability, he/she is immobilized. This ability cannot be used at the end of a sprint.
Quote from: diesbudt on July 30, 2010, 02:51:58 PM MT
No problems Ald. That isn't an idea I had.
I only have a problem however with a ranged unit having 'high' defense, and his second passive ability.
Maybe limit it to 3 attacks a turn or something. Or limit his strength from never going higher than 2 and/or not able to be inspired.
Which would be similar to rogues strength unbuffed, and wouldn't be too overbearing should someone use FM 10 valor Bloodlust on him along with bard buffs. Because that unit will never stop attacking until no units are left in LoS.
Yeah, I didn't think about the highest potential. I think all units should be able to be inspired, but maybe str no higher then 2 is a better idea. Or even it can only work 2-3 times in a turn.
Hero - Shaman
3 Str, 13 Def, 6/6 life
Ability1 (passive): Second chance - If this units melee attack misses (or is blocked), he may attack once again this turn.
Ability2 (1 card): Chain Lightning - Perform a 3 Str attack on an opposing unit in Los. The attack than bounces and attacks the closest opposing unit in LoS of your target for 1 Str (if there is such a target).
Ability 3 (passive): Spirit Defense - Whenever the shaman uses a restoration spell, he gains +1 defense until the start of your next turn.
Ability 4 (2 cards): Ancestral Spirits - Summon 2 Ancestral spirit monsters on spaces surrounding the shaman.
Summon - Ancestral Spirit
2 Str, 8 Def, 1 life
Ability 1 (passive): Spirit absorption - at the start of your turn this unit dies, and if it dies in this manner the shaman heals 1 hp.
Ability 2 (passive): Limited Mobility - This unit may only move 3 spaces (excluding sprint).
Blacksmith | Guardian
STR: 3 DEF: 13 LIFE: 5
Hammer Throw | 10 Valor
Roll 3 dice against target unit up to 6 spaces away. Results of 13 or more cause 1 damage as well as stun the target unit until blacksmiths next turn.
Enchanted Hammer | 15 Valor/Passive
Roll a dice for each unit surrounding hammer throw target unit, results of 8 or more immobilize the unit(s) until the start of blacksmiths next turn.
I just rated and left a comment on IndiePub games under the same username as this one.
I don't really have any good ideas for character designs but I'll give it a shot.
Jester/Joker | Guardian
STR: 2 DEF: 16 LIFE: 4/4
Ability 1 Mimic | Cost: 3 cards and 1 Life
Description: Ability to copy the ability(passive included) of a character/spell card. The ability can be replaced by paying the cost again.
Ability 2: Name of the copied ability | Cost: Same cost to the copied ability/spell
Ability 3 Imprison Wall | Cost: 2 Cards
Description: I forgot the description, but its the same spell as trapping the unit into a magical wall.
I rated and made a comment on Indiepub yesterday. Anyway, here are my suggestions:
Time Cleric | Mage
STR: 2 DEF: 13 LIFE: 6
Those gifted with the power to manipulated time are recruited into the Academy of Arcane Arts as Time Clerics. Unlike traditional Clerics who nurse others back to health by tending their wounds, Time Clerics heal by undoing these wounds. On the battlefield, Time Clerics often strike fear into the hearts of their enemies because of their ability to see into the immediate future and predict the opponents’ every move. All those who managed to survive in a fight against the Time Clerics, can only speak of their failures and frustrations.
Self Recovery| Passive |
Time Cleric gains one lost life each time the player casts a recovery spell.
Time Warp| 1 Card | 5 Valor
Unit the start of your next turn, target unit gains one movement space if allied or loses one if not.
Future Sight | Passive | 10 Valor
Player has the ability to see another player's cards if his or her mage is visible to Time Cleric.
Rewind| 1 Card | 15 Valor
Undo the most effect that affected the target unit's life. Rewind cannot be used if the effect is over two.
Avenger | Guardian
STR: 3 DEF: 15 LIFE: 5
Fury | 2 Card
Avenger gets strength +2 until the start of your next turn.
Vengeance | Passive
Whenever your opponent kills one of your units, Avengers gets +2 to his attack dice until the start of your opponent’s next turn. Multiple vengeances do not stack.
Phantom Assassin| Guardian
STR: 3 DEF: 14 LIFE: 6
Ethereal | Passive
Phantom Assassin can move through units.
Spectral Dagger | 1 Card
Roll two attack dice against target unit.
Good ideas Kin, but they need a bit of balancing. The ability to see everyone's cards as a Passive is just crazy I'm afraid. And a guardian that can buff itself to 8 str in one turn?
Bit OP don't you think?
Yes, future sight is really strong but I'm not quite sure how to weaken it. The guardian can only buff itself to 5. Why would it be 8?
Edit: No you misunderstand. The guardian's passive is like an inspired but it's only +3 and only active when an allied character dies. Basically, it would be like having a bard, but it has one more strength, and one less to its attack dice.
Edit 2: I weaken future sight. Changed fury to 2 card cost.
I rated and made a comment on Indiepub.
but i dont have a character suggestion right now, just following yours guys :)
Rated and commented: Heres my idea for a unit.
Character Name | Guardian
STR: # DEF: # LIFE: #/#
Ability 1 Name | Cost/Passive
Description
Ability 2 Name | Cost/Passive
Description
{Magical Adept}{Guardian}
STR: 1 DEF: 12 LIFE: 5
Ability 1: Magical Conduit: Passive
Description: Spell cards may be cast using this units LOS (line of sight)
The Hero Mage is able to tap into the magical adepts power and use her as a magical conduit, a link, though which he can manifest his own powers.
Ability 2: Magical Interference: Cost: Two cards
Description: Target enemy Hero Mage within LOS (line of sight) receives 2 less mana at the start of that players next turn. (they will get only 2 mana on their next turn compared to the normal 3).
Edit 1: My vote has been cast...Go Hero Mages!!
Edit 2: More ideas for units.
(Demolitionist)(Guardian)
STR 2: DEF 16: Life 6/6
Ability 1: Demolish: Cost-2 cards
Des: Destroy Adjacent wall. Units may move though space created as i it were a normal space for the rest of the game.
Ability 2: Jury Rig Grenade: Cost-1card
Des: Target unit and all Adjacent units affected. All units suffer a 2 STR attack and, upon a hit, are stunned. Range of attack is 4 spaces.
(Martial Artist)(Guardian)
STR 3: DEF: 17 LIFE: 5/5
Ability 1: Mobility: Passive.
Des: This units speed is 7, meaning it may move 7 spaces on its turn instead o the usual 5. Also, this unit does not gain the "sprinted" side effect, and can thus sprint every turn (other normal rules for sprinting still apply).
Ability 2: Flurry: Cost-1 card (replaces attacks. Unit cannot attack and use this ability)
This unit may make an attack on every legal adjacent target.
Edit 3..more
(Blade Master)(Guardian)
STR 2: DEF 16: LIfe 6/6
Ability 1: Opportunistic: Passive.
Des. When this unit moves, it may make a 2 STR (perhaps should be 1 STR) attack against every unit it passes by (does not apply to sprints, cannot be buffed in any way, can only attack each unit once).
Ability 2: Parry: Cost-1 card
Des. The first regular melee attack against this unit automatically does no damage (misses). Does not apply to spell cards (even if the are done by adjacent units) (perhaps this could be hidden so that the person your playing does not know you have used it or not. Either way its useful...unless they happen to just have a skellie to use up the one free block).
Edit #4: My Mage idea(s)
Wind Lord: Mage
STR 3: DEF: 13: Life 5/5
Ab 1. Passive: Valor 0
Quickening Wind: All units in LOS of Wind Lord, Including Wind Lord, may move one more space per turn. (speed is 6 instead of 5)
Ab 2: 5 Valor. Cost 1 card: Gust-Target unit is blown 3 spaces away (spaces must be in a straight line). Cannot be used on self (Wind lard. Can be used on Guardians).
Ab. 3 10 Valor. Cost 2 cards: Tornado-Blow back all units adjacent to this unit 2 spaces straight back and roll 2 dice against each. If one or more target unit runs into a wall before the required 2 spaces, add 1 damage to the total damage it took form this ability.
Ab. 4 20 Valor. Passive: Mobility Master-Unit may move twice per turn. (May move, attack move or attack, move, move or move, move, attack.)
Just voted and rated in indiePub. (name : Kazin, just as here)
As for the special character, it would be only logical to have a mage how specializes around healing spell : sorc works around destruction, fighter mage augmentation, summoner around summons, the other old dude around manipulation...
But the question is : what sort of unit ? Some sort of priest ? I'm not sure about how the mechanics would work. Some healing ? Blessing ? But it would look too much like the paladin. Bottom line : wouldn't know without some serious thinking ! =)
Quote from: Kazin on August 02, 2010, 03:14:00 AM MT
As for the special character, it would be only logical to have a mage how specializes around healing spell : sorc works around destruction, fighter mage augmentation, summoner around summons, the other old dude around manipulation...
But the question is : what sort of unit ? Some sort of priest ? I'm not sure about how the mechanics would work. Some healing ? Blessing ? But it would look too much like the paladin. Bottom line : wouldn't know without some serious thinking ! =)
could be like that : for example FM has +1 to his Augmentation spells after only 10 valor, sorc has +1 to her Destruction spells and +1 additional life lose after 15 ! valor -if they can hit -, summoner has +1 str +1 def to her summons after "just 1" valor, and the old wizy can Sage and Arcane Insight.
so now here is what i think if there will be a Priest or smt like that she can have 2 of these 4 ablities.
#1 player can cast healing spells for 1 less mana (passive)
#2 player drows a card each time Priest cast a healing spell
#3 players healing spell modifiers get +1 absolute value.
#4 player can summon a healing fountain which can be touched to recover 1 lost life
now those quick thinking brings me to that point.i can come up with a mage suggestion.here she is:
Priest | Mage
STR: 1 DEF: 12 LIFE: 6/6 Ability 1 Pure Healer | Passive | Player can cast Recovery spells for 1 less mana and all the other spells cost 1 more mana with a maximum cost of 3.
Ability 2 Life Fountain | Cost: 2 cards | 5 Valor Priest can summon a static statue on a target space which can be used by adjacent units to it to recover 1 lost life.(Cannot be used if you have already a fountaion on the battlefield. )
Ability 3 Wise | Passive | 10 Valor Player draws a card each time Priest casts a Recovery spell.
Ability 4 Recovery Superior | Passive | 15 Valor Player’s Recovery spell and fountain modifiers get +1 absolute value.
:) btw that was fun to create that, thanks Kazin to help me come up with this idea.
hope you enjoy it!
Hi everyone! Thank you for the comments, ratings, and character ideas so far!
VOTING STARTS TODAY! Remember to vote for Hero Mages daily at https://www.indiepubgames.com/vote.php
You must be logged into indiePub account to actually submit the vote.
Voted and commented. Same usernames on both sites. No character to submit at this time.
I signed up and voted!
My idea is:
Lizardman Warrior | Guardian
STR: 2 DEF: 14 LIFE: 6
Ability 1: Scaly Skin - Passive: The Lizardman Warrior may ignore one damage inflicted to it each turn.
Ability 2: Savage - Cost 2 Cards: All damage inflicted by the Lizardman Warrior this turn is doubled.
IndiePub has informed me of a change in their voting policy: You only need to vote one time, not once per day. Just make sure you visit https://www.indiepubgames.com/vote.php and cast your vote for Hero Mages!
I've rated, and commented in the IndiePub, using the same username, Atomikinho, and no have any ideas to the character =]
How To Vote:There has been some confusion as to what actually constitutes a vote. Here is a screen shot of the actual voting page and what you should see to cast your vote in the contest. Note- the combo boxes are listed in random order- feel free to pick whatever game you like for runner up.
(https://www.heromages.com/images/announcementIcons/howToVoteForHeroMages.jpg)
I created an indiepub account as lucarion and voted for Hero mages. Looking forward to seeing you in a couple days @ Gencon. I like the gameplay, a mixture of chess and a card game. Reminds me of the old game Archon.
To all those who've voted so far, thank you! Also, we can still use your support: Let your friends and family and other players you encounter in the game to check out this forum post and submit their votes to indiePub as well. The more support we can rally the greater our chance of winning and getting new features added to the game!
Voted, commented, rated... still thinking about characters...
Hey, well my indiepub name is also andodel. Here's my idea for a person. Also, I already have a minotaur, so what happens when i get my code.
Spy | Guardian
STR: 2 DEF: 15 LIFE: 6/6
Stealth | 2 cards
Alows you to turn invisible for 2 turn. If you attack or, someone walks into you, you will be revealed.
Backstab | 3 cards
Can only be used when standing behind someone. When used, it rolls 8 dice. If 4 of the dice hit, the enemy will die. If 3 or less or 5 or more is hit, that amount of damage will be dealt.
Can we have more than one character idea?
Alright I voted here's my character idea.
Ninja | Guardian
STR: 5 DEF: 10 LIFE: 5
Cloak | 2 cards
Cannot be targeted until the end of your next turn. Cannot move during this effect
Kappa Waza | Passive
Whenever an adjacent character hits this one, that character becomes stunned
Quote from: andodel on August 04, 2010, 02:37:09 PM MT
Can we have more than one character idea?
Sure, post as many as you like here. Presuming we win the IndiePub Community Favorite, I will work with players to pull together the best ideas, balance them with the game, and then initiate a poll for the ultimate winner. We might even consider combining some ideas- there's a lot of great suggestions here so far and certain abilities players have come up with could work well with other players characters, too. Should be a lot of fun!
In the meantime, spread the word to your other gaming friends and coworkers- we need all the votes we can get!
I voted on indiePub with username: Shodai
I think creatures, as such, dragons, griffins, could be created to play on Hero Mages.
I voted on IndiePub Games with username: Uberdoggie
Here is my submission for new character creation.
Character Name | Scorpion/Guardian
STR: 2 DEF: 16 LIFE: 6/6
Ability 1 Teleport | 1card/ 2spaces
Description: Guardian can teleport 2 spaces in any linear
direction. (No diagonal)
Ability 2 "Get Over Here" | 2cards/ 1 throw
Description: Guardian throws a barbed chain at target up to
4 spaces away. (Str roll/No diagonal) If success,
target receives 2 damage and is pulled into the
space directly in front of guardian. Must have
clear LOS.
Character Name | Sub-Zero/Guardian
STR: 4 DEF: 15 LIFE: 5/5
Ability 1 Frozen Armor | passive/counter
Description: An aura of frozen air swirls around the
Guardian. If attacked and hit, chance attacker is
frozen until end of Guardian's turn.
Ability 2 "Frozen Fury" | 2cards/ 1 blast
Description: Guardian sends his rage through a sharpened ice
ring. Ring extends to each adjacent space around
guardian, doing 2 damage and a freezing effect
for 1rnd. Missed enemies are unaffected. Allys
are not immune.
Character Name | Sheng Tsung/Sorcerer
STR: 3 DEF: 13 LIFE: 5/5
Ability 1 Soul Syphon | 2cards/ effect |
Description: Mage does 2 damage, thus releasing their soul
and consuming it to gain 2 life. Ability can only be
used if target has 2 life. 1 space radius.
Ability 2 Mimic Fighter/Mage | 1card/ FLASH | Valor 5
Description: Using prior knowledge through souls consumed,
the mage is able to mimic the FighterMage's Flash
ability.
Ability 3 Mimic Sorcerer | 2card/ Fireball | Valor 10
Description: Using prior knowledge through souls consumed,
the mage is able to mimic the Sorcerer's
Fireball.
Ability 4 Mimic Wizard | 1card/ 2mana | Valor 15
Description: Using prior knowledge through souls consumed,
the mage is able to mimic the Wizard's Meditate.
J.D.L. 08/05/10
I've now voted twice and posted a comment (same username as here); glad to get the e-mailing reminding me of this game! Had some real fun playing a few games today and yesterday.
I'll post up a character idea when I've had a moment to think about a good one...
I posted and rated on the Indie site. Hoping to vote as often as i can...Love hero mages.
Vantrig
voted, commented..
indiepub name: indiebum
IGN: MagicalBum
Idea's
Character WereWolf | Guardian 1
STR: 4 DEF: 12 LIFE: 8/8
Ability 1 Regeneration | Passive
Description
Heals 1 HP per Turn, at the end and/or start of your turns
Ability 2a tough | Cost 1 /Passive
Description
For one turn takes 1 less damage from attacks ( ,spells and abilities )
Ability 2b infectious bite | Cost 1/Passive
Description
If successful unit becomes infected and if then dies,
after becomes a werewolf unless blessed ( neutral unit bot attacks randomly )
Ability 2c Pounce | Cost 1/Passive
Description
Jumping attack from range 4 if visible ( not over/through walls),
increased damage or str by 1 ( or +X to dice rolls )
Character Zombie King or Lord/Mage of the Elements | Guardian 2
STR: # DEF: # LIFE: #/#
Ability 1 Name | Cost/Passive
Description
Ability 2 Name | Cost/Passive
Description
Character Necromancer | Guardian 3
STR: 3 DEF: 12 LIFE: 6/6
Ability 1 Dark Magic blast | Cost 1/Passive
Description
Attack any visible unit ( within 4 spaces/squares, 4 die )
Ability 2 Life drain shield | Passive
Description
Any unit that successfully attacks/damages this unit takes 1 damage and
this unit heals 1 HP
Vampire Makarov, ( The ) Ancient Vampire | Mage
STR: 4 DEF: 14 LIFE: 6/6
Ability 1 Drain Life/Life Drain | Passive | Valor 0
Description
Heals 1 HP per successful attack ( or heals = to damage dealt on melee attacks )
Ability 2a Vampire skin/Ancient Body | Passive | Valor 5
Description
Takes 1 less damage from attacks, spells and abilities
OR
Ability 2b ( Vampire ) Possession | Cost 2 | Valor 5, 10 or 15
Description
Take control of visible enemy and you can use them to attack for one turn
Ability 3a Vampire Kiss | Passive | Valor 10 ( or 15 )
Description
when makes a kill ( on non-undead/living unit ),
a Vampire Minion* is spawned in place of killed unit
*Vampire Minion
STR: 3 DEF: 12 LIFE: 2/2 ( or STR: 3 DEF: 10 LIFE: 3/3 or STR: 3 DEF: 8 LIFE: 4/4 )
Heal 1 HP per successful attack ( or heals = to damage dealt )
OR
Ability 3b Essence Capture | Passive | Valor 10 ( or 15 )
Description
when kills a unit, makarov gains +1 STR
Ability 4 Vampiric Mist/Mist Form | Cost 1-2 | Valor 15 ( or 10 )
Description
Can pass through walls, units and..
Can't be hit or damaged until start of next turn, Cost: 2 Cards
[ Version 1: Can still attack, Cost: 2 Cards.
Version 2: Can't attack, Cost: 1 Card ]
FINISH LATER.. :-*
I voted on indiePub with username: 1EasyGamer.
Ok cast my voted with username adrix89
The nice thing is that I knew about this game from the same contest(through another project) and I think is awesome and definitely deserve to win
Alalulu | Mage
STR: 1 DEF: 12 LIFE: 6/6
Madness | 1 Card |
Makes an enemy target unit attack(but not move) a target of your choosing(doesn't affect in any way the target next turn) and cannot be cast on targets that can't attack anything
Foggy Mind | Passive |
At random once every 2nd turn he is given a school in which he cast with 1 less mana
the next turn the bonus disappears
Mindless | 1 Card | 5 Valor
Travels 2 random blocks besides move and sprint,if it hits a blocking unit(aka wants to move at that unit) both will be stunned(character's stun should wear off next round)
R.I.P | 3/4 Cards | 15
Any hero(including himself and allies) in los gets 1str attack for ever hp they have +2 str
(aka a 2/6 hero gets 2+2=4str attack)
Description:A dark mage inspired by all the magical arts,at the cost of his humanity turned himself into something no more human, in the hopes of gaining time to master them all.But fate didn't stand and watch and his magical forces that bind him slowly corroded his mind and turned it into madness.
Feedback about how to tweak it would be appreciated
I voted on indiePub with username: Ulquiorra
Here's a couple of ideas:
Pikeman | Guardian
STR: 3 DEF: 15 LIFE: 6/6
Ability 1 Pike | Passive
This unit may attack enemy units up to three spaces away. Whenever an enemy unit moves within the Pikeman's range, roll 1 attack dice against them.
Ability 2 Impale | 1 card
Make an attack against a unit within range. If you deal any damage to that unit that unit becomes immobilised.
Negation Mage | Guardian
STR: 1 DEF: 12 LIFE: 5/5
Ability 1 Dispel Magic | 2 Cards
Exactly as the spell of the same name.
Ability 2 Anti-Magic | Passive
If Negation Mage deals any damage to a unit, the controller of that unit discards one card for each point of damage so dealt.
Shield-Bearer | Guardian
STR: 2 DEF: 17 LIFE: 6/6
Ability 1 Grant Cover | Passive
Friendly units surrounding the Shield-Bearer gain 2 defense.
Ability 2 Shield Bash | 1 card
Roll one dice against target adjacent enemy unit. On an 8 or above, that unit is stunned.
Thief | Guardian
STR: 2 DEF: 13 LIFE: 5/5
Ability 1 Theft | Passive
If this unit deals damage to an enemy unit, you may look at the controller of that unit's hand. Then you may choose to exchange one card in his hand for one card in your own.
Ability 2 Sneak | 2 card
Roll one die. On a result of 5 or better, this unit cannot be targetted by attacks, spells or abilities until the start of your next turn.
Druid | Guardian
STR: 3 DEF: 14 LIFE: 5/5
Ability 1 Turtle Form | 1 Card
This unit gains +3 defense until the start of your next turn and receives only half damage from any sources (round up). Cannot be used the same turn as Panther Form
Ability 2 Panther Form | 1 card
This unit gains +2 strength. Any time this unit deals damage, deal an extra damage.
Apprentice Wizard | Guardian
STR: 2 DEF: 11 LIFE: 5/5
Ability 1 Teleport | 2 Cards
As per the spell.
Ability 2 Lightning Bolt | 0 card
As per the spell.
Duellist | Guardian
STR: 3 DEF: 15 LIFE: 5/5
Ability 1 Crippling Blow | 1 card
Roll 2 attack dice against a surrounding enemy unit. If this ability deals any damage, that unit becomes Immobilised.
Ability 2 Poison | Passive
If the Duellist deals any damage to an enemy unit, that unit becomes Poisoned. Poisoned units lose one life at the start of your turns, until the effect is dispelled or the unit is Healed.
Kast.
Voted for you guys at indiePub
Name; Jah
No idea about a hero yet since I don't have the packs I really have no idea of what to think of that needs to be added.
I voted on indiePub with username: Hiromitsu
I don't have a idea of a good character, so, i hope other players have a good shot! :)
Thanks again to everyone for votes and support so far! I think we've got a great chance at winning this! Also, try to visit our IndiePub game page often- this will help increase our exposure on the site. Notice I've added a special "PLAY NOW" link on the home page. You can also play full screen on the IndiePub site using the special expand arrows icon next to the game's rating.
I voted said it was an awsome game to play and stretegic a very good community and all very freindly people to play with ;D
i voted, user name is same as here, maltross. For my character idea i'll repost my Golem Lord Hero Mage type with a few changes.
Golem Lord: 2 attack, 15 def, 5/5
5 valor, discard 1, can heal any ally summon in play.
10 valor Can have any number of summons in play.
15 valor, discard 3, destroy target summon in play..
maybe make so he can take control of summons for the 15 valor one.
Maltross I think that character is more suited to be a guardian than hero because it is to similar to summoner
Also that 15def is one sunder away from dead
if he was guardian, and paired with a summoner...that would be crazy.
Then you have to rework the concept a bit
As it is now it's something more useless then the summoner as a hero
Heres my input(sorry for stealing your idea)
Golem Lord 5 str, 17 def, 5/5
Short Attack (passive)
Call of the Lord 1/2 Cards, unsummons target
Limited Mobility (Passive) Can only move 4 blocks
Another one:
Kage 2 str, 14 def, 5/5
Ambush 1 Card, selects a block around the guardian, if an enemy target moves to that block he attacks and if it hits it is stunned
Poison Passive, if any attack hits target will lose 1 life every round for 2 rounds
I joined indypub as stoat, and voted. Kinda fun thinking of the characters :)
Windrunner | Guardian
STR: 1 DEF: 18 LIFE: 4/4
Ability 1 Whirlwind | Passive:
Description: If this unit moves and sprints to maximum capacity, it can choose an allied character to gain 1 DEF till end of combat (Max 2 per ally)
Ability 2 gust | Cost 3 cards
for this turn, gain 1 extra movement and successful attacks will move target 1 tile in any direction
Character Djinn | Mage
STR: 2 DEF: 14 LIFE: 5/5
Ability 1 "blood lamp" | Passive | on every 2nd turn, the djinn can attack self for 2 damage, gaining 2 mana
Ability 2 "life lamp"- 5 valor - if djinn kills a hero (ie, not a summon) with melee attack, gain 2 life
Ability 3 "wishes" 10 valor - cost 3 cards, bestow 3 random enchantments on any unit in the game, except caster.
Ability 4 "wishes granted" 15 valor - Cost 3 cards, bestow 3 defence to target unit
Druid | Guardian
I voted on indiePub with username: brrN.
My suggestion is that
STR: 3 DEF: 13 LIFE: May
Ability becomes a bear of an effect increases STR 3 Def 4 Life for two rounds value 7 sacrefica a letter
Ability 2 becomes lobe increases 4 str 2 def 2 life lasts three rounds sacrefica two 10 value cards
ability three passive force of nature to cure 20 percent of a life every attack
if they accept my proposal can aver change you can improve it ok
the name of skill ok you put
sad thing im from germany so i cant take place on the indiepup contest :(
Quote from: Claw on August 15, 2010, 10:48:50 AM MT
sad thing im from germany so i cant take place on the indiepup contest :(
Claw, this isn't true! You just have to create an indiePub account and once you're logged in with that account, visit their voting page at https://www.indiepubgames.com/vote.php. Once you've voted for Hero Mages, you should also star-rate the game and post a comment here: https://www.indiepubgames.com/game/Hero_Mages.
Where did you get the idea you couldn't participate in the contest?
Great game! Voted under user Finns on IndiePub's website.
Here's my Guardian idea (will post more when free!)
Character Name | Dark Knight
STR: 3 DEF: 16 LIFE: 4/4
Ability 1 Drain | Passive
Description
On attack rolls of 16-20 (exclude modifiers), Dark Knight gains 1 Life.
Ability 2 Unholy Might | 1 Spellcard
Description
For each attack roll of 18-20 (exclude modifiers), Dark Knight does 1 extra damage.
finished voting. game looks good.
IGN: awee
Here, just thought of something :
Bearer of Truth | Mage
STR: 1 DEF: 18 LIFE: 6/6
Protection aura | Passive
Any destruction spell targeting surrounding allies get Strength -1.
Healing aura | Passive | 5 Valor
Heal all surrounding allies each time you cast a recovery spell.
Stability | Passive | 10 Valor
No surrounding space may be the target of manipulation spell.
Gift of Life | Discard 3 cards | 15 Valor
Place your last defeated hero on target surrounding space with half his life (round down) remaining. Hero may use action immediately.
The goal here is to have a completely different mage, revolving around recovery spells and, generally speaking, protections of any sort.
One of the game "rule" is to never have your heroes gather together : they're too easy to strike with fireball, blizzard or meteor shower. You get too vulnerable. The Bearer of Truth would work differently : the goal would be to help surrounding allies. The first ability is thus a way to reduce the damage from destruction spells. It can be really strong, but it applies only on surroundings.
The second ability gets really interesting : a mage revolving around recovery would have to be able to heal. But then, having another "combat healing" ability would be no fun. Thus this idea : using recovery spells to heal. It work in a similar way to the wizard, who cast manipulation to manipulate : the Bearer of Truth uses recovery to heal.
The third ability is to further encourage gathering of allies around the bearer. Whereas the first ability counter in some way the sorcress power, this one is protecting against wizard. It means no sleep (like the fighter mage first ability), or course, and not imprison : but it also means you cannot imprison yourself. It also mean relative protection from gateway, reposition and stuff.
The last ability needed to be really strong, and centered around recovery. A sort of "super-revive" was needed. Combined with the second ability, it can be really strong (you revive to heal everyone, and then you scribe to heal just-revived hero). But it does cost a lot of cards : it's the costiest of all abilities yet.
So, in overall, the Truth Bearer is a really strong defensive leader, but its seems balanced, considering the lack of offensives abilities it has (only 1 attack dice, and no bonuses whatsoever that could be used offensively)
Edith : I guess you could just call the Truth Bearer a "Priest". It would go better with wizard, sorceress, fighter mage and summoner =)
Quote from: Kazin on August 20, 2010, 04:50:11 PM MT
Here, just thought of something :
Bearer of Truth | Mage
STR: 1 DEF: 18 LIFE: 6/6
Protection aura | Passive
Any destruction spell targeting surrounding allies get Strength -1.
Healing aura | Passive | 5 Valor
Heal all surrounding allies each time you cast a recovery spell.
Stability | Passive | 10 Valor
No surrounding space may be the target of manipulation spell.
Gift of Life | Discard 3 cards | 15 Valor
Place your last defeated hero on target surrounding space with half his life (round down) remaining. Hero may use action immediately.
Thats no Priest! Thats a
Fortress i can't imagine a guardian with 18 def but a mage?
Can you imagine this monstrosity in the middle of the map?with a rogue and a bard/psi?
Tone it down a little a 14 def would be good enough since he would still be a tower(but at least not a fortress)
Thank you to everyone who's voted so far! Once you've cast your vote for the Indie Pub Community Favorite, also be sure to rate Hero Mages on our game page and leave a comment at https://www.indiepubgames.com/game/Hero_Mages. Thanks!
I voted, rated and made a comment on IndiePub. My SN is Slightquills.
Necromancer | Mage
STR: 2 DEF: 12 LIFE: 6/6
Ability 1 | Legion of the Dead | Passive |
Restricted: May only cast Skeleton Warrior and Flesh Golem summon spells.
Bonus: May have unlimited summon spells in play.
Ability 2 | The Walking Dead | Cost 2 | Valor 5 |
Summons one Skeleton Warrior.
Bonus: Summons one additional Skeleton Warrior if a Flesh Golem, a Guardian, or a Mage was slain prior to casting, this round.
No maximum.
Ability 3 | Flesh Golem | Cost 3 | Valor 10 |
May summon a Flesh Golem.
Restriction: Maximum of one Flesh Golem owned by caster, in play.
Ability 4 | Shambling Hordes | Passive | Valor 15
Summon spells owned by Necromancer gain:
Bonus: +1S/+1D for each adjacent summon spell owned by caster, in play.
Note: Units immobilized or stunned do not count as being adjacent.
Lich | Mage
STR: 3 DEF: 13 LIFE: 6/6
Ability 1 | Undeath | Passive |
Penalty: All healing spells count as attacking spells verses the Lich.
Bonus: Upon slaying a Flesh Golem, a Guardian or a Mage in melee, a Skeleton Warrior controlled by the Lich rises in that unit’s place.
Bonus: Skeleton Warriors gained in this way do not count toward the Lich’s summon spell total.
(Option: Touch of Death spell counts as a melee attack for purposes of Undeath, but not Healing Touch.)
Ability 2 | Drain Life | Cost 1 | Valor 5 |
The Lich makes an attack on a target surrounding enemy unit. For each point of damage dealt to that unit the Lich gains one life.
Ability 3 | Lifewick | Cost 1 | Valor 10 |
The Lich sacrifices a guardian owned by the Lich to gain four life.
Penalty: Units sacrificed in this way must be surrounding the Lich.
Bonus: The life gained in this manner may exceed maximum life total for one round.
Note: The Lich maintains life total even after the total life increased is lost.
Bonus: Units slain in this way rise as though slain in melee by the Lich. <See Undeath>
Ability 4 | Phylactery | Cost 2 | Valor 15
Target a Skeleton Warrior or a Flesh Golem owned by Lich and within line of sight.
Target Skeleton or Flesh Golem is slain.
Lich rises in place of the unit slain in this way.
Note: Any Flesh Golem slain in this matter is not considered slain in melee for the purposes of Undeath.
just voted/commented on Indiepub. its my first day, so im not sure of a character. I have liked some of the ones ive read so far, and may get inspired as time goes on
*edit same name on indiepub as here
Voted.
IndiePub userame: bigfish
No char design in mind at the moment :-)
I feel compelled to ask . . . how many entries can we post fo the contest?
Maybe a Thief, with ability to steal card and invisible/sneak attack, Or even steal a passive ability from target.
Quote from: Slightquills on August 22, 2010, 06:15:41 PM MT
I feel compelled to ask . . . how many entries can we post fo the contest?
Feel free to post as many ideas as you like here. If Hero Mages wins the Indiepub contest, we will carefully narrow down the entries and setup a vote for players to choose their favorite new character idea.
how much does it cost to design a character?
ninja/guardian
STR: 3 DEF: 13 LIFE: 5/5
shadow's embrace- 3 cards
go invisible for 1 turn but you have to wait one turn for it to regenerate back to use it but if an enemy character is next to your ninja they can see him
shuriken throw-1 card
any visible enemy you can throw a shuriken roll 2 dice
vampire/guardian
STR:3 DEF:14 LIFE:6/6
vampiric drain-2 cards
drains life of the enemy next to you roll 3 dice for the damage done to the enemy person and the damage done to the enemy the vampire gains back its lost life for how much damage it was done to the enemy by this skill.
vampiric ghoul-passive
if a person dies from being drained by a vampire they become a ghoul. the ghoul has a life of 2 and 2 str def is 12 the ghoul takes damage that would have been done to its master vampire.
These aren't as finished as my Lich Mage idea, but I just wanted to put them out there (and yes, I am aware they both have the same ability. I have been working on it.)
Troll | Guardian
STR: 4 DEF: 14 LIFE: 6/6
Ability 1 | Regeneration | Passive |
Troll gains one life per round.
Ability 2 | Boulder | Cost 2
Penalty: Troll loses his melee attack until the beginning of this player’s next turn.
Boulder is a strength four attack that has a range of four spaces within line of sight.
Restriction: Boulder may not target an adjacent unit.
Giant | Guardian
STR: 5 DEF: 13 LIFE: 7/7
Ability 1 | Boulder | Cost 2
Restriction: Giant may not attack before using Boulder.
Penalty: Giant loses his melee attack until the beginning of this player’s next turn.
Boulder is a strength four attack that has a range of four spaces within line of sight.
Restriction: Boulder may not target an adjacent unit.
Ability 2 | Stomp | Cost 2
Restriction: Giant may not move before using Stomp.
Gaint makes a strength two attack at a target adjacent opponent.
Note: Giant cannot use Stomp if immobilized.
Just posted and rated on indiePub games.
My indiePub name is Wyldwabyt but left IGN name of wabyt
I voted on indiePub with username: hml139
no character idea yet though.
Hi everyone - I just wanted to express my gratitude once again for everyone's participation and votes in the IndiePub contest. It means a lot to have your support.
Just a few more days of voting left... Best of luck to Hero Mages in winning the contest!
Make sure everyone goes to the general talk forums and look at the Full list of units everyone has come up with for this event if you would like to read them over.
Dies, you got my assassin's ability wrong in the other post. The passive allows it to move through units like an air elemental. He does not move through walls.
My apologies, ill fix it when i get back to my computer and not my cell phone.
Actually change it to:
Phantom Assassin| Guardian
STR: 3 DEF: 13 LIFE: 6
Ethereal | Passive
Phantom Assassin can move through units.
Spectral Daggers | 1 Card
Roll two attack dice against target unit.
I want him to be a combination of Barb + Rogue. He's capable of 5 STR attacks (3 melee, 2 range). And ethereal would act somewhat like charge, allowing him to get to enemies that he normally wouldn't be able to reach. Please redo the balance rating for this guardian too.
Diesbudt Can you add to the balance meter if its weak or strong as there is too possible unbalanced outcomes that can possibly exist and might not be too obvious
Also you got Alalulu Mage ability RIP wrong Its an ATTACK on ALL Hero mages(including yourself and allies) for there current hp +2 in los aka a hero with 7/7 life will get attacked by 7+2=9 attack, also add a 6 to the card requirement
Yes i can tamp, i will if you are interested in how i rated each card. Just remember this is my opinion on it.
Quote from: diesbudt on August 28, 2010, 05:56:59 AM MT
Yes i can tamp, i will if you are interested in how i rated each card. Just remember this is my opinion on it.
I understand its your opinion and its good to have,it will help with the eventual balancing if we win the competition
Hopefully there should be a thread on balancing issues too
Alright tam, i have posted my reasoning and also altered a few scores on second looks of the units. I didn't get to all the mages however, but all the guardians and at least half the mages I wrote it down.
If anyone ever wants to edit their ideas post and I will keep it up to date.
I also unlocked the topic now that i finished all the mages/guardians, so people may post on that now. Though if it is useless, and/or way offtopic, and I am able to, I will delete posts and/or relock it.
I did this mainly for A) easier for me to read, and B) for others to read as well.
You got RIP wrong Its an ATTACK on ALL Hero mages(including yourself and allies) for there current hp +2 in LOS aka a hero with 7/7 life will get attacked by 7+2=9 attack
After thinking a bit add a 6 to the card requirement to it, also a +2 to the attack might be to much so leave it as just the hp
Kage ability is around not adjacent,also ambush works on the title the unit moves not only the title it stops so when a enemy unit moves on that title it is attacked and it breaks the movement if he survives the stun he can still sprint/attack but cannot resume the movement
You forgot some limits too, Kage poison works for 2 rounds and Foggy mind happens every 2nd round not every round
Mindless selects a possible space to move(blocks are ignored from selection) if that move is where a unit is both get stun if its free it travels to it and then it repeats once more,if they get stuned when its your next turn the stun wears off because the stun activates while you still have the turn,this is mostly an escape ability
Madness should be 2 cards
Also can you add my version of Maltross Golem Lord as guardian or should I change the name?
I like the idea of limited mobility/attack unit but with high def str
Golem Lord 5 str, 17 def, 5/5
Short Attack (passive)
Call of the Lord 1/2 Cards, unsummons target
Limited Mobility (Passive) Can only move 4 blocks
EDIT for clarification on Mindless
EDIT2 Updated
EDIT3 More Kage clarificaton
EDIT4 more balancing
Thats not how stun works though tam, it lasts until the end of your next turn. And it wouldnt be fair if you were able to stun another unit that lasts longer than yourself. Plus what is the point of making him/her stunned if it just wares off before next turn?
I will add both here in a min.
Quote from: diesbudt on August 28, 2010, 02:01:02 PM MT
Thats not how stun works though tam, it lasts until the end of your next turn. And it wouldnt be fair if you were able to stun another unit that lasts longer than yourself. Plus what is the point of making him/her stunned if it just wares off before next turn?
I will add both here in a min.
Actually its precisely how stun works right now,its used to stop making other actions while still have the possibility to be unstuned but I guess its a bit redundant to be stunned too
Well i voted and rated on indie pub
name is Mitae...
But i will think about the new character...
actually i dont think about any...
_o/ Good Game all!
I voted on indiePub with username: Tamon (yeah, same as HM). Here's my character idea...
Character Name | Mind Thief
STR: 3 DEF: 13 LIFE: 5/5
Steal Knowledge | 2 Cards
Steal 1 Random Card from Player
Amnesia | 1 Card
Roll a 7 or higher to cause target character to lose all active abilities until start of your next turn.
Not a serious suggestions but i thought it would be pretty funny scenario if someone plays this guardian
Zombie | Guardian
STR: 3 DEF: 12 LIFE: 5
Decay | Passive
Zombie and all surrounding units lose one life at the end of your turn.
Infection| Passive
If an unit is killed by Zombie or his decay effect, bring another Zombie guardian into play on the space of the deceased unit.
I like tamon's mind thief, if it had a few changes.
Hello, Vinlain here, I have registered and voted on Indiepub under the same username.
I'll probably post a guardian idea later after I work out the kinks, but here's my first go.
Unit Type: Mage Name: Druid
Strength:2 Defense: 12 Life:6
Ability 1: Alone With Nature | Passive | 0 Valor- The druid finds peace and inner strength when alone among the trees. For each guardian less than 2 the druid has accompanying him/her, he/she gains +1 str/Def
Ability 2: The Earth Grasps | 1 Card | 5 Valor- The Earth itself impedes those that seek to harm it's mortal ally. Vines wrap around the feet of the pursuer and immobilize a single target in Line of Sight.
Ability 3: The Wind Erodes | 1 Card | 10 Valor- No creation of man will stand unchanged when pit against the timeless persistence of nature. Remove the last positive effect given to target unit.
Ability 4: Nature's Ally | 2 Cards | 15 Valor- A bear rises to defend he who speaks for the wilds. Summon the ally Bear of the Wilds in an surrounding square.
Bear of the Wilds
Str: 3 Def: 14 Life: 3
Ability 1: Protect- as ability from Warrior
Ability 2: Nature's Might- Passive- after a successful melee attack from this character, apply a -2 def penalty to the target of the attack until the beginning of their next turn. The sheer mass of the bear causes damage to its victim's defenses as it strikes true, cleaving armor in two and denting even the most stalwart of shields.
Just some general points on reasoning here, this is more of a tree hugging, nature loving, hermit of a druid. I've mulled over the idea of an offensive half of the dispel card, but dies, I know, feels it would be too overpowered as it cancels shields, etc.
First, I would say the pally is able to cancel entire cards (sleep, 1 mana for non wizzy) and counters the effects of many spells that make them more costly than equivalent damage dealers, such as blizzard and ice shards which do equal damage to lightning and meteor storm, but also stun. I've placed it at the middle valor ability to cause it to not be a early game changer and also only removes one buff, which was another worry Dies had voiced.
The Druid I've designed also grows a bit as his/her guardians die off, not making them expendable, but giving the Mage a bit more focus on offense, rising from summoner like stats to FM stats as he must rely on his own devices. Finally, I think the one person entangle offers a bit of an escape mechanism/control aspect for 1 card, but is not quite as game altering as an every turn entangle.
cheers, shred away if it's awful!
~V
Quote from: maltross on August 29, 2010, 08:54:06 PM MT
I like tamon's mind thief, if it had a few changes.
Yeah, something feels missing to me too. Add an idea if you like and maybe I'll share part of the reward with you! ;)
Hmmm...how about these?
Character Name | Antagonizer
STR: 3 DEF: 13 LIFE: 5/5
Feedback | 2 Cards
Target visible Mage loses 2 life for each spell he/she casts until your next turn. ( if this is too powerful add "This ability can't be used your next turn.")
Amnesia | 1 Card
Roll a 4 or higher to cause target character to lose all active abilities until start of your next turn. ( I changed the success roll to 4 since this ability doesn't do any damage and only affects active abilities. Maybe if it affected passive abilities too a higher success roll would be justified.)
Character Name | Skirmisher
STR: 3 DEF: 15 LIFE: 5/5
Net| 1 Cards
Place an invisible trap on any unoccupied, visible space within 5 spaces. Any character stepping onto the trap is immobilized and gets Defense -3 until the start of his/her next turn. Traps vanish after being stepped on or after 3 turns (whichever is first).
Hit 'n Run| 0 Cards
Instead of attacking, roll 1 die against target adjacent enemy. A result of 13 of more causes 1 damage. Regardless of roll result, Skirmisher may then move to any square within 2-4 spaces (number determined randomly).
As always, balancing any new characters/abilities is the hard part. Hats off to devs of well-balanced games.
voted on indiepub with same name as here
however, dont have any character idea (till now)
I voted on indiePub with username: Charger3993
This is just the concept that we are submitting, right? Does it necessarily have to be balanced?
I don't know about anyone else, but for my submissions many of them need some tweaking and/or balancing. Otherwise I doubt my ideas will really stand a chance.
Its just submitting ideas. It doesn't have to be balanced, ross will balance the wining unit (assuming we win the vote) before using it.
Alrighty, guardian time
Name: Siren Type: Guardian
Str:3 AC: 14 HP: 6
Ability 1: Lullaby- All enemies in sight have their strength reduced by 1 until the start of your next turn
Ability 2: Overture of Despair: Target enemy unit has it's dice rolls reduced by 4 until the start of your next turn
Yes, it's the ANTI-BARD, not original, but something I thought should be thrown out there, we could always use another singer lol
Ross ive been asked a few times now... and as I have no idea myself, some want to know when they will get minotaur codes for voting?
My special thanks to everyone who support us by voting in the Indie Pub Community Favorite Competition! The voting period is now over and we should here the results from Indie Pub mid-September. I will be compiling together a list of all participants and emailing your Minotaur codes over the next few days. Please make sure your account email addresses are up-to-date.
Really hope you won this thing Ross. Enjoying your game, and would love to see it really take off.
Quote from: FrontaLobotomy on September 01, 2010, 10:13:41 PM MT
Really hope you won this thing Ross. Enjoying your game, and would love to see it really take off.
Thank you! I really appreciate that!
Ok, everyone! I just finished sending out Minotaurs to everyone who reported back about voting on this forum. I also went ahead and scanned through all of the IndiePub comments and sent everyone who didn't report back but left a comment and account name Minotaurs as well. You'll receive your unique code in an email with subject "Hero Mages: Thank You for Your Support!". Each code is good for 1 unlock. If you already have the Minotaur, feel free to share your code with another player.
Thanks again to everyone who supported Hero Mages! I'll let you know as soon as I hear the competition results.
Ross, I did voted at indiepub but i didn't report here at the forum.
I didn't get any email from HeroMages yet.
the email i used for voting on indiepub is : pirate_dumbeldor@hotmail.com
what do i have to do to get my Minotaur code ??
Geedo-
Be sure to also comment and rate Hero Mages on our IndiePub page at https://www.indiepubgames.com/game/Hero_Mages and I'll send your Minotaur code out tomorrow.
Same goes for everyone else- if you voted for us on IndiePub Community Favorite but did not receive a Minotaur code it's because you didn't add the comment on our page so I had no way to know if you voted. Please do this within the next few days if you haven't received your Minotaur code yet. Thank you!
NO MORE MINOS!!!!! j/k
But really, i'm tired of getting sprinted on :o)
Quote from: maltross on September 04, 2010, 01:32:45 PM MT
NO MORE MINOS!!!!! j/k
But really, i'm tired of getting sprinted on :o)
Up>Left>Down>Right
Remember this if you don't want to be sprinted
MINOTAUR!!! RAWR!!!
Quote from: Ross Przybylski on September 04, 2010, 07:15:10 AM MT
Geedo-
Be sure to also comment and rate Hero Mages on our IndiePub page at https://www.indiepubgames.com/game/Hero_Mages and I'll send your Minotaur code out tomorrow.
Done, rated and commented.
Thanks, Geedo. I just sent out your Minotaur code for you. Enjoy!
Commented and rated! Could you send me another minotaur please ? ;D
My Caracter
Character Name: Cleric | Mage
STR: 3 DEF: 14 LIFE: 6/6
Ability 1 Cure | Cost:2
Description: Cure 2 life to target ally
Ability 2 Revive | Cost 4
Description: Place your last defeated hero on target space with 1 life remaining. Hero may use actions immediately.
Ability 3 Magic Defense | Passive
Description: Cleric gains +3 def for magic atacks
Ability 4 Recovery | Passive |
Description Player can cast Recovery spells for 1 less mana.
Character Name | Mage
STR: 5 DEF: 16 LIFE: 6/6
Ability 1 Brute | Passive | 0 Valor
Description: only able to use 2 mana, No access to Manipulation or Summoning spells. Resistant to Sleep(save roll 13)
Ability 2 Enhance | 1 Mana | 5 Valor
Description +1 atk +1 def permanent bonus leaving the mage with 1 available mana per turn.
Ability 3 Enhance | 1 mana | 10 Valor
Description +1 atk +1 def permanent bonus leaving the mage with 0 available mana per turn.
Ability 4 Sprint | Passive | 15 Valor
Description removes cooldown and can attack afterwards.
**or 10 point valor, Expell, every adjacent creature moves away 2 spaces if possible.(two cards)
some tweaking required im sure. still draws the cards, just cannot use them.
The IndiePub Contest has concluded and while Hero Mages did not win the award, we were greatful for the chance to participate and the support we received from all the Hero Mages fans!
The Community Favorite winner and contest finalists have been posted here:
https://www.indiepubgames.com/news/3rd-contest-community-favorite-and-finalists
ahh bummer!
Unfortunate, but I think perhaps HeroMages got some more exposure and some new players(myself included). Word of mouth is potent, and we can all spread the word.
Cheers to the future.
Quote from: FrontaLobotomy on September 16, 2010, 01:08:02 AM MT
Unfortunate, but I think perhaps HeroMages got some more exposure and some new players(myself included). Word of mouth is potent, and we can all spread the word.
Cheers to the future.
You're absolutely right, frontal! We're very glad to welcome our new members and we'll keep doing our best to win future contests and provide new game content. Thanks for the comment.
My characthers
Character Name: Cleric | Mage
STR:4 DEF:14 LIFE: 6/6
Ability 1 Cure | Cost:2 | valor 5
Description: Cure 2 life to target ally
Ability 2 Revive | Cost 4 | Valor 10
Description: Place your last defeated hero on target space with 1 life remaining. Hero may use actions immediately.
Ability 3 Magic Defense | Passive | valor 15
Description: Cleric gains +3 def for magic atacks
Ability 4 Recovery | Passive |
Description Player can cast Recovery spells for 1 less mana.
Character Name: Knight | Guardian
STR:3 DEF:16 LIFE: 6/6
Ability 1 Armor Defense | Passive
Description: Knight gains +1 def for melee atacks
Ability 2 Full Power | Cost 1
Description: Knight gains +2 atack and -2 def until the start of your next turn.
Character Name: Ninja | Guardian
STR:3 DEF:15 LIFE: 6/6
Ability 1 Shukiken| Cost 1
Description: Ninja can atack visible units.
Ability 2 Invisibility | Cost 2
Description: Ninja cames invisible (for opponent) until the start next turn.
A little bit to late pelego,contest over and we didn't win
But I do agree we won the bigger battle
heres my idea
herbalist/guardian
3 str/ 15 def/ 6/6 hp
ability 1/ passive/ binding mushrooms/ when an enemy melee attacks herbalist and misses that unit is imboblized
ability 2 /potion lob/ cost 2-roll 3 dice for target unit upto 8 spaces away and for eanch unit ajacent to it, if any dice hit the units are stunned
any ideas for a better name for the first ability?