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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Heroes Basic Concepts and Wishes
Thread: Heroes Basic Concepts and Wishes This thread is 6 pages long: 1 2 3 4 5 6 · «PREV / NEXT»
CoolFool
CoolFool


Hired Hero
posted January 08, 2004 12:06 PM

I agree with you Vesuvius, I also think that Disciples 2(but not just grafics) mixed with Heroes (1,2,3) will be the best HMM5!!!

HMM5 must be userfriendly, but what dosen`t mean EASY TO PLAY AND WIN...

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gerdash
gerdash


Responsible
Famous Hero
from the Animated Peace
posted January 08, 2004 03:05 PM

i think vesuvius's pictures are cartoony in a diffeernt way.

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RedSoxFan3
RedSoxFan3


Admirable
Legendary Hero
Fan of Red Sox
posted January 11, 2004 09:24 PM

I don't like those pictures. I agree with Gerdash, they still look cartoony to me as well.
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Go Red Sox!

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SillyWabbit
SillyWabbit

Disgraceful

posted February 19, 2004 09:49 AM
Edited By: SillyWabbit on 4 Mar 2004

Oh guys, everone please give everything I write here serious consideration.  New World computing if you are reading this please take my advice strongly.  I have all 4 Heroes of Might and Magic games and I have have Might and Magic 6-8.  Okay, I have a large list of ideas here so please everyone bear with me.  Again, please listen to my ideas, I have so many ideas as I love this game to death.  I may have to break this post up.

*Combat maps now scroll over.  Players keep track of everything on a mini-map located on the top corner of the screen.  The new maps would share the isometric view and would be 4 times the size of even the old maps.  If 3d players, can rotate and pan these new maps.

*A new system of combat.  When it's a units turn a special window will appear that will show what options that player would have.  The window would show at the very least 4 things,; MOVE, CAST, and then there would be 2 types of attack.  One would be the old reliable attack that we are used to that is sure fire and never misses.  The second attack would be a new high risk attack.  This attack does twice the damage of the old attack, but only has a 50% chance of landing.  Different spells such as Precision and Curse can modify this success percentage.  Now lower end units have a chance to do real damage against much more powerful foes.  In addtion to these basic 4 options, some units will have more speical options depending on the unit.

*New hovering unit.  In additon to having flying units that can move anywhere and over anything, you would have a hovering unit that can attack while its still in the air instead of landing.  This would mean that all ground units,(except for giant sized untis such as dragons and titans) will only have a 75% chance to hit them with a regular attack and a 25% chance to hit them with the high risk attack.  Not all flying units would be considered a hovering unit of course.  Like dragons.  That would just be too unfair.  But some lower level flying units would have the hovering ability giving them a distinct advantage over ground units.  They would however, still be just as easy to hit by missle and casting units.

*Some heroes will be able to buy War Mounts and ride them into battle aside from the traveling horse they use on the adventure map.  This would require a new Equestrian skill.  This skill would only be available to a few classes such as Paladin, Death Knight and such.  Some Towns will produce exotic mounts that can only be ridden by certain heroes.  For instance, Barbarians can buy giant tigers to ride into battle, Necromancers can ride Ghost Mares, Pyromancers can ride Nightmares.

*Catapults would return to siege.  Some towns however would have a different looking catapult than others.  For instance the Mage Tower would have a steam tank as their catapult.  Plus walls can be broken again.


OVERVIEW

Heroes of Might & Magic 4 was a great attempt but it had a number of good and bad qualities.  It took the game in a new direction but yet it still felt like the same game with less of what I liked about part 3.  I will break my ideas into different sections.  But here in the overview section I would make the suggestion to make this game 3d.  If that is not possible then that is fine.  The Heroes games have always been graphically up with the times.  


TOWNS

There needs to be the following towns in Heroes of Might & Magic 5.

1. Castle-  This is the dwelling of human hereos and units.
2. Rampart- This is the dwelling of sylvan units. Elves etc.
3. Stronghold- The dwelling of barbarians.
4. Mage Tower- The dwelling of wizards and their followers.
5. Fortress- The home of the Beastlords and Lizardmen from the newly reborn nation of Tattalia.
6. Necropolis- The home of the eternal undead legions.
7. Shadow Vale- The home of the dark elves, newcomers to the new struggle.
8. Crystal Palace- The home of the new Fey race.
9. Conflux- The dwelling of the Elementalist and its followers
10. Dungeon- The new resting place for the followers of chaos.
11. Inferno- dwelling for Eeofol and the Kreegans.
12. Sur Reef- home of amphibious and underwater creatures who have finally decided to fight for the fate of the world.


HEROES

I have an idea that they now need a HYBRID class of hero to the old mix of Might and Magic.  Each town would have the following heroes.

*Castle- Knight- the might heroes; Paladin- the hybrid hero; Cleric- the magic hero.

*Necropolis- Shadowblade- stealthy might hero; Death Knight- hybrid hero; Necromancer- magic hero.

*Mage Tower - Lord- might hero; Alchemist- hybrid hero; Wizard- magic hero.

*Rampart- Archer- might hero; Bard- hybrid hero; Druid- magic hero.

*Stronghold (stronghold is an exception, they have 2 might heroes and just 1 magic)  Barbarian- might hero; Thief- might hero; Battle Mage- magic hero (the weakest)

*Fortress- Beastmaster- might hero; Shaman- hybrid hero; Witch- magic hero(all female).

*Conflux- Planeswalker- might hero; Seer- hybrid hero; Elementalist- magic hero.

*Dungeon- Dungeon Keeper- might hero; Overlord- hybrid hero; Warlock- magic hero(male only except for Sephinroth)

*Shadow Vale- Blackgaurd- might hero; Nightshade- hybrid hero; Sorceror- magic hero.

*Crystal Palace- Fairy Guard- might hero; Trickster- hybrid hero; Illusionist- magic hero.

*Inferno- Demoniac- might hero; Heretic- hybrid hero, Pyromancer- magic hero.

*Sur Reef- Wave Crasher- might hero; Tiderunner- hybrid hero; Ocean Lord- magic hero.

MAGIC

With this new magic system the different schools of magic are furthere separated.  Now certain casters will be able to specialize in one school but only have another or maybe 2 other schools as a secondary.  This would prevent a Necromancer from learning life magic which I thought was silly.  The game manual would list out which class would be restricted from which schools of magic.  An example would be a Necromancer will have Death magic of course as a specialty, but can also learn Earth and Chaos magic as well.  He would be restricted from Life, Order, Water,..etc.  Also, instead of the system of having heroes have sub divisions under skills, it would go back to players just picking and choosing from whatever skill they want for a total of 5 altogether I believe.  In HOMM4, a hero could learn every skill in the game if they wanted.  This was not very distinct if you ask me.  The new schools of magic are:

*Life Magic
*Death Magic
*Order Magic
*Chaos Magic
*Transmutation
*Nature Magic
*Air Magic
*Water Magic
*Fire Magic
*Earth Magic

At one point in time I had these all memorized in the order in which they would be built in the tower, but I kinda forgot so'll just list all the new spells here.  Some will obviously deserve to be higher up than others.
Also there would be some units that are only available by summoning.  This would add some flavor and incentive to play a caster.

LIFE MAGIC
*Bind Wound- heals a small amount of damage to a unit.
*Cure Poison- removes poison
*Mirth- increases a units moral
*Bless- increase a units chance to hit pecentage
*Restore- completely heals a unit and ressurects a few to its stack
*Holy Armor- increases a units armor.
*Smite- a poweful beam of life magic energy.
*Resistance- renders a unit immune to status ailments.
*Health- increase the hitpoints of each army of that stack.
*Regenerate- causes a stack to regenerate health over time.
*Retribution- powerul life magic attack spell.
*Haven- renders a unit invulnerable for 3 turns, but unit cannot attack.
*Wave of Cure- restores some health to all units on the battlefield.
*Divine Intervention- renders all units on the battlefield immune to status ailments.
*Remove Curse- removes curse and jinxes.

DEATH MAGIC
*Poison Bolt- poisons a unit and they take damage over time.
*Summon Skeleton- summons a stack of skeletons relevant to the heroes skill in conjuration.  No Conjuration skill means base of 12 skeletons.
*Summon Zombie- summons a stack of zombies relevant to the heroes skill in Conjuration.  No Conjuration skill means a base of 5 zombies.
*Summon Jinx- summons a small dark, creature that absorbs all spells directed towards the casters army.
*Summon Ghost Mare- summons a ghostly mount on the battlefield for the caster to ride.  This gives the caster increased mobility.
*Abuse- a powerful death magic attack that also lowers moral to the lowest level possible.
*Poison Cloud- creates a cloud of poison on the battlefield. All units in this area take damage as long as they remain in this area.
*Blight- infects a units with disease, causing them to only be able to attack every other turn thereafter and decreases armor and stats.
*Fear- freezes a unit in fear and causes them to loose their turn for the next 3 turns.
*Curse- decreases a units chance to hit.
*Cripple- weakens a unit, decreasing all its stats and reducing its maximum damage.
*Vampirism- caster steals health from unit.
*Summon Horror- summons a hideous, large, one-eye creature that can damage all units next to it and has a chance to fear any unit next to it.  Number is relevatn to heroes skill in Conjuration. No Conjuration means a base number of 3.
*Summon Affront- summons an undead werewolf.  Powerful melee attack unit. The number is relevant to heroes skill in Conjuration.  No Conjuration means a base number of 3.
*Rigamortisis- causes a unit to loose a turn every other turn thereafter.

Order Magic
*Precision- increase a units chances to hit.
*Magic Missle- fire a bolt of order magic at units.
*Magic Carpet- summons a magic carpet that the caster can ride.  While on this carpet the caster is considered a hovering unit and is thus harder to hit.
*Sleight of Hand- allows a caster to cast twice per turn for 5 rounds.
*Mirror Image- creates a copy of a unit.  Copy has only 1 hitpoint but can do everything the other unit can, i.e. cast, missle attack.
*Teleportation- caster can teleport himself or unit anywhere on the map.
*Starburst- rains down powerful magic at all units around the target.
*Blur Image- increases a units armor and defense against ranged and melee.
*Slayer- causes a unit to do extra damage to large creatures.
*Gravitational Pull- makes hovering units easier to be hit by ground units.
*Befuddle- confuses a unit, causing them to loose their turn for 3 rounds.
*Charm- allows a caster to take control of an enemy unit for 3 turns.
*Reflect- places a magical shield around target that allows them to reflect any offensive spells cast at them back at the caster.
*Summon Golem- summons steel golems relevant to the heroes skill in Conjuration.  No Conjuration means 8 golems.
*Summon Living Armor- summons living armors relevant to the heroes skill in Conjuration.  No Conjuration means a base number of 3.

CHAOS
*Chaos Bolt- a poweful beam of chaos energy.
*Maelstrom- rain down powerful chaos energy on all enemies around the target.
*Hex- prevents unit from casting for 3 rounds.
*Backfire- causes a targets spells to sometimes hit them.
*Berserk- causes a target to go berserk and do more damage.
*Enrage- causes a target to no longer obey players commands and attack nearest unit for 3 rounds.
*Corrupt- allows the player to take control of enemy unit for 3 rounds.
*Frenzy- gives target unit 2 attacks per turn for 3 rounds.
*Resistance- increases a units spell resistance.
*Mana Drain- drains mana to the target caster and gives to caster.
*Seeping Thought- target looses mana over time.
*Revenge- cause a unit to counter attack anytime they are attacked for 5 rounds.
*Timid- drops a units morale and decreases their attack.
*Armageddon- damages all units friend or foe.
*Anarchy- spell that affects everyone on the battlefield. Each unit is affected by a randomly chosen chaos magic spell. Friendly units randomly receive a friendly spell and enemy units randomly receive an offensive spell.

TRANSMUTATION
*Wooden Sword- turns enemy swords to wood, decreasing attack.
*Panther Form- turns caster into a panther, giving the Evade skill.
*Wolf Form- turns caster into a wolf, gaining increased mobility and counterattack.
*Bear Form- turns caster into a bear, increas his melee attack and hitpoints.
*Eagle Form- turns caster into an eagle, giving him the hovering ability.
*Swine- turns enemy target into a pig for 3 rounds. players can still control
*Goat- turns enemy target into goat for 3 rounds, player cannot control
*Lycanthropy- gives friendly units the power of a werewolf, giving them increased movement and attack.
*Wooden Armor- turns enemy armor into wood, decreasing armor and defense.
*Mithril Swords- turns your units weapons to mithril increasing their attack.
*Mithril armor- turns your units armor into mithril increasing their defense.
*Sheep- turns enemy units teir 3 and below into sheep permanently.
*Cattle- turns any enemy unit, except heroes into cattle permanently.
*Igak(made this up) form- turns the caster into a strange creatue with goat head, wings, lions torso, cow hind legs and midsection. A combination of all forms, he has Evade, incrased movement and counterattack, increase hitpoints and melee, and flying ability.
*Giant Form- caster possess giant like strength and increased damage.

NATURE MAGIC
*Summon Shambler- summons a shambler relevant to heroes Conjuration skill.  No Conjuration means 8 shamblers.
*Claws- increases target units damage.
*Briars- creates a natural damage shield to the target.
*Foliage- increases a units defense against ranged attacks.
*Snake Strike- allows units to always attack first.
*Lupine Speed- increases a units movement rate.
*Summon Grizzly- summons a grizzly bear relevant to heroes skill in Conjuration.  No Conjuration means 3 grizzlies.
*Healing plants- slightly heals a unit.
*Healing Rains- rains down healing over time to all units for 3 rounds.
*Roots- binds a unit in place for 3 turns.
*Eagle Eyes- ranged units always do full damage and suffer no line of sight or distance penalties.
*Snare- decreases an enemy units movement rate.
*Summon Treant- summons a Treant. A spellcaster.  The number is relevant to heroes skill in Conjuration.  No Conjuration means 3 treants.
*Camoflauge- allows a unit to move invisible for a 5 turns until they attack.
*Wrath of Nature- attacks all units around target with powerful nature magic.

AIR
*Headwinds- decreases a units movement rate
*Lightning Bolt- fires a beam of lightning at target.
*Sparks- attacks all enemy units around the caster.
*Chain Lightning- attacks a group of units, doing less damage with each unit it jumps to.
*Shock- shocks a unit causing them to loose their turn and take a small amount of damage.
*High Winds- increases the movement of a flying or hovering unit.
*Windstorm- reduces the movement of a flying or hovering unit.
*Tornado- creates a tornado to a spot on the battlefied. It then moves around uncontrolled by the caster and hits all units in its path.
*Driving Wind- increases the damage of missle units.
*Downwind- decreases the damage of enemy missle units.
*Gust of Wind- adventure map spell, increases the movement of ships.
*Flight- adventure map spell; allows caster to move over obstacles.
*Mist- creates a shroud of Mist on the adventure map over and area.  Works like the old shroud of the darkness.
*Summon Air Elemental- summmons air elemental.  The number is relevant to heroes skill in Conjuration.  No Conjuration means 5 air elementals.
*Lightning Storm- causes lightning bolts to randomly strike enemies on the battlefield for 5 rounds.

EARTH
*Blades- fire blades at enemy
*Boulder- Fire a massive rock that hit all enemies in a line.
*Meteor Shower- hits all units around target.
*Stoneskin- increases a units defense.
*Stonehands-increases a units attack.
*Petrification- turns a unit to stone for 3 turns.
*Quicksand- creates a trap on the battlefield, anyone who moves through this become rooted for the remainder of the battle.
*Casm- creates an impassable area on the battlefield.
*Earthquake- a spell that causes serious damage to castle walls.
*Summon Golem- summons an earth golem.  The number is relevant to heroes skill in Conjuration.  No Conjuration means 5 golems.
*Tremor- a spell that stuns all units around target, causing them to loose their turn for one round.
*Pathway- adventure map spell that increases hero movement and removes terrain penalties.
*Fortification- builds a poweful stone wall around a unit, not allowing others to melee against it.
*Mud- creates mud on the battlefield decreasing all enemy units movement (ground units only).
*Summon Earth elemental- summons earth elemental.  The number is relevant to heroes skill in Conjuration.  No Conjuration means 5 earth elementals.

WATER
*Tidal Force- fires the force of a tidal wave at an enemy stunning them.
*Ice bolt- fires a beam of ice at enemy.
*Ice Ball- fires a beam of ice at an enemy that explodes on impact and damages all around him.
*Typhoon- adventure map spell, creates a typhoon on the water that sucks in enemy ships and destroys some of its units.
*Ice Storm- rains down shards of ice over an area.
*Summon Water Elemental- summons a water elemental.  The number is relevant to heroes skill in Conjuration.  No Conjuration means 5 elementals.
*Summon Ice Elemental- smmons an ice elemental. The number is relevant to heroes skill in Conjuration.  No Conjuration means 5 elementals.
*Jet Stream- increses a units movement rate.
*Clean Water- washes away any poison or disease spells.
*Tidal Wave- slams the force of a tidal wave at a group of enemies, stunning them and causing damage.
*Water Walk- adventure spell that allows heroes to move acros water without a ship.
*Undertow- a spell that draws an enemy unit towards the casters side of the battlefield.
*Summon Sea Monster- summons a sea monster.  The number is relevant to the heroes skill in Conjuration.  No Conjuration means 3 sea monsters.
*Scales- increases a units armor.
*Drown- fills a stacks lungs with water, causing termendous damage.

FIRE
*Flame Arrow- fires a small bolt of fire
*Fire Ball- Fires a ball of fire that smashes into a stack and then damages all those around it.
*Ignite- sets a stack on fire and they take damage over time.
*Wildfire- increases a units movment rate.
*Singe- damages a stack and prevents it from being healed for 3 turns.
*Flame Sword- adds additional fire damage to any stacks attack.
*Flame Shield- surrounds the target in a fire based damage shield.
*Fire Eater- renders a stack immune to fire damage.
*Summon Nightmare- summons a Nightmare for the caster to ride in battle. It incrases their movement rate.
*Explosion- attacks a group of stacks with a powerful spell.
*Fireworks- blinds a group of units causing them to loose their turn.
*Immolate- reduces an enemy stacks armor and defense.
*Summon Demon- summons a demon.  The number is relevant to the heroes skill in Conjuration.  No conjuration means 5 demons.
*Pyrotechnics- blinds a group of units and damages them.
*Dragon's Breath- gives the caster a fire attack spells that does follow through damage just like the breath of a dragon.


SKILLS
Like in HOMM3, players can choose from any skill but some skills will be restricted from some classes. A paladin should not be able to learn the stealth skill. The skills are as follows.

*Drill- increase your armies movement in battle.
*Tactics- allows hero to move around stacks before a battle starts.
*Pathfinding- increases a heros movement rate on the map.
*Logistics- missle units carry more shots and it reduces terrain pentalty.
*Melee- increases the heros attack.
*Strategy- increases the chance of success of units high risk attack and abilities.
*Combat- increases the melee attack of your armies.
*Offense- increase the overall damage of your armies.
*Archery- increaes the damage and aim of your armies missle attacks. Also increases your armies range defense.
*Defense- increases the overall defense of your armies.
*Resistance- increases the overall magic defense of your armies.
*Leadership- increases your armies morale.
*Luck- increase your armies luck.
*Stealth- allows your hero to move on the map unseen by enemies, and be invisible at long range to enemies in battle.
*Seamanship- increase your units movement at sea and increases their fighting abilites on boats.
*Scouting- increases your heros vision in the fog of war and the blackness.
*Fortitude- increase the defense and armor of the hero.
*Ballistics- allows your hero to control ballistas and repeaters and they do more damage. He can alos control towers during siege.
*Artillery- hero can aim catapults and such and they do more damage.
*Siege Defense- causes your heros castle to take less damage during a siege.
*Learning- increases your heros level of experience gained.
*Study- allows players to learn spells from other heroes.
*Evocation- increases a heroes spell damage.
*Enchantment- increases the duration and effectiveness of spells
*Occultism- inceases the amont of magic points recovered per day for a hero.
*Conjuration- increases the number of units summoned for conjuring spells
*Wizardy- increases a heros magic points.
*Necromancy- allows hero to bring dead armies back as skeletons, advanced necromancy brings them back as zombies.(death magic only)
*Ressurection- allows players to bring units back to life after a battle ( Life magic only).
*Spell Craft- decrease the chance your spells will be resisted.
*Scrying- allows caster to reveal more about units and armies they inspect.
*Nobility- increases dwelling output.
*Mining- increase income from mines.
*Estates- hero generates gold.
*Diplomacy- gives heros a chance to avoid conflict with non player armies.
*Charisma- allows player to make enemy units switch to their side before a battle.
*Air Magic- allows players to learn air magic spells and increase their skill.
*Fire Magic- allows player to learn fire magic spells and increase their skill.
*Earth Magic- allows players to learn earth magic spells and increase their skill.
*Water Magic- allows players to learn water magic spells and increase their skill.
*Chaos Magic- allows players to learn chaos magic spells and increase their skill.
*Order Magic- allows heros to learn order magic and increase their skill.
*Death Magic- allows heroes to learn death magic spells and increase their skill.
*Life Magic- lets players learn life magic spells and increase their skill.
*Nature Magic- lets players learn nature magic spells and increase their skill.
*Transmutation Magic- lets players learn transmutation magic and increase thier skill.
*Equestrian- allows heros to wide war mounts on the battlefield.


THE TOWNS
Now i'll go through each of the town explaining the units I would like to see and what they can do and what researches they can get. Yes I feel that some units should be able to receive upgrades, kinda like upgrading a unit in HOMM3 only you keep the same unit with a slight modification or maybe a new weapon. Here I thought why not give players a plethora of units and let them pick and choose the units they want to build dwellings for and take into battle as opposed to always knowing what you're going to get and fight against. Building one building would not restrict you from building anohter.  It would make the game more interesting knowing the enemy won't have the same set of units each time you fight.


CASTLE
The castle is owned by the knights of former Erathia.

Heroes:
*Knight- skilled fighter, hevily armored, can learn Equestrian. Has Trick Riding ability, can attack a group of enemies while on horseback.
*Paladin- half knight, half healer, can learn Equestrian and has special Lay on Hands ability.
*Cleric- magic caster. Has a special Resurrect spell.

Units:

UNIT: Pikeman
BUILDING: Barracks.
DESCRIPTION: Pikeman are basic infantry, they have the special Follow Through ability that allows them to hit units in a row like the Dragons Breath.
UPGRADE: None.

UNIT: Halberdier
BUILDING: Weapon Yard (Barracks add on)
DESCRIPTION: Halberdiers are cheap infantry. The have the Great Cleave ability that allows them to attack 3 units in front of them like the cerebrus and hydra.
UPGRADE: None

UNIT: Marksman
BUILDING: Archery Range
DESCRIPTION: Marksmen are missle units. They have the Wind Up Shot ability that allows them to wind up and loose a turn only to do triple damage the next attack.
UPGRADE: Wench Bow- increased damage

UNIT: Duke of Steadwick
BUILDING: Order of the Gryphonheart Guildhall
DESCRIPTION: The last few nobles who cling to the traditions of Catherine and Roland.  They ride into battle astride war gryphons. They are hovering units. They have the Dive Bomb ability which does double damage to ground units.
UPGRADE: Banner of Catherine Gryphonheart- incrases morale.

UNIT: Shield Maiden
BUILDING: Shrine of Catherine
DESCRIPTION: A Shield Maden is a heavily armored female unit who heals units on the battlefied in the absence of or in the aid of a cleric. They have the Ressurct ability that works like the spell.
UPGRADE: Rosary of Devotion- increaes morale.

UNIT: Monk
BUILDING: Abbey
DESCRIPTION: Monks are a more powerful ranged unit than the marksman and can attack with just as much ferocity up close. They heave the Purification ability that allows them to remove all negative spell effects and status ailments from a unit or themselves.
UPGRADE: None

UNIT: Crusader
BUILDING: Cathedral
DESCRIPTION: Heavily armoed knight on foot that gets two attacks per turn. Has the Iron Cross ability that causes his attacks to strike twice each time for a total of four attacks per turn.
UPGRADE: None

UNIT: Dragoon
BUILDING: Jousting Arena
DESCRIPTION: This is the first line cavalry unit. Hevily armored and does more damage to units that he has to attack from far away. Has the Tilt special ability that increases the damage of his next attack.
UPGRADE: Heavy Lance- adds damage to attacks.

UNIT: White Knight
BUILDING: White Tower (jousting arena add on)
DESCRIPTION: White Knight is a heavily armored cavalry unit that that launches magical ranged attacks at his enemies. Has the White Lance ability that causes his next attack to debuff.
UPGRADE: None

UNIT: Green Knight
BUILDING: Sacred Order of the Green Knight
DESCRIPTION: Heavily armored cavalryman. Has the Armor Crush ability that allows his next 3 attacks to defeat armor and defense.
UPGRADE: None

UNIT: Paragon
BUILDING: War College
DESCRIPTION: Heavily armored horsemen with a few order magic spells at his disposal.
UPGRADE: None

UNIT: Black Knight
BUILDING: Hall of the Dark Order
DESCRIPTION: Very heavily armored cavalryman with powerful melee attack. Has the Sacrifice ability in which the stack destorys themselves in order to destroy another stack. Does not work on heroes.
UPGRADE: None.

UNIT: Angel
BUILDING: Stairway to Heaven
DESCRIPTION: Flying unit that does not hover, powerful melee. Has the Resurrect ability.
UPGRADE: Sword of Gabriel- increase angel attack damage.

EQUIPMENT AND SIEGE AVAILABLE TO CASTLE HEROES:
*Trebuchet- Caslte catapult. Does the same duties as before just looks different. Works off the heroes Artillery skil.
*Ballista Crew- Castle balista. Works off the heroes Balistics skill.
*Ammo Cart- gives missle units unlimited shots.


RAMPART

The Rampart is the home of the new elven court. They are struggling to recover after the reckoning to ensure they can defend themselves from the new threats.

RAMPART HEROES:

*Archer- might hero. The have the True Shot ability, that alows them to do full damage with missle attacks and ignore line of sight and distance pentalties for 5 rounds.
*Bard- hybrid hero, very versitile unit. Has special powers that let them cast spells. All their spells, beneficial or offensive are area wide for the bard.
*Druid- magic hero. Can summon creatures found nowhere else in the game.

UNITS:

UNIT: Dwarf Battlerager
BUILDING: Dwarf Barrow
DESCRIPTION: This slow unit is a cheap rampart infantry unit that is quite strong. They have the special Berserk ability that allows them to go berserk when their stack is below 1/3.
UPGRADES: Runic Axe- increases damage.

UNIT: Halfling Slinger
BUILDING: Shire
DESCRIPTION: The first of many rampart ranged units. The slinger has the Hide ability which allows him to disappar from view of the battlefield for 3 turns. He is not able to move or attack though while in hiding.
UPGRADE: None

UNIT: White Tiger Priestess
BUILDING: Vori Lodge
DESCRIPTIONS: The Vori snow elves have finally emerged after the reckoning and have decided to aid the elves. Their white skinned priestess ride into battle on equally white tigers. They are part cavalry, part caster and a little bit of a melee unit. they have the ability to cast a few Nature magic spells.
UPGRADE: Moon Chakram- gives the priestess a weak ranged attack capability

UNIT: Centaur Captain
BUILDING: Centaur Stables
DESCRIPTION: The centaurs return to aid the elves as their true cavalry unit. They have the Buck ability that allows them to get a free attack on units behind them.
UPGRADE: None

UNIT: Centaur Archer
BUILDING: Archery Range (Centaur Stables add on)
DESCRIPTION: The centaur archer is a cavalry archer unit. They have the Run and Shoot ability that allows them to move and attack in one turn.
UPGRADE: None

UNIT: Wood Elf Archer
BUILDING: Hunting Lodge
DESCRIPTION: The staple unit that has always been with the elves. They can shoot twice in one round and they have the Scatter Shot ability that allows them to hit 3 targets in one turn with one shot each.
UPGRADE: Elfin Longbow- allows archers to ignore obstacle penalty.

UNIT: Timberwolf
BUILDING: Den
DESCRIPTION: The wolves again serve the elves. They can and will retaliate to any attack thrown at them and they are very mobile. They have the Rabies ability that has a chance of causing a the player to loose control of that unit for 3 turns.
UPGRADE: None.

UNIT: Pegasus Rider
BUILDING: Pegasus Loft
DESCRIPTION: The pegasus riders are a flying unit of the rampart army. They are hovering units. They have the Aerial Charge ability that allows them to do extra damage to units they come at from far away.
UPGRADE: None

UNIT: Dendroid
BUILDING: Mystic Trees
DESCRIPTION: These slow, powerful giants serve the ancient treants of the forest as underlings. Their attacks can root, and they have the Bind ability that allows them to entagle a unit and prevent it from doing anything at the expense of them not being able to do anything either.
UPGRADE: None.

UNIT: Unicorn
BUILDING: Placid Lake
DESCRIPTION: The Unicorns are a heavy cavalry upgrade to the Centaur Captain. Their attacks have a chance to Blind. Also, they have the Teleportation ability that allows them to teleport once per battle.
UPGRADE: Horn Helm- Horn armor that gives them added damage.

UNIT: Forestmaster
BUILDING: Warden's Cabin
DESCRIPTION: The Forestmaster is similar to the white tiger preistess only he rides in the battlefield on a hypogryph. He is a missle unit, but his skill is less than that of the Wood Elf archer and he doesnt have the hitpoints of the Centaur Archer. He is also a hovering unit.
UPGRADE: Wardens armor- adds armor.

UNIT: Green Dragon
BUILDING: Mossy Cave
DESCRIPTION: The green dragon, like most dragons has a breath attack that does Follow Through damage. It is immune to magic.
UPGRADE: None.

EQUIPMENT AND SIEGE AVAILABLE TO RAMPART HEROES:
*Archer- Rampart catapult. Fancy looking catapult.  Works of heroes Artillery skill.
*Ammo Cart- gives units unlimited shots
*Medical Tent- can do minor healing to units.
*Porcupine- rampart ballista. Works off the heros skill in Balistics.

STRONGHOLD

The stronghold is the home of the barbarians whom have rallied together again, despite their differences to stand against the new threats.

HEROES:
*Barbarian- the might hero. They have the Critical Strike ability that occasionally allow their attacks to do double damage.
*Thief- another might hero. THey have the Evade skill that gives them a chance or saving throw to completely dodge all melee and missle attacks.
*BATTLE MAGE- the least gifted of all mages and the stronghold magic hero.

UNITS:

UNIT: Goblin Warrior
BUILDING: Mess Hall
DESCRIPTION: The little goblins, though small, are real cheap and can become formidable in large stacks. They have the Knee Crusher ability that allows them to Stun an enemy stack.
UPGRADE: Kennel- with the Kennel dwelling, they can ride wolves for a price.

UNIT: Orc Axe Thrower
BUILDING: Orc Burrow
DESCRIPTION: The first level missle unit. They do the same amount of damage up close. They have the Furious Cleave ability that gives them a strong up close melee attack.
UPGRADE: Kennel- with the Kennel dwelling, they can ride wolves into battle for a price.

UNIT: Amazon
BUILDING: Sisterhood of Battle
DESCRIPTION: These are fierce but sexy female warriors are who are light, quick and strong. They have the Hit and Run ability that allows them to run off and attack an enemy and then return to their original spot like the Harpies.
UPGRADE: Gigantic Zweihander- increases amazon attack.

UNIT: Huntress
BUILDING: Huntress Lodge
DESCRIPTION: Female barbarian who rides a black panther. A cavalry unit, she also has the Trap ability that prevents units from moving and it allows hovering units to be attacked with the same sucess as if they were ground units.
UPGRADE: None

UNIT: Hungol Horse Archer
BUILDING: Shrine of Wong
DESCRIPTION: A fast cavalry archer. THey have the Run and Shoot ability similar to the Centaur archer.
UPGRADE: None

UNIT: Valkrye
BUILDING: Shrine of Valhalla
DESCRIPTION: They are winged helm women who ride into battle on flyig horses. They have the Wrath of Mjolnir ability that gives them a magical lightning attack for the next 3 rounds.
UPGRADE: Helm of Heimdal- increases armor.

UNIT: Ogre
BUILDING: Ogre Fort
DESCRIPTION: These are powerful melee units. They have the the Smash ability that gives their next 3 attacks splash damage.
UPGRADE: None

UNIT: Shen Zu Weaponlord
BUILDING: Wong Garden
DESCRIPTION: A lightl armored fast warrior that carries a single katana witht hem. They have the Wong Ritual ability in which they sacrifice a turn so that their next 3 attacks do double damage.
UPGRADE: None

UNIT: Cyclops
BUILDING: Cyclops Temple
DESCRIPTION: The cyclops can again hurl massive boulders at units and walls. They have the Follow Through ability that allows their attacks to hit units in a row behind the target.
UPGRADE: Granite Boulder- Cyclops can attack castle walls like a catapult

UNIT: Gladiator
BUILDING: Battle Arena
DESCRIPTION: The Gladiator is a heavily armored barbarian that carries a huge greatsword. They have the Armor Crush ability that allows their next 3 attacks to defeat armor and defense.
UPGRADE: None

UNIT: Behemoth
BUILDING: Behemoth Cave
DESCRIPTION: Behemoths are massive melee units whos attacks cannot be retaliated. They have the Obliterate ability that renders a killed enemy stack unable to be resurrected or raised as undead.
UPGRADE: None.

EQUIPMENT AND SIEGE AVAILABLE TO STRONGHOLD HEROES:
*Rock Laucnher- catapult. Works off heroes Artillery skill.
*Ballista- regular ballista. Works off heroes Ballistics skill.
*Mobile Shield- these are large tower shields on a cart that a stack can moved behind to inscrease their defense against missle attacks.

DUNGEON

The former rulers of Nighon have collected themselves from the ashes. Some escaped to other worlds to evade the reckoning. They are now back together to once again rule the true underworld.

HEROES:
*Dungeon Keeper- vicious might hero, has the Intimidation ability which slightly decreases success of melee attacks against him.
*Overlord- hybrid hero. Has the Horde Master ability. This increase Nobility skill or works in the absence of Nobility skill.
*Warlock- all male magic hero, (except for Sephinroth).

UNITS:

UNIT: Dungeon Feeder
BUILDING: Sarcophagas
DESCRIPTION: Scarab like insects. They have the Devour ability. They eat the corpses of a defeated stack so that they cannot be ressurected or raised as undead similar to the Behemoth's Obliterate.
UPGRADE: None.

UNIT: Troglodyte
BUILDING: Fungus Grove
DESCRIPTION: Cheap, weak infantry unit. They are immune to spells that affect sight. They have the Ravenous ability. It allows them to gain a small amount of health from slain enemies.
UPGRADE: None

UNIT: Medusa
BUILDING: Medusa Temple
DESCRIPTION: Missle unit. Her melee attacks can turn units to stone. She has the Killer Looks ability. This allows her to destroy any stack she can turn to stone for 3 rounds.
UPGRADE: None

UNIT: Harpy Hag.
BUILDING: Harpy Loft
DESCRIPTION: flying unit, not hover. She has a natural Hit and Run ability plus she gains the Stupor ability which can allow her to make a unit drunk, in which the enemy player looses control of that unit for 3 rounds.
UPGRADE: None.

UNIT: Beholder
BUILDING: Beholder Nest
DESCRIPTION: floating unit. Has missle attacks. Has the 12 Eye Blast in which they hit a unit 12 times in a row with weak blasts.
UPGRADE: None

UNIT: Minotaur Champion
BUILDING: Labrynth
DESCRIPTION: tough infantry unit. They have the Gore ability which is a powerful attack that causes the enemy to take small damage over time.
UPGRADE: Minotaur Great Axe- adds damage to attacks

UNIT: Manticore
BUILDING: Manticore Den
DESCRIPTION: Hovering unit with strong attack. Has the Scoprion Tail ability which can poison a unit.
UPGRADE: None

UNIT: Phase Spider
BUILDING: Large Web
DESCRIPTION: Cavalry like speed. Has the Chilling Poison ability which stuns a player and does damage over a time.
UPGRADE: None

UNIT: Mind Flayer(only if this is not copyrighted)
BUILDING: Dungeon Temple
DESCRIPTION: Powerful spellcaster that has a small amount of chaos magic spells at their disposal.
UPGRADE: None.

UNIT: Gargoyle
BUILDING: Gate Guard
DESCRIPTION: Hovering unit with lots of hitpoints. Has the Petrify ability, allowing him to double his armor for 3 rounds.
UPGRADE: None

UNIT: Black Dragon
BUILDING: Dank Cave
DESCRIPTION: A dragon unit with powerful breath attack that does Follow Through damage.
UPGRADE: None

EQUIPMENT AND SIEGE AVAILABLE TO DUNGEON HEROES:
*Catapult- catapult that works off heroes Artillery skill.
*Ammo Cart- gives units unlimited shots
*Ballista- regular ballista that works off heroes Balistics skill.

MAGE TOWER

The Mage tower is the haven of the wizards of New Arcan. Emilia Nighthaven is still in command and is just an effective leader as ever.

HEROES:
*Lord- might hero, has the Commanding Presence ability that can render his units immune to psycological effects for 3 rounds.
*Alchemist- hybrid hero, a good spellcaster.
*Wizard- best magic user in the game.

UNITS:

UNIT: Stone Golem
BUILDING: Golem Factory
DESCRIPTION: Strong infantry unit that is immune to most magic. Has the Pound ability that allows him to do double damage.
UPGRADE: Irong Golem- incease hitpoints and attack.

UNIT: Gnomish Pistoleer
BUILDING: Gnomish Workshop
DESCRIPTION: small range unit, suffers lots of line of sight penalites. Has the Rouhlette ability. When done, the next shot will either be Bank Shot (a shot that bounces off target and hits others), Iron Buster Shot (shot that defeats armor and defense), or Silver Bullet ( does extra damage to all undead).
UPGRADE: Ivory Hilters- a better type of pistol, adds damage.

UNIT: Gnomish Fighting Contraption
BUILDING: Gnomish Workshop
DESCRIPTION: Gnome inside a walking, wooden contraption with sawblades and knives for hands. Has the Extendo Arm ability which hits hovering units with increased success.
UPGRADE: Large Gears- increases movement.

UNIT: Archmage
BUILDING: Mages Tower
DESCRIPTION: Always with tower. Their beam attacks ignore obstacle penalties. Has the Arcane Beam ability which is an attack that hits all units in a line.
UPGRADE: None

UNIT: Gnomish Magician
BUILDING: Gnomish Academy
DESCRIPTION: A magic unit without ranged attack that can summon fire, air, water, earth elementals and can teleport small distances.
UPGRADE: None

UNIT: Enchanter
BUILDING: Illusionist Guild
DESCRIPTION: Just like the ones in HOMM3. They have the Mimic ability that allows them to transform into any enemy unit nearby them.
UPGRADE: None

UNIT: Naga
BUILDING: Golden Pavilion
DESCRIPTION: Female warrior with lots of arms. She has the 18 Hit attack, which unleashes a flurry of quick attacks at an enemy.
UPGRDE: Horned Helm- adds armor

UNIT: Mageslayer
BUILDING: Hall of the Forbidden Order
DESCRIPTION: These fighters were originally created by Gavin Magnus. At once point in Bracada's history some mages went rogue. There was great destruction so he created an elite group of warriors who are resistant to magic and deal extra damage to magic user. They have the Desummon ability which is an attack that can instantly destory any summoned creature.
UPGRADE: Witchbane- adds damage against spellcaster units.

UNIT: Genie
BUILDING: Altar of Wishes
DESCRIPTION: Hovering units with nice attack, and can cast Air ressitance. Also do double damage against Efretti. They have the 3 Wishes ability which allows the player to destory any 3 enemy units that are under tier 3.
UPGRADE: None

UNIT: Titan
BUILDING: Fortress of Titans
DESCRIPTION: Massive giants who hurl powerful lightning bolts. They have the Stomp ability that gives them a melee attack with splash damage.
UPGRADE: None

UNIT: Mecha-magical Dragon
BUILDING: Laboratory
DESCRIPTION: Mechanical dragon that does not fly nor does it have a breath attack but has strong melee attack. Has the Napalm Breath attack which burns and does damage over time to enemies.
UPGRADE: Booster cells- increases hitpoints.

EQUIPMENT AND SIEGE AVAILABLE TO MAGE TOWER HEROES:
*Steam Tank- catapult, works off heroes Artillery skill
*Blackpowder- balista, works off hereos Ballistics skill
*Ammo Cart- gives units unlimited shots
*Medical Tent- partially heals units.

Also, I don't think I explained this before, but all Abilities can only be used once per battle. Also, some of those abiities I forgot to put a time limit, but all of them would have a duration of some sort. I prolly was in such a hurry I forgot. But anyways, so lets say, the Centaur Captain has the "Buck" Ability. Once per battle they can activate their "Buck' Ability. For the next 3 rounds, they can kick back at any unit behind them which is a free automatic attack that doesn't take his normal attack. Moving right along....

NECROPOLIS

The best surviors of the reckoning. Their empire is prospering and the conflict for dominance by the other nations only strengthen their ranks.

HEROES:
*Shadowblade- an undead stealth unit and might hero, they have the Evade skill that gives them a chance or save at completely dodging any melee or missle attack. They also have the Shadow Form ability that lets them move as a shadow. While in Shadow Form they cannot be attacked nor can they attack but they are still visible.
*Death Knight- powerful unit that can also cast spells. The hybrid hero that has the Equestrian skill.
*Necromancer- magic hero of great power

UNITS:

UNIT: Skeleton Warrior
BUILDING: Graveyard
DESCRIPTION: basic infantry unit. Skeletal frame gives them defense against missle attacks. They have the Returned Warrior ability that gives them added damage for the next 3 rounds.
UPGRADE: Unholy Armor- increases armor.

UNIT: Skeleton Archer
BUILDING: Archers Grave(graveyard add on)
DESCRIPTION: Skeleton archers have a weak missle attack. They have the Flaming Skull ability that allows them to fire a flaming skull at an enemy that does double damage.
UPGRADE: Deadwood Bow- adds attack damage

UNIT: Ghoul
BUILDING: Corpse Pile
DESCRIPTION: Ghouls are very mobile and fast units. They have the Flesh Eater ability that allows them to regain a small amount of health with each attack for 3 turns.
UPGRADE: None

UNIT: Zombie
BUILDING: Excavation
DESCRIPTION: Zombies are tough infrantry units with axes. Their attacks have a chance to disease and they have the Plauge Bringer ability which has a chance to infect any who attack it for 5 turns with disease.
UPGRADE: None

UNIT: Wraith Lord
BUILDING: Barrow
DESCRIPTION: Wraith Lords are hovering units with two dark blades. They have the Intangible ability that works just like Shadow Form.
UPGRADE: None

UNIT: Mummy Pharaoh
BUILDING: Tomb
DESCRIPTION: Thes are mummies and their attacks have a chance to Curse. They have the Shifting Sands ability which allows them to teleport anywhere on the battlefield.
UPGRADE: Bronze Sceptre- adds damage to attacks.

UNIT: Pumpkin King
BUILDING: Dead Field
DESCRIPTION: A wicked looking scarecrow. They can cast a few death magic spells.
UPGRADE: None

UNIT: Lich
BUILDING: Masoleum
DESCRIPTIION: Strong missle unit whos attacks hit all around the target. Has the Cursed Earth ability which attacks all enemies around the Lich.
UPGRADE: Arch Lich- liches gain more hitpoints.

UNIT: Vampire Countess
BUILDING: Dark Estate
DESCRIPTION: A sexy female this time around, their attacks drain health and she can fly but not hover. Has the Blood Sucker ability which allows her to drain health until her stack is fully restored.
UPGRADE: None

UNIT: Dread Knight
BUILDING: Hall of the Dead
DESCRIPTION: Undead cavalry unit whos attacks can sometimes do double damage. They have the Wake of Death ability that damages all units around it.
UPGRADE: Dark Armor- increases armor.

UNIT: Stitched Man
BUILDING: Electrolysis Lab
DESCRIPTION: These hulking massive creatures are made of different parts of large men, giants and ogres. They are heavy, heavy melee units. They have the Pummel ability that allows them to attack castle walls with their bare hands and break them as a catapult would.
UPGRADE: None

UNIT: Poltergiest
BUILDING: Haunted House
DESCRIPTION: the hovering ghosts are hovering units. They have the Possession ability that allows them to go inside of and take control of a unit. When unit dies Poltergiest comes out and fights again.
UPGRADE: None

UNIT: Dragon Lich
BUILDING: Dragon Graveyard
DESCRIPTION: Melee undead dragon. They have the Age ability that ages a unit which means extra damage to their attacks. The Age ability lasts 5 rounds.
UPGRADE: None

EQUIPMENT AND SIEGE AVAILABLE TO NECROPOLIS HEROES:
*Bone Catapult- catapult that works off hereos Artillery skill.
*Ballista- ballista that works off heroes Ballistics skill.
*Ammo Cart- gives missle units unlimited shots.

CRYSTAL PALACE

This is the dwelling of all creatures fey. They are newcomers to the struggle for power but their size doesn't mean they are pushovers.

HEROESNOTE: all fey heros have the Evade skill)
*Fairy Guard- fey might hero.
*Trickster- hybrid hero.
*Illusionist- magic hero.

UNITS: (NOTE: All Crystal Palace untis have the Evade skill unless otherwise specified)

UNIT: Spriggan
BUILDING: Magic Tree
DESCRIPTION: fey infantry unit. They are cheap and are good in large numbers. They have the Sparkle ability that blinds a unit for 1 turn.
UPGRADE: None

UNIT: Lurikeem
BUILDING: Firefly Tree Hollow
DESCRIPTION: These little archers carry small but powerful little bows. They have the Magic Arrow ability that makes it impossible for their next 3 shots to miss.
UPGRADE: Supple Bow- increases attack.

UNIT: Clurican
BUILDING: Peekers Guildhouse
DESCRIPTION: These stealthy units move very fast across the battlefield. They have the Invisibility ability which is self explanatory.
UPGRADE: None

UNIT: Brownie
BUILDING: Brownie Twig House
DESCRIPTION: These little warriors lobs small balls of magic at their enemies that deals splash damage to all those around them. Brownies have limited range and usually have lots of line of sight penalties.
UPGRADE: Fairy Craft- increase damage of missle attacks.

UNIT: Sprite
BUILDING: Treehouse
DESCRIPTION: a hovering unit with a weak melee attack but are cheap and come in large numbers. They have the Harrier ability which breaks the concentration of spellcaster and renders them unable to cast for 5 or more rounds.
UPGRADE: None

UNIT: Firbolg
BUILDING: Grove of the Big Ones
DESCRIPTION: A crystal palace unit that is not a fairy. They are large hulking creatures of the forest with bear-like claws that don't like it when others mess with their little friends. They have the Impale ability that gives their attacks Follow Through damage for the next 3 turns. They do not have the Evade skill.
UPGRADE: None

UNIT: Pixie
BUILDING: Magic Mushroom Ring
DESCRIPTION: a hovering unit that can cast a few order magic spells.
UPGRADE: None

UNIT: Banshee
BUILDING: Shrine of Spirits
DESCRIPTION: These are female fighter units that float above the ground and look ghoslty. The have the Sonic Squeal ability that damages all around her.
UPGRADE: None

UNIT: Nymph
BUILDING: Floral Garden
DESCRIPTION: female units with powerful range attacks. They have the Dazzle ability that allows them to blind a group of units.
UPGRADE: None

UNIT: Fairy Knight
BUILDING: Crystal Hall
DESCRIPTION: Does not have the Evade skill. A fairy mounted on a salamander type lizard. The lizard allows the fairy to carry heavy armor and weapons that they could not carry on their own. Heavy armored cavalry fighter. They have the Fairy Fire ability that gives them a small magical range attack for 3 rounds.
UPGRADE: Heavy Fairy Blade- increases attack.

UNIT: Sylph
BUILDING: Firefly Ring
DESCRIPTION: a hovering ranged unit. They have the Sprinkle ability which allows them to quickly shoot all units around them.
UPGRADE: None

UNIT: Fairy Dragon
BUILDING: Fariy Dragon Cave
DESCRIPTION: Not a real sized dragon, but can cast a number of offensive spells.
UPGRADE: None

UNIT: Prismatic Dragon
BUILDING: Crystal Cavern
DESCRIPTION: A small dragon with melee attack. Immune to all magic. Does not have Evade skill.
UPGRADE: None


EQUIPMENT AND SIEGE AVAILABLE TO CRYSTAL PALACE HEROES:
*Catapult- catapult that works off heroes Artillery skill.
*Ammo Cart- gives ranged units unlimited shots
*Medical Tent- partially heals units.

Edit by ThE_HyDrA:
Excellent proposals there, SillyWabbit.

FORTRESS

The Fortress is home of the newly reborn Tattalian nation.  They are now more run by lizardmen and gnolls than humans.

HEROES:
*Beastmaster- might hero, they have the Feral Companin ability that allows them to summon a stack of 20 Frenzied Gnashers
*Shaman- hybrid hero, good casting and nice melee
*Witch- magic hero, all females.

UNITS:

UNIT: Gnoll Marauder
BUILDING: Gnoll's Hut
DESCRIPTION: Cheap, but weak infantry unit.  He has the Wrecking Ball ability in which he can fling his ball 4 hexes away from him and hit a unit and then pull it back.
UPGRADE: Spike Ball- adds damage to attack.

UNIT: Lizardman Archer
BUILDING: Archer's Fort
DESCRIPTION: One of the least gifted missle units.  They have the Poison Arrow ability in which their next 3 shots can poison.
UPGRADE: None.

UNIT: Gnoll Shaman
BUILDING: Witch Doctor's Hut
DESCRIPTION: Gnoll Shaman possess a few chaos and fire magic spells.
UPGRADE: Voodoo Doll- incrases spell damage

UNIT: Sun Warrior
BUILDING: Temple of Champions
DESCRIPTION: Heavily armored lizardman.  Immune to fire.  Has the Savage ability that allows his next 3 attacks to defeat armor and defense.
UPGRADE: Obsidian Macana- added damage.

UNIT: Priest of the Sun God
BUILDING: Sun Temple
DESCRIPTION: Lizardmen priests with a small selection of healing and fire magic spells.
UPGRADE: Gold Staff- increases magic points.

UNIT: Wyvern
BUILDING: Wyvern's Roost
DESCRIPTION: Hovering unit with lots of hitpoints.  They have the Venom Tail ability that allows their next 5 attacks to poison.

UNIT: Leopard
BUILDING: Hunter's Cage
DESCRIPTION: Cavalry like speed.  They have the Pounce ability.  This allows them to get a free attack on any unit that moves by them for the next 5 turns.
UPGRADE: None

UNIT: Gorgon
BUILDING: Gorgon's Lair
DESCRIPTION: Tough bull unit.  Some of their attacks can instantly slay a unit.  They have the Stampede ability that gives their next attack Follow Through damage.
UPGRADE: None

UNIT: Basalisk
BUILDING: Basalisk Pit
DESCRIPTION: tough lizard unit.  They're attacks can sometimes turn an enemy to stone.  They have the Acidic Bite ability which adds extra damage to their next 3 attacks.
UPGRADE: None

UNIT: Poacher
BUILDING: Trader's Post
DESCRIPTION: These masked hunters are a hybrid of melee and ranged.  While not good at either they are capable of both well.  They have the Trap ability similar to the Huntress.
UPGRADE: None

UNIT: Raptor Lord
BUILDING: Raptor Temple
DESCRIPTION: Lizardman riding a swift raptor.  They have the Team Up ability that allows the raptor to attack with the lizardmen for 1 round to do lots of damage.
UPGRADE: Heavy Spear- increases damage.

UNIT: Bludgeon
BUILDING: Breeding Ground
DESCRIPTION: A gnoll riding a triceratops.  They have the Ram ability that allows it to attack castle walls similar to the Stitched Man.
UPGRADE: None

UNIT: Hydra
BUILDING: Hydra Pool
DESCRIPTION: Heavy, Heavy assault unit with lots of attack and hitpoints, but very very slow.  They attack all units around them.  They have the Regrowth ability that allows them to regain health each turn for the next 5 turns.
UPGRADE: None

EQUPMENT AND SIEGE AVAILABLE TO FORTRESS HEROES:
*Catapult- catapult that works off heroes Artillery skill
*Hunter- repeater ballista, works off heroes Balistics skill.
*Ammo Cart- gives missle units unlimited shots.

CONFLUX

Created from necessity, once again the conflux calls it heroes to stand against the new threats.

HEROES:
*Planeswalker- might hero, has the Elemental Resistance ability that gives him immunity from all 4 elemental magics for 5 rounds.
*Seer- hybrid hero, good caster
*Elementalist- magic hero, can learn all elemental magic spells.

UNITS:

UNIT: Air Elemental
BUILDING: Shrine of Air
DESCRIPTION: Cheap, but weak infantry unit.  They have the Gust ability that allows them to stun an enemy with strong wind.
UPGRADE: None

UNIT: Lightning Elemental
BUILDING: Storm Tower
DESCRIPTION: Ranged unit.  They have the Voltage ability that allows their missles to stun for the next 3 rounds.
UPGRADE: None

UNIT: Water Elemental
BUILDING: Elemental Fountain
DESCRIPTION: Strong melee unit.  They have the Wave Crash ability which is an attack that hits 3 units in front of the water elemental.
UPGRADE: None

UNIT: Ice Elemental
BUILDING: Strong melee unit.  They have the Freeze ability that allows them to freeze a unit, causing it to loose its turn for 3 rounds.
UPGRADE: None

UNIT: Fire Elemental
BUILDING: Flying melee unit, not hovering.  They have the Torch ability that allows it to hit 3 units in front of it with a fire beam.
UPGRADE: Energy Elemental- increased movement.

UNIT: Darkness Elemental
BUILDING: Black Void
DESCRIPTION: Hovering unit.  They have the Envelop ability that allows them to surround a unit in darkness which havles its armor, defense and ranged defense.  It allows prevents them for doing any abilities and from using the Evade skill.
UPGRADE: None

UNIT: Light Elemental
BUILDING: White Beacon
DESCRIPTION: Strong missle unit.  They have the Sunbeam ability which is a powerful attack that does triple damage.
UPGRADE: None

UNIT: Magic Elemental
BUILDING: Mana Vortex
DESCRIPTION: Melee unit that hits all around it with its attacks.  Have the Disapearing Act ability that allows them to teleport around the battlefield.
UPGRADE: None

UNIT: Earth Elemental
BUILDING: Temple of Earth
DESCRIPTION: Strong melee unit that is highly resistant to magic.  Has the Earthshaker ability that stuns all around it.
UPGRADE: None

UNIT: Ore Elemental
BUILDING: Iron Vein
DESCRIPTION: Strong melee unit made of metal.  Has the Indestructible ability that renders it immune to any physical damage for 1 turn.
UPGRADE: None

UNIT: Phoenix
BUILDING: Phoenix Pyre
DESCRIPTION: Strong flying unit with attacks that do Follow Through damage.  They ressurect when they die.  They have the Firebird ability that allows them attack hovering units with ease for 5 rounds.
UPGRADE: None


EQUIPMENT AND SIEGE AVAILABLE TO CONFLUX HEROES
*Catapult- catapult that works off heroes Artillery skill
*Ballista- ballista that works off heroes Balistics skill.
*Medical Tent- partially heals units.

SHADOW VALE

The dark elves have lived in obscurity and have held a long-time rival with the elves of Av'lee.  The reckoning destoryed their world and the dark elves blame Gelu for his role in the destruction of their world.  Now they fight with but one goal in mind.  Destory the elves of former Av'lee who championed Gelu and brought about the reckoning.

HEROES:
*Blackgaurd- might hero, has the Poison Blade abilit that gives his attacks a chance to poison for 3 rounds.
*Nightshade- hybrid hero
*Sorceror- powerful magic hero

UNITS:

UNIT: Bandit
BUILDING: Thieves Guild
DESCRIPTION: Though not dark elves, the bandits have finally found a home that suits them.  They have the Dodge ability that allows them to be immune to melee or range for 3 turns.
UPGRADE: Down Daggers- adds crushing damage to their attacks plus piercing.

UNIT: Brigand
BUILDING: Underworld
DESCRIPTION: Bringands are much more armored and skillful thieves.  They have the Club ability that knocks a unit out and causes it to loose its turn for the next 5 rounds.
UPGRADE: None

UNIT: Blade Dancer
BUILDING: Throwing Range
DESCRIPTION: Female dark elves who toss throwing knives with deadly skill.  They have the Bullseye ability that causes their next 3 attacks to do dobule damage.
UPGRADE: None

UNIT: Temptress
BUILDING: Dark Lounge
DESCRIPTION: Female caster who has a small amount of spells at her disposal.
UPGRADE: None

UNIT: Assassin
BUILDING: Guild of the Deadly Order
DESCRIPTION: Assassins are deadly fighters.  They have the Assassinate ability that gives them one attack that has a chance to destroy half of an enemy stack.  If just one army then it kills that army.
UPGRADE: Assassin's Dagger- increases assassination chance

UNIT: Night Rider
BUILDING: Pet's Lair
DESCRIPTION: A dark elf that rides a panther into battle.  They have the Acrobatic Attack ability that allows them to once per battle launch a melee attack on a unit that can be up to 4 hexes away.
UPGRADE: None

UNIT: Drider
BUILDING: Arac-Lord's Temple
DESCRIPTION: Half dark elf, half giant spider, their attacks have a chance to poison.  They have the Lacruse Attack ability that hits a unit and that unit will take damage each turn for the rest of the battle.
UPGRADE: None

UNIT: Giant Spider
BUILDING: Spider's Lair
DESCRIPTION: Giant spiders are fast and have the Evade skill and their attacks can poison.  They also have the Web Spinner ability that can entangle an enemy and cause it to loose its turn for 3 rounds.
UPGRADE: None

UNIT: Raven Lord
BUILDING: Raven Loft
DESCRIPTION: A dark elf riding a giant raven into battle.  They are hovering units.  They have the Nevermore ability that jinxes a mob and prevents it from using its ability for the remainder of the battle.
UPGRADE: Raven Claw- adds damage to attacks

UNIT: Shade
BUILDING: Hall of Shadows
DESCRIPTION:  A fast moving melee unit.  Shades have the Phantom Form ability that renders them immune to missle attacks for 5 rounds.
UPGRADE: None

UNIT: Rogue
BUILDING: Rogue's Guild
DESCRIPTION: Fast moving unit that tosses spears and has a strong melee attack.  They have the Grand Theft ability in which they incapasitate a unit for 1 turn and steal their turn.  Giving the rogue a free turn.
UPGRADE: None

UNIT: Shadow Wurm
BUILDING: Black Tower
DESCRIPTION: Though not quite as fearsome as a dragon, they are strong flying melee units.
UPGRADE: None

EQUPIMENT AND SIEGE AVAILABLE TO SHADOW VALE HEROES:
*Black Widow- siege gun that is powered by a blue-ish green orb.  catapult unit that works off heroes Artillery skill.
*Blade Launcer- dark, strange ballista that hurls blades at enemies.  Works off heroes Balistics skill.
*Ammo Cart- gives units unlimited shots

INFERNO

When the reckoning happened the Kreegans did not die.  They simply went to hell to regroup.  For years they serached for a new world to invade until one of their Heretics found out where the refugees of Enroth and Erathia went.  Eeofol immediately mobilized its forces.

HEROES:
*Demoniac- might hero, has Demonic Ward ability that renders him immune to psychological effects and from spells.
*Heretic- hybrid hero
*Pyromancer- magic hero

UNITS:

UNIT: Familiar
BUILDING: Breeding Pool
DESCRIPTION: Small, cheap melee unit.  They have the Mana Vaccum ability which allows them to drain mana from enemy casters as long as they are on the battlefield.
UPGRADE: None

UNIT: Imp
BUILDING: Spawning Pit
DESCRIPTION: Hovering unit with low hitpoints.  They have the Flam Talon ability that give their attacks extra fire damage for 3 rounds.
UPGRADE: None

UNIT: Azer
BUILDING: Smelting Pit
DESCRIPTION: small fighters made of fire that resemble dwarves.  They have the Warm Embrace ability that allows them to hug an enemy and burn it.  It roots a unit and gives it fire based damage over time for 3 rounds.
UPGRADE: Bronze Kilt- adds armor

UNIT: Magog
BUILDING: Gog Pit
DESCRIPTION: Missle unit.  They have the Fire Blast ability that gives their ranged attacks splash damage for the next 5 rounds.
UPGRADE: None

UNIT: Cerebrus
BUILDING: Kennels
DESCRIPTION: Fast unit that can attack 3 enemies in front of it.  Has the Hellscream ability that gives their attacks extra damage for 3 rounds.
UPGRADE: None

UNIT: Succubus
BUILDING: Bordello of Fire
DESCRIPTION: Tougher hovering unit than the Imps.  They have the Kiss of Fire ability that hits an enemy with fire based damage over time.
UPGRADE: Fire Bangle- upgrades armor

UNIT: Pit Fiend
BUILDING: Torture Pit
DESCRIPTION: Tough unit with lots of hitpoints.  Has the Fire Lash ability that gives his next 3 attacks additional fire based damge.
UPGRADE: Fire Whip- a fiery whip that adds damage.

UNIT: Efreeti
BUILDING: Fire Palace
DESCRIPTION: Hovering spellcaster.  Has natural Flame Shield and does double damage against Genies.  Has a few Fire magic spells.
UPGRADE: Sultan's Turban- increases armor

UNIT: Demon
BUILDING: Demon Portal
DESCRIPTION: Tough, walking melee unit.  Slow but powerful.  Has the Demonic Strength ability that doubles attack damage for 5 rounds.
UPGRADE: None

UNIT: Daemon
BUILDING: Daemon Gate
DESCRIPTION: Flying unit with lots of hitpoints.  Has the Soul Harvest ability in which activated, any slain unit; friend or foe replenishes his health and adds to his strength.
UPGRADE: None

UNIT: Balrog
BUILDING: Cavern of Fire
DESCRIPTION: Giant sized unit carrying flame sword and flame whip with lots of attack.  Has the Fire Guard ability which gives him a flame shield effect.
UPGRADE: None

UNIT: Devil
BUILDING: Infernal Chamber
DESCRIPTION: Powerful melee unit that can teleport around the battlefield.  Has the Damnation ability that prevents a unit from receiving any beneficial spells and prevents that unit from using abilities.
UPGRADE: None

UNIT: She Devil
BUILDING: Palace of the Queen of the Damned
DESCRIPTION: Powerful ranged unit that can teleport around the battlefield.  Her fireblasts are equal to the Titans lightning bolts.  She has the Allure ability that forces a unit to either move towards her or fire at her even at the expense of turns.
UPGRADE: Fire Tiara- adds armor

EQUIPMENT AND SIEGE AVAILABLE TO INFERO HEROES:
*Flamespitter- catapult that works off heroes Artillery skill
*Ballista- ballista that works off a heroes Ballistics skill.
*Ammo Cart- gives unit unlimited shots

(TO BE CONTINUED)

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Notheysuck
Notheysuck

Tavern Dweller
posted February 19, 2004 12:51 PM
Edited By: ThE_HyDrA on 20 Feb 2004

Wow, this sounds really cool!

Wow, looks amazing anyway though.  Tell us more!

Edit By ThE_HyDrA: Notice that you have said the same thing twice here between posts. Merged 2 posts into 1.

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lt_hunter
lt_hunter


Adventuring Hero
posted February 20, 2004 01:37 PM

Very very nice. Hey dude, mind if I join in with suggestions based on your initial post? I will start to add them from next Monday if you don't mind

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rampartdruid
rampartdruid


Hired Hero
protector of all that is green
posted February 20, 2004 06:12 PM
Edited By: ThE_HyDrA on 20 Feb 2004

as for the RPG concept, Heroes 3 should be the place to look for a good battle system, considering most of the people i converse about heroes would prefer the side view rather than the piece of crap heroes 4's view was.If the map graphics were as good in heroes 3 as they were in 4, 3 would be an excellent game, seeing as the map was well laid out, but had pretty muddy graphics.
  creatures should remain mostly the same as the first 3 with a few exceptions. Sharpshooters (in armageddons blade) should become more available, along with a few other good creatures. Heroes should be able to fight other heroes, and other creatures, but the heroes need a better way to organize their equpment.
   Spells arent my subject, as i dont really want to use any others than armageddon or berserk, but any suggestions others might have, i will be open to them.
my lists could go on and on, but i think i have had enough input.

I would like to see heroes come back, but since 3DO has dropped, who will pick the series back up?

Edit by ThE_HyDrA: Merged 2 posts into 1.
____________
dont charge at what
you cant see

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Hardcore
Hardcore

Tavern Dweller
posted February 22, 2004 07:41 AM

Good lord!!! I take it you haven't been reading from the beginning. No matter.

As far as I'm concerned, if they were to take 3 and 4, mash them together, and spruce up the graphics just a little bit. It would be an awesome game!

Regardless of what happens, PLEASE, PLEASE, PLEASE, speed up the AI so we don't have to sit and wait for eons between turns.


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SillyWabbit
SillyWabbit

Disgraceful

posted February 22, 2004 10:36 AM

Who cares what everyone else wrote at the beginning!  These are my ideas and they aren't based off what anyone else said and well...if there are similarities then so what.

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rampartdruid
rampartdruid


Hired Hero
protector of all that is green
posted February 23, 2004 06:02 PM

well, it doesnt matter. we have to hope for the best
____________
dont charge at what
you cant see

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SillyWabbit
SillyWabbit

Disgraceful

posted February 29, 2004 06:21 PM
Edited By: SillyWabbit on 4 Mar 2004

I guess the inital post finally ran out of room.  Here's the rest.

SUR REEF

Tawni Belfour angered the Mer Queen and now she has finally mustered her full force of her armies that have been hidden beneath the seas.
(NOTE: All Sur Reef heroes and units have a natural Water Walk effect.  They cast this on all non-Sur Reef units that come into their armies too.  Also, Sur-Reef towns and castles are built on shallow water that is crossable by other heroes and units but is very difficult.)

HEROES:
(NOTE: Sur Reef heroes all can cast the spell, Flood Waters which (if the game is 3d) floods the battlefield with water 5 feet high.  Small units would just sorta float/paddle.  If not a 3d game then this spell would not exist. Also, all Sur Reef heroes are either Merfolk or Water Elementals (Brissa).)

*Wave Crasher- might hero, has the Storm ability that allows it to increase its movement for 3 turns.
*Tiderunner- stealthy hybrid hero that has the Evade skill.
*Ocean Lord- magic hero and master of Water magic

UNITS:

UNIT: Aqua Goblin Shore Guard
BUILDING: Aqua Goblin Hut
DESCRIPTION: Weak, infantry unit with hammer and shield.  They have the Shell Cracker ability that gives their next 3 turns the ability to defeat armor.
UPGRADE: Weighted Hammer- adds to attack.

UNIT: Aqua Goblin Spearman
BUILDING: Spearman's Hut (Aqua Goblin Hut add-on)
DESCRIPTION: Weak missle unit.  They have the Shoot and Hide ability that prevents their attacks from being counter attacked for 5 turns.
UPGRADE: None

UNIT: Frohg Warrior
BUILDING: Warrior's Fountain
DESCRIPTION: A heavy armored Frog-man.  They have the Leap Frog ability which allows them to attack hovering units with ease for 5 rounds.
UPGRADE: Coral Shield- adds to armor

UNIT: Merman Coast Warden
BUILDING: Sunken Guard Post
DESCRIPTION: A large, merman with heavy armor and weapons.  Has the Tail Whip attack which gives them a free extra attack along with their regular attacks for the next 5 rounds.
UPGRADE: None

UNIT: Siren
BUILDING: Misty Grotto
DESCRIPTION: A mermaid with good attack.  She has the Song of the Sirens ability which puts all around her in a trance for 5 rounds causing them to loose their turn.
UPGRADE: None

UNIT: Frohg Knight
BUILDING: Fountain of Nobles
DESCRIPTION: Frog-man riding a gangly 2 legged amphibious creature that moves very swiftly.  They have the Catcher's Net ability that allows the targeted hovering unit to be attacked as if it were a ground unit.
UPGRADE: None

UNIT: Ottorman Craftsman
BUILDING: Floating Wreckage
DESCRIPTION: These half men half otter are ingenious at making weapons out of shipwrecks.  The Ottorman Craftsman fire makeshift hand cannons.  They have the Cannon Bomb ability in which when they are destroyed they explode and damage enemies.
UPGRADE: Rifled Barrels- missles ingore distance penalties.

UNIT: Ottorman Demolisher
BUILDING: Magazine Hold(Floating Shipwreck add-on)
DESCRIPTION: Another Ottorman that has fashioned a weapon out of gunpowder.  They lob bombs at short distances that do splash damage.  They also have the Cannon Bomb ability.
UPGRADE: None

UNIT: Crustigor
BUILDING: Coral Caslte
DESCRIPTIION: A creature that has large crab like claws and legs but a mans torso.  They have the Vice Crush ability that adds damage to their next 3 attacks.
UPGRADE: None

UNIT: Giant Tortise
BUILDING: Tortise Cave
DESCRIPTION: Gigantic melee unit that can move on land.  Slow moving but very powerful.  Has the Tuck ability in which it enters its shell and is immune to magic and physical damage for 3 rounds.
UPGRADE: None

UNIT: Merrows
BUILDING: Emerald Cliffs
DESCRIPTION: Women that can turn into seals.  They can cast a few water magic spells.
UPGRADE: None

UNIT: Sea Monster
BUILDING: Monsters Cave
DESCRIPTION: Powerful melee unit with lots of attack power.  It's numerous tentacles hits all units around it like a hydra.  It has the Chomp ability that works like the Behemoth's Obliterate and the Dungeon Feeders Devour.
UPGRADE: None

UNIT: Kraken
BUILDING: Kraken's Cage
DESCRIPTION: Gigantic serpent man that moves about like a snake on land.  Heavy melee and attack.  They have the Disaster ability that attacks all units on the battlefield with water magic damage.
UPGRADE: Posiedon's Trident- adds damage

UNIT: Sea Serpent
BUILDING: Shrine of the Deep
DESCRIPTION: A sea dragon that moves around like a snake.  Their bites have powerful poison.
UPGRADE: None

EQUIPMENT AND SIEGE AVAILABLE TO SUR REEF HEROES:
*Ottorman Broadside- 4 cannons lined up and hooked together, catapult that works off heroes Artillery skill
*Ottorman Trident Repeater- balista that works off heroes ballistics skill.
*Ammo Cart- gives units unlimited shots
____________

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eisenor
eisenor

Tavern Dweller
posted March 01, 2004 04:55 PM

Chaining

I am vehemently opposed to chaining.  I used it in Heroes because you HAD to in order to get through the Barbarian Hordes mission, but I like the way heroes IV treats movement.

One thing that MIGHT be useful would be that any hero who is GM in a magical school, could cast TOWN GATE and gate all of his army to the nearest town...or better yet, TOWN PORTAL and teleport all of his army to any town he owns.
____________

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rampartdruid
rampartdruid


Hired Hero
protector of all that is green
posted March 04, 2004 06:20 PM

you have to undersand that everything you put down won't come true. You need to make compromises, and get other ideas together. that's what i'm here for, people!come on!
____________
dont charge at what
you cant see

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Serbian_Hero
Serbian_Hero

Tavern Dweller
posted March 05, 2004 03:19 AM
Edited By: Serbian_Hero on 4 Mar 2004

Lets look everything from a different angle:

Heroes serial was very popular....but games are big money now.
Ask yourself: why do I still play HOMM 3?

It is because, the game has sense,heart,idea, gameplay and many many other good things.

What is the main problem with new games?

They have cool graphics, superb sound efects, great in-game movie but where is THE GAME?
Today is all in marketing. Give big money to bore people and then serve them nice looking peace of snow. And the problem is that kids are buying that.

So, if Ubisoft wants to make new HOMM just like fans wants it would be good for us but.....is that gona make money, DONT THINK SO !
Just look what happended with HOMM 4. Instead of making serial stronger it make him disapointing. Far from that, that HOMM 4 are bad, but many players of HOMM 3 were disapointed and becaus of thet they faild.

The thing is !!!

We will never see or play the game like HOMM 3 were. New HOMM 5 will be hybrid for new generation of players.
We can move one step forward or stay and play the legendary game Heroes of Might & Magic III.

Whatever they do I think that few things could stay as in HOMM 3:

- Hero is not fighting whit his army.
- Bring back special for hero, because of that players get bound for one of them.

New thing:

- Fighting could mix old rules mixed with D&D rules.

____________
I would like to have cable net  

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drakemaster2
drakemaster2


Adventuring Hero
known as goshimasta
posted March 05, 2004 09:17 AM

Let me rephrase is......

Life

Units

Squire lv1
D:1-2
MA: 5
MD: 8
RD: 8
HP: 10
Sp: 3
Mov: 19
Abi: First Strike

Militia U
D: 2-3
MA: 6
MD: 10
RD: 10
HP: 18
Sp: 5
Mov: 20
Abi: First Strike, Shield Block

Archer lv 2
D: 1-2
MA: 2
RA: 6
MD: 4
RD: 4
HP: 10
Sp: 3
Mov: 12
Abi: Ranged
Sh: 12

Marksman U
D: 2-3
RA: 8
MA: 4
MD: 6
RD: 6
HP: 15
Sp: 5
Mov: 14
Abi: Ranged, Long Ranged, Double Strike.
Sh: 18

Pikeman lv3
D: 5-6
MA: 15
RD: 10
MD: 10
HP: 25
Sp: 6
Mov: 20
Abi: Long Strike, Negate First Strike

Ballista lv3
D: 10-12
MA: 10
RD: 15
MD: 15
HP: 30
____________
You wanna dragon? Then talk to the drakemaster2
Known as Goshimasta

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drakemaster2
drakemaster2


Adventuring Hero
known as goshimasta
posted March 05, 2004 09:43 AM

Let me rephrase is......

Life

Units

Squire lv1
D:1-2
MA: 5
MD: 8
RD: 8
HP: 10
Sp: 3
Mov: 19
Abi: First Strike

Militia U
D: 2-3
MA: 6
MD: 10
RD: 10
HP: 18
Sp: 5
Mov: 20
Abi: First Strike, Shield Block

Archer lv 2
D: 1-2
MA: 2
RA: 6
MD: 4
RD: 4
HP: 10
Sp: 3
Mov: 12
Abi: Ranged
Sh: 12

Marksman U
D: 2-3
RA: 8
MA: 4
MD: 6
RD: 6
HP: 15
Sp: 5
Mov: 14
Abi: Ranged, Long Ranged, Double Strike.
Sh: 18

Pikeman lv3
D: 5-6
MA: 15
RD: 10
MD: 10
HP: 25
Sp: 6
Mov: 20
Abi: Long Strike, Negate First Strike

Ballista lv3
D: 10-12
MA: 10
RD: 15
MD: 15
HP: 30
Sp: 2
Mov: 20
Abi: Ranged, Mechanical

Priest lv4
D: 5-6
MA: 8
RD: 8
MD: 8
HP: 28
Sp: 5
SP: 55
Mov: 16
Abi: Spellcaster(Heal, Bless, Exorcism)

Monk U
D: 10-11
MA: 8
RA: 10
MD: 15
RD: 15
HP: 35
Sp: 5
SP: 55
Mov: 20
Sh: 12
Abi: Spellcaster(Mass Heal, Mass Bless, Mass Exorcism), Ranged

Cannonman lv5
D: 35-40
MA: 1
RA: 20
MD: 10
RD: 5
HP: 25
Sp: 2
Mov: 14
Sh: 6
Abi: Ranged, Long Ranged, Area Attack, No Obsticle Penalty.

Griffin lv5
D: 20-25
MA: 30
RD: 25
MD: 30
HP: 65
Sp: 7
Mov: 29
Abi: Fly, No Retiliation

Champion lv6
D: 30-31
MA: 15
MD: 20
RD: 20
HP: 180
Sp: 7
Mov: 29
Abi: Long Strike, Shield Block, Charge, First Strike

Angel lv 6
D: 40-45
MA: 32
RD: 32
MD: 32
HP: 210
Sp: 8
Mov: 29
Abi: Fly

Seraphim lv7
D: 55-60
MA: 25
RA: 50
MD: 35
RD: 35
HP: 300
Sp: 10
Mov: 28
Sh: 12
Abi: Spellcaster(Town Gate, Guardian ANgel, Mass Blur, Death Ward.), Ranged, Death Ward
SP: 40

Cherebim lv7
D: 60-65
MA: 55
MD: 35
RD: 35
HP: 300
Sp: 9
Mov: 25
Abi: Spellcaster(Mass Fortune, Mass Mirth, Death Ward, Mass Snake Strike), Death Ward, First Strike

Spells
Level 1
Bless
Heal
Exorcism
Holy Word
Spiritual Armor
Shine

Level 2
Defender
Holy Armor
Restoration
Courage
Mirth

Level 3
Divine Armor
Song of Honor
Song of Peace
Holy Song

Level 4
MAss Exorcism
MAss Bless
Mass Heal
Bright Light
Holy Shout

Level 5
Mass Mirth
Celestial Armor
Guardian Angel
Sanctuary

Level 6
Holy Incantum
Heaven Armor
Ressurection

Heroes
Knight (two tactic skills)
Paladin (one life magic skill and one tactic skill)
High Priest (two life magic skills)

Thats all!  Prepare for Nature........

____________
You wanna dragon? Then talk to the drakemaster2
Known as Goshimasta

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SillyWabbit
SillyWabbit

Disgraceful

posted March 05, 2004 05:08 PM
Edited By: SillyWabbit on 7 Jul 2005

*This is an edit*
By re-reading your post I see that your ideas are pretty cool!  Why not continue?  You did Order, let's see Nature.  No I don't think your ideas are stupid.

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drakemaster2
drakemaster2


Adventuring Hero
known as goshimasta
posted March 13, 2004 02:21 PM

OK that means I am stupid

I think that artifacts need requirements. Liek Angel's Blade. Requires 3 MOrale and 2 Angel or sort of like that
____________
You wanna dragon? Then talk to the drakemaster2
Known as Goshimasta

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DonGio
DonGio


Promising
Famous Hero
of Clear Water Mountain Clan
posted March 15, 2004 11:02 AM
Edited By: DonGio on 15 Mar 2004

OK, everyone, pliiiiizzzz pay really really really serious attention to EVERYTHING I'm writing. I have a PhD in HOMM, and everything I write is pure genius. Remember that while reading. And to you too, NWC, I don't care if you're making the game or not, adhere to my wishes!!!! If some suggestions seem poor, it's just because you don't fully understand them. But not everyone can be like me. Just agree, and we'll have a great game. I'm telling you, any objections you have will be moot, so don't even go there. Pleeeaasse!

It's so nice to see people suffering from delusions of grandeur... I mean, they must be enjoying themselves...

If I could wish for one thing, and one thing only, it would be this: Make the music as good as in HOMMII. Hell, use the music from HOMMII. Seriously. It is the single best score for any computer game ever.

Now, as much as I am a fan of things and times medieval, I don't think I would want "authentic" graphics in HOMMV. I mean, I don't think it's a good idea to remove aspects like perspective and depth (or illusions thereof) from maps and so on, I think it would just make things confusing and unintuitive. I, for one, can't picture this working.

I really liked the more "innocent" graphic style of HOMMII. Sure, the colours were bright and not very realistic, but that's what we've got the Total War games for. I mean, we're going to have creatures like griffins, manticores, dragons, elves and halflings. None of these were very much around during the medieval period. I'd like for my heroes to have a nice fairy-tale, fantasy look.

I don't think goth and dark and death are what most gamers are looking for. Not HOMM gamers, anyway. But hey, I could be wrong.

Greetings
DonGio
____________
There are 10 types of people: Those who read binary, and those who don't.

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SillyWabbit
SillyWabbit

Disgraceful

posted March 23, 2004 07:00 AM
Edited By: SillyWabbit on 7 Jul 2005

Not even Wizards of the Coast can come up with the ideas I just made up there.  But anyways, I will reply to your post starting next Monday ok...lol.

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