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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Two towns in one topic!
Thread: Two towns in one topic!
regnus_khan
regnus_khan


Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
posted January 29, 2004 07:02 PM bonus applied.
Edited By: regnus_khan on 31 Jan 2004

Some towns in one topic!

I know I¡¦m a very tiring person, but I really want to explain my ideas. For the last time, (I suspect) I write you my proposals for the upcoming h5 game. I write not only about the creatures, but about all of the options. All the untold truths, small details are explained. So, here we go¡K

!!! Notice !!! MTH: Might Hero, MGH: Magic Hero, LoS: Line of Sight and¡K please, not look at the mistakes. I don¡¦t live in England, U.S. or elsewhere, where the main language is English. Also, I do not understand English language well. Still, I¡¦ll try not to make any mistakes, just some, but I know that you¡¦ll understand what I am trying to say.

First town is mighty Citadel:

Town of the Might: Citadel
Hero Specialization
MTH: Barbarian
Barbarians are inseparable part of Citadel. They are the main defenders of the town, with or without the help of all the inhabitants of the town and this strange, mountainous landscape. Barbarians are dressed in brown briefs, torn brown shirt and a wrist band, on each wrist, that represent the colour of their army. Their long, black (or brown) hair covers their faces. They know all the secrets and techniques of combat, leadership. They inevitably fight with their foes inside and outside this chaotic town.
Barbarians are the most wanted in every tribe outside their lands. Their combat is almost like trolls¡¦, only they wield a sword instead of a club. Still, they are as violent, as cruel as trolls. Barbarians are absolutely mindless of anything, but great and dangerous battles. Even the inhabitants understand their desires of winning every battle. That¡¦s why the only thing barbarians are aware of is Combat skills.
MGH: Shaman
Shamans are the inhabitants of the same town, only they don¡¦t like cruel battles and are more intelligent. They like silence, wisdom, magic. They are dressed in torn robes that represent their town colour and a white turban. They have been walking for miles and have been searching for lost libraries and monasteries in mountains. Their bare feet are trained, because it looked as they like long promenades on the sand. Mountains have told them many magical secrets that hadn¡¦t been unfolded before. Even stories from prehistoric times and because of that, they¡¦ve learnt how to summon creatures and things from the lands that were never known.
Shamans are the only friends to the barbarians. They use to fight a lot with them. Of course, all the inhabitants of their lands are their friends too, but shamans are the best ones. They had unfolded many secrets like barbarians, only of the opposite type: they unfolded many secrets of magic. That¡¦s why they are skilful at Battle Magic.

Terrain Properties:

Wastelands, Red Rock
Almost three quarters of land that were conquered by Citadel are red rock wastelands. Every couple of sand is shot by everlasting afterglow. Wide, curved paths are drowning with sand. Very rough wind blows a gale from the highlands in Northern region. You can even see a little, unclear figure of moon in nearly cloudless sky.
Adventure Map Effect
Red rock wastelands are native to the mighty town of Citadel. All unaligned heroes have movement cost of 1.5 per tile, only native ones have cost of 1.25 per tile. Red rock makes heroes/creatures, aligned with Citadel, to be invisible to all heroes while standing in wastelands. Heroes, who have Scouting skill, can see them.
Battle Map Effect
Red rock wastelands are pretty mountainous even if it is a wasteland. It almost hasn¡¦t got any living vegetation, only dead one and some of those, which came from deserts. Also, the lakes, which are not a very common thing, are not very deep, but are very salty. Unfortunately, these obstacles come with unnecessary minuses:
Downhill: if a unit is standing downhill, it does 50% less melee and ranged damage to whom is standing on the top (and conversely). Spells, which require LoS and causes direct damage, do 75% of the original damage. Still, this obstacle comes with a plus. The unit can¡¦t do and can¡¦t suffer any damage from all the units that are behind the mound. Spells, which require LoS, cannot be cast at all. Only creatures that are aside your ¡§temporal trench¡¨, can do full damage.
Mountain: if a unit is standing on the top of the mountain, it does 25% more ranged damage, to those, who are further. Units, who are downhill, suffer less 50% damage (and conversely). There is one silly thing with this obstacle. If you want to go downhill, you go. But if you want to climb up or down the mountain, you have to lose one turn.
Lakes: if a unit is behind one of the uncommon lakes in the land, it¡¦ll do less 25% ranged damage to any target behind the lake (and conversely). Also, units that have Short Range will do less 50% damage instead of 25%.
Cactus: if a unit is standing behind a cactus, it will do and suffer no ranged damage. Long Range attackers have this misunderstanding too. Only those units, who have No Obstacle Penalty, do full ranged damage. No spell that requires LoS can be cast.
Trees: trees have the same effect as cactuses.
Shrubs: if a unit is standing behind a shrub, it will do and suffer 25% ranged damage less. Also, all the spells that cause direct damage do half of the original damage.
Bushes: bushes have the same effect as shrubs.
Map Editor Properties
Map editors can edit the percentage of damage that can be done when standing on or down the mountain. Also, it can edit where to place any of these obstacles and the durability of climbing a mountain between one to three turns. Still, he/she can¡¦t make a spell which requires LoS to be cast in the area where those spells aren¡¦t allowed and, of course, he can¡¦t make the cost per tile more expensive or cheaper.

Wastelands, Sun-baked
Long and wide lands are like prairies. There are many huge rocks and the lands are mountainous, but there is no such thing as small pieces of split rocks that make all the ungulate or horse-like units to gasp. In addition to, lands are not very grassy and the grass is burnt. Still, there are some green, grassy places, but not the whole thing, though.
Adventure Map Effect
Sun-baked wastelands are native to Citadel. All heroes have movement cost of 1.75 per tile, only native ones have 1.25 per tile. It can sound strange, but there is no other effect by this type of wastelands.
Battle Map Effect
Sun-baked wastelands are quite fell. It means there are many mounds. As a matter of fact, it has quite much vegetation. Dead, but still, vegetation. Still, there are some unfortunate minuses:
Downhill: if a unit is standing downhill, it does 25% less melee and ranged damage to whom is standing on the top (and conversely). Spells, which require LoS and causes direct damage, do 75% of the original damage. Still, this obstacle comes with a plus. The unit can¡¦t do and can¡¦t suffer any damage from all the units that are behind the mound. Spells, which require LoS, cannot be cast at all. Only creatures that are aside your ¡§temporal trench¡¨, can do full damage.
Mountain: if a unit is standing on the top of the mountain, it does 25% more ranged damage, to those, who are further. Units, who are downhill, suffer less 25% damage (and conversely). There is one silly thing with this obstacle. If you want to go downhill, you go. But if you want to climb up or down the mountain, you have to lose one turn.
Lakes: if a unit is behind one of the uncommon lakes in the land, it¡¦ll do less 25% ranged damage to any target behind the lake (and conversely). Also, units that have Short Range will do less 50% damage instead of 25%.
Cactus: if a unit is standing behind a cactus, it will do and suffer no ranged damage. Long Range attackers have this misunderstanding too. Only those units, who have No Obstacle Penalty, do full ranged damage. No spell that requires LoS can be cast.
Trees: trees have the same effect as cactuses.
Shrubs: if a unit is standing behind a shrub, it will do and suffer 25% ranged damage less. Also, all the spells that cause direct damage do half of the original damage.
Bushes: bushes have the same effect as shrubs.
Also, this terrain comes with strange option. Every time, prior to the combat, in these lands (remember that they¡¦re sun-baked) two, randomly selected creatures have ¡§Dazzle¡¨ spell cast over them. ¡§Dazzle¡¨ spell does the very known effect of our beloved spell ¡§Blind¡¨.

Skills
MTH: Combat
Main Combat Skills:
Offence: hero gains an increase in hand-to-hand and ranged attack
Defence: hero gains an increase in hand-to-hand and ranged defence
Swiftness: hero gains an increase in movement and speed
Special Combat Skills:
Artillery: hero gains a provision of ballista and a doing of a special amount of damage to every enemy unit prior to the combat
Valour: hero gains an allowance to obtain some experience into gold
MGH: Battle Magic
Main Battle Magic Skills
Shamanism: hero gains an allowance to learn Battle Magic spells
Chiromancy: hero gains an increase in spell points and spell point regeneration
Revitalization: hero gains a chance of getting units, who died in combat, resurrected
Special Battle Magic Skills
Idolatry: hero gains a chance of getting an artefact per level
Oracle: hero gains an chance of getting an extra spell per level

Creatures: First Posibility

lvl 1: Tribesman (Longhouse)
lvl 1 upg: Berserker (upg. Longhouse)

or

lvl 1: Boar (Boar Pen)
lvl 1 upg: Wild Boar (upg. Boar Pen)

lvl 2: Orc Swordsman (Orc Towers)
lvl 2 upg: Orc Bowman (upg. Orc Towers)

or

lvl 2: Harpy (Harpy Loft)
lvl 2 upg: Harpy Harridan (Harpy Loft)

lvl 3: Rover (Caravan Tents)
lvl 3 upg: Nomad (upg. Caravan Tents)

or

lvl 3: Troll (Troll Caves)
lvl 3 upg: Mountain Troll (upg. Troll Caves)

lvl 4: Ogre (Shaman Idol)
lvl 4 upg: Ogre Shaman (upg. Shaman Idol)

or

lvl 4: Goblin Warrior (Goblin Barracks)
lvl 4 upg: Goblin Knight (upg. Goblin Barracks)

lvl 5: Manticore (Cave of Wings)
lvl 5 upg: Scorpicore (upg. Cave of Wings)

or

lvl 5: Piasa Bird (Golden Nest)
lvl 5 upg: Roc (upg. Golden Nest)

lvl 6: Cyclops (Cyclops Cave)
lvl 6 upg: Cyclops King (upg. Cyclops Cave)

or

lvl 6: Behemoth (Behemoth Crag)
lvl 6 upg: Gargantuan Behemoth (upg. Behemoth Crag)
     
Creatures: Second Posibility

lvl 1: Tribesman -----> Berserker
lvl 1: Boar -----> Wild Boar

lvl 2: Rover -----> Nomad
lvl 2: Harpy -----> Harpy Harridan

lvl 3: Orc Axeman -----> Orc Bowman
lvl 3: Troll -----> Massive Troll

lvl 4: Ogre -----> Ogre Mage
lvl 4: Wyvern -----> Montane Wyvern

lvl 5: Piasa Bird -----> Thunderbird
lvl 5: Goblin Warrior -----> Goblin Knight

lvl 6: Behemoth -----> Ancient Behemoth
lvl 6: Cyclops -----> Cyclops Giant

Second town - it¡¦s the town of those who¡¦re dead and alive - undead ones. This town¡¦s magicians are aware of philosophies of Death. So I won¡¦t waste your time.

Entitlement: Capital of the Necros
Date Discovered: January 27, 2004
Alignment: Death, Evil
Main Resources: Ore & Minerals (minerals would replace crystal)
Terrain: Bonewalk/Cursed Ground
Bonewalk is just a terrain, only its cost is 1.5 to every non-dead creature or hero and it brings -2 morale.
Cursed Ground is terrain whose cost is 1.75 to every non-dead creature or hero, brings -2 morale and increases the damage done to living targets by 50%.
Might hero: Skeletal Knight
Skeletal Knight is a skeleton covered with heavy armor and a helmet. He sits on a nightmare and carries a broadsword. He specializes in combat skills.
Magic hero: Necromancer
Necromancer is a dreadful looking wraith covered with black robes. He sits on a nightmare and carries a wand with a big skeleton¡¦ skull on the top of it. He specializes in Necromancy.
Grail Structure: Haunted Abbey
Haunted Abbey is grail structure in this town. It provides free money to its owner daily!!! Also, it increases effectiveness of Necromancy skills by 50% and increases growth in all your Death towns by 25%. As a grail-creature for this town, acts the Grim-Reaper.
Grim-Reaper is like a big skull covered with robes and floating in the air. It does 50% more damage to living creatures. Also, it casts all Death magic spells, even if you don¡¦t have the corresponding magic level. And most useful of all is the ability of gaining 2 mineral per every 400 experience points. From the moment, you build the grail, of course ƒº¡K

Creatures:

Level 1

--Ghoul--Battlefield--Corpse eating ability
--Scarecrow--Barn--Hateful with Birds

Level 2

--Skeleton--Cemetery--Arrow immunity; ranged ability; normal melee
--Zombie--Graveyard--Disease attack

Level 3

--Ghost--Tumuli of Warlords--Arrow immunity; fly ability; mana drain
--Werewolf--Full-Moon Tavern--Furious with non-dead;

Level 4

--Nightmare--Deadwood Forest--Cast Terror; hateful with Unicorns
--Nosferatu--Estate--Life drain attack; fly ability; cast Hypnotize

Level 5

--Abomination--Windmill--Multiple attack; regenerate ability
--Lich--Mausoleum--Cast all Death magic spells; ranged ability; normal melee

Level 6

--Mummy--Pyramids--Cast Misfortune, Poison; Mummy¡¦s wrath attack
--Dark Champion--Hall of Darkness--Cast Hand of Death, Terror; charge attack


--Ghoul--
Looks: Like a ghoul from Warcraft III. Disgusting¡K
Special Ability: Corpse eating ability. It eats a corpse of a fallen warrior to resurrect itself till full health. This thing takes one turn to so this.

--Scarecrow--
Looks: Like a mean-looking old hag with a witch¡¦s hat and jaws, and old, torn clothes.
Special Ability: Hateful with Birds. Scarecrows are always hateful with birds, so it does 50% more damage to even biggest thunderbirds.

--Skeleton--
Looks: Like a skeleton, only alive and with a sword, longbow and a shield.
Special Ability: Arrow immunity. Because skeleton is only pile of bones, arrows go through it. So it¡¦s ranged defense is 100% bigger.
Other ones: ranged ability and normal melee. Skeleton carries a longbow to attack with and because it has normal melee, it doesn¡¦t suffer any penalties attacking with sword.

--Zombie--
Looks: Like a zombie in HoMM4.
Special Ability: Disease attack. Zombie¡¦s attack reduces target¡¦s hand-to-hand attack by 50%.

--Ghost--
Looks: Like a ghost in HoMM4, only it¡¦s a man.
Special Ability: Arrow immunity. Ghost is made from air, so arrows do less damage to it, so it¡¦s ranged defense suppose to be 100% bigger.
Other ones: fly ability and mana drain: He doesn¡¦t stand on the surface, so he flies over anything. His mana drain ability allows him to drain spell points from every hostile target on the battlefield and give it to your heroes.

--Werewolf--
Looks: Like a man with wolf¡¦s claws, jaws and head.
Special Ability: Furious with non-dead. This ability increases werewolf¡¦s damage to non-dead targets by 100%.

--Nightmare--
Looks: Like a nightmare in HoMM4, only with a horn.
Special Ability: Cast Terror. This creature can cast Death spell Terror.
Other ones: hateful with Unicorns. Because nightmares are the opposite of unicorns, so it does 50% damage more.

--Nosferatu--
Looks: Like the vampire from HoMM4, only it wears dressings of HoMM3 vampire lord,
Special Ability: Life drain attack. When nosferatu attacks a unit that is alive, he resurrects himself. Half of the damage done to the target is hit points that he uses to resurrect himself.
Other ones: fly ability and cast Hypnotize. He turns himself to a vampire bat and flies. His ability of casting Hypnotize allows him to put any non-dead target under your command.

--Abomination--
Looks: Like a big giant troll only with ghost¡¦s face.
Special Ability: Multiple attack. Because abomination slams the earth very hard, every target around him is damaged.
Other ones: regenerate ability. He can regenerate himself, after every turn. It doesn¡¦t mean he resurrects, no, he just restores his full health. Cool guy, eh?

--Lich--
Looks: Like a power lich from HoMM3, only it carries a spell book.
Special Ability: Cast all Death magic spells. This guy casts all Death spells, independent of the level of your hero.
Other ones: ranged ability and normal melee. He also can use its staff to shoot a death cloud. Also, he doesn¡¦t suffer from having bad melee.

--Mummy--
Looks: Like a mummy from HoMM4, only it has a crown and a big staff with a snake¡¦s head on the top of it.
Special Ability: Cast Misfortune, Poison. He uses death magic to curse his opponents with mastered Misfortune and Poison spells.
Other ones: mummy¡¦s wrath attack. He can use variety of spells that are connected with mummy, ex.: Scarab Swarm etc.

--Dark Champion--
Looks: Like a dark champion from HoMM4, only it wears armor like dread knights wear in HoMM3.
Special Ability: Cast Hand of Death, Terror. Dark champion seems to be the toughest creature in this town. He uses the best magic spell in this town, Hand of Death. Also, it casts Terror.
Other ones: charge attack. By choosing the right place when you attack, you can increase your damage.
     

Sorry, I forgot to write spells, but I think they aren't needed here.

PERFECT NEW TOWN - MIX OF CHAOS AND DUNGEON

NOTE !!! G – gold, M – mercury, E – gems, C – crystal, S – sulphur, W – wood, O – ore, P – per week !!! ETON

MAIN INFORMATION

Town Name: Underworld
Alignment: Chaos
Alliance: Iniquity
Might Hero: Commander (Leadership – Offence – Defence – Mobility)
Magic Hero: Warlock (Stichomancy – Mysticism – Eagle Eye – Learning)
Might & Magic Hero: Enchanter (Leadership+Stichomancy)

HERO SKILL EXPLANATION

MIGHT HERO

Leadership increases morale and luck of all units in the army
Basic: increases by +1
Novice: increases by +2
Advanced: increases by +3
Expert: increases by +5
Master: increases by +10 (hero gains an additional slot in the army for a unit)

Offence increases melee and ranged attack of all units in the army
Basic: increases by +10%
Novice: increases by +20%
Advanced: increases by +30%
Expert: increases by +40%
Master: increases by +50% (hero gains the “two attacks” ability)

Defence increases melee and ranged defence of all units in the army
Basic: increases by +10%
Novice: increases by +20%
Advanced: increases by +30%
Expert: increases by +40%
Master: increases by +50% (hero gains the “block” ability)

Mobility increases speed and movement of all units in the army
Basic: increases by +1
Novice: increases by +2
Advanced: increases by +3
Expert: increases by +4
Master: increases by +5 (hero gains the “no retaliation” ability)

MAGIC HERO

Stichomancy allows the hero to learn Archaic/Chaos Magic spells
Basic: allows to learn level 1 spells
Novice: allows to learn level 2 spells
Advanced: allows to learn level 3 spells
Expert: allows to learn level 4 spells
Master: allows to learn level 5 spells (hero gains “Archaic/Chaos Magic Ward”)

Mysticism increases maximum spell points and mana regeneration of the hero
Basic: increases by 10 and mana regeneration by 2
Novice: increases by 20 and mana regeneration by 4
Advanced: increases by 30 and mana regeneration by 8
Expert: increases by 50 and mana regeneration by 12
Master: increases by 100 and mana regeneration by 20 (hero gains bonus in spell power of 4)

Eagle Eye allows hero to learn one extra spell per level (spells are selected from the towns aligned with “Iniquity”)
Basic: one extra level 1 spell
Novice: one extra level 2 spell
Advanced: one extra level 3 spell
Expert: one extra level 4 spell
Master: one extra level 5 spell (in addition to, hero gains one extra level 1 spell)

Learning increases hero’s XP obtained
Basic: increases by 10%
Novice: increases by 20%
Advanced: increases by 30%
Expert: increases by 40%
Master: increases by 50% (hero gains 20% of his/hers total XP)

CREATURES

Level 1 Not Upgraded (1st):
Melee Walker
Cobaltite Caves: (800 G)
Cobalt (or Kobold): (37 G)(28 P)
Abilities: (Smallness)
Hit Points: 6HP
Damage: 1-3
Attack: 6
Defence: 7
Movement: 5  
Speed: 5

Level 1 Upgraded (1st)(1):
Melee Walker
Stalagmite Caves: (700 G)(2 O)
Cobalt (or Kobold) Warrior: (48 G)(28 P)
Abilities: (Smallness)(Dig-in)
Hit Points: 7HP
Damage: 1-4
Attack: 7
Defence: 8
Movement: 6
Speed: 6

Level 1 Upgraded (1st)(2):
Melee Walker
Troglodyte Caves: (700 G)(2 W)
Troglodyte: (55 G)(28 P)
Abilities: (Dig-in)(Visual Attack Immunity)
Hit Points: 8HP
Damage: 2-3
Attack: 9
Defence: 7
Movement: 5
Speed: 5

Level 1 Not Upgraded (2nd):
Melee Walker
Hidden Tavern: (900 G)
Bandit: (50 G)(25 P)
Abilities: (Stealth)
Hit Points: 7HP
Damage: 1-2
Attack: 7
Defence: 7
Movement: 8
Speed: 5

Level 1 Upgraded (2nd):
Melee Walker
Hidden Cavern: (700 G)(2 O)(2 W)
Rogue: (55 G)(25 P)
Abilities: (Stealth)(Spying)
Hit Points: 10HP
Damage: 1-3
Attack: 9
Defence: 7
Movement: 8
Speed: 5

Level 2 Not Upgraded (1st):
Melee Walker
Slimy Coomb: (1200 G)(2 S)
Slime: (146 G)(16 P)
Abilities: (Poison Attack)(Elemental)
Hit Points: 17HP
Damage: 5-6
Attack: 12
Defence: 10
Movement: 5
Speed: 4

Level 2 Upgraded (1st):
Melee Walker
Oozy Coomb: (1000 G)(2 S)
Ooze: (166 G)(16 P)
Abilities: (Poison Attack)(Elemental)(Basic Resistance)
Hit Points: 19HP
Damage: 6-7
Attack: 14
Defence: 11
Movement: 6
Speed: 5

Level 2 No Upgrades (2nd):
Ranged Walker
Pillar of Eyes: (2100 G)(1 C)(1 E)(1 M)(1 S)
Evil Eye: (174 G)(14 P)
Abilities: (Ranged)(Misfortune Provision)(Misfortune Attack)
Hit Points: 22HP
Damage: 5-8
Attack: 12
Defence: 12
Movement: 5
Speed: 6
Shots: 12

Level 3 Not Upgraded (1st):
Melee Flyer
Avengers’ Nest: (1650 G)(5 W)
Fury: (208 G)(12 P)
Abilities: (Shackles of Pain Attack)(Flying)
Hit Points: 28HP
Damage: 10-11
Attack: 15
Defence: 16
Movement: 11
Speed: 7

Level 3 Upgraded (1st):
Melee Flyer
Erinyes’ Nest: (1250 G)(5 W)
Erinye: (238 G)(12 P)
Abilities: (Shackles of Pain Attack)(No Retaliation)(Flying)
Hit Points: 38HP
Damage: 13-14
Attack: 15
Defence: 18
Movement: 12
Speed: 7

Level 3 No Upgrades (2nd):
Melee Flyer
Manticore Crag: (2700 G)(4 O)(2 E)(2 S)
Manticore: (260 G)(9 P)
Abilities: (Spellcasting Sting)(Flying)(Order Ward)
Hit Points: 45HP
Damage: 11-15
Attack: 16
Defence: 17
Movement: 12
Speed: 8

Level 4 Not Upgraded (1st):
Melee Walker
Labyrinth: (2200 G)(4 M)
Minotaur: (445 G)(7 P)
Abilities: (Positive Morale)(Block)
Hit Points: 65HP
Damage: 17-19
Attack: 22
Defence: 20
Movement: 7
Speed: 7

Level 4 Upgraded (1st):
Melee Walker
Maze: (1700 G)(4 M)
Bull Minotaur: (480 G)(7 P)
Abilities: (Positive Morale)(Block)(Mind Spell Immunity)
Hit Points: 75HP
Damage: 20-22
Attack: 23
Defence: 21
Movement: 8
Speed: 7

Level 4 No Upgrades (2nd):
Melee Walker
Troll Cave: (4000 G)(5 S)(5 M)
Troll: (500 G)(6 P)
Abilities: (Order Ward)(Mind Spell Immunity)(Regeneration)
Hit Points: 70HP
Damage: 18-21
Attack: 24
Defence: 18
Movement: 6
Speed: 4

Level 5 No Upgrades (1st):
Melee Flyer
Chimera Lair: (5750 G)(5 W)(5 O)(2 C)
Chimera: (975 G)(5 P)
Abilities: (Order Ward)(Stoneskin)(Flying)(Mind Spell Immunity)
Hit Points: 105HP
Damage: 24-28
Attack: 25
Defence: 28
Movement: 12
Speed: 6

Level 5 No Upgrades (2nd):
Melee Spellcaster Walker
Black Wood: (3100 G)(3 W)(3 O)(2 M)
Nightmare: (1100 G)(3 P)
Abilities: (Cast Terror)(Fearsome)(Order Ward)(Breath Attack)
Hit Points: 115HP
Damage: 27-28
Attack: 29
Defence: 26
Movement: 9
Speed: 7
Spell Points: 12

Level 6 No Upgrades (1st):
Melee Flyer
Dragon Cave: (26000 G)(5 W)(5 O)(12 S)
Black Dragon: (9000 G)(3 S)(1 P)
Abilities: (Magic Immunity)(Breath Attack)(Fearsome)
Hit Points: 375HP
Damage: 60-100
Attack: 42
Defence: 42
Movement: 18
Speed: 7

Level 6 No Upgrades (2nd):
Melee Spellcaster Walker
Temple of Inner Core: (25000 G)(20 W)(30 O)
Dao: (3700 G)(4 O)(2 P)
Abilities: (Expert Magic Resistance)(Spellcaster: Earth)(Giant Fist Attack)(Stoneskin)(Elemental)
Hit Points: 210HP
Damage: 32-52
Attack: 29
Defence: 38
Movement: 8
Speed: 6
Spell Points: 120

CREATURE SKILL EXPLANATION (IN ALPHABETICAL ORDER)

Basic Magic Resistance
Creatures Possessing: Ooze
Unit has 25% magic resistance (half of a dwarf)

Block
Creatures Possessing: Minotaur -- Bull Minotaur
Unit has 33% chance of completely blocking melee or ranged attack (so the creature is left unharmed)

Breath Attack
Creatures Possessing: Nightmare -- Black Dragon
Unit has ability to attack two creatures at once (one of them has to stand in front of another)

Cast Terror
Creatures Possessing: Nightmare
Unit has the ability to cast the following Death spell (Terror) once (or twice) per battle, depending on the spell points of the caster (freeze from a death’s breeze)

Dig-in
Creatures Possessing: Cobalt Warrior -- Troglodyte
Unit has the ability to dig-in the ground (it means the unit suffers 50% damage less, but does its own - fully (no vice-versa) and cannot move)

Elemental
Creatures Possessing: Slime -- Ooze -- Dao
Unit is unaffected by morale, by spells that affects living or non-living targets (holy shout, poison etc.)

Expert Magic Resistance
Creatures Possessing: Dao
Unit has 75% magic resistance (one and a half of a dwarf )

Fearsome
Creatures Possessing: Nightmare -- Black Dragon
Unit has the ability of getting no retaliation and making the unit move few yards away by freezing enemy from fear (another time, freeze from a death’s breeze)

Flying
Creatures Possessing: Fury -- Erinye -- Manticore -- Chimera
Unit has the ability to fly over obstacles and suffer no obstacle penalty on the adventure map (like with a hoverboard and moon gravity in THPS4)  

Giant Fist Attack
Creatures Possessing: Dao
Unit has the ability to smash th enemy in the ground without its wish to be dug-in (I’m stuck! Help me! Aaaa…)

Magic Immunity
Creatures Possessing: Black Dragon
Unit has the ability of being completely immune to all the spells (there’s a mark under his chest and that’s the only way to hurt him)

Mind Spell Immunity
Creatures Possessing: Bull Minotaur -- Troll -- Chimera
Unit has the ability of being completely immune to all mind spells (such as “Lure”, “Hypnotise” etc.)

Misfortune Attack
Creatures Possessing: Evil Eye
Unit has the ability to cast “Misfortune” in addition to, its melee (not ranged) attack (one moment, you’re so lucky, next one - you’re dying from to pain you get because you’re unlucky)

Misfortune Provision
Creatures Possessing: Evil Eye
Presence of this unit allows hero to cast “Misfortune” (one moment, this is an ability of a creature, next one - a spell of a hero)

No Retaliation
Creatures Possessing: Erinye
Unit has the ability to get no retaliation when attacking (cool thing if it was: no retaliation, strike and return and maximum positive morale. Now that’s a creature!)

Order Ward
Creatures Possessing: Manticore -- Troll -- Chimera -- Nightmare
Unit suffers 50% less from and does 50% more damage to units and heroes aligned with Order and also has 50% Order Magic resistance. (now that’s an ability to the bad titan)

Poison Attack
Creatures Possessing: Slime -- Ooze
Unit has the ability to poison the enemy by melee attack (weakness to poisoned blood, poisoned blood to death)

Positive Morale
Creatures Possessing: Minotaur -- Bull Minotaur
Unit has the maximum positive morale (which gives him a 33% chance of getting an extra turn)

Ranged
Creatures Possessing: Evil Eye
Unit has the ability to attack the unit from a distance (it doesn’t mean he always does full damage)

Regeneration
Creatures Possessing: Troll
Unit has the ability to regain full health (it doesn’t mean (again) that he resurrects lost lives)

Shackles of Pain Attack
Creatures Possessing: Fury -- Erinye
Unit has 33% chance of casting “Shackles of Pain” (same thing as “Pain Mirror”) in addition to its melee attack (same thing as attacking yourself, masochism)  

Smallness
Creatures Possessing: Cobalt (Kobold) -- Cobalt (Kobold) Warrior
Unit gain 100% increase in ranged defence (little cute thing, hehe…)

Spellcaster: Earth
Creatures Possessing: Dao
Unit can cast the following spells: “Meteor Shower”, “Rock Growth”, “Earthquake” or “Quicksand”(have you noticed, only Earth-based spells)

Spellcasting Sting
Creatures Possessing: Manticore
Unit has the ability to cast the following spells by the sting in addition to its melee attack: “double damage”(20%), “paralyze”(30%), “misfortune”(20%), “poison”(20%) and “death stare(10%)”  (creepy mix of spells and creatures)

Spying
Creatures Possessing: Rogue
Unit provides the information about the enemy (in adventure map) even when 20 yards away (no scouting skill required) from the hostile army (James Bond, 007 )

Stealth
Creatures Possessing: Bandit -- Rogue
Unit has the ability to hide himself (in adventure map) from the heroes with no scouting (also, presence of this creature in the army, camouflages the army)

Stoneskin
Creatures Possessing: Chimera -- Dao
Unit has permanent “Stoneskin” cast upon him (“stoneskin” increases melee and ranged defence by 25%)

Visual Attack Immunity
Creatures Possessing: Troglodyte
Unit has the ability of being immune to visual attacks (like “Stone Gaze”, “Death Stare”, “Blind” etc.)

CHAOS MAGIC SPELLS

This Chaos Magic is a simple mix of Chaos and new spells. There are quite a lot of them, though.

Level 1

Mana Flare: reduces the cost of all spells (for hero) by 2
Magic Arrow: damages one target with a magical burst of energy (damage is based on the spell power or the quantity of the caster(s))
Quicksand: places three 3X3 puddles of mud which stops every unit from moving further (as for real, unit cannot move anymore till the puddles vanish (they don’t vanish till the end is finshed))
Slayer: increases one target’s damage done to 6th level units by 50%
Rock Growth: places three 1X1 rocks which acts like an obstacle (no spell that required LoS or a ranged attack can be cast. Also, moving over the rock endures two turns)
Bloodlust: increases melee attack of one target by 25%
Sparks: damages one unit by doing minor magic damage (damage is based on the spell power or the quantity of the caster(s))    
Stoneskin: increases melee and ranged defence of a single target by 25%

Level 2

Confusion: makes a creature unable to attack for two turns
Misfortune: decreases target’s luck to minimum
Spell Shackle: increases the cost of all spells (for hero) by 2
Shackles of Pain: 25% of the damage done to a friendly target is converted to the attacker
Order Ward: unit suffers 50% less from and does 50% more damage to units and heroes aligned with Order and also has 50% Order Magic resistance
Meteor: damages a single target with a meteor and “forces it to dig-in” the ground
Magic Mirror: reflects any hostile direct damage spells back at the caster but at 1/4 original damage

Level 3

Mass Slayer: increases all targets’ damage done to 6th level units by 50%
Mass Misfortune: decreases all targets’ luck to minimum
Mountain Growth: places three 3X3 rocks which act like obstacle (no spell that required LoS or a ranged attack can be cast. Also, moving over the rock endures three turns)
Bloodfrenzy: increases melee attack of all targets by 25%
Stone Strength: increases unit’s hit points by 50%
Mass Mana Flare: reduces the cost of all spells (for all units, including heroes) by 2

Level 4

Cat Reflexes: grants one target with the possibility of an additional action.
Implosion: damages one target with a magical implosion from unit’s inside (pretty unreal, huh?) (damage is based on the spell power or the quantity of the caster(s))
Counter Attack: unit gains unlimited retaliation ability
Cloud of Confusion: makes all creatures unable to attack for two turns
Ring of Sparks: damages every unit in the 3X3 area by doing major magic damage (damage is based on the spell power or the quantity of the caster(s))

Level 5

Dragon Strength: increases unit’s hit points by 75%
Disintegrate: disintegrates one target from unit’s inside (if stack is dies, the corpse will vanish) (damage is based on the spell power or the quantity of the caster(s))  
Meteor Shower: damages all units within 5X5 and “forces all of them to dig-in” the ground (damage is based on the spell power or the quantity of the caster(s))
Reflection: reflects any hostile direct damage spells back at the caster at original damage

That’s all with this town. We may proceed with another one…

P.S. BTW, I will edit spells in future by adding new ones.

EDIT: if Marelt thinks that I'm copying his ideas, he's wrong. I didn't even know that he made more than one town: I know that he made Alchemic town. That's all.
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Styq
Styq


Known Hero
Grandmaster Leadership
posted January 29, 2004 08:38 PM

.........


Farfetched...... Cheap...... Unknown names.........

I LOVE IT!!!!!!
____________
Leadership is nothing but being a good actor,
just like bravery is nothing but being a fool

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regnus_khan
regnus_khan


Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
posted January 29, 2004 08:45 PM

Thanks Styq. Thanks very much.
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Medusa
Medusa


Famous Hero
Yeah, right
posted January 31, 2004 09:13 AM
Edited by alcibiades at 12:11, 29 Jun 2009.

Really nice ideas we have here
I hope you don't imagine the abomination as disguisting as it it is Warcraft3? But the name says everything- it must be disguisting



Moderator's note:This topic has been closed, as it refers to an older version of the game. To discuss Heroes 3, please go to Library Of Enlightenment, to discuss Heroes 4, please go to War Room Of Axeoth, to discuss Heroes 5, go to Temple Of Ashan.

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