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Heroes Community > Age of Heroes Coliseum > Thread: ICTC: The Den
Thread: ICTC: The Den This thread is 2 pages long: 1 2 · NEXT»
joe
joe

Tavern Dweller
posted January 08, 2006 07:21 AM
Edited by Lich_King on 5 Feb 2006

ICTC: The Den

Castle type: Den

Homeland: Goat Island
Capital City: Toorbul
Core Philosophy: “Every man for himself. Every woman for herself!”
Worship: Selena, the Dragon of Water
Colours: Red, white, black.

Emblem/flag: Black Sea Eagle on a background that is half red, and half white – split diagonally with a wave edge.

HEROES: Pirates

DESCRIPTION

The ‘pirates’ live a life filled with pleasure. Death; and pleasure. For they do not fear death, but will do anything to maintain their indulgent lifestyle. They have many children, advancing the numbers of the population quickly and providing a willing army who strive for their own moment of glory.

They are muscular and tanned, and wear clothes made of animal hide.  Their hair grows long, and they sometimes wear bandanas to keep it from obstructing their view.  Daggers are strapped to their thighs, and they are never unarmed.  They sleep with a weapon by their side.

Pirate Dens are scattered throughout the world, found on islands and outposts.  The pirates live in these settlements in peace.  When there are disagreements between them, one will leave to find another Den.  They often meet, of course, on neutral territory where if they fight – it is to the death.

Pirate homes are small wooden shacks.  The island has great halls where they gather for meals, rum, and ale.  They laugh and sing and tell stories of their travels.  They do not mourn death, but celebrate life.  They do not marry, and most will have many partners in their life time.

The Pirates do not farm, and rely on trade of their treasures to maintain their lifestyle.  In order to do this, they must have allies.  Although the Pirates do not align themselves with one particular faction, they have contacts within Inferno and Haven towns.  They avoid Necropolis, and if forced to battle with them, ban together until the enemy is annihilated – fearing being turned into the undead.


SPECIAL ABILITY
Pirates are more mighty than magical. They have strong attack and defence skills. They have the ability to fight on the battlefield (as in H4) as a member of their army.

They have these innate abilities: (Please note – these abilities are for the hero fighting in battle, not all the troops)
Archery – with no ranged penalties.
Melee- double strike melee attack, snake strike.
Magic – limited to learning level 3 spells.


BRIEF HISTORY

48 YSD
After the near destruction of the human race, and the omnipresent, and very preachy “Holy Falcon Empire”, a group of students of the Way of Air left to make a life for themselves. No one would tell them what to do.

With their magical knowledge and youth they were able to survive by taking what they needed from those around them. The Falconists labelled them ‘pirates’.

48-564 YSD

The pirates grow in numbers. They learn what they can from mage guilds in castles that they attack. They also attract others to their way of life, learning different skills, yet trusting no one.

526 YSD

Harpies are discovered while raiding a town. They are liberated and agree to join the ‘pirates’ for some kind of freedom.


612 YSD

Word of the Necromancers spread to Toorbul. It is decreed that all Necromancer areas will not be approached by the pirates unless in self defence.

969 YSD

Intelligence has told that their ancestors’ homeland is on the verge of annihilation. Some young pirates feel the need to aid the Haven in this fight, and leave on a Martyrs mission…

Creatures

L1
BUCCANEER:
Young pirates who wield a sword and fight by armed combat.
They are fast moving but weak.

MELEE ATTACK

UPGRADE: CORSAIR
Female buccaneers who specialise in archery, enabling them to fight from a distance.
They are stronger than the buccaneers as they sustain less injuries during the many battles they face.

RANGED ATTACK

L2
HARPIES:
A number of these winged women were liberated by the pirates and live with them, fighting and plundering for survival.
They have long claws and are able to snatch goods and attack armies quickly, then retreat.
Ability: Strike and Return (MELEE ATTACK)

UPGRADE: HARPY HAG
Older, stronger, and more experienced, these creatures are able to avoid retaliation form their foe when attacking.

Ability: Strike and return without retaliation. MELEE ATTACK

L3
GIANT SQUID
A giant, squid-like creature with humanisms coerced by the magically gifted pirates to aid them. They are strong creatures when fighting on the sea, but have reduced defence on land.

Ability: RANGED ATTACK

UPGRADE:   SEA MONK

MAGICAL RANGED ATTACK: Inflicts damage and Weakness spell

L4
SEA EAGLE:
These mighty birds live amongst the pirates.
They are treated with respect and are somewhat sacred.
Ability: FLIGHT.  MELEE ATTACK

UPGRADE
STORM EAGLE:
In appreciation for help in combat, the elite sea eagles are transformed during a ritual to Selena, Dragon of Water, when the moon is full.

Ability: ICE BOLT strike after melee attack

L5
CANNON
These cannons have proven useful for defending ships, as well as attacking towns.  The heavy cannon balls damaging large areas of castle walls and troops standing closely together.

They are forged from steel and sit upon wooden trolleys to allow transport on land.  

CANNON
Ability: RANGED ATTACK on single stacks of troops or castle walls.

UPGRADE:
TWIN CANNON:
Ability: RANGED ATTACK.  The cannon has two barrels.  The target area is larger, enabling the cannon ball to do damage to more than one enemy stack, or extra damage to castle walls.

L6
NEREID:
These blue haired sea nymphs first met Pedro, a young pirate when he was stranded in the Pumistone Passage. They aided him, and befriended his people.
They agreed to help the 'pirates' in battle, but
made an oath not to harm any living creature.

They have a large number of hitpoints, are immune to mind spells, and magic resistance 50%. They cannot attack by either ranged or melee, but they have basic self defence which causes melee attackers to be displaced.

NEREID
Ability: Spell Caster
Spells - Bind wound, Displacement, mass bless, mass heavenly shield (bind would doesn't work on cannons)

UPGRADE:
WAVE MISTRESS
Spells - Permanently Resurrects, Cure, magic resistance 75%

L7
SEA WYVERN
A sea-wyvern, this dragon like creature has only two legs and cannot breathe fire. It has a long neck, and two eagle-like legs tucked beneath it’s wings. It has a fish-like tail that enables it to glide swiftly through the water.

Attack level is relatively high, while defence is lower.
Immune to water magic

UPGRADE
WYVERN QUEEN:
Melee attack can also "paralyse": Paralysed creatures cannot take action until attacked, and cannot retaliate






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gwyndolium
gwyndolium


Known Hero
Ancient citizen
posted January 08, 2006 05:37 PM

Maybe some more explanation.. Though I don't think a healer should be at lv6, cause it can't fight much.
____________
~I came down from heavens, to bestow the people under me, with hope and knowledge~

-The angel of judgement, Gwyndolium.

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rldragon
rldragon


Known Hero
posted January 09, 2006 12:46 PM

I think healer is bad.Choose from these names(my suggesion if you don't like them then nothing)reamer,Mystic,Shaman...

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gwyndolium
gwyndolium


Known Hero
Ancient citizen
posted January 09, 2006 01:54 PM

Change gorgon to lv5 the eagle to lv 6 and the healer to lv 4.. Would be better I think.
____________
~I came down from heavens, to bestow the people under me, with hope and knowledge~

-The angel of judgement, Gwyndolium.

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TheNordicKing
TheNordicKing


Adventuring Hero
Dark Lord of the Smith
posted January 09, 2006 08:39 PM

I think personall the healers level is according to its power and skills, but yeah, the name "Healer" sounds a little weak. Perhaps "sage" or "sorceress". Otherwise I thinks its ging rather well.

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joe
joe

Tavern Dweller
posted January 09, 2006 10:33 PM

Thanks all for your constructive feedback.  I'm thinking Shaman and Dreamweaver.  What do you think?

About the level - I thought that for this unit to be effective it would need to have a fair amount of magical impact, so to be able to bind wound - quite a number of htpoints, and permanently resurrect and cure troops.  Do you all think level 6 is too high?  Could move to level 5...

Waiting for your feedback!!!

PS Sorry so slow to get this going, I'm off to work again, thinking about it though!!!

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Cheshire_Cat
Cheshire_Cat

Tavern Dweller
posted January 09, 2006 11:27 PM

Ideas are solid so far, be careful about the innnate abilities, double strike and no ranged penalty are oretty darn steep, and personally, unnless im lucky enough to get a couple choice spells, i usually stick to the low level ones, so i don't see the disadvantage beiong enough. From the looks of it, you have a bunch of units that are fighting over the five and six slot (your four five and six all seem to need the five or six) I personally would change the bird and the gorgon, while keeping the healer where he is, ressurect and other castin is pretty strong.

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rldragon
rldragon


Known Hero
posted January 10, 2006 12:55 AM

There is one suggestion from me:Why wouldn't you add one more ability to justify healer's(shaman's ) position as 6 level unit?I have one perfect idea(at least I thinks so).Add ethereal form.More precisely,add one spell that is called etheral form which will protect shaman from any kind of physical damage,but spells would do 25% more damage on shamans in ethereal form.So,what do toy think?

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joe
joe

Tavern Dweller
posted January 10, 2006 10:24 PM

thanks again for the feedback

Cat,
I will think about swapping these two.  What if I leave the gorgons where they are and take away the death stare and replace it with something not as strong? Do other people think that the gorgons are too strong for L4?  They would of course have hitpoints, defence and attack consistent with other creatures this level.

Rl,
I like your idea about the etheral form, but I think that these shaman are strong enough.  They will have unlimited spell points that enable them to ressurect/cure/bind wound until they are slaughted.  If put on the wyverns and thunderbirds...

see your point now cat, 2 flyers here, hmmm.

...anyway, with the other troops then they can make a real impact to the battle.  

Feedback please.  

Also, the hero's archery and doublestrike refer to the heroe's own personal skills in battle (as H4), not all the creatures in his army as well.  

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rldragon
rldragon


Known Hero
posted January 10, 2006 10:56 PM

Oh didn't know that Shamans can ressurext endlessly.Oh my,they will be the first target of spells if they can do that.Can they cast cure on themselves?If they can,they will be invincible in large numbers.


Glad to be of help,and Joy on what subject do you need feedback?I am always willing to help.

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joe
joe

Tavern Dweller
posted January 10, 2006 11:07 PM

Maybe I was a bit hasty with the unimited bit, anyway they will have ALOT of spell points.

Am thinking of changing the gorgons to cannons.

The upgrade of the pirate will be a female pirate - rangers.

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rldragon
rldragon


Known Hero
posted January 10, 2006 11:11 PM

Now,THIS is funny.Hm,it seems that next step in evolution of mankind are women.

Sorry,Joy couldn't help it.Yes,limiting shaman's spell points from unlimited to lots is good.


PS.I don't hate or underestimate womens it is just that...oh well...

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joe
joe

Tavern Dweller
posted January 10, 2006 11:19 PM

It is more of a different role than a 'surperior' thing.  Also to make the graphics a bit more interesting, and add some more depth into the team.  The heroes will be both male and female of course.  

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rldragon
rldragon


Known Hero
posted January 10, 2006 11:21 PM

Then it is OK

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joe
joe

Tavern Dweller
posted January 12, 2006 05:48 AM

Quote:
...From the looks of it, you have a bunch of units that are fighting over the five and six slot (your four five and six all seem to need the five or six) I personally would change the bird and the gorgon...


Done!!  Does the creature line-up look more balanced now? Do you think I sould ditch the gorgon/squid???

Any suggestions...Anybody???!!!!!!


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rldragon
rldragon


Known Hero
posted January 12, 2006 12:01 PM

How can sea monk be an upgrade of giant squid?

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joe
joe

Tavern Dweller
posted January 12, 2006 10:25 PM

sea monk

Some say the myth of the 'sea monk' is based on the descovery of a giant squid.  It has a squid-like shape but with human looking features.  

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rldragon
rldragon


Known Hero
posted January 12, 2006 10:31 PM
Edited by rldragon on 12 Jan 2006

Joe I still can't understan sea monk.Can you post a picture of him or describe him?


-EDIT-Oh and btw Joe can you read my first parts of history of my town?They are written like stories.If you have any comments just post them there or in your thread.

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joe
joe

Tavern Dweller
posted January 12, 2006 10:38 PM

See http://www.eaudrey.com/myth/seamonk.htm for a pretty ordinary picture.  It would of course, look better than this.  There is also some more info here.  Thanks for taking an interest, and for your help on this.

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rldragon
rldragon


Known Hero
posted January 12, 2006 10:39 PM

ok.

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