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Heroes Community > Heroes 7+ Altar of Wishes > Thread: My H5 Proposals
Thread: My H5 Proposals
Ellderon
Ellderon


Adventuring Hero
Lightbringer
posted December 01, 2004 12:46 PM
Edited By: Ellderon on 1 Dec 2004

My H5 Proposals

///////////////////////////////////////////////////////////
UNIT STATS:
//////////////////////////////////////////////////////////

ATTACK - the skill of a unit to penetrate enemy defenses, to break a block or to catch the enmy with the blade.

DEFENSE - the skill of unit to block/evade a enemy attack. The greater the stat, the fewer enemy units from the stack will actually score a hit.

ARMOR - The heavier the armor, the more damage it can soak and the less HP's the will the unit actually lose.
It COULD be further developed by having different resistances for each armor (slashing, blunt, piercing), thus making units even more usable. Not to mention that there wil finally be a destinct difference between fast, agile, lightly armored units and heavily armored tanks...


SPEED - speed of movement of the unit, determines the order of attacks.

MORALE - effects any units that have free will (thus including some undead like Liches and Vampires). Low morale causes units to lose AP or even to run away. High morale can grant a unit additional APs. Morale is mesured on a scale from 0 to 100. Typical morale is 50, alltough different units have different typical morale. There is allso a Break Point for every unit. Flanking, heavy losses, fighting undead and similar events cause units to loose morale, and once it falls below the BP, the unit runs away. Each unit allso has a Morale Recovery Rate - a rate at wich morale is recovered each turn. Just as some items/spells/units have the ability to increase Typical Morale of other units, so there are some than increase/decrease the recovery rate.

HATES - some units hate units of specific type or specific units. These units can cause aditional damage to the ones they hate and sometimes even attack without beeing ordered.
It's not a good idea to have units that hate eachoter in the same army - they might turn on eacother, or if you have bad leadership one unit may even turn against you.

LIKES - some units like units of specific type or specific units and it's highly likely they will refuse to attack them in combat (example - a Paladin will allmost certanly refuse to attack a Angel or another Paladin). This is a VERY RARE STAT.

FEAR - Units that fears another unit might refuse to attack it (depending on leadership and morale). Unit attacked by a unit it fears loses morale faster.

LUCK - Chance to do double damage or to recive half damage. Negative luck has the opposite effect.

CHANCE TO HIT(applies to ranged only) - due to varius obstacles, distance and weather effects, ranged units have a chance of missing. For a archer division of 100 archers shooting at pikemen on a castle wall, a chance to hit of 30% means that only 30 archers will hit their target(actually doing damage), while 70 will miss.

ALIGMENT - Each unit (including heroes) has Aligment - Evil, Neutral or Good. Units of opposing aligments don't work well together. Replaces the town creature morale bonuses/penalties.
The Aligment of your main Hero/Town is of great importance, since you, for example, can't recruit Monks, Paladins or Angels if your'e Hero is Evil. You can only recruit evil heros and units if you're evil and good heroes and units if you're good. Neutral units will work for everyone.
//////////////////////////////////////////////////////

TOWNS - work like before, only they can be approached (in most cases) from multiple sides. Counquered towns can be razed and looted (BIG money) or they could be migrated (bring your own people in - takes several turns and during that time you can't do anything in that town, but when complete the town becomes your own "race" town, with several basic structures). You can only choose to migrate to a type of town you allready posses.
HEROES - Heros work just like in HommIV, except they are not quite that strong. Thus, they gain experience, improve their skills and can become some special classes dependant on their skill choice. Leadership detemines the max size of an army, the strongest creatures one can control and morale. Maby there should be a arbitrary limit of Max Creatures per Slot(100, 100, 500, 1000???) that is increased with leadership and maby dependant on creature level. Catapults, Balistas and other siege equipment takes up army slots.

ARMIES - work like in other heroes.

BATTLE - Units use AP's for any of their actions. Multiple armies can fight at the same time, since anything 2 hexes away from the battle on the world map is allso taken into consideration.

CASTLES - difficult to conquer, since the walls and towers offer great protection. Moats can stop land creatures. Magic walls can prevent flying creatures from flying into the castle in the first turn, and can allso do small damage to them. Can be attacked and defended from multiple sides at once. Possbily some of the built structures could be destroyed during the siege.

WORLMAP - HOMM3/AOW2 hybrid. Devided into hexes.

BATTLEMAP - Like in AOW2. Multiple armies can fight at once, towns can be attacked/defended from most sides.

TERRAIN -
HOLY - undead are weaker, good units get a morale bonus
UNHOLY - undead are stronger, non-undead get a morale penalty
SWAMP - units not used to swamp terrain move slower. Especially mounted units. Fire creatures are weaker
DESERT - (random factor)HOT - water units are weaker, morale decrease - or - SANDSTORM - all units are slower, flyers are grounded, ranged units have a high miss chance
GRASSLAND/FOREST - animals/elves get a defense bonus here
etc....
......




TOWNS & CREATURES

Listing of proposed towns and creatures. Underline is the base unit, below are possible upgreades. (For instance you can upgrade the Crusaider to EITHER the Undead Hunter OR Paladin. Not both.)
Lvl7 units are not upgreaded, rahter one of 2 possible is chosen.
This ammounts to 20 units per town.
***************************************************
********************************************

PRESERVE (Life-Nature) - Good/Neutral
Hero Class: Ranger, Druid
Magic: Life, Nature, Earth, Water
Special Structures: Enchanted Spring(Auto-heals units in town every turn or something else), Sacred Woods(Luck +2)
Description: - similar to H3 Rampart, but even more elf-like. Think LOTR..
------------------------------------------------------


>>>1. WOLF(animal, good) - fast attacks
Standard big cudly wolf

WINTER WOLF  - (frost attack)
More bluish fur with frost breath. Does ice damage in a small cone radius

SILVER WOLF - (magic resistace)
Strong, fast, bigger and with a sliverish fur.
-------------------------------------------------

>>>2. ELVEN ARCHER (elf, ranged, good) - LIKES ELVES
Standard Elven ranged unit. Looks like in Homm3.

RANGER - (good in ranged and melee combat)
Think Legolas in apperance. Medium armor, longbow, shortswords.

GUARDIAN - (fast fire, long range, marksmanship)
Pure ranged unit. More akin to sharpshooters. Light armor, magic longbow.
-------------------------------------------------------


>>>3. SPELLWEAVER (elf, good, spellcaster) - LIKES ELVES
Elven spallcaster with a staff. Similar to a normal H3 mage in apperance, but without beard.

ELVEN SORCERESS - (can cast several offensive & nature spells)
Long brown haired female in greenish flowing robes. Powerfull spellcaster, but rather weak in melee.

WAR WIZZARD - (can cast offensive spells)
Wizzard wearing a robe reinforces with suddel leather and a sword-staff. More powerfull melle unit that a sorceress, but weaker spellcaster.
----------------------------------------------------

>>>4. UNICORN (animal, good, magical) - charge, magic resistance

ARMATHOR -(mounted, strikes twice on every charge - first the unicorn, then the rider)
Elven knight in beautifull armor with a sword and shield on a unicorn.

HIGH DRUID -(mounted, can cast nature spells)
Druid in greenish robes on a War Unicorn, carries a rough wodden staff shaped like antlers.
-------------------------------------------------------

>>>5. TREE SHEPPARD (wooden, good, Stonechrusher)
Not much description needed around here...

ENT - (faster, entangle allso chrushes enemy doing extra damage)
DENEROID - (slower, stronger, entangle)
-----------------------------------------------------

>>>6. ELVEN GUARD (elf, good) - LIKES ELVES
Elven warrior with sword and shield and fluited armor.

BLADEDANCER - (fast attacks, great offense, Evasion)
Skilled warrior in medium armor, with two longswords.
 
ELF LORD - (can cast Natures Wraith, +10% magic resistance, powerfull mele, Magic Mantle)
Elven Lord in heavy armor, wielding a runed bastard sword.
Think of Elrond or Haldir from LOTR..
-------------------------------------------------------

>>>7a. PHOENIX (flying, good, magical) - Fire Imunity, Fire Breath, Fire Shield, Cold weakness, Rebirth
OR
>>>7b. GOLD DRAGON (Flying, Good, dragon, lvl 1-3 spell imunity, Fire Breath)
OR
>>>7c. SILVER DRAGON(Flying, Good, dragon, lvl 1-3 spell imunity, Ice Breath)

------------------------------------------
This town has most of the most powerfull units of all levels, but they are very low in numbers compared to other towns and costly. Allso, the differences between level power are very small.
All elves have 10% Magic Resitance and good defense.


***********************************************************
HAVEN (Life-Order) - Good/Neutral
Hero Class: Knight, Priest
Magic: Life, Order, Air, Water
Special Structures: Fortifications(thicker walls, better protection),
Description: - Homm2/3 type human town
---------------------------------------------------

>>>1. SPEARMAN  (human, neutral, negates charge bonuses)
Name sez it all...

PIKEMAN - (first strike, 2 hex range)
Standard H3 Helbardier. Medium armor, pike.
-------------------------------------------------------

>>>2. ARCHER (human, neutral, ranged)

LONGBOWMAN - light armor, longbow, (fast shot, longer range)

CROSSBOWMAN - light armor, crossbow, (big damage, long range, slow fire)
-------------------------------------------------------

>>>3. SWORDSMAN (human, neutral) - medium armor, sword & shield

MASTER SWORDSMAN - (hevy armor)
Heavy armor, bastard sword & shield. Think of it as a tank, since he can take quite a lot.

<u>SWASHBUCKLER</u> - (Evasion, high defense)
Dashing warrior, agile and fast. Light armor and sabre.
-------------------------------------------------------

>>>4. MONK (human, good, ranged)

PRIEST - (healing, remove poision/desease)
No armor, simple robe

ZEALOT - (stronger offense)
No armor, fancy robe,
-------------------------------------------------------

>>>5. CAVALIER (mounted, neutral, human) - charge bonus

CHAMPION - (bigger charge bonus per hex, first strike)
Heavy Armor, Lance, Shield. Standard Champion.

KNIGHT - (20% stun chance, increased defense)
Heavy Armor, Hammer, Big Shield.
-------------------------------------------------------


>>>6. CRUSAIDER (human, good, Valiant) - double strike - LIKES GOOD UNITS

UNDEAD HUNTER - (duble strike,+50% damage to undead, Immunity to any Drain)
Heavy Armor, Longsword. Excellent anti-undead unit.

PALADIN - (Devine Grace, +50% damage vs. Evil, Aura of Courage)
Heavy Silver Armor, Two-handed glowing sword, blue cape. The ultimate human warrior, but expensive and small in numbers.
-------------------------------------------------------

>>>7a. ARCHANGEL of Grace(flying, devine, good) - female angel with a sword of light, (increases defense of friendly creatures, hates demonic creatures, +10 to Max unit morale, Greater Ressurection)
OR
>>>7b. ARCHANGEL of Fury (flying, devine, good) - male angel with a flaming sword, armor, a bit stronger (hates demonic creatures, +10 to Max unit morale, Ressurection, increases attack of friendly creatures)
BOTH LIKE GOOD UNITS

--------------------------------------------

Human town has good defenses. Units are of avarage strength and growth, and are very close in stats, especially HP's. The only ones who are more exceptional are the Crusaider (massive attack & defense, good skills, but low HP and numbers) and of course Archangles

*******************************************************

ACADEMY (Order-Magic) - Good/Neutral
Hero Class: Battlemage, Mage
Magic: Order, Fire, Earth, Water (maby even Air)
Special Structures: Library
Description: - more akin to Homm2 version. Pure magical town.
--------------------------------------------------


>>>1. HALFLING SLINGER (halfling, good, ranged)

GIANTKILLER - (double damage against giants, defense bonus against giants)

THIEFLING - (Climber, far better in melee, Thief)
Halfling rouge. Dressed in dark clothes, can climb over castle walls.
-------------------------------------------------------

>>>2. DWARVEN GUARD (dwarf, neutral)
Dwarven warrior hield, axe (or hammer)

DWARVEN DEFENDER - (high defense, incresed ranged attack protection)
Medium armor, MASSIVE shield, axe. Excellent against ranged units, since they allways have at least 50% penalty.

DWARVEN BESERKER - (high damage, low defense, 50% cahnce of going beserk)
Light armor, two axes. Great if he's not standing near you.
-------------------------------------------------------

>>>3. GREAT EAGLE (flying, animal, good)
Not much explanation needed here.

ROC (stronger, bigger)
-------------------------------------------------------

>>>4. APPRENTICE (human, neutral, spellcaster) - Upgreades to mage

>>MAGE ()

ARCHMAGE (no speacialization)
ELEMENTALIST (specializes in pure elemental damage magic)
ENCHANTER (spcializes in enchanting things - spellslike haste, bloodlust, shield, magic weapon, etc...)
-------------------------------------------------------


>>>5. DWARVEN WARRIOR (dwarf, neutral)

DWARVEN BATTLEPRIEST - (can cast heal and bless)
Heavy armor, shield, hammer. Think of it as a heavy Monk version..

DWARVEN RUNEMASTER - (10% chance of Knockback, can cast Battlerage)
Heavy armor, large rune hammer. The dwarven elite warriors.
-------------------------------------------------------

>>>6. CLAY GOLEM(magical, construct, magic resistance)

IRON GOLEM(lightning imunity, water weakness)

STONE GOLEM (???)
-------------------------------------------------------

>>>7a. DRAGON GOLEM (construct) - 60% magic resistance, attack with a bite (big damage)
OR
>>>7b. TITAN  (giant, neutral, lightningrod) - typical Titan. Any lightning attack upon it is reflected back.

--------------------------
Town focusing on magic with good units of average growth. Halflings are a weak ranged unit, mages are very powerfull, but low in numbers.
All Dwarves have at least 40% magic resistance.

Allso possible: GNOMISH INVENTOR, maby a ELVEN WAR WIZARD or BATTLEMAGE
*******************************************************

NECROPOLIS (Death-Order) - Evil/Neutral
Hero Class: Death Knight, Necromancer
Magic: Death, Order, Earth, Air
Special Structures: Necromancy Amplifier, Unded Transformer, Dark Cloud
Description: - standard dead town
-----------------------------------------------


>>>1. SKELETON  (undead, neutral)

SKELLETON WARRIOR - plentifull melee unit, sword, shield, armor.

SKELETON ARCHER - skellie with a bow (ranged, but utterly pathetic in melee)
-------------------------------------------------------

>>>2. ROTTING CORPSE  (undead, neutral) - CORPSE EATER

ZOMBIE (desease attack)
Standard zombie...slow as hell..

GHOUL - (5% chance paralyze)
Faster than rotzombie, less HP
-------------------------------------------------------

>>>3. GHOST (undead, flying, etheral, evil, free will)

SPECTRE - (Chill Touch, etheral)

BANSHEE- (Wail ot the Banshee, etheral)
-------------------------------------------------------

>>>4. MUMMY (undead, curse)

GREATER MUMMY (much stronger, faster, curse)

LICH - (undead, spellcaster, free will, ranged, evil)
-------------------------------------------------------

>>>5. DEAED RIDER (undead, neutral, mounted)
Normal skellie on a horse

DREAD KNIGHT (mounted, undead, evil, Death Strike)

DARK CHAMPION(mounted, undead, evil, Horror, charge bonus, regeneration)
-------------------------------------------------------

>>>6. VAMPIRE INITIATE (free will, regeneration, evil)

VAMPIRE LORD -(life steal, flying, undead)
Standard vampire..

VAMPIRE KNIGHT - (life steal, undead)
Vampire in heavy armor, can't fly becouse of it.
-------------------------------------------------------

>>>7a. BONE DRAGON  (undead, dragon, neutral)
OR
>>>7b. SPECTRAL DRAGON  (undead, etheral, dragon, evil)
OR
>>>7c. REAPER(undead, cleave, soul drain)

--------------------------------------------------
The undead town units are weaker tham most others, however they are very noumerous, especially given the necromancy skill...


*******************************************************

INFERNO (Death-Chaos) - Evil
Hero Class: demon warrior, demon mage
Magic: Death, Chaos, Fire, Earth
Special Structures: Dark Pyre
Description: - very evil..demons...fire pits...Homm3 kinda thing
---------------------------------------------

>>>1. IMP(demon, evil)

GREATER IMP - (mana drain, demon)
-------------------------------------------------------

>>>2. HELL HOUNDanimal, evil)

CEREBUS - (3 front hex attack)
Standard 3headed cerebus...

ABOMINATION - ()
Bigger, uglier, stronger.
-------------------------------------------------------

>>>3. LESSER DEMONdemon, evil, ranged)

FIRE DEMON - (Fire Damage, Fire Resistance, Cold weakness)

ICE DEMON - (Cold Damage, Cold Resistance, Fire weakness)
-------------------------------------------------------

>>>4. SPAWN (evil, demon, flying) - flying humaniod demon

SUCCUBBUS - (Drain Vigor, Fire Damage)

EFFERET - (Fire shield, Fire Damage, spellcaster)
-------------------------------------------------------

>>>5. HORDE SOLDIER (evil, human)

BLACKGUARD - (+40% damage to Good, Cleave, Horror)
Evil knight in black heavy armor and a large purpleish axe.Typical anti-paladin.

INFERNAL WARRIOR - (Fire Damage, Combustion)
Warrior in medium armor, with a shield and flaming axe.
-------------------------------------------------------

>>>6. FIEND (evil, demon)

CHAOS LORD - (cleave, can cast Confusion)
Big lumbering demon with a scythe.

PIT FIEND - (Can cast Slave of the Pit's)
Big demon with a whip.
-------------------------------------------------------

>>>7a. ARCHDEVIL (evil, demon)- standard Archdevil - (hates Good, Aura of Fear, Teleport)
OR
>>>7b. OVERSEER (evil, demon)- big demon with several tentacles insted of his left arm (hates Good, Grip)

---------------------------------------
Town has powerfull units, noumerus ones.


*******************************************************

STRONGHOLD (Chaos-Might) - Evil/Neutral/Good???
Hero Class: Chiftain, Shaman
Magic: Chaos
Special Structures: Breeding Pens
Description: - A shabby camp thrown together by a coalition of creatures that love destruction
-----------------------------------------------------


>>>1. THRALL (human, neutral) - Weak unit, slaves that hate their mastes. Serve as a portable snack.
-------------------------------------------------------

>>>2.GOBLIN  (evil?) - standard dumb goblin with a club

WAR GOBLIN - (strong melee unit)

GOBLIN ARCHER - (ranged)
-------------------------------------------------------

>>>3. SHAMAN  (spellcaster)

ELDER  - shaman with more spells

WAR CHIEF - shaman that likes to bash things in battle (stronger, faster)
-------------------------------------------------------

>>>4. TROLL(evil, regeneration, fire/acid damage doesn't regenerate)
OR
>>>4. BARBARIAN </u></b>- (good, human) - (can go beserk in battle, very strong, )
-------------------------------------------------------

>>>5. OGRE (neutral)

OGRE MAGE (spellcaster)

OGRE WARRIOR (strong melee warrior)
-------------------------------------------------------

>>>6. CYCLOPS (giant, evil, thralleater)

DEATHCLOPS(ranged, can shoot a beam from his eye)

CHRUSHER (throws big stones, can attack walls)
-------------------------------------------------------

>>>7a. BEHEMOTH  lower defense, big damage, slow, neutral)
OR
>>>7b. CAVE TROLL(greater regeneration, big damage, acid & fire damage don't regenerate, evil)
OR
>>>7c. THUNDERBIRD (good, flying, thunderclap)


-----------------------------------------------
Power town. Units deal big damage and are numerous but are generally slow...
Gave it the posiblility to go either way (good or evil) depending on the units built...Might be good for a campaign (Barbarians liberate the stroinghold from evil trolls or whatever...)

*****************************************************

SPIRE (Chaos-Magic) - Evil/Neutral
Hero Class: Overlord, Warlock
Magic: Chaos, Air, Fire, Water
Special Structures: Mana Vortex
Description: - Similar o Homm2 warlock town in every way. A gathering of powerhungry, greedy individuals and their minions. Seek knowledge as the Academy, but for diferent reason.
-------------------------------------------------------

>>>1. ORC(neutral) - sword, buckler..

ORC WARRIOR -()
-------------------------------------------------------

>>>2. HARPY (flying, has a screech that can couse confusion)
OR
>>>2. GARGOYLE(flying, good resistances)
-------------------------------------------------------

>>>3. ORC RAVAGER()

ORC ARCHER ranged)

ORC CHAMPION(strong melee)
-------------------------------------------------------


>>>4. OBSERVER (evil, ranged) - big floating eye

BEHOLDER - one big eye, many small ones, no tentacles - weak melee (ranged, spellcaster)

EVIL EYE - one eye and lot's of tentacles (good melee, but weaker ranged)
-------------------------------------------------------

>>>5. DARK APPRENTICE  (human, spellcaster, evil)

DARK MAGE (destruction and negative enchanting)

WARLOCK (pure destruction magic in every form)
-------------------------------------------------------

>>>6. MINOTAUR  (evil)

WAR KING ()

MAGE KILLER (has magical shield that can reflect magical attacks)
-------------------------------------------------------

>>>7a. RED DRAGON (dragon, evil, Fire Attack, Fire Resistance)
OR
>>>7b. BLACK DRAGON dragon, evil, ????)
OR
>>>7c. RUST DRAGON(dragon, neutral, Acid Attack, Acid Resistance)

------------------------------------------------

Most units are weak, but many are ranged. With later levels it becomes one of the most powerful of all towns.

*******************************************************

FORTRESS (Nature-Chaos) - Neutral
Hero Class: Guardian, Mystic
Magic: Chaos, Water, Life, Nature
Special Structures: ????
Description: - Similar to the normal H3 fortress but not that swampy. A gathering of creatures that prefere to be left alone. Not evil, but not actually too friendy either.
----------------------------------------------------

>>>1. GNOLL (neutral)
?????
-------------------------------------------------------

>>>2. CENTAUR (neutral)

CENTAUR ARCHER(ranged)

CENTAUR CHAMPION (strong melee, faster)
-------------------------------------------------------

>>> 3. DARK ELF WARRIOR(neutral, elf) - LIKES ELVES

DARK ELF PROTECTOR -(strong, fast)

DARK ELF ARCHER -(ranged)
-------------------------------------------------------

>>>4. DARK ELF MAGE (spellcaster, neutral, elf) - LIKES ELVES

DARK ELF FROSTGUARD -a battlemage with a melee freeze attack(spellcaster)

DARK ELF CONJURER -(spellcaster, ranged)
-------------------------------------------------------

>>>5. GIANT SPIDER (neutral, Climber)

SWORD SPIDER (fast, legs like blades)

PHASE SPIDER (slow, big, teleport)
-------------------------------------------------------

>>>6. WYVERN  (flying)

SWAMP DRAGON - (fire attack)

GREATER WYVERN - (poison attack, poison imunity)
-------------------------------------------------------

>>>7a. HYDRA (all-around hex attack)
OR
>>>7b. SHAMBLING MOUND  - a golem made out of wines, grass, fungus and stuff (construct, bind, poison)
OR
>>>7c. GREEN DRAGON(Flying, Good, dragon, lvl 1-3 spell imunity, poison)
---------------------------------------------------
This town has units of reasanable power and growth. Dark Elves are black or silver haired and less trusting than normal elves, but otherwise the same.


*******************************************************

CONFLUX (Magic-Life) - Neutral/Good
Hero Class: Planewalker, Elementalist
Magic: Eart, Water, Fire, Air
Special Structures: ????
Description: - conflux..need to say more?
-------------------------------------------------

>>>1. SPRITE (neutral)
?????
-------------------------------------------------------

>>>2. LESSER AIR ELEMENTAL (neutral, elemenal)

AIR ELEMENTAL </u>()

STROM ELEMENTAL</u> (ranged)
-------------------------------------------------------

>>>3. LESSER WATER ELEMENTAL</u></b> (neutral, elemental)

WATER ELEMENTAL</u> ()

ICE ELEMENTAL</u> (ranged)
-------------------------------------------------------

>>>4. LESSER FIRE ELEMENTAL (elemental)

<u>FIRE ELEMENTAL</u> ()

<u>ENERGY ELEMENTAL</u> ()
-------------------------------------------------------

5. LESSER EARTH ELEMENTAL (elemental)

EARTH ELEMENTAL ()

MAGMA ELEMENTAL (Melt)
-------------------------------------------------------

>>>6. GREATER ELEMENTAL(elemental)

PSYCHIC ELEMENTAL (stronger, but attack only one target)

MIND ELEMENTAL (weak, but attacks everyone around)
-------------------------------------------------------

>>>7a. ELEMENTAL GUARDIAN</u></b> (50% water, earth, fire, air resistance, fire & ice damage, elemental)
Or
>>>7a. ELEMENTAL WHIRLWIND </u></b> (40% water, earth, fire, air resistance, randomly casts an elemental attack spell at a enemy each turn.)

-------------------------------------------------------


///////////////////////////////////////////////////////////////////////////
MISC. UNITS
-------------
Rouge
Gold Golem -> Diamon Golem
Gryphon
Mercenary
Farie Dragon
Axeman


**********************************************
//////////////////////SKILLS /////////////////////////////
KNOCKBACK - attacks sweeps enemy unit off it's feet (ie- it falls on it's behind). Reduces the defense for 1 turn.
AURA OF COURAGE - all friendy units 5 hexes from the Paladin are immune to any fear effects and have increased morale regeneration
EVASION - high chance of evading area effect spells and bonus defense vs. ranged attacks
FREEDOM OF MOVEMENT - Imunity to movement affecting spells
WAIL OF BANSHEE - demoralizying scream attack that affects multiple units in a cone shaped area
HORROR - reduces morale of a attacked unit
CHILL TOUCH - attack deals cold damage in addition to normal damage. Has a small chance of lowering the enemy AP.
DEVINE GRACE - Improved defense against attacks from Evil units.
DEVINE PROTECTION - Improved resistance against poisions, deseases and dark magic
NATURES WRAITH - The Elf Lord puts his hand on the ground and glowing branches shoot out of the ground and damage any enemy unit 5 hexes away.
CLEAVE - if the creatures attack finished off a enemy stack it autmaticly(and freely) attacks another enemy standing right next to it (if there is any)
COMBUSTION - the unit can self combust, dealing fire damage to any sorrounding unit
DRAIN VIGOR - reduces the attack rating of the hit creature
CORPSE EATER - attack a dead stack to gain health. If health is full each unit gains additional HP's (1-2)
THRALLEATER - can eat a thrall to regain full health and gain +1 to Attack Rating
BATTLERAGE - unit gets a huge attack bonus for 3 turns. When the spell runs out it gets a defense penalty.
CLIMB - unit can climb over castle walls
MAGIC MANTLE - First two direct magic attacks upon the unit with a mantle are either nullified or reflected back
TELEPORT - units teleports directly to the desired spot. can circumvent obstacles liek moats and magic walls.
GRIP - unit(stack) can grab a enemy  unit and hold it tightly, reducing the attack and defense of the unit as long as it holds it and preventing it from moving. The unit that does the holding allso has lowered defense and can only hold 1 enemy unit at a time.
SLAVE OF THE PITS - any dead demon stack can be brough back to life as 1 level lower demon.
MELT - reduces the targets armor rating with each hit.
ELEMENTAL - creature is made out of a single element. 80% resistance to the type of elemental damage it's made of, but 50% weakness to the opposite. Allso, normal weapons do 40% less damage to it, while magical do 20% less damage.
ETHERAL - creture is unsubstantial and as such recives less damage from normal weapons (up to 60%) and elemental atacks(up to 30%) Magical weapons deal full damage to it.
LIFE STEAL -  % of damage unit does to another unit is added to it's health, and if the max health is excedeed, new units raise from the dead. Drain doesn't work on any units with imunity to it or on units that don't have life-force, like elementals and constructs..
CARNIVORE - similar to life steal, but no new units are risen if max Hp is exceeded.
THIEF - unit has a chance to steal something from an enemy hero after battle (regardless if the enemy retreated or surendered). It allways steals some gold, and sometimes even a low-level artifact (if any is available)
VALIANT - Immune to negative mind affecting spells, morale +5

/////////////////////////////////////////////

SPELLS:
Basicly you have several school which you can combine. Knowledge of Water magic and Life magic automaticly gives you Water+Life spells.

LIFE

1: Cure(replenish HP, single), Bless (do max damage, single), Resilience (50% resistance to any negative enchantment)

2: Exorcism (remove negative ench, single), Heal (cures poison spell and effects, replenish some HP, single), Holy Word (damages undead, single), Ray of Light (damage to undead, single, heals good creatures)

3: Mass Cure (all friendly + cures poison (spell and effects)), Martyr (target 1 takes damage in place of target 2), Averted Eyes (taget gains 25% chance to miss with physical attack, single), Fervor (max morale, single)

4: Mass Excorcism (all friendly), Prayer (increase stats, all life-units), Holy Shout (damages undead, all), Mass Bless (all friendly)

5: Mass Fervor (all friendly)

NATURE:

1: Summon Sprite, Summon Leprechaun,

2: Summon Wolf, Wasp Swarm (disable, single)

3: Summon Satyr, Necromancy Ward (no raisings in combat)

4: Summon Unicorn, Entangle (target can't move, single)

5: Nature's Wraith, Rejuvenation (units get 5hp back every turn)

CHAOS:

1: Scuttle Boat, Bloodlust (increase meleę att, single)

2: Confuse (disable, single), Scapegoat (all retaliation-damage done to target 1 is done to target 2 instead)

3: Mana Flare (halve SP-cost, all), Mass Bloodlust (all friendly), Delusions of Grandeur (target can't attack creatures below it's level, single)

4: Frenzy (add def to att, single), Cloud of Confusion (disable, area)

5: Berserk (enemy unit attacks nearest), Chaos Sphere (every unit in a radius from the target point have 50% chance of being feebleminded - wander around, attack someone or just stay still)

DEATH:

1: Raise Skeleton, Curse (do min damage, single)

2: Animate Dead (raise dead troop, temp, single), Haunt Mine (deflags mine and infests it with ghosts (the scary kind))

3: Raise Banshee, Mass Curse (all hostile), Death Ray (damage, single, heals undead)


4: Death Call (raise dead troop (more than animate), temp, single), Call of the Grave (lower stats, all Life)

5: Hand of Death (kill living), Decompose (single, unit gets weaker with each turn)

ORDER:

1: Precision (increase ranged dam, single)

2: Dispel (remove all ench, single)

3: Mass Precision (all friendly), Apathy (target can't retaliate, single)

4: Mass Dispel (all), Brainwash (target is immune to mind-spells and effects, single)

5: Hypnotize (control X number of enemy troops), Organize Defense (all units in a stack get a defense bonus)

AIR:
1: Breeze (halves ranged-attack range, all)

2: Hurricane (damage, single)

3: Storm (no flying, all)

4: Gale (no ranged attacks, all) Static (disrupts the magical energies, making all spells have 50% casting failure, all)

5: Tornado (damage, area)

EARTH:

1: Stoneskin (small def-boost, single)

2: Ironskin (medium def-boost)

3: Mass Stoneskin (all friendly)

4: Mass Ironskin, Earthquake (damage all non-flyers (and castle walls))

5: Steelshape (very big def-boost, 50% MR, movement and speed halved, single), Rupture Earth (opens a hole in the ground beneath a creature, makes terran impassable and has a chance of destroying several creatures - the slower the creature, the greater the chance)

FIRE:

1: Firebolt (damage, single)

2: Aura of Fire (adds fire-damage to target)

3: Fireball (damage, area), Ring of Fire (damage, around target)

4: Inferno (damage, area)

5: Incinerate (massive damage, single) Firestorm (damage, all),

WATER:
1: Quench (damage to fire-creature, halves damage of fire-based attack, single)

2: Mud (makes patch of slow movement. All troops stepping
on it affected, but visible to friendly troops (only))

3: Mire (slows enemy hero, adventure-map)

4: Mass Mud (several patches)

5: Drown (massive damage to living\firebased (fire elemental, efreet and similar, +50% if firebased and living efreet)), single)

LIFE+AIR

1: Heavenly Armour (increases def, single)

2: Airward (-50% damage and 50% MR to Air)

3: Celestial Armour (increase def, all)

4: Mass Airward (all friendly)

5: Divine Intervention (heals top creaure in each stack, resurrects dead heroes)

LIFE+EARTH

1: Summon Boat

2: Earthward (-50% damage and 50% MR to Earth)

3: Defender (the "defend" function doubles def)

4: Mass Earthward (all friendly)

5: Resurrection (resurrects n XP of creatures, permanent, single)

LIFE+FIRE

1: Slayer (target does double damage to all top-lvl creatures, single)

2: Fireward (-50% damage and 50% MR to Fire)

3: Mass Slayer (all friendly)

4: Mass Fireward (all friendly)

5: Smite (ridiculous amount of damage to demon, undead and machinery\animated matter, single)

LIFE+WATER

1: Pacifism (target can't perform hostile action, single)

2: Waterward (-50% damage and 50% MR to Water)

3: Regeneration (target regenerate HP each round, single)

4: Mass Waterward (all friendly)

5: Guardian Spirit (same as H4's Guardian Angel)

NATURE+AIR

1: Winds of Fury (throws stack into the air, so it lands facing a random direction, small damage, single)

2: Haste (doubles targets movement), Cat's Grace

3: Flight (target gains flight, single), Summon Air Elemental

4: Meteor Shower (damage, area)

5: Mass Haste (all friendly)

NATURE+EARTH

1: Summon Rock (place large rock on battlefield)

2: Giant Strenght (+25% HP and damage, single)

3: Summon Earth Elemental

4: Anti-Magic (target immune to magic, single)

5: Strenght of Nature (doubles HP and damage of target), Nature's Wraith

NATURE+FIRE

1: Inner Vigor, Acid Arrow,

2: Speed (doubles targets speed)

3: Wildfire (low fire-damage over large area), Summon Fire Elemental

4: Heart of Nature (doubles effectiveness of summoning-spells (nature only, not raise-spells), all), Insect Swarm

5: Mass Speed (all friendly)

NATURE+WATER

1: Fortune (max fortune, single)

2: Slow (halve enemy movement, single),

3: Mass Fortune (all friendly), Summon Water Elemental

4: Mass Slow (all friendly), Acid Splash

5: Fountain of Youth (heals top creature of stack, max moral, all friendly)

CHAOS+AIR

1: Counterstrike (gains 1 extra retal, single)

2: Shockwave (sends shockwaves in all directions around the caster doing damage to all nearby)

3: Lightning (damage, single)

4: Counterstrike (all friedndly)

5: Chain Lightning (damage, branches from target to nearby targets)

CHAOS+EARTH

1: Boulder (damage, area)

2: Disrupting ray (lower def, single, cumulative)

3: Sandstorm (no ranged attacks, lower defense, all)

4: Disintegrate (damage, single)

5: Mass Disruption (lower def, all hostile, cumulative)

CHAOS+FIRE

1: Chaos Flame (Ball of flame erupting from the target hex, making 3 random jumps on another hex in vicinity)

2: Reflexes (target gains first strike, single)

3: Fire Blast (damage, area)

4: Mass Reflexes (all friendly), WildFlame (fire erupts at 5 random spots on the battlefield and leaps to another random position every turn, for 3 turns)


5: Armageddon (massive damage, all)

CHAOS+WATER

1: Summon Whirlpool (summons a whirlpool that connects to other whirlpools on the map is if it was naturally there. Lasts a day)

2: Misfortune (max bad morale, single)

3: Magic Mirror (reflects magic back at caster)

4: Mass Misfortune (all hostile)

5: Geysir (damage, area)

DEATH+AIR

1: Foul Vapours (decrease def, area)

2: Death Ripple (damage living, all)

3: Breath of Death (drain life from target to caster, single)

4: Plague (loose HP each round, all living)

5: Death Wave (damage living hard, all)

DEATH+EARTH

1: Rockbones (increase def of skeletal creatures)

2: Weakness (decrease target att, single)

3: Aging (lower stats, single)

4: Mass Weakness (all hostile)

5: Reanimate (brings dead units back to undeath, permanent, single)

DEATH+FIRE

1: Sorrow (lower morale, single)

2: Aura of Fear (target gains "no retaliaton"-ability)

3: Mass Sorow (all hostile)

4: Sactifice (kill target stack to give x2 hp to another)

5: Spontaneous Combustion (blow up target friendly stack for splash-damage equal to stacks HP)

DEATH+WATER

1: Cancellation (remove positive ench, single)

2: Poison (target looses HP each round, single)

3: Lifedrain (drains life from all living to caster (only a little), all hostile)

4: Mass Cancellation (all hostile)

5: Vampirism (target gains HP on attacking, single)

ODER+AIR

1: Illusion (creates illusions of target creature (based on caster strenght), with half attack-power, dispelled if attacked or dispelled\cancelled)

2: Displacement (pushes target, single)

3: Teleport (teleport stack, single)

4: Phantom (creates illusions of target creature (based on caster strenght), at full strenght and HP, dispel\cancellable)

5: Implosion (damage, single)

ODER+EARTH

1: Bind (target looses flight)

2: Steal Enchantment (transfer one enchantment from one enemy to one friendly stack)

3: Power Drain (double SP-cost of targets spells)

4: Pain Mirror (reflects a portion of damage to target back to attacker, single), Stone Clasp(two hands of stone erupt from the earth, one to the left and one to the right of a targeted creature and then they clasp)


5: Steal Enchantments (transfer all enchantments from all enemy stacks to friendly stacks)

ODER+FIRE

1: Banish (deals damage to summoned\raised creature, single)

2: Firewall (sets wall of fire, damage to all who pass)

3: Blind (target can't take any action)

4: Fireshield (fire-damage to any who attack target, single)

5: Theodorus's Scorcher (thin line of fire between caster and target, damaging target and all between)

ODER+WATER

1: Ice Bolt (damage, single)

2: Forgetfullness (target can't use ranged)

3: Frost Ring (damage around target)

4: Ice Blast (damage, area), Healing Showers(area, heles freindly, damages fire creatures)

5: Mass Forgetfulness (all hostile)

*************************************

Damage types stuff:


PRIMARY DAMAGE:
Slashing/cutting - swords and axes
Piercing - spears, daggers, arrows
Blunt - maces, hammers, rocks
Acid - in adition to normal damage it allso reduces the armor protection of the target for 1 turn and wounds cannot regenerate.

Fire - deals normal damage. Wounds caused by fire cannot regenerate normally. There is a chance (dependng on the targets fire resistance) that that target will burn. reciving aditional damage the next turn

Cold - in adition to normal damage it may freze the opponent, reducing it's speed and AP's.
-------------
*Posible holy or unholy, but I really don't see a need for this.*
Also primary damage can be magical or non-magical.
-------------
So for instance, a swordsman would wear ringmail, thus he would have approx:
60% piercing resistance
40% slashing
10% blunt
*This is as close to a normal ringmail as one can get with this simplified system*

So someone hitting the swrdsman with a normal piercing weapon would deal 60% less damage to it (magical weapons are twice as effective against armor ).

Every creature allso has some inititate resistance to he Fire acid and Cold (could be 0, could be greater, or even negative, like -20% in which case the target creature recives extra damage!)

This system is simple, logical and understandable...and not too complicated either...

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Mitzah
Mitzah


Promising
Supreme Hero
of the Horadrim
posted December 01, 2004 12:53 PM

Looks, good. The Celestial Heavens tags do not work here. See the FAQ/Rules...
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Ellderon
Ellderon


Adventuring Hero
Lightbringer
posted December 01, 2004 12:58 PM

Oh carp. Right..will remove them then...
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Mitzah
Mitzah


Promising
Supreme Hero
of the Horadrim
posted December 01, 2004 01:11 PM

If ya dunno how, use the replace tool from MSWord...
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regnus_khan
regnus_khan


Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
posted December 02, 2004 06:40 PM

Hey elde, or what ever you are...

Quite good job... it is big and it reminds me my proposals I once created ...

The spell system is much better. But... too few spells for one spell-type...

As for the creatures - they're good (even tho I hadn't much time to read this)
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Mitzah
Mitzah


Promising
Supreme Hero
of the Horadrim
posted December 02, 2004 10:00 PM

Quote:
Quite good job... it is big and it reminds me my proposals I once created ...


Cool thread(s)...I think I included them in my index...You got a QP, didn't you? Or 2...
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Polaris
Polaris


Promising
Known Hero
posted December 03, 2004 03:19 AM

Good post but bad idea.

This would turn Heroes into an AOW/Ogre Battle hybrid. If I wanted to play AOW, I would buy one of their numerous games. But I want Heroes of Might and Magic instead.

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rychenroller
rychenroller


Promising
Supreme Hero
posted December 03, 2004 03:28 AM

Was about to say that, apart from being one of the longest posts ive ever seen, looks like been playin to much AoW. Heroes 5 needs some originality...or at least be true to the successful format that is heroes.
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regnus_khan
regnus_khan


Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
posted December 03, 2004 02:14 PM

Quote:
Quote:
Quite good job... it is big and it reminds me my proposals I once created ...


Cool thread(s)...I think I included them in my index...You got a QP, didn't you? Or 2...


actually, 5 of them


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Ellderon
Ellderon


Adventuring Hero
Lightbringer
posted December 03, 2004 11:01 PM

Quote:
Good post but bad idea.

This would turn Heroes into an AOW/Ogre Battle hybrid. If I wanted to play AOW, I would buy one of their numerous games. But I want Heroes of Might and Magic instead.


The only AOW segment I suggested is multiple army combat (castle assaults form multiple sides). I really don't see how would that ruin the heroes feel.

I mean, really. This gives far more tactical options and is more realistic. The ebility to attack from the rear, to attack/defenedthe castel from multiple sides. Not to mention that the castles themsevles should be REALLY toguh to conquer (The castle should give HUGE defensive bonuses, so like in real life, you need a army twice as large as the defending one.)
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Mitzah
Mitzah


Promising
Supreme Hero
of the Horadrim
posted December 04, 2004 08:40 AM

I think that's a good idea...very good...IMO
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Ellderon
Ellderon


Adventuring Hero
Lightbringer
posted December 04, 2004 10:01 PM

Hehe...thanks...

B.T.W. - the spells I listed are mere suggestions. Of course there should be more! The more the merrier!
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Polaris
Polaris


Promising
Known Hero
posted December 06, 2004 06:54 AM

Quote:
Quote:
Good post but bad idea.

This would turn Heroes into an AOW/Ogre Battle hybrid. If I wanted to play AOW, I would buy one of their numerous games. But I want Heroes of Might and Magic instead.


The only AOW segment I suggested is multiple army combat (castle assaults form multiple sides). I really don't see how would that ruin the heroes feel.

I mean, really. This gives far more tactical options and is more realistic. The ebility to attack from the rear, to attack/defenedthe castel from multiple sides. Not to mention that the castles themsevles should be REALLY toguh to conquer (The castle should give HUGE defensive bonuses, so like in real life, you need a army twice as large as the defending one.)


I guess the changes and/or additionas to accuracy, morale, alignment, racial terrain advantages, and the other things that you explicitly stated as coming from AOW2 aren't similar to AOW?

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Ellderon
Ellderon


Adventuring Hero
Lightbringer
posted December 13, 2004 12:25 PM

Quote:

I guess the changes and/or additionas to accuracy, morale, alignment, racial terrain advantages, and the other things that you explicitly stated as coming from AOW2 aren't similar to AOW?


No, I didn' state them as coming from AOW..

And I am for keeping stacks. Some things I only stated as POSSIBILITIES, not my first choices...

Morale - Heroes allready had morale. This is just a tad mroe detailed
Aligment - heroes units had aligment allready. I just gave it a bit more weight

Racail Terrain advantages - just suggestions that are allmost indentical to nomral heroes. It's not like that makes or breakes Heroes

As far as the map goes, it's bsicly the same as normal Heroes maps, onyl that towns can be approached from multiple sides.. big deal..
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Polaris
Polaris


Promising
Known Hero
posted December 13, 2004 06:43 PM

Okay Ellderon, maybe I wasn't clear on this. I wasn't saying you got the ideas from AOW explicitly, I was saying your changes make things work nearly the same way as it does in AOW.

Seeing as you have played AOW, I can't understand how you can possibly argue that this is not true.

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Ellderon
Ellderon


Adventuring Hero
Lightbringer
posted December 14, 2004 12:35 PM
Edited by alcibiades at 20:07, 06 Jul 2009.

Quote:
Okay Ellderon, maybe I wasn't clear on this. I wasn't saying you got the ideas from AOW explicitly, I was saying your changes make things work nearly the same way as it does in AOW.

Seeing as you have played AOW, I can't understand how you can possibly argue that this is not true.



Actually, it wouldn't work like AOW at all. The only thing from AOW I proposed were multiple armies figting and attack on towns from multiple sides (unless some sides are blocked by mountains/thick forests)...

I really fail to see how THAT makes it a AOW clone...really...





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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