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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Town Allignment for HoMM5
Thread: Town Allignment for HoMM5
Fiend_Master
Fiend_Master


Hired Hero
Master of Hellish Chaos
posted May 06, 2005 01:02 PM
Edited By: Fiend_Master on 7 May 2005

Town Allignment for HoMM5

Alright, here we go.
After many thoughts, i have came to the conclusion that it's likely for there to be one town out of H2\4 missing, and a new one added. Since I got not think of a town to lose, or a town to add, I desided to post the original towns, providing that maybe one of them will not be in HoMM5.

(Life)   Haven
(Order)  Guild
(Nature) Rampart
(Might)  Stronghold
(Chaos)  Asylum
(Death)  Necropolis

The level System
I, personally, did not like the 4 lvl system of HoMM4, in which u only have max 5 creatures per town at a time. I liked the balanced 7 lvl creature system of HoMM3. On the other hand, only 7 creatures per town is too little for only 6 towns; So:
Each town will have 10 units, of which max 7 can be trained at a time. At three\two\one of 7 lvls, which vary from town to town, the player would have to make a choice between 2, 3, or 4 different creatures.

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


LIFE TOWN – HAVEN

CREATURES

lvl 1

Apprentice\Squire
Men armed with maces. Squires may stunn enemies.
Poor movement, good attack, average defense.

-or-

Peasent\Militia
Men armed with pitchforks. Peasents and Militia give +1 gold per day.
Average movement, poor attack, poor defense.

lvl 2

Crossbowman\Marksman
A lightly armored man with a crossbow. Marksmen fire twice.
Poor movement, average attack, average defense.

lvl 3

Healer\Medic
An armored human with the ability to heal friendly troops. Medics can cast "Cure".
Good movement, poor attack, average defense.

lvl 4

Gryphon\Royal Gryphon
A flying beast; below weist – leopard – above weist – eagle. Attacks with claws.
Great movement, average attack, poor defense.

-or-

Swordsman\Murmillo
A human warrior armed with sword, chainmail, mask, and shield. Murmillo strikes twice.
Good movement, poor attack, good defense.

lvl 5

Monk\Zealot
A cloacked man with the power to fire light bolts.
Poor movement, good attack, poor defense.

lvl 6

Cavalier\Champion
Horse rider armed with lance.
Good movement, good attack, average defense.

lvl 7

Crusader\Paladin
A heavily armored longswordsman with a robe to their back.
Poor movement, average attack, great defense.

-or-

Angel\Archangel
A divine being from the heavens. Archangels ressurect their dead.
Great movement, good attack, good defense.

MAGIC
TEMPLE

lvl 1
-Bind Wound: heals a certain amount of hitpoints for a friendly unit.
-Bless: causes the target unit to cause maximum dmg.
-Cure: removes lvl 1-3 curses or negative buffs from a target, and heals it alittle.
-Heavenly Strike: target a specific undead or demon target to dmg it.
-Spiritual Armor: increases the target's defense.
-Summon Ship: creates a ship if hero is near water.
-Royal Blood: changes the allignment of a unit to Life.
-Burial: consume mana from a friendly corpse.

lvl 2
-Life Ward: Gives the target 50% magic resistance and 50% creature resistance to Life.
-Order Ward: Gives the target 50% magic resistance and 50% creature resistance to Order.
-Nature Ward: Gives the target 50% magic resistance and 50% creature resistance to Nature.
-Chaos Ward: Gives the target 50% magic resistance and 50% creature resistance to Chaos.
-Death Ward: Gives the target 50% magic resistance and 50% creature resistance to Death.
-Martyr: target a friendly unit to absorb all dmg taken by all friendly units.
-Vanishing Scripts: deletes a Life spell from the enemy spellbook for entire battle.

lvl 3
-Mirth: Maximalizes the target's morale.
-Retribution: Causes an enemy target to dmg itself while attacking.
-Regeneration: causes a friendly target to heal intself.
-Chain: all friendly units share dmg taken by any of them.

lvl 4
-Ressurection: ressurects a target friendly unit stack.
-Exorcism: removes all lvl 1-5 curses and negative buffs from a target.
-Destroy Undead: heavily dmgs all undead units on the battlefield.
-Celestial Shield: increases the target's defense greatly.

lvl 5
-Divine Intervention: heals all friendly units.
-Guardian Angel: add a number of extra lives to a friendly target.
-Sanctuary: all friendly troops are protected from spells and attacks as long as they "defend", "wait", or "move".
-Magic Ward: protects target from all spells, and reduces it's dmg taken from all attacks.


GRAIL BUILDING
HOLY RELIC
-Creature growth bonus.
-Income bonus.
-Maximalises troop morale.

SPECIAL BUILDINGS

BROTHERHOOD OF THE SWORD
Increases the troop-morale of visiting heroes.

RUBY ORDER
Increases the heroe's tactics\offense\combat skill.

EMERALD ORDER
Increases the heroe's leadership\archery\nobility skill.

RESOURCE SILO
Provides an additional 500 gold per day.


HEROES

KNIGHT (MIGHT)
Starts with basic Nobility.

CLERIC (MAGIC)
Starts with basic Water\Life magic.

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

ORDER TOWN – GUILD

CREATURES

lvl 1

Automaton Servant\Automaton Soldier
Strange mettalic statues that can walk and attack with mellee longaxes.
Good movement, poor attack, average defense.

-or-

Dwarf\Battle Dwarf
Small men armed with mallots. Battle Dwarves have high MR.
Poor movement, good attack, average defense.

lvl 2

Avenger Strider\Avenger Glider
Man with the head of a bird. Armed with spear. Gliders can fly with birdwings.
Good movement, poor attack, poor defense.

lvl 3

Stone Golem\Iron Golem
Man of stone\iron that can strike with great fists.
Poor movement, good attack, good defense.

-or-

Gargoyle\Azure Gargoyle
Horned statue with wings. Azure attack through enemies.
Good movement, poor attack, average defense.

lvl 4

Mage\Archmage
Spells: Poison, Magic Fist, Blurr
Spells (Archmage): Curse, Raise Skeleton, Spiritual Armor
Poor movement, poor attack, poor defense.

lvl 5

Geine\Master Genie
Highly mobile blue hoverer. GeniMaster Genie can cast spells.
Spells: ....Ward, Mirth
Good movement, average attack, average defense.

-or-

Roc\Thunderbird
Great bird. Thunderbird cast "lightning bolt" with attack.
Good movement, average attack, average defense.

lvl 6

Naga\Naga Queen
Female human; below weist – serpant. Has multiple blade-bearing arms.
Average movement, average attack, good defense.

lvl 7

Giant\Titan
Greekish giant armed with lightning sword. Giant & Titans shoot lightning.
Poor movement, average attack, average defense.

MAGIC
MAGE'S GUILD

lvl 1
-Blurr: increases a target's defense against ranged attacks.
-Percision: increases a target's ranged attack dmg.
-Dispel: removes all lvl 1-3 positive or negative buffs from a target.
-Magic Fist: inflicts small dmg upon a target.
-Visions: reveals exact enemy army statistics.
-Slow: reduces a target enemies movement.
-Remove Obstacle: removes battlefield obstacle.
-Shortage: causes a unit to be able to only dmg one target every hit, nomatter what.

lvl 2
-Cowardice: makes the target unable to attack a unit with more hit points for 3 turns.
-illusion: creates a copy of a target.
-Flight: makes the target walker unit a flyer unit.
-Ice Bolt: inflicts medium dmg upon an enemy target.
-Banish: target summoned creatures or illusions to deal them medium dmg.
-Vanishing Inq: removes one Order spell from the enemy spellbook for the whole battle.
-Misspell: causes a spellcaster unit to randomly cast a negative\destructive spell on itself.

lvl 3
-Power Drain: increases a target's spell's mana cost.
-Steal Enchantment: takes an enemy blessing and grants it to a friendly target.
-Burden Lift: takes a friendly curse and grants it to a enemy target.
-Blind: disables an enemy target from all actions for 3 turns.
-Invisibility: makes target invisible until it attacks, casts a spell, or is near oponent.

lvl 4
-Teleport: transfers a friendly target to anywhere on the battlefield.
-Displacement: transfers an enemy target to anywhere on the battlefield.
-Berserk: causes a target to attack the nearest creature; friend or foe.
-Town Portal: teleports the heroe to any friendly town.

lvl 5
-Hypnotize: take control of target for 3 turns.
-Pain Mirror: causes 50% of the damage done to a friendly target to be done to the attacker too.
-Give & Take: transfers all negative buffs to enemy targets, and all positive buffs to friendly targets.
-Disablity: causes all enemy units to be mellee attacking walkers.


GRAIL BUILDING
SKYSHIP
-Creature growth bonus.
-Income bonus.
-Reveals entire map.


SPECIAL BUILDINGS

LABORATORY
Enables the upgrading of Iron golems to Gold Golems.

LIBRARY
Teaches various spells from different allignments.

Resource Silo
Provides 1 Gem per day.

CHEMIST'S STALL
?Sells potions to visiting heroes?


HEROES

ALCHEMIST (MIGHT)
Starts with basic ?Alchemy?

WIZZARD (MAGIC)
Starts with basic Air\Order magic.

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

NATURE TOWN – RAMPART

CREATURES

lvl 1

Pixie\Sprite
Small female with butterfly wings.
Good movement, poor attack, poor defense.

lvl 2

Satyr\Satyr Trickster
Javelin man with horns; below weist: two-legged horse. Satyr Tricksters can increase a frinedly unit's morale.
Average movement, poor attack, average defense.

lvl 3

Elf Archer\Elf Ranger
An elf. Rangers shoot twice.
Average movement, good attack, average defense.

lvl 4

Earth Elemental\Rock Elemental
A fistlike or manlike image of earth and rock. Mellee attack.
Poor movement, good attack, good defense.

-or-

Fire Elemental\Energy Elemental
Strange hovering image of flame and lightning. Shooter.
Average movement, average attack, good defense.

-or-

Water Elemental\Ice Elemental
Wave-like flyer. Cold dmg. Ice Elemental shoots.
Good movement, good attack, poor defense.

-or-

Air Elemental\Storm Elemental
Genie-like man of air and cloud.
Spells: Speed, Fortune, Magic Arrow
Storm Elemental: Summon Pixie, Flight

lvl 5

Treant\Dendroid
Walking tree. Entangles enemies with attack.
Poor movement, good attack, average defense.

lvl 6

Unicorn\Grand Unicorn
Horned horse. Grand Unicrons "blind" with attack.
Good movement, good attack, average defense.

Lvl 7

Magic Dragon\Faerie Dragon
Dragon. Faerie Dragons can also use magic.
Spells: Necromancy Ward, Wasp Swarm, Quicksand, Lightning Bolt
Average movement, average attack, average defense.


MAGIC
DRUID'S SHRINE

lvl 1
-Pathfinding: removes all adventuremap movement penalty for the heroe.
-Terrain Walk: removes all battlefield movement penalty for a unit.
-Speed: increases a friendly targets movement.
-Stoneskin: increases a friendly targets defense.
-Summon Pixie: summons a number of Pixies.
-Summon Wolf: summons a number of wild Wolves.
-Summon Light: summons a random number of Life\Order lvl 1 creatures.
-Pray: reduces the target's defense vs lvl 4-5 creatures:
-Growth: creates a tree somewhere on the battlefield.

lvl 2
-Fortune: maximalizes the target's luck.
-Giant Strength: increases a target's hp and dmg.
-Quicksand: creates quicksand which stalls passing units' turns.
-Wasp Swarm: causes an enemy target to lose 1 turn.
-Summon White Tiger: summons a number of wild Tigers.
-Last Strength: adds moving points to adventuremap hero.
-Burrow Tunnel: creates a two-way teleportation hole in the battlefield.
-Fading Echos: removes 1 nature spell from enemy spellbook for duration of battle.

lvl 3
-Anti-Magic: makes the target magic-immune for the entire battle.
-Necromancy Ward: disables the use of Raise Dead or Animate Dead.
-Summon Satyr: Summons a number of Satyrs.
-Summon Dinosaur: Summons a number of Raptor dinosaurs.

lvl 4
-Thorns: works similar to firewall only obstacles can (and must) be destroyed.
-Entangling Roots: disable a unit's ability to move.
-Summon Air Elemental: summons a number of Air Elementals.
-Summon Water Elemental: summons a number of Water Elementals.
-Summon Fire Elemental: summons a number of Fire Elementals.
-Summon Earth Elemental: summons a number of Earth Elementals.

lvl 5
-Clean Zone: makes a certain area of the battlefield magic-proof.
-Summon Kraken: summons a number of terrifying wild Krakens.
-Dragon Strength: doubles a friendly unit's dmg and hp.
-Summon Resources: summon resources for your kingdom's economy.


GRAIL BUILDING
TOTEM OF THE WILD
-Creature growth bonus.
-Income bonus.
-Maximalizes troop luck.


SPECIAL BUILDINGS

SUMMONER'S STONE
Randomly spawns Pixies, Sprites, and Wolves every week.

MAGIC POND
Increases the magic and mana capabilities of visiting heroes.

RESOURCE SILO
Provides 1 Crystal per day.

RANGER'S POST
Increases the defense and attack skill of ranged units during siege.


HEROES

RANGER (MIGHT)
Starts with basic Scouting.

DRUID\SORCERESS (MAGIC)
Starts with basic Earth\Nature Magic.

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

MIGHT TOWN – STRONGHOLD

CREATURES

lvl 1

Goblin\Hobgoblin
Small green ferocious halfling.
Average movement, average attack, average defense.

-or-

Gnoll\Gnoll Marauder
Man with the head of a hyna. Marauders produce small amount of gold after a succesful siege.
Poor movement, average attack, good defense.

lvl 2

Harpy\Harpy Hag
Flying vulture-women. Returns to position after attackmove. Hags are retaliation resistant.
Good movement, average attack, poor defense.

lvl 3

Centaur\Centaur Sharpshooter
Human; below weist=below neck of a horse. Sharpshooters very accurate.
Good movement, poor\good attack, poor defense.

lvl 4

Orc\Orc Warchief
Human with boar head. Throws axes. Warchiefes shoot twice.
Poor movement, average attack, average defense.

lvl 5

Ogre\Ogre Mage
Greenish large humanoid. Fights with mellee staff. Mages cast Bloodlust.
Poor movement, good attack, average defense.

-or-

Amazon\Valkyrie
Female warrior with spear. Valkyries self-heal.
Great movement, poor attack, average defense.

lvl 6

Troll\Troll Brute
Large, hairy, ugly, digusting creature. Attacks with mellee club.
Average movement, poor attack, poor defense.

-or-

Cyclops\Cyclops King
Large man with only a single eye. Throws boulders.
Poor movement, average attack, good defense.

lvl 7

Behemoth\Frenzied Behemoth
Ancient beast of brutal strength. Frenzied Behemoths cannot be put under mind spells.
Average\good movement, good attack, good defense.


MAGIC
SHAMAN'S HUT

Spells:
-Magic Arrow: shoots a magical bolt, dealing small damage to an enemy unit.
-Slayer: causes a friendly unit to cause 40% additional damage to 6th and 7th lvl creature.
-Stoneskin: increases a friendly target's defense.
-Summon Wolf: summons a number of wild Wolves.
-Cure: removes lvl 1-3 curses or negative buffs from a target and heals it alittle.


GRAIL BUILDING
BANNER OF MIGHT
-Creature growth bonus.
-Income bonus.
-Makes all creatures 100% magic resistant.


SPECIAL BUILDINGS

ARSENALL
Sells various weapons to increases hero combat skills.

ESCAPE TUNNEL
Allows besieged heroes to flee to the nearest town.

RESOURCE SILO
+1ore & +1Wood per day.

COLLESIUM
Provides a morale bonus to visiting troops.


HEROES

BARBARIAN (MIGHT)
Starts with basic Combat\Pillaging.

CHIEFTEN\MATRIARCH (MIGHT)
Starts with basic Leadership.

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

CHAOS TOWN - ASYLUM

CREATURES

lvl 1

Bandit\Rogue
Humans in dark cloacks armed with hand-to-hand blades.
Average movement, average attack, poor defense.

-or-

Imp\Quasit
Fiendish creatures. Imps have small wings, but can't fly while Quasits can. Quasits steal enemy mana.
Poor movement, average attack, average defense.

lvl 2

Hell Hound\Cerberi
The dog of firy hell. Cerberi have three heads and therefor attack three nearby targets.
Good movement, good attack, poor defense.

lvl 3

Medusa\Medusa Queen
A women with serpants for hair. Armed with composite bow for long-range attacks. Medusa Queens can petrify enemies with their hand-to-hand gaze.
Poor movement, good attack, average defense.

lvl 4

Inccubus\Succubus
A female satanic being. EXTREMELY HOT GIRL! Succubus drain life from male units.
Good movement, average attack, poor defense.

lvl 5

Minotaur\Minotaur Monarch
A man with the head of a bull. Armed with a large axe, the minotaur inflicts heavy hand-to-hand damage.
Average movement, good attack, good defense.

-or-

Pit Fiend\Pit Lord
Hellish horned demon. Attack with wip. Lords can ressurect friendly stacks as Imps.
Poor movement, good attack, great defense.

lvl 6

Hydra\Scylla
A multi-headed reptalian creature of the swamps. Can attack multiple enemies at once, and Scyllas grow a new head (+1 attack) for every live lost.
Poor movement, average attack, average defense.

lvl 7

Red Dragon\Black Dragon
A powerful dragon that can easily fly all-over the battlefield.
Great movement, good attack, average defense.

-or-

Devil\Archdevil
Reddish lords of hell with horns and tridents, that can cast inferno and bloodbath. Archdevils also have "Fire Shield".
Good movement, average attack, average defense.


MAGIC
HERETIC'S SANCTUM

lvl 1
-Magic Arrow: shoots a magical bolt, dealing small damage to an enemy unit.
-Bloodlust: increases the mellee damage of a friendly unit by 25%+.
-Fire Aura: grants a friendly unit additional splash-fire damage.
-Slayer: causes a friendly unit to cause 40% additional damage to 6th and 7th lvl creature.
-Sword Strike: adds 3 attackskill to the next strike of a friendly unit.
-Flame Wall: creates a wall of fire that damages every unit that passes through-it.
-Parasite: reduces a unit's defense skill
-Burning Scrolls: removes 1 Chaos spell from enemy spellbook for duration of battle.
-Disorder: makes all Order units Chaos.


lvl 2
-Fireball: inflicts small damage upon all units in a small radius.
-Mana Flare: Reduces the spellcasting cost of all friendly units by 2 mana.
-Spell Shackles: Enemy units and heroes will damage themselves and eachother with each manapoint spent.
-Confusion: the target enemy unit will lose it's next turn.
-Flame Attack: deals medium damage to two units standing one behind the other.
-Confinement: disables all shooters to shoot at area.
-Burning Scrolls: removes 1 Chaos spell from enemy spellbook for duration of battle.

lvl 3
-Inferno: inflicts medium damage upon all units in a medium radius
-Magic Mirror: if targeted by this spell, the friendly unit will reflect 1\3 of the damage inflicted upon it by a hostile spell.
-Lightning Bolt: Strikes an enemy unit with lightning, causing it to take large damage.
-Disintegrate: once targeted by this spell, if an enemy unit dies, it cannot be raised or ressurected.

lvl 4
-Frenzy: increases the attack skill of all mellee-destined friendly units.
-Bloodbath: target a small area to inflict a portion of a friendly nearby unit to all hostile units in it.
-Fire Shield: grants a friendly target unit a shield that deals damage to any attacker.
-Sacrifice: sacrifice a friendly unit stack gain mana for the caster.
-Dragon Fire: a flying dragon comes over the battlefield, breathing fire and dealing dmg to every unit in a single row from one edge to another.

lvl 5
-Armaggedon: great, enormious dmg to every unit on the battlefield.
-Lightning Storm: Strikes all enemies with lightning bolt.
-Mana Drain: drains all mana from enemy units on the battlefield, and large mana from enemy heroes.
-Reancarnation: when destroyed, the unit stack will revive.


GRAIL BUILDING
WARLOCK'S NETHER
-Creature growth bonus.
-Income bonus.
-Greatly reduces the mana cost of Chaos spells.


SPECIAL BUILDINGS

Creature Portal
Enables the training of creatures from adventure map buildings in the city.

Mana Vortex
Increases the maximum mana capacity of visiting heroes, and replenishes it.

Resource Silo
Generates 1 Sulfur per day.

Flame Pillars
Generates "fire wall" spell around the city walls during siege.



HEROES

WARLORD (MIGHT)
Starts with basic Offense\Tactics

HERETIC\WITCH (MAGIC)
Starts with basic Chaos\Fire Magic

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

DEATH TOWN – NECROPOLIS

CREATURES

lvl 1

Skeleton Warrior\Skeletal Archer
"Living" skeleton armed with armor and weapons. Undead.
Average movement, average attack, poor defense.

-or-

Zombie\Zombie Ghoul
Walking corpse. Zombie Ghouls "disease" upon attack. Undead.
Poor movement, great attack, poor defense.

lvl 2

Ghost\Wraith
Flying spirit witch. Wraiths steal mana. Undead.
Good movement, average attack, poor defense.

lvl 3

Siren\Banshee
Frightning women. Shoots shouts. Banshee is undead.
Average movement, average attack, average defense.

lvl 4

Mummy\Mummy Pharoe
Wrapped deadbody of ancient persons. Casts spells. Undead.
Spells: Cancellation, Curse
Pharoe: Raise Skeleton, Fear (-1 morale)

lvl 5

Vampire\Vampire Lord
Bloodthirsty ?human?. Drains hp. Lords drain lives.
Good movement, good attack, poor defense.

-or-

Lich\Power Lich
Strange undead shooters. Power Lich "poisons" with attack. Undead.
Poor movement, average attack, average defense.

lvl 6

Black Knight\Dread Knight
Riders of death on undead steeds. Undead. Dread strikes twice.
Good movement, great attack, average defense.

lvl 7

Ghost Wyrm\Ghost Dragon
Dragon raised from the dead. Dragons make attacked unit runaway. Undead.
Good movement, good attack, poor defense.

-or-

Reaper\Grim Reaper
Cloacked being with scythe. Grim can revive victims as Lich\Vampires.
Great movement, good attack, poor defense.


MAGIC
CURSED HALL

lvl 1
-Cancellation: Removes all positive buffs from a target.
-Curse: causes the target to inflict minimal dmg
-Distruption Ray: reduces the target's defense
-Disease: the target will lose hp, but not lives, to this plague.
-Poison: dmgs the target (and it's living surroundings) every round.
-Raise Skeleton: raises a number of Skeleton Warriors from a corpse.
-Defilement: Life targets will move from area.
-Abomination: Target a corpse to upgrade a portion of a lvl 1 creature stack.

lvl 2
-Mire: causes the target to move 50% less on the adventure map.
-Life Drain: steals hp from all Order and Nature targets and gives them to your units.
-Sorrow: target has minimum morale
-Weakness: target does less dmg
-Misfortune: Minimizes a target's luck.
-Walker's Curse: target walker will take mini dmg every step.
-Fading Words: removes 1 death spell from enemy spellbook for duration of battle.


lvl 3
-Animate Dead: revives a dead stack to the caster's control.
-Unholy Song: decreases the attack and defense of all Life targets.
-Aura of Fear: target is not retaliated upon
-Raise Ghost: raises a number of Ghosts from a corpse.

lvl 4
-Vampiric Touch: the friendly target will gain 1 hp for every 2 it takes.
-Raise Vampires: raises a number of Vampires from a corpse.
-Raise Liches: raises a number of Liches from a corpse.
-Plague: works as disease but mass, and takes lives.

lvl 5
-Raise Black Knight: raises a number of Black Knights from a corpse.
-Fallen Angel: instantly kills a number of opponents.
-Necromancy: every lvl 1-3 unit on the battlefield will be instantly raised as Skeleton Warrior when\if killed.
-Hand of Death: Grant target a great attack and defense bonus vs Life oponents.


GRAIL BUILDING
NECROMANCY AMPLIFIER
-Creature growth bonus.
-Income bonus.
-Necromancy skill bonus.


SPECIAL BUILDINGS

COVER OF DARKNESS
City is covered with fogofwar in adventure map.

SKELETON TRANSFORMER
Transforms creatures into Skeleton Warriors.

RESOURCE SILO
+1 Mercury per day.

HAUNTED FORT
Strengthens the walls\gate for siege.


HEROES

DEATH KNIGHT (MIGHT)
Starts with basic Tactics\Terror(counter Leadership)

NECROMANCER (MAGIC)
Starts with basic Necromancy\Death magic.

____________
Death is my servant,
it paces with haste,
it cares not for your age,
for your sex, for your race.

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a_rebirthing...
a_rebirthing_flight


Supreme Hero
with rebirthing power
posted May 06, 2005 02:24 PM

nice effort. here are the things i didnt like and things that didnt seem to make sense:
-not enough spells at all for the lower levels
-gold golem, where are u?
-Musketeer\Rifleman too advanced
-genies upgrade to master genies, not genie sultans
-satyr champion, ahh, what is it
-too many elementals, put a pegasus and move on m8
-gold to fairy dragon, can it work, IMO no
-valkyrie should have cheat death which blocks all damage
-GRAIL BUILDING BEASTMASTER'S WARREN, dont like it. dragon not gonna help much. should allow all friendly might creatures to have 100% magic res
-healer/medic too weak for me

and the good stuff:
-some original idea sums it all up nicely

overall, not bad but i didnt see enough originality. to me the whole thing was just h3 buildings with h4 monsters, just a mix of the too which reminded me too much of the past. some great creature idea but not enough originality
____________
'Tis better to rely on the the wit of your brain rather than the speed of your hands and mouse -me
Being happy isn't just an emotion, it's a choice!-Leo_Lion
It's Gortex!!!

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Fiend_Master
Fiend_Master


Hired Hero
Master of Hellish Chaos
posted May 06, 2005 03:47 PM

OK. I admit i got alot of my ideas from H3 (it was the best game though......)
I'll make some changes, and add spells.

-The Barbarian grail i will change.
-Heck-no, the Elementals won't go!
____________
Death is my servant,
it paces with haste,
it cares not for your age,
for your sex, for your race.

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a_rebirthing...
a_rebirthing_flight


Supreme Hero
with rebirthing power
posted May 07, 2005 01:31 AM

put the elementals in a creature portal because u said that only 1 elemental could be for that lvl. so it would unbalance the game having only fire elementals and no other in the town
____________
'Tis better to rely on the the wit of your brain rather than the speed of your hands and mouse -me
Being happy isn't just an emotion, it's a choice!-Leo_Lion
It's Gortex!!!

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Svarog
Svarog


Honorable
Supreme Hero
statue-loving necrophiliac
posted May 07, 2005 04:15 AM

Nice effort, but personally I dont see anything that would inspire me to write a reply.
ANd yet I did. A silly one.
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The meek shall inherit the earth, but NOT its mineral rights.

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Patashu
Patashu


Adventuring Hero
I'm sure something goes here..
posted May 07, 2005 04:42 AM

Muskets are too advanced? Ever played WCIII?
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a_rebirthing...
a_rebirthing_flight


Supreme Hero
with rebirthing power
posted May 07, 2005 05:09 AM

yes musketeers are too advanced. if some creatures have guns, why dont they all have guns.

y not give rangers and cyclops guns. maybe not too advanced but if 1 creature has guns then all others should have guns then there are too many guns. cut the guns!period!
____________
'Tis better to rely on the the wit of your brain rather than the speed of your hands and mouse -me
Being happy isn't just an emotion, it's a choice!-Leo_Lion
It's Gortex!!!

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Fiend_Master
Fiend_Master


Hired Hero
Master of Hellish Chaos
posted May 07, 2005 08:09 AM
Edited by alcibiades at 14:15, 06 Jul 2009.

Quote:
yes musketeers are too advanced. if some creatures have guns, why dont they all have guns.

y not give rangers and cyclops guns. maybe not too advanced but if 1 creature has guns then all others should have guns then there are too many guns. cut the guns!period!


The Order\Academy (aka "Guild") town is known for it's techno\magical competition, AND ADVANCMENT. I think guns would even prove abit primitive for a town that used to have robot-dragons. Besides, I changed it and now we only have one shooter in the town;!!



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 [url=http://heroescommunity.com/forumdisplay.php3?FID=6]Library Of Enlightenment[/url], to discuss Heroes 4, please go to [url=http://heroescommunity.com/forumdisplay.php3?FID=17]War Room Of Axeoth[/url], to discuss Heroes 5, go to [url=http://heroescommunity.com/forumdisplay.php3?FID=1]Temple Of Ashan[/url].
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Death is my servant,
it paces with haste,
it cares not for your age,
for your sex, for your race.

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