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Heroes Community > Age of Heroes Coliseum > Thread: UCBNF : The Muskeg
Thread: UCBNF : The Muskeg
Lord-Kilburn
Lord-Kilburn

Tavern Dweller
posted February 28, 2006 12:03 AM bonus applied.
Edited by Lord-Kilburn on 2 Mar 2006

UCBNF : The Muskeg

The Muskeg (other name for swamp)

Race: Dragonoids
Colours: Emerald green and azure.
Worship: All primeval dragons are considered as their ancestors, therefore they worship themselves and believe that they, heirs of dragons, are destined to rule.
Core Philosophy: "As heirs to the fabled dragons, it is our fate to bring back our rightful glory by eradicating the inferiors who will not relinquish their lives to us."
Country: The swamps scattered throughout the land.
Capital City: Nightmire ( a mire is a swamp ) , the core marsh where the sun's rays are blocked by the thick fumes released from the pestilent swamps.
Key Symbols:

Origins: The dragonoids originated from a bacteria developed in the swamp. The serpentflies,wyverns,basilisks,trolls and ogres inhabiting those swamps were soon contaminated by the bacteria which became a plague. On swamp lizards, the plague had the effect of changing their pacific behaviours to an extremely lustful and agressive one. Those lizards soon reacted very badly to this and started invading nearby towns, spreading the plague to humans inhabiting them. This plague being very contagious, humans contaminated other humans which in their turn contaminated others in an endless cycle. After a few weeks, the epidemic had nearly contaminated the whole kingdoms of all 6 factions. Although most died from the plague, the ones that were not as severely infected would get abnormal symptoms. Those symptoms were a development of lizard-like scaly skin, sharp poisonous jaws and claws, and a lustful behaviour. Although the lizards were easily repeled by armed forces, none could resist the deadly plague. The faction leaders decided to employ magic in an attempt to end the devastating plague, since brute force could not do anything against it. The most powerful mages of the factions gathered around the swamps, where the plague originated, and summoned unspeakable powers, trying to seal their entrance. The mages were succesful, but summoning so much powers had nearly killed them. The infected humans were locked within swamps along with the rest of plague-wielding creatures. Even though magic had imprisoned them within the swamps, the dragonoids(infected humans and creatures) learned to develop a natural resistance against it, since they could hardly use any (due to their disorderly and lustful way of thinking). The infected called themselves dragonoids because of their stunning resemblance to dragons(green scaly skin, sharp, razor-like claws and jaws and resistance to magic).

Description: Isolated from the outside world, they soon came to believe that they were descendants of the almighty dragons and they had been locked away by wizards jealous of their powers. They also came to think that their destiny was to restore the lost glory of their brothers, the dragons, and their glory too, since they are dragons. They pay little attention to magic, thinking it is an art made for the weak in a failed attempt to match the dragons' powers. Instead, warlords wield the plague to eradicate fragile non-dragonoids. The infected humans, the Dragonoids, consist of two species. The Ophidians, beings that were infected through contamination from another being of its kind, therefore the bacteria was weakened. Even though they are weak, they remain the bulk of dragonoids since most beings could not survive the raw, unweakened bacteria. The second species of Dragonoids are lizardmen, they too were infected by a weak version of the plague, although a bit stronger than the Ophidians', but they used to be Heroes, wizards and other powerful warriors. They are probably the most intellectually advanced species of the Dragonoids, therefore making them efficient warlords and magic-wielders. Although weaker than most lizards, the dragonoids consist of the larger part of the lizards. Their advanced minds(compared to other lizards) enable them to rally and command other lizards. They manufacture the goods(such as weapons, shelters, etc.) to aid the lizards and other dragonoids in their development. Lizards and Dragonoids live in crude fortresses, called Muskegs, to aid them repel invaders. A Muskeg's main defense is not its towers but its pestilent environment; the moats are filled with virulent parasites that nearly kill any creature that tries to cross it. There is also a thick, foul fog emanating from swamps, surrounding Muskegs, that poison any creature that inhales it.

History:

12 YSD- Apperance of lizards
Small lizards migrate to swamps where they evolve into different species, depending on their way of life. The smaller ones, living in debts of swamps, feeding on microscopic organisms, evolve into serpent flies. Their wings aid them to exit ponds in order to access high trees where other organisms, essential to their diet, shelter themselves. Average ones, living in moist caves, feeding on large insects, evolve into basilisks. Their muscular structure allows them to hunt for larger preys, therefore allowing them to grow. Large ones, also living in caves but feeding on smaller lizards, evolve into trolls. Their ability to stand on two feet allows them to develop crude weapons, enabling them to hunt efficiently basilisks and other large lizards. Larger ones, living in trees, feeding on serpent flies that come to hunt around them, evolve into wyverns. They grow large, muscular wings, to aid them flee from larger lizards. They also develop an imposing muscular structure to aid them overpower the serpent flies, which consists of the main part of their diets. Intellectually, wyverns are not advanced at all but their deadly claws and jaws compensate for that. The largest ones,living in swampy prairies, feeding on large lizards seeking food outside their shelters, evolved into ogres. The ogres can also stand on two feet but they have the ability to communicate within their kind, giving them a tremendous advantage over other lizards. They soon learn to develop crude axes,armors,huts and traps, making them the top predators of swamps, feeding on all other lizards and other tribes of ogres.

531 YSD- The Plague
The plague begins by the development of a bacteria in swamps and soon spreads to the entire nation through means of infected lizards. Most faction creatures die but some react to the plague by developing a lizard-like appearance and behaviour. The most powerful mages gather around swamps, summoning their powers to seal lizards and infected creatures, the dragonoids, within them forever, ending the plague.

922 YSD- The Escape
The Dragonoid Warlord, Ruzkal, uses his powerful resistance to magic, and the few spells he wields, to repel the barriers that once sealed the dragonoids within the swamps. The lizards and dragonoids escape again, but instead of being wild and disorganized, they are rallied under those warlords and efficiently invade nearby towns. Even though the factions posess larger armies, the dragonoid warlords efficiently wield the plague to eradicate opposing foes. The plague alone is not strong enough to decimate entire factions, therefore warlords retreat once again into the swamps to raise more warriors.

951 YSD- Ruzkal Returns
Ruzkal, now the Dragon-Emperor of the dragonoids, unites the swamps under his banner, and launches a full-scale invasion against mankind. Little does he know about the eclipse, and is quickly repelled by the alerted armies of the factions. Ruzkal does not see this as a defeat though, the invasion allowed him to perfect his mastery over the plague and uses abandonned keeps to shelter his forces. He teaches his warlords to master the plague to their advantage, which in their turn, teach their subalterns.

Dragonoid Hierarchy:

Dragon-Emperor- Assisted by a council of Magistrates, the Dragon-Emperor orchestrates the actions of Muskegs from the core marsh of Nightmire. The present Dragon-Emperor is Ruzkal, founder of the alliance between Muskegs throughout the land and the Dragonoid Hierarchy.
Magistrates- They live with the Dragon-Emperor in Nightmire,where they aid him to orchestrate the actions of Muskegs. The most renowned magistrate, and right-hand of Ruzkal is Haer-Volk.
Warlords- They are the lords of Muskegs. Their role is to command the armies inhabiting Muskegs and make sure harmony and economic balance is achieved within their assigned land. They only act according to orders given to them by the council and the Dragon-Emperor. The most renowned warlord is Vorbalk, founder of the first Muskeg and national administrator of trade.
Battlemages- Although they have no official power, they are the one that administer the few magic Dragonoids wield. They live in Mage Guilds inside Muskegs, assisting Warlords in wars and leading armies granted by those Warlords. The most renowned Battlemage is Zaklon. As Ruzkal's apprentice during the invasion, he was the second dragonoid, after Ruzkal, to master the art of plague-wielding.

Muskeg Creatures:

*Stats Legend-Lowest = Lowest stat of the current creature level.
                   -Low = Below the average stat of the current creature level.
                  -Average = Close to the average stat of the current creature level.
                    -High = Above the average stat of the current creature level.
                    -Highest = Highest stat of the current creature level.

Level 1 - Ophidian

Stats : Hit Points - High
       Attack - High
       Defence - Low
       Status - Walker
       Initiative - Average
       Mana - N/A
       Cost - Average
       Square - 1x1
       Shots - N/A
       Damage - High
       Speed - Average
       Growth - High
Special Ability : Poison - 10% chance of poisoning attacked foe for 3 turns, making it                   lose hit points each turn.
                 Natural Resistance - 10% Chance to resist any spell used on it.

Level 1 UPG - Ophidian Warrior
Stats : Hit Points - High
       Attack - High
       Defence - Low
       Status - Walker
       Initiative - High
       Mana - N/A
       Cost - High
       Square - 1x1
       Shots - N/A
       Damage - High
       Speed - High
       Growth - High
Special Ability : Poison - 20% chance of poisoning attacked foe for 3 turns, making it lose hit points each turn.
                 Natural Resistance - 20% Chance to resist any spell used on it.

Level 2 - Serpent Fly

Stats : Hit Points - Average
       Attack - Average
       Defence - Low
       Status - Flyer
       Initiative - High
       Mana - N/A
       Cost - Average
       Square - 1x1
       Shots - N/A
       Damage - Low
       Speed - High
       Growth - High
Special Ability : Virulence - 10% Chance to use virulence on attacked foe for 3 turns, reducing its stats.
                 Natural Resistance - 10% Chance to resist any spell used on it.

Level 2 UPG - Dragon Fly

Stats : Hit Points - Average
       Attack - High
       Defence - Average
       Status - Flyer
       Initiative - High
       Mana - N/A
       Cost - Average
       Square - 1x1
       Shots - N/A
       Damage - Average
       Speed - High
       Growth - High
Special Ability : Virulence - 20% Chance to use virulence on attacked foe for 3 turns,                   reducing its stats.
                 Natural Resistance - 20% Chance to resist any spell used on it.

Level 3 - Lizardmen

Stats : Hit Points - Low
       Attack - High
       Defence - Low
       Status - Shooter
       Initiative - Average
       Mana - N/A
       Cost - Average
       Square - 1x1
       Shots - 10
       Damage - Low
       Speed - Average
       Growth - High
Special Ability : Natural Resistance - 10% Chance to resist any spell used on it.
Description : The lizardman is armed with a crude bow and uses a short blade in melee.

Level 3 UPG - Lizardmagi

Stats : Hit Points - Low
       Attack - High
       Defence - Low
       Status - Shooter / Spellcaster
       Initiative - Average
       Mana - 12
       Cost - Average
       Square - 1x1
       Shots - 12
       Damage - Low
       Speed - Average
       Growth - High
Special Ability : Spellcaster - Ability to cast Curse or Slow.
                 Natural Resistance - 20% Chance to resist any spell used on it.
Description : The lizardmage is as seen on the picture under "Lizardmen".

Level 4 - Basilisk

Stats : Hit Points - High
       Attack - High
       Defence - Average
       Status - Walker
       Initiative - Average
       Mana - N/A
       Cost - Low
       Square - 2x2
       Shots - N/A
       Damage - High
       Speed - Low
       Growth - High
Special Ability : Petrify - 10% Chance to turn attacked foe to stone for 3 turns.
                 Natural Resistance - 10% Chance to resist any spell used on it.

Level 4 UPG - Mighty Basilisk

Stats : Hit Points - High
       Attack - High
       Defence - High
       Status - Walker
       Initiative - Average
       Mana - N/A
       Cost - Average
       Square - 2x2
       Shots - N/A
       Damage - High
       Speed - Average
       Growth - High
Special Ability : Petrify - 20% Chance to turn attacked foe to stone for 3 turns.
                 Natural Resistance - 20% Chance to resist any spell used on it.

Level 5 - Troll

Stats : Hit Points - High
       Attack - High
       Defence - High
       Status - shooter
       Initiative - Average
       Mana - N/A
       Cost - High
       Square - 1x1
       Shots - 5
       Damage - High
       Speed - Average
       Growth - Low
Special Ability : Heavy Projectile - Trolls deal half the original damage to creatures in a long range but deal twice the original damage to creatures in a short range.
                 Natural Resistance - 10% Chance to resist any spell used on it.
Description : The troll is as seen on the picture except that instead of an axe, it wields a large boulder with both arms which can be thrown to ennemies.

Level 5 UPG - Troll Chieftain

Stats : Hit Points - High
       Attack - High
       Defence - High
       Status - shooter
       Initiative - Average
       Mana - N/A
       Cost - High
       Square - 1x1
       Shots - 8
       Damage - High
       Speed - Average
       Growth - Low
Special Ability : Heavy Projectile - Troll Chieftains deal half the original damage to creatures in a long range but deal twice the original damage to creatures in a short range.
                 Natural Resistance - 20% Chance to resist any spell used on it.
                 Castle Siege - Troll Chieftains can attack any castle wall, gate or tower twice in an attempt to destroy it.
Description : The troll chieftain is as seen on the picture except that instead of an axe, it wields a large boulder with both arms which can be thrown to ennemies.

Level 6 - Wyvern

Stats : Hit Points - High
       Attack - High
       Defence - Average
       Status - Flyer
       Initiative - Average
       Mana - N/A
       Cost - High
       Square - 2x2
       Shots - N/A
       Damage - High
       Speed - High
       Growth - Low
Special Ability : Pestilence - 10% Chance to use pestilence on attacked foe for 3 turns, reducing its stats and dealing damage each turn.
                 Natural Resistance - 10% Chance to resist any spell used on it.

Level 6 UPG - Wyvern Monarch

Stats : Hit Points - High
       Attack - High
       Defence - Average
       Status - Flyer
       Initiative - Average
       Mana - N/A
       Cost - High
       Square - 2x2
       Shots - N/A
       Damage - High
       Speed - High
       Growth - Low
Special Ability : Pestilence - 20% Chance to use pestilence on attacked foe for 3 turns, reducing its stats and dealing damage each turn.
                 Natural Resistance - 20% Chance to resist any spell used on it.

Level 7 - Ogre

Stats : Hit Points - High
       Attack - Highest
       Defence - Low
       Status - Walker
       Initiative - Average
       Mana - N/A
       Cost - Average
       Square - 2x2
       Shots - N/A
       Damage - Highest
       Speed - Low
       Growth - Average
Special Ability : Bludgeoning - Reduces target foe's defence by 25%.
                 Natural Resistance - 10% Chance to resist any spell used on it.
Description : The Ogre is as seen on the picture; it is of extremely large size, approximately the size as a dragon.

Level 7 UPG - Ogre Lord

Stats : Hit Points - High
       Attack - Highest
       Defence - Low
       Status - Walker
       Initiative - Average
       Mana - N/A
       Cost - Average
       Square - 2x2
       Shots - N/A
       Damage - Highest
       Speed - Low
       Growth - Average
Special Ability : Bludgeoning - Reduces target foe's defence by 33%.
                 Natural Resistance - 20% Chance to resist any spell used on it.
Description : The Ogre Lord is as seen on the picture; it is of extremely large size, approximately the size as a dragon.

Heroes : Might - Warlord

Samples - Ruzkal : As the supreme Dragon-Emperor, Ruzkal reigns over the Dragonoids, orchestrating their every move. As a child, Ruzkal's Haven hometown was invaded by swarms of serpent flies. He was the only living being to survive the plague at the first degree of contamination, giving him Dragonoid powers beyond any others'. Aided by his unmatched mastery over the plague, Ruzkal came to use it at his advantage to eradicate foes. Although his plague-mastery remains one of the strongest, his true strenght lies in the brilliant tactics he uses to exploit the environment around him and the strenghts of his creatures. Those skills make Ruzkal a dreaded foe.
         Ruzkal's Special Ability - Marshfarer : Gets a -1% penalty to plague mastery per level; Dragonoids(all Muskeg creatures) get a 10% initiative bonus +1%/level.
         Ruzkal's Stats :
Attack - 4
Defense - 1
Power - 0
Knowledge - 0
         Ruzkal's Skills :
Advanced Plague-Mastery
Basic Offense

         Vorbalk : As the first founder of a Muskeg, Vorbalk is one of the most renowned Dragonoid Warlord. Although his plague-mastery and magical abilities remain very weak, his true strenght lies in the admnistration of commerce and population. Those skills allow him to significantly increase the efficiency of Muskeg marketplaces and increase the creature growth of Dragonoids.
         Vorbalk's Special Ability - Domineer : When Hero is in a castle, Marketplace exchange penalty is reduced by 25% +1%/level; Dragonoid growth is increased by 10% + 1%/Level.
         Vorbalk's Stats :
Attack - 4
Defense - 1
Power - 0
Knowledge - 0
          Vorbalk's Skills :
Basic Estates
Basic Leadership
Basic War-Machines

Veran: Veran is the only ogre Warlord there is. He was the most intellectually advanced in his tribe of ogres before the Dragonoids took over. This intelligence made him an unmatched leader and his strenght made him a feared warrior. The combination of those skills made him a dreaded warlord among Dragonoids, leading his armies with both unequaled fierceness and leadership. Veran is truly one of the deadliest warlord there is.
Veran's Special Ability- Warchief : Dragonoids under hero's command gain +1 morale and +3%/level to their attack skill.
Veran's Stats :
Attack - 4
Defense - 1
Power - 0
Knowledge - 0
Veran's Skills :
Basic Tactics
Basic Offense
Basic Frenzy

       Magic - Battlemage

Samples - Haer-Volk : Haer-Volk is the first Dragonoid to be born from "pure-blooded"(Dragonoid) parents. This made him very precious to Ruzkal's eye, promoting him to Magistrate in the council. As Ruzkal's right-hand, Haer-Volk had to train in the art of Plague-Mastery from a very young age and his pure, Dragonoid blood made his skills amazingly efficient. His true strenght lies in the coordination of Dragonoid troops. His abilities allow him to transmit orders to his troops in a split-second, leaving no time for his foes to think. This makes Haer-Volk one of the most brilliant tactician there is.
         Haer-Volk's Special Ability - Machiavellian : Dragonoids get a +10% initiative bonus +1%/level; foes get a +10% initiative penalty +1%/level.
         Haer-Volk's Stats :
Attack - 2
Defense - 1
Power - 1
Knowledge - 1
         Haer-Volk's Skills :
Advanced Tactics
Basic Plague-Mastery

          Zaklon : As Ruzkal's younger brother, Zaklon followed in his brother's footsteps by becoming his apprentice. By accompanying him in battles as his tactician, Zaklon was able to learn Plague-Mastery from its founder. Since then, Zaklon has perfected the art of Plague-Mastery and some say he has even pushed his skills much further than his older brother. Exploiting the environment to eradicate his foes made Zaklon a feared Hero throughout Ashan.
          Zaklon's Special Ability - Plague-Master : -10% penalty to Plague-Mastery -1%/level.
          Zaklon's Stats :
Attack - 2
Defense - 1
Power - 1
Knowledge - 1
          Zaklon's Skills :
Advanced Plague-Mastery
Basic Tactics

Racial Ability : Plague-Mastery - Gives the ability to any Dragonoid hero to use special skills that do not cost mana but once used, the hero takes longer to recover than he would with normal spells.

Kul-Zae: Kul-Zae is probably the best Dragonoid mage there is. His great magical skills come from the fact that he was only partially infected by the plague. He used his advanced alchemy to develop a cure before the plague could entirely take over his mind. Even if he had a high status in his Academy, Kul-Zae decided to betray his faction to join the dreaded Dragonoids. He destroyed anything that was left from the cure to make sure no one would be spared from the plague. He perceived it as a gift from the fabled Dragons, and it was his duty to use his newly acquired powers to aid the Dragonoids in their quest for supremacy. He used his strong charisma to climb the levels of the Dragonoid hierarchy to finally become an influential magistrate, even if he is considered as a battle-mage due to his advanced magical skills.
Kul-Zae's Special Ability- Lizard-Wizard : Increases the mana of lizard-magi by 15% +3%/level. Also gives them the added ability to cast haste and bless.
Kul-Zae's Stats :
Attack - 1
Defense - 0
Power - 2
Knowledge - 2
Kul-Zae's Skills :
Basic Light-Magic
Basic Learning
Basic Sorcery

Basic Plague-Mastery ( 100% recovery penalty )

-Poison : Cast on an ally Dragonoid creature for 1-4 turns; this creature will have a 10-80% chance to poison an ennemy for 3 turns, making it lose health over time; the poisoned ally creature will lose half the normal health from poison for the duration of the skill.
-Virulence : Cast on an ally Dragonoid creature for 1-4 turns; this creature will have a 10-80% chance to weaken an ennemy for 3 turns, reducing all its stats by 20%; the ally creature's stats will be reduced by 10%.
-Summon Ooze : Summon 8-32 oozes on the field to serve hero for 1-4 turns.
***Level 0 - Ooze
Stats : Hit-Points - Low
Attack - Low
Defense - Low
Status - Walker
Initiative - Highest
Damage - Low
Speed - Low

Special Ability - Acidic : 50% chance to cast acid on attacked ennemy, dealing damage and reducing defense by 33% for 3 turns.(progressively...1st turn - 11%; 2nd turn - 22%; 3rd turn - 33%).
                 Polymorph : Physical damage is reduced by 75% but magical damage is amplified by 100%.

Advanced Plague-Mastery ( 75% recovery penalty )

-Deadly Swarm : Summons a swarm of insects dealing damage to target foe.
-Infection : Target foe receives damage for every "plague" on it.
-Rabidity : Target ally Dragonoid creature is affected by Rabidity for 2-4 turns, amplifying all its stats by 25-100% but 50% of damage dealt to an attacked foe will also be suffered by that creature.

Expert Plague-Mastery ( 50% recovery penalty )

-Toxin : Target foe receives damage for 3 turns.
-Disease : Target foe's stats are reduced by 10-20% for 3 turns.
-Summon Corrosive Ooze : Summon 12-24 Corrosive Oozes on the field to serve hero for 1-2 turns.
***Level 0 UPG - Corrosive Ooze
Stats : Hit Points - Average
Attack - Average
Defense - Average
Status - Walker
Initiative - Highest
Damage - Average
Speed - Average

Special Ability - Acidic : 75% chance to cast acid on attacked ennemy, dealing damage and reducing defense by 33% for 3 turns.(progressively...1st turn - 11%; 2nd turn - 22%; 3rd turn - 33%).
                 Polymorph : Physical damage is reduced by 75% but magical damage is amplified by 100%.
                  Corrosive : Has the ability to destroy castle walls/doors/towers (the attacked wall/door/tower will be completely destroyed after 1 turn from the attack)

Ultimate Plague-Mastery ( 25% recovery penalty )

-Contagion : All of target foe's "plagues" will be transmitted to all nearby creatures for 3 turns.
-Pestilence : Target foe's stats are reduced by 20%+receives damage/turn for 3 turns.
-Epidemic : Target Dragonoid's stats will be reduced by 25% but all creatures it kills will appear on top of its pile (like the ghosts in HoMMII; a little like vampire lords except that they don't just regenerate, they can can actually exceed the original number of creatures in that pile)

*Apart from the original penalty, plague-mastery skills have a certain penalty...
Basic Skills +0% penalty
Advanced Skills +25% penalty
Expert Skills +50% penalty
Ultimate Skills +75% penalty

**Sorcery DOES NOT affect the penalty of Plague-Mastery

Buildings :

-Ophidian Hut - Dwelling for recruiting Ophidians.
-Upg. Ophidian Hut ( requires Ophidian Hut ) - Dwelling for recruiting Ophidian Warriors.
-Serpent Fly Hive - Dwelling for recruiting Serpent Flies.
-Upg. Serpent Fly Hive ( requires Serpent Fly Hive )- Dwelling for recruiting Dragon Flies.
-Lizard Den ( requires Ophidian Hut ) - Dwelling for recruiting Lizardmen.
-Upg. Lizard Den ( requires Lizard Den ) - Dwelling for recruiting Lizardmagi.
-Basilisk Cavern ( requires Serpent Fly Hive ) - Dwelling for recruiting Basilisks.
-Upg. Basilisk Cavern ( requires Basilisk Cavern ) - Dwelling for recruiting Mighty Basilisks.
-Troll Lair ( requires Basilisk Cavern ) - Dwelling for recruiting Trolls.
-Upg. Troll Lair ( requires Troll Lair ) - Dwelling for recruiting Troll Chieftains.
-Wyvern Nest ( requires Troll Lair ) - Dwelling for recruiting Wyverns.
-Upg. Wyvern Nest ( requires Wyvern Nest ) - Dwelling for recruiting Wyvern Monarchs.
-Ogre Fort ( requires Wyvern Nest ) - Dwelling for recruiting Ogres.
-Upg. Ogre Fort ( requires Ogre Fort ) - Dwelling for recruiting Ogre Lords.
-Marketplace
-Resource Silo - produces wood + ore
-Blacksmith - produces ballistas
-Capitol - Increases income to 4,000 gold/day.
-Mage Guild Level 1 - 2 ( Level 3 - 5 are not available in Muskegs )
-Parasitic Ponds - Any creature passing the moat ( excluding flyers ) will be affected with "pestilence" ( see Ultimate Plague-Mastery for details ) for 3 turns.
-Swamp Fumes ( requires Parasitic Ponds ) - At the beginning of each castle siege ( in the Muskeg ) , all foes will be affected by "disease" ( see Expert Plague-Mastery for details ) for 3 turns.
-Toxic Cloud ( requires Swamp Fumes ) - All heroes gain a -5 % penalty to Plague-Mastery.
-Tavern - Hero Recruitment + ( inside ) Thieves' guild ( reveals information on foes )
-Blood Obelisks - Gives any defending hero a +2 attack bonus.
-Dragon Glyphs ( requires Blood Obelisks ) - Gives any visiting hero +1 attack.
-*Grail Structure* Evernight Fog - Gives a tremendous amplification of income and creature growth; foes besieging castle are constantly under the effect of "epidemic" ( see Ultimate Plague-Mastery for details )

Alliances : In general, Dragoinoids tend to be very barbaric, sharing a common hatred toward any non-dragonoid race. They had to make some concessions though; since they had to provide various goods to their ever expanding nation, warlords had to make trading alliances with Dungeon, Necropolis and Inferno factions. Although they still think those factions are racial inferiors, they do share an evil and destructive nature with them, allowing potential alliances. Dragonoid warlords have often been found teaming with Necromancers, Demons and Dark-Elves to exterminate good-natured factions roaming on their land(or land destined to them ). Even if they often ally themselves with those evil-natured factions, most of the time, Dragonoids preffer either enslaving them or simply exterminating them.

Dragonoid SKills :

Frenzy - Contributes to "Rage".
Archery -
Tactics -
Estates -
Recruitment - Contributes to "Fast And Furious". Contributes to "Dragonoid Militia".
Eagle Eye -
Intelligence -
Scholar -
Diplomacy - Contributes to "Dragonoid Unity".
Resistance - Contributes to "Dragon Hide"
Protection - Contributes to "Dragon Hide"
Evasion -
Ballista - Contributes To "Poison-Tipped Projectiles".
Cannoneer -
First Aid -
Scouting -
Pathfinding -
Navigation - Contributes to "Sea Serpent".
Fortunate Adventurer - Contributes to "Grail Vision".
Lucky Strike -
Spoils Of War -
Grail Vision - Contributes to "Spoils Of War".
Fast and Furious -
Poison-Tipped Projectiles - Ballista gets a 75% chance to cause "toxin" on an attacked ennemy.
Oozing Terrain - Reduces foes' speed by 1. Contributes to "Acidic Colony".
Master Of Poison - Grants mass effects to the skill "poison". Contributes to "Master Of Infection".
Master Of Virulence - Grants mass effects to the skill "virulence". Contributes to "Master Of Infection".
Master Of Infection - Grants mass effects to the skill "Infection". Contributes to "Master Of Pestilence".
Master Of Pestilence - Grants mass effects to the skill "Pestilence". Contributes to "Master Of Epidemic".
Master Of Epidemic - Grants mass effects to the skill "Epidemic".
Acidic Colony - Increases amount of oozes summoned with "Summon Ooze" by 50%. Contributes to "Corrosive Colony".
Corrosive Colony - Increases amount of corrosive oozes summoned with "Summon Corrosive Ooze" by 50%. Contributes to "Parasitic Fumes"
Parasitic Fumes - Doubles the chance of using any plague-related skill.
Plague Affinity - All plague-related damaging skills deal 50% more damage.
Toughness - Contributes to "Last Stand".
Last Stand - Contributes to "Hold Ground".
Dragon Hide - Doubles the natural resistance of Dragonoids and increases their defence by 25%.
Rage - Grants Mass effects to rabidness. Contributes to "Berserker".
Berserker - Increases damage dealt by all dragonoids by 25%.
Dragonoid Unity - Neutral Dragonoids gain an additional 50% chance to join the hero.
Sea Serpent - Increases hero's movement speed at sea by 50%.
Dragonoid Militia - Reduces the price at which hero recruits Dragonoids by 10%.
Primitive Mind - Hero's Knowledge and Power are transferred to its attack skill. Contributes to "Savagery".
Savagery - All creatures under hero's command gain a +50% bonus to attack skill but their defence skill is reduced by 25%. Contributes to "Barbaric Ways".
Barbaric Ways - All creatures under hero's command gain a +10% bonus to initiative but their hit points are reduced by 5%. Contributes to "Battlecry".
Battlecry - Hero will gain 1 morale for each battle won(retreat/surrender will cancel the morale bonus). Contributes to "Sheer Lust".
Sheer Lust - All creatures under hero's command gain +1 morale and lose 1 luck for each ennemy creature pile on the field.
Slavery - After each succesful battle won, hero will gain a certain amount of gold depending on the number of ennemy creatures that were killed.
Dragonoid Supremacy - Gives an overall stat bonus of +5% to all Dragonoid creatures(friendly or not). Contributes to "Serpent Superiority".
Serpent Superiority - Gives an overall stat bonus of +10% to all serpentflies,Dragonflies,Basilisks,Mighty Basilisks,Wyverns,Wyvern Monarchs(friendly or not).
Swamping Footprints - Reduces the duration that the hero's footprints will remain seen. Contributes to "Warren Trampler".
Warren Trampler- Gives hero a +1 speed bonus.
Blunted Weaponry- Reduces foes' defence by 10%. Contributes to "Boiled Hide".
Boiled Hide- Gives a +10% defence bonus to all creatures under hero's command.
Serpent's Cunning- Reduces foes's initiative by 10%. Contributes to "Venomousness"--55--
Venomousness- Gives a 10% chance to all creatures under hero's command to paralyze an attacked foe. Contributes to "Death Stare".
Death Stare- Gives a 10% chance to all creatures under hero's command to kill the top creature of an attacked foe.
Barbed Skin- All creatures under hero's command gain the ability to deflect 5% of the damage they receive to the foe that attacked them.
Viperous Claws- All melee creatures under hero's command gain a +20% damage bonus.
Lizard Regeneration- At the end of each turn, the top creature of each Dragonoid pile will gain 50% of the hit-points it lost.

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted February 28, 2006 10:56 PM

WHY was this not in ICTC? I would have given it one of my highest marks I should think.

By the way, correct me if I'm wrong, but I though HoMM5 had only one type of hero, not one magic and one might. Of course, your faction could have both and the others only one I suppose...
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Lord-Kilburn
Lord-Kilburn

Tavern Dweller
posted March 01, 2006 12:23 AM

This post wasn't in the ICTC because I finished it february 7th, and I felt that Swamp towns with lizards had already been overused.

I think you're right about the types of heroes but I don't think it makes a big difference. If I have to, I'll just remove the battle-mage hero type but the heroes, along with their skills, will all remain the same.

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Zeldor
Zeldor


Known Hero
The Bringer of Pestilence
posted March 01, 2006 09:25 AM

I think that giving 2 heroes is OK, what we are making here is town suggestion and I hope that when expansion comes every town will get 2nd hero.

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Fortress_fan
Fortress_fan

Disgraceful

posted March 01, 2006 09:51 AM

This is town VERYYY orginal! I't is absoluetly not a exact Fortress replication, but a new idea for a swamp town! I like it!
And I also think that it will be two hero classes for every town in the expansions. (hope alchemists will be there )
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Lord-Kilburn
Lord-Kilburn

Tavern Dweller
posted March 01, 2006 09:31 PM
Edited by Lord-Kilburn on 2 Mar 2006

March 1st 15:29...
Post has been update:
-2 New Heroes were added;
-Oozes/Corrosive Oozes/Ogre lords were weakened;
-Race's alliances were added.

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FriendOfGunnar
FriendOfGunnar


Honorable
Legendary Hero
able to speed up time
posted March 01, 2006 09:35 PM

Pardon me but in every game that I've played Ophidians have been badasses.  How'd you decide to make them the grunts of your faction?

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Lord-Kilburn
Lord-Kilburn

Tavern Dweller
posted March 01, 2006 10:15 PM

Quote:
Pardon me but in every game that I've played Ophidians have been badasses.  How'd you decide to make them the grunts of your faction?


Ophidian only means "of or relating to snakes". The term is very broad, meaning it can be anything that looks like a snake, from a weakling to a moutain-throwing dragon-eating behemoth. Even if other games made it a really powerful creature, it doesn't mean I have to. It's not like a dragon or a titan that HAS to be extremely powerful. I made it very weak because both human-derived creature had to be weaker than the pure-blooded lizards(except for serpentflies) and between ophidian and lizardmen, I judged that Lizardmen sounded a bit more powerful.

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Lord-Kilburn
Lord-Kilburn

Tavern Dweller
posted March 02, 2006 06:28 PM

March 2nd 12:22...
Updated: All skills Dragonoid Heroes can acquire were added(excluding the normal ones).
To Come:Campaigns Scenarios.

Also... the stats of all units were not given in exact numbers, instead, words like high described its stats. To get a fair knowledge of their exact stats, use the definitions such as high or low to compare them to the average stats below. For example if Level 3 Upg- Hit Points is of... High that would mean its hit points are above 19.16. You can also use this chart to make balanced stats for your own units if you want by using the same processus of definition(with high,low,average)
Here is the chart,numbers indicate the average stat for that level...

Level 1 -
Hit Points : 5.66
Attack : 1.33
Defense : 1.5
Initiative : 9.83
Cost : 29.83
Damage Min : 1.16
Damage Max : 2
Speed : 3.83
Growth : 15.83

Level 1 UPG -
Hit Points : 7.83
Attack : 2.16
Defense : 2
Initiative : 11.5
Cost : 38.6
Damage Min : 1.5
Damage Max : 2.66
Speed : 4
Growth : 15.83

Level 2 -
Hit Points : 12
Attack : 2.66
Defense : 2
Initiative : 9.16
Cost : 55
Damage Min : 1.66
Damage Max : 3.5
Speed : 4.33
Growth : 11.66

Level 2 UPG -
Hit Points : 14.16
Attack : 3.5
Defense : 3.16
Initiative : 10.66
Cost : 81.66
Damage Min : 2
Damage Max : 5.5
Speed : 4.5
Growth : 11.66

Level 3 -
Hit Points : 14.5
Attack : 4.33
Defense : 3.5
Initiative : 9.33
Cost : 105.83
Damage Min : 3.16
Damage Max : 6.5
Speed : 4
Growth : 8.16

Level 3 UPG -
Hit Points : 19.16
Attack : 5
Defense : 4.33
Initiative : 9.33
Cost : 158.33
Damage Min : 4
Damage Max : 7.33
Speed : 4
Growth : 8.16

Level 4 -
Hit Points : 28.16
Attack : 7.5
Defense : 7.16
Initiative : 11.33
Cost : 266.66
Damage Min : 6.5
Damage Max : 10
Speed : 4.5
Growth : 4.66

Level 4 UPG -
Hit Points : 37.33
Attack : 9 6 9 11 10 12
Defense : 8.83
Initiative : 11.33
Cost : 371.66
Damage Min : 6.83
Damage Max : 12.5
Speed : 4.5
Growth : 4.66

Level 5 -
Hit Points : 51.5
Attack : 13
Defense : 12.16
Initiative : 11.5
Cost : 610
Damage Min : 9.66
Damage Max : 15.83
Speed : 4.5
Growth : 3

Level 5 UPG -
Hit Points : 67.33
Attack : 16
Defense : 15.33
Initiative : 10.83
Cost : 861
Damage Min : 11.33
Damage Max : 17
Speed : 4
Growth : 3

Level 6 -
Hit Points : 90.5
Attack : 21.16
Defense : 21.33
Initiative : 9.33
Cost : 1450
Damage Min : 15.33
Damage Max : 24
Speed : 4.33
Growth : 2

Level 6 UPG -
Hit Points : 105
Attack : 22.33
Defense : 22.83
Initiative : 9.33
Cost : 1866.66
Damage Min : 18
Damage Max : 28
Speed : 4.66
Growth : 2

Level 7 -
Hit Points : 153
Attack : 26.66
Defense : 26
Initiative : 10.83
Cost : 3461
Damage Min : 33.5
Damage Max : 55.16
Speed : 5.33
Growth : 1

Level 7 UPG -
Hit Points : 187.33
Attack : 30.33
Defense : 29
Initiative : 11.33
Cost : 4394.33
Damage Min : 35.66
Damage Max : 56.33
Speed : 6.16
Growth : 1

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Fortress_fan
Fortress_fan

Disgraceful

posted March 02, 2006 06:55 PM

Good, real statistics are better than just ranking if their statistics is high or low.
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Crashnburn
Crashnburn


Hired Hero
posted March 09, 2006 03:45 AM


Very, very nice, sir.  You've done a very good job here.  I am sincerely impressed.

I do have one question though, and it is only out of curiosity and not meant as criticism, but why did you choose to exclude Nagas from your town?  I ask only because it seems like they would of been a natural fit for your town of lizard/serpent people.

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Lord-Kilburn
Lord-Kilburn

Tavern Dweller
posted March 09, 2006 10:19 PM

Thanks for the great comments; to answer your question, I didn't include nagas simply because I already had a line-up of creatures that would each fit a specific role in mind. I guess I could include nagas but that would mean I would have to remove one of the creatures I am already using and made a background for.

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phoenixzs
phoenixzs


Adventuring Hero
posted March 13, 2006 03:46 PM

Hey one of my favorite contestans back in business how nice .
-First the name of the castle does not sound cool okay it makes sense but still could be better.

-Second if you are making a swamptown ý think it should be based on the ideas of poison,reptilians,tribalisim,shamanizim(occultisim),mud,dense forest and lastly and most importantly camuflage.I think there could be skills related to camuflage which could be nice.
-Second wyern being poisionous is okay but must be more creative in my opinion.Also if they are going to be that low hp stuff there should be some thing to improve fighting capabilities with other creatures.I proposed this  idead to nearly all swamp towns back in ICTC feel to use it
Airial Reflexes:When fighting creatures with flying ability wyern receive %50bonus to their defenses.So that it would be a tough guy for fliers but still a bit weak fella for other guys.
-Trolls are good but it resembles ogrees in the last level.So please something else of those ogrees.Maybe a giant cobra or a swampthing could be good.

I had a idea about the camuflage skill too so that;
Camuflage:Creature receives %60 defense bonus aganist range attacks and %50 magic resistance until it gets first attacked in close combat which symbolysis it has been "revealed".

Anyway good luck.And good luck to all contestants too which can use my ideas also in anyway they want.

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