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Heroes Community > Heroes 7+ Altar of Wishes > Thread: The Perfect Stronghold
Thread: The Perfect Stronghold This thread is 27 pages long: 1 ... 6 7 8 9 10 ... 20 27 · «PREV / NEXT»
SBlister
SBlister


Famous Hero
Rakshasa Commander
posted August 23, 2006 09:53 PM

War-Overlord is it possible to condense your description of units for the actual game so if it does get made it will nice and conscise? Also wouldn't it be cooler if behemoths were pitch black and dire behemoths grey white? Just a thought. Dire behemoths do have armor on.

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted August 24, 2006 09:23 PM

Thanks for the support everybody! As for Alci making his myth up, I hadn't thought of that, although the myth was not initially located on his server to my knowledge. I think we'd better put that issue to him.
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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted August 24, 2006 10:37 PM

SBlister, as I believe I've said before; I will make the in-game descriptions once the lore descriptions are finalized. So, guys, please do me a favour and read them carefully and note every possible mistake or error. After that I will improve the descriptions and make the in-game ones.
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Vote El Presidente! Or Else!

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted August 24, 2006 11:13 PM
Edited by Gnoll_Mage at 23:18, 24 Aug 2006.

Goblins
Goblins are considered the lowest of the low by most races. These small, spindly, sneaky and cowardly creatures always operate in great numbers and for every one killed, there seem to appear three more. Orcs are the only race that allows Goblins to live in their society, but even there the Goblins aren't treated very respectfully and are there to perform the work that is considered too low for an Orc to perform. Goblins are small enough to climb over a castle wall without to much effort and use their serrated knives to kill once they get over. Goblins usually wear no more then cloth shorts, have long pointy ears and have a light green skin colour.

Hobgoblins
Only the most trustworthy and hardworking Goblins are promoted to Hobgoblins. The promotion is a painful ritual, which involves the Goblins drinking spiked Orcblood. This blood potion causes small mutations in the physique of the Goblins, making them more muscular, causing them to sprout tusk knobs and turning their skin in a darker taint. Still lower then any Orc, Hobgoblins get to boss other Goblins around and are used by the Orc overseers to help them keep the Goblins as orderly as Goblins can get. Hobgoblins are marked by facial tattoos, a small helmet and a harness and they often use the flats of their cleavers to whack the other Goblins, to 'encourage' them back to work. Hobgoblins often use the large numbers of their kind to overwhelm their enemies, ordering the Goblins to pile onto them. Even the largest of creatures haves to take time to shake off a horde of Goblins.

Berserker
Orcs are a race of Warriors and the Warrior caste is the largest in Orcsociety. Berserkers make up the bulk of any Orc army. Armed with the Orcish hooked swords (Orc Sabres) they are a force to be reckoned with. Because most Orcs preferplace the move-abilityflexibility of leather armour above being slowed down by heavy metal armour, they are much faster over muchthan most other infantry. Other thenContrary to popular belief Berserkers don't enter battle in a frenzied state, it is in the vicinity of the enemy that the Orcs loose themselves in rage and attack with their trademark ferocity.

Berserker Veteran
Berserker Veterans are seasoned warriors, having seen many fights and fought many wars and , liveing to tell the tales. After those years of combat practice, the Veterans have mastered the use of two weapons. Next to their swords they wield razor-sharp axes. This makes them thea more feared foe, as it is nearly impossible to dodge both weapons. The Veterans have also experienced their Bloodlust many times and are able to pull themselves out of their blind rage more quickly. The better to use on a new adversary.

I could go on with this nitpicking if you want me to! Or are you looking for content problems...

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted August 25, 2006 12:13 AM bonus applied.
Edited by SBlister at 17:16, 09 Dec 2006.

MASTER POST:

THE STONGHOLD


Facts and Traits
Aka:
The Orcs, the Barbarians
Associated colors: Grey, Green, Red
Worship: Even though the Orcs acknowledge the Dragongods, the Orcs feel abandoned by them and therefore do not bind themselves to these gods. Instead the Orcs worship the spirits of their ancestors.
Core Philosophy: "Life without honor is not worth living."
Core Philosophy: "To live by the blade, is to die by the blade."
Country/Kingdom: The Savage Isles and The Orcish Colonies
Capital City: Garthorra, the Conclave of the Shamans Council.
Key Symbols:The Crossed Orcsabres, A Hand crushing a Skull
Motto: "We shall take what is rightfully ours, be it by blade or be it by blood !"

DESCRIPTION:
After escaping from their Human masters during the Orc Crusades, the Orcs settled on the Savage Isles, enslaving or working with the local creatures of the Islands, quickly building a society of their own. In recent times, the Orcs have started to colonize the north eastern shores of Ashan, raising the attention of the races who had long forgotten about them.
The Orcs worship no Dragons. They pray to the spirits of their Ancestors, who they believe fight an eternal battle to ensure their existence in the afterlife. Through their worship, they believe the strength of their ancestors are empowered and they in turn grant the living with all manner of magics and blessings. Contrary to popular belief, the Orcs are not wild savages who's sole existence is one of destruction and mayhem. In fact the Orcs have great regard in honor, for only the honorable will be allowed to join their Ancestors. Orcs believe the most honorable way to die is in battle.
During times of peace, the Orcs are a semi-coherent nation. In these times the orcs have spent expanding their territory to further establish themselves as a powerful nation. All tribes are autonomous, but they are collectively guided by the Shaman Council though each tribe is ruled by an individual Chieftain, who is most often the most honorable or skilled warrior of the tribe.  

TIMELINE:
330. YSD
– The first lunar eclipse and demon invasion in history. Unprepared, the mortal armies are vastly outnumbered by the ravaging demonic hordes. The Griffin Empire and Elven lords are forced to seek help from the Wizards of Al-Safir, who inject modified demon blood into human slaves, beggars and prisoners, resulting in horrible mutations. Though they endured much pain through the process, the subjects of these experiments become tougher and stronger. Their faces deform and their skin starts peeling off. The wizards inoculate an alchemical mix of reptilian skin and anti-venom to strengthen  the pigments of these mutants so that their appearance would not frighten the warriors of the Empire and Elven lords who they will be tasked to fight alongside. The newly regenerated skin of the Orcs, as the wizards called these abominations, turns red.
As demon blood runs in their veins, the Orcs were eager to fight, and as an incentive the wizards promised them freedom after that. The berserking Orc legions played a decisive role in decimating the demon armies. Ironically, their potential for destruction made the Silver Cities and the Empire retain them in their armies to serve as a vanguard against any future threats, rather than granting them their freedom. This decision caused much unrest among the Orcs. Many Orcs vow to one day earn their promised liberty, through any means possible.
467. YSD – The Orcish leaders in the Seven Cities finally manage to organize and launch a full-scale revolution against their Wizard masters. At the same time, the Orcs in the Empire lands do the same. The Falcon Emperor sees this simply as an isolated, local rebellion and sends a single battalion to deal with the disenfranchised Orcs.
468. YSD – The emperor’s expeditionary force is completely eradicated by the rebel orcs. Deeming it necessary, the Griffin Emperor unleashed his entire army to deal with the orcs. The Orc Crusades begins.
470. – 502. YSD – A brutal war ensues, as the crusader forces clash with the Orc rebels. The orcs who revolted in the Seven Cities join up with the orcs from the Empire, forming a massive liberation force. However, they were still outnumbered by the better-equipped and organized Empire and Al-Safir troops, and are forced to retreat. Some pulled back to the vast southern deserts, with hopes that the crusaders would not seek them out, due to the harsh conditions of the desert but most perish in the desert's unforgiving terrain. Others decide to travel through the largely unexplored north-eastern steppes, foraging for food and battling the native barbarian tribes. But a great majority of the orcs went east, towards the Barrier Islands. Despite the warnings of the wizards, the crusaders from the Empire chased after them, determined to annihilate any remaining orc man, woman or child.
502. – 504. YSD – As the Orcish rebels reached the eastern coasts, they built massive transport ships and sailed towards the off-coast archipelago. It is there that they have founded their first villages. A few months later, the humans arrived with their own powerful armada. The orcs had no idea that they were about to be assailed. But fortune smiled upon them that day, as a great storm shook the seas as the crusaders were closing in on Barrier Island. The following maelstrom consumed the entire armada, sending the entire fleet to the bottom of the ocean. Thinking that it was the will of Elrath, the Emperor calls off the invasion, believing it to be a sign from the Dragon of Light. The Orc Crusades ends.
505. YSD – After years of strife and uncertainty, the Orcs finally settle on the Eastern Islands in peace. Capturing several Dwarven and Human explorers, the Orcs interrogated them, learning much from their prisoners. The Orc elders begin communing with the spirits of their ancestors who revealed to them much in the form of visions and prophecies.
512. – 520. YSD – The Shaman Council is formed, it's members being the most powerful of shamans. Through the guidance of their united forefathers, they proclaim themselves the ruling body of all Orc tribes, in order to unite them.
552. YSD – Orcs made first contact with the goblins. The goblins are quickly subdued by Orcish fists and blades as they are weak and cowardly creatures. They are relegated to performing menial tasks though some are recruited to bolster the armies of the orcs.
612. YSD – Ragdor, a young and influential Orc warlord, tries to seize control of the tribes for himself. He proclaims himself High Chieftain of all Tribes and gathers his followers and marches towards the Shaman Council stronghold. After a long struggle, he was defeated and publicly fed to the wolves in the arena of the Orcish capital, Garthorra.
638. – 642. YSD – Orc scouts encounter Wyverns on an island of the Barrier archipelago. These scavenger creatures hang around the edge of the orc lands, feeding of the scraps of orc hunting parties. In 641. YSD both species form a tentative alliance, allowing the orcs to tame these beasts in exchange for a constant supply of fresh (or decayed) meat.
696. - 701. YSD - A failed execution of a Goblin lead to the creation of the first Hobgoblin. The Shaman Council sees potential in the newly mutated creature and starts to develop and perfect the creation of Hobgoblins.
734. – 748. YSD – Trolls come out of the deep and seemingly abandoned caves on the Ulnarok Island (home of the Orcish capital) and begin attacking Orcish communities. Threatened by these beasts, the Shaman Council calls upon the guidance of their ancestors. One night, the entire Council receives a similar vision, showing an ancient and forgotten creation of the Dragons that lays slumbering in the bowels of their islands. Calling upon every capable shaman, master and apprentice, they gather at the sacred burial grounds, the Dimo’Ragh. Using their combined effort, they perform a summoning ritual that was shown to them by their ancestors. The ritual lasted a weak and required many sacrifices, but eventually the shamans succeed awakening the Behemoths from ancient slumber. The orcs defeat and enslave the trolls with the help of these living monstrosities.
749. – 862. YSD – During this time, while the other races waged wars and battles, the Orcs were busy rebuilding the towns destroyed by the trolls. However, since land  and resources was limited, they realized that they will soon run out of both if they continue in this fashion. The Shaman Council decides that they must return to the lands of Ashan in order to expand and accommodate their growing populace. An experienced warlord named Galathern is entrusted to this task.
883. – 958. YSD – The Orcs start building colonies in the uninhabited eastern coasts of Ashan. Slowly, they expand further towards richer parts of land. After Galathern’s death, his son Krothan takes his father’s position and in turn was succeeded by his son, Thulgan, in the year 948 YSD. Deemed too inexperienced, he is granted a mentor, the only human the Orcs respected and trusted – Crag Hack, one of the most famous of all the adventurers in the modern ages. The Orc colonists paid him well for guiding their young leader and he, for his part, never says no to an offer of gold.
969. YSD – As the Orcs have already considerably established themselves as a power in the north east, they started paying heed to the politics and events that were occurring around them. With a new demon incursion on the horizon, their warriors were vigilant for any threats that may come their way.

CREATURES:

Goblin

Dwelling: Hollows
Goblins are viewed as the lowliest form of life by most civilized cultures. These spindly, sneaky creatures are cowardly in nature and operate in vast numbers. Though Orcs tolerate their presence, they are not respected and usually relegated to performing menial tasks unfit for most. Goblins are great climbers, capable of scaling walls with ease, and employ serrated knives to great effect once they get over.
Wall Climber
Goblins can climb over walls.

Hobgoblin
Dwelling: Trenches
Though the ranks of their armies are large, the orc Warlords have deemed it necessary to employ the smaller and quicker goblins as scouts and spies. Due to their frail nature, the shamans of the orc tribes concocted a special mixture of Orcblood spiked with vile alchemical potions. Once ingested by goblin soldiers, this brew causes them to mutate into hardier and stronger Hobgoblins. In combat, these vicious warriors hack away at their enemies with large cleavers, taking satisfaction in sadistically rending flesh from bone. These goblinoids employ a cunning stratagem of overwhelming their enemies by piling up upon them, and even the largest of creatures have great difficulty in shaking them off.
Overwhelm
Active ability. Stops a stack of enemies from attacking/moving. Number of hobgoblins determine number of creatures overwhelmed. Takes four goblins to overwhelm a large creature and two for a small one.

Vanguard
Dwelling: Ring of Combat
Vanguard represent the bulk of the Orc warrior caste and are the core of their standing armies. Armed with hooked sabers, they are clad in leather armor which is favored over heavy plated armor, for they offer greater flexibility in combat. Contrary to popular belief Vanguards are not frenzied killing machines but a disciplined fighting force. In battle, they are tasked with not only decimating their enemies but protecting their allies as well. To this end, the Vanguard will take cheap shots at charging enemy warriors, cutting down their numbers before they are able to harm their allies.
Enrage
This creature's attack increases during combat when any friendly unit dies (except resurrected creatures or creatures summoned to battlefield by magic).
Swiftshot
Any enemy stack that runs to or past the vanguard will be attacked by the Vanguard before they are able to strike at their designated targets. Vanguards running past an enemy stack will attack said enemy but are at risk for being retaliated against. Vanguards will not perform this move if they do not select a stack to attack, ie. they will not do a swiftshot by simply moving to another tile.(Press CTRL to not do the running swiftshot attack).

Vanguard Veteran
Dwelling: Ring of Honor
Vanguard Veterans are seasoned warriors, having seen and fought many battles and lived to tell the tale. After decades of warfare, they they have mastered the art of wielding two weapons simultaneously, employing razor-sharp axes to complement their savage sabers. Their mastery is so great that it is impossible to dodge their strikes. The Veterans are also more focused in channeling their rage, and their prowess on the field is the trademark of their station.
No Enemy Retaliation
Enemies never retaliate after melee attacks by creatures with this ability.

Wolf Marauder
Dwelling: Breeding Pen
Unlike the cavaliers of the Griffin empire who wade into battle astride great warhorses, orcs employ gigantic wolves as mounts. Clad in leather vests with pieces of platemail worked into them, the Marauders carry large Orc-Sabers while their wolves are trained from young to work as one with their riders. As they get older, these wolves are taught to work as a pack, and this mentality has led to a more effective fighting force when larger numbers of Marauders are present in a regiment.
Skirmisher
More creatures in the stack, more damage. For every 30 wolves, each rider gets +1 damage. For every 60 wolves, each rider gets +2 damage. And so on and so forth.

Wolf Ravager
Dwelling: Training Pen
Ravagers are the elite cavalry of the Orcs, often making them the deciding factor in a battle. Only the most proficient Orcs are accepted in the Ravagers ranks. The feral dread wolves they employ are as vicious as the riders they carry, as they are tireless in battle and will retaliate every time they are attacked. However, the most striking feature of the Ravagers is their use of taunting in the heat of battle. This cunning tactic is used to attract the attention of their enemies, drawing them away from their allies and towards themselves.
Unlimited Retaliation
Creature always retaliates after melee attacks by enemies except when attacked by creatures with No Enemy Retaliation ability.
Taunt
Active Ability. When activates, it is targeted at an enemy stack. That stack moves/attacks the wolf riders during that turn. Will still retaliate if attacked by others.

Shaman
Dwelling: Tribal Totem
Shamans make up the priest caste in Orc society as they are both spiritual leaders and keepers of lore. Shamans keep the everyday life of the tribes flowing through their guidance and play a vital role in ceremonies. They also create potions and salves used by the warriors for a myriad different purposes. Shamans are tied closely to the creatures of the wild and many of them tame carrion buzzards to attack their enemies from afar. Because of this symbiosis, Shamans can continually attack enemies at a distance without fear of running out of ammunition.
Shooter
This creature can inflict damage remotely. When distance to target is longer than half the arena, the target suffers only half the normal damage.
Unlimited Shooter
They never run out of shots in battle.
No Range Penalty
Because of their carrion buzzard companion, they do full damage at any long ranged shot.

Shaman Mystic
Dwelling: Sacred Totem
The Mystics are the oldest, wisest and most powerful Shamans of the Orc Tribes. They are the chief advisers to the Warlords and true masters of the chaotic magics which make them the pinnacle of the shamanist hierarchy. Orcs worship the spirits of their ancestors who have long since passed into the afterlife, and it is from them that the Shaman Mystics are bestowed with their magical powers, which they channel through gem-embedded halberds.
Caster
This creature can use a set of magical spells similar to those cast by heroes. Mana reserve is limited but always set to maximum at the beginning of combat. Spellpower depends on the number of creatures
Spells: Slow, Weakness, Stone Spikes

Wyvern
Dwelling: Cliff Roost
The Wyverns are the bastard offspring of Dragons who have long since migrated to the northern lands. These are large winged reptiles are not as strong as their dragon cousins nor are they bright creatures by any means. Their serpentine mouths have long poisonous fangs, and their tails have barbed poisonous spikes which they employ to kill their prey, which consists mainly of antelopes, mountain goats, cougars and the occasional griffin. Wyverns roost upside-down, like bats, in large colonies in the numerous caves found in the mountain regions of the orc tribes. Their close proximity has lead the orcs to raise young Wyverns and train them in battle to bolster their forces when they reach maturity.
Flyer
This creature can move on to any free tile on the game field during its turn, regardless of the obstacles in the way.
Poison Strike
In addition to normal damage the enemy attacked will also be poisoned. Poisoning will cause a certain amount of damage during the next three turns. Stronger than Assassin's poison attack. More akin to decay.

Quartzhide Wyvern
Dwelling: Quartzstone Roost
As they age, the scales of Wyverns grow thick and almost mineral-like. This is due to their ingestion of quartzstones which hardened the scales of these Wyverns into dense armored carapaces. These scales offer these Wyverns protection against various life threatening abilities (ie. Vorpal Sword, Harm Touch, Life Drain), making these elder Wyverns more durable than their younger brethren. Named after the quartzstones they ingest by the orcs, the Quartzhide Wyverns are an invaluable addition to the tribes.
Crystal Scales
This creature is immune to direct creature life threatening abilities such as Harm Touch, Vorpal Sword, Deadeye Shot, etc

Troll
Dwelling: Cave Lair
The Trolls are an ancient race of unknown origin who were enslaved by the Orcs. Having been around for so long, it was surprising too many how quickly they were subdued and subjugated to the iron will of the orcs. Though enormous and immensely strong, they are too dim-witted to be a considered a threat on their own as they are unable to organize themselves into any sort of formidable civilization. Under the command of the orcs, however, they are indeed a force to be reckoned with. With their ability to hurl massive boulders, capable of crushing entire battalions and battering down castle walls, trolls are equally adapt at smashing their foes in melee combat as well.
Shooter
This creature can inflict damage remotely. When distance to target is longer than half the arena, the target suffers only half the normal damage.
Area Attack
Deals damage to 3x3 squares.
Ballistics
Able to attack castle walls and towers
No Melee Penalty
Shooter has no penalty for damage inflicted during ranged attack, provided the range is over half the arena.

Battle Troll
Dwelling: Fortified Lair
Battle Trolls are those trolls that have been clad in thick plates of armor and taught rudimentary tactics and fighting skills. Because these Trolls have been wounded so many times, their bodies have evolved to regenerate faster than normal, causing the Trolls to recover from their wounds during the battle. The Battle Trolls, after long years of training, are less dependent of their Orcish overseers and have been trained to act as living catapults.
Regeneration
Creature restores its health by 30 - 50 HPs each turn.

Behemoth
Dwelling: Bonelittered Canyon
In ancient times, when the Dragongods created life, they created the Behemoths. Because of the uncontrollable destructive and vicious nature of the behemoths, the Dragon Gods realized that they were mistaken to create them and sealed them deep in the bowels of the earth. When the orcs arrived in the savage barrier islands, they learned of their presence from visions given to them by their ancestors. They managed to free these creatures and quickly incorporated them into their armies. Behemoths match most Dragons in size and have enormous, razor-sharp claws. Combined with their monstrous strength, they are able to tear through most armor platings and hides. Making their lairs in canyons from the bones of creatures they devour, Behemoths will eat anything they kill and have even been known to prey on mortal dragons.
Crushing Blow
His attack bypasses armor by 60%. Dire behemoths bypass armor by 80%.
Devour
Consumes a dead stack of creatures, replenishing the health of the Behemoths.

Dire Behemoth
Dwelling: Forbidden Canyon
Dire Behemoths have been conditioned to be more in control of their rage but they can swing from docile creatures to raging berserkers in a matter of moments. Because of this conditioning, they have allowed the Orcs to outfit them with heavy body armor with large metal spikes.   The roar of these creatures is enough to make most enemies flee for their lives.
Roar
Active ability. All creatures in the surrounding tiles of the behemoth will flee to the edge of the battlefield when this ability is used.

Creature Stats:

Unit--------------Attack-Defence-Damage----HP---Mana-Shots-Initiative-Speed-Cost--Growth
Goblin---------------2------1----1 to 2-----5-----0----0-------10-------5----25?---19
Hobgoblin------------3------2----2 to 3-----6-----0----0-------10-------5----35?---19
Vanguard-------------4------1----3 to 4----12-----0----0-------11-------6----60?---10
Vanguard Veteran-----5------2----3 to 5----12-----0----0-------11-------6----80?---10
Wolf Marauder--------5------3----4 to 6----15-----0----0-------13-------7----95?----9
Wolf Ravager---------6------3----4 to 8----18-----0----0-------13-------7---130-----9
Shaman---------------6------5----6 to 12---30-----0----U--------7-------4---275?----6-
Shaman Mystic--------6------6----7 to 14---36----16----U--------9-------4---340*----6-
Wyvern--------------13-----14---10 to 17---55-----0----0-------11-------7---625?----3
Quartzhide Wyvern---17-----18---10 to 20---72-----0----0-------12-------7---765?----3
Troll---------------22-----19---15 to 22--130-----0----6--------7-------4---1450?---2
Battle Troll--------22-----21---18 to 30--140-----0----6--------8-------4---1850?---2
Behemoth------------27-----23---30 to 60--175-----0----0-------10-------6---2700,1C-1
Dire Behemoth-------30-----30---40 to 65--225-----0----0-------11-------7?--4500,2C-1


Hero:

Warlord

Attack: 3 Defense: 2 Spellpower: 0 Knowledge: 0

Racial Ability:
Bloodlust

Activated combat ability. Each turn a unit under the Warlord's command has the option to attack the nearest enemy unit by dealing (STRING)% more damage, available only once per unit. At this level, (STRING) can use this ability.
First string means basic, advanced, expert etc, depending on the situation, second one is the percentage for that level, and third one means who can use that ability depending on the skill level.
Basic – 30% more damage. allows Goblins and Vanguards to use it.
Advanced – 40% more damage. allows Wolves and Shamans to use it.
Expert – 50% more damage. allows Wyverns and Trolls to use it.
Ultimate – 60% more damage. allows Behemoths to use it.

Specializations:
Spirit Call

Summon a stack of "spirits" from a dead stack. Spirits can then be used to increase the stats of friendly creatures or lower the stats of enemy creatures. Number of spirits raised depends on Warlord level and number of creatures in dead stack.
Raiding
For every creature killed a certain amount of gold is stolen/raided of their corpse. The amount of gold raided is dependent of the level of the creature; level 1> 1-3 gold; level 2> 2-5 gold; level 3> 4-8; level 4> 6-10; level 5> 9-14; Level 6> 12-17 gold; Level 7> 15-20 gold. The estimate amounts of gold raided should be calculated and shown with the estimate of kills.
Ambush
Secondary skill under Blood Lust. Ambush gives the Warlord the ability to surprise his enemy when he attacks them. The Warlord's enemy will be caught unaware and will be unable to prepare for combat therefore bypassing their tactics phase. The enemy hero's troops will be randomly placed in what would of been there tactics field. This ability only works when attacking another hero, not on neutral units, and only if you attack them. It will not work if the enemy hero attacks you. (If you guys feel so inclined you can also include a decrease to the enemy hero's army's initiative.)

Ultimate:
Uncontrollable Rage

The Warlord receives the ability to cast Bloodlust on all friendly stacks at once(including summoned stacks).

SKILLS:

ATTACK - RETRIBUTION & BONECRUSHER:
Troops under the Warlord randomly do anywhere between 10-25% more damage in combat and 2% chance of stunning.
DARK MAGIC - SEAL OF DARKNESS & BURDEN OF THE LIGHT:
Dark magic spells damage stacks who have been enchanted by light magic spells. Ie. Weakness would do damage to a stack of cavaliers enchanted by Haste.
DEFENSE - LAST STAND & FIRST STRIKE:
Chance for the retaliating stack to deal damage before the attacking stack.
DESTRUCTIVE MAGIC - FIERY WRATH & EARTHLINK:
Due to their shamanistic nature, Warlord's deal more damage when casting Earth Magic. Either that or they use up less mana.
ENLIGHTENMENT - ANATOMY:
Warlord's know where to strike with maximum effect. They get a +2 to Attack permanently.
LEADERSHIP - AURA OF SWIFTNESS & MERCENARISM:
Boosts Morale +1, for every 20.000 gold, to maximum of 4.
LIGHT MAGIC - SUPPRESS LIGHT & BLESSED RAGE:
Gives the Hero the Righteous Might spell for free.
LOGISTICS - SILENT STALKER & BLOOD THIRST:
Bloodlusted creatures move further in combat.
LUCK - SPOILS OF WAR & SPIRIT LUCK:
Spirit enhanced stacks attract positive spells and Spirit cursed stacks attract negative spells.
SORCERY - ANCESTRAL TEACHINGS:
Cuts interval with 50% for casting Spiritcall.
SUMMONING - ELEMENTAL BALANCE & SPIRIT EMBRACE:
Spirits on an enchanted stack heal and spirits on an enemy stack deal damage. The Warlord gets to summon more spirits with this ability.
WAR MACHINES - TREMORS & SIEGECRAFT:
Increases HP/Damage of towers during battle and increases damage of catapults and trolls when they are attacking walls and towers.

HERO BIOS:

Raxxon
Raxxon has been gifted with shamanistic powers since birth. Being tutored by the Shamans of his tribe, Raxxon quickly became a powerful shaman and was the youngest Orc ever to become a Mystic. During his years on the Shaman's Council he became famous for being a inspiring teacher and a dazzlingly fast spellcaster. Eventually he left the Shaman's Council when he became the chieftain of his tribe. Even now his reputation inspires other Shamans to amazing feats.
Shaman's Chosen: Applies the benefits of Sorcery to Shaman Mystics and gives Shaman Mystics Haste spell.
(Starts with Basic Bloodlust, Basic Sorcery and Mana Regeneration)

Herocnar
Herocnar is a seasoned warrior and has seen more battles than he cares to reveal. He was the commander of the Ravager under the famous hero Worgack and during these years he pushed himself and his ranks to amazing lengths. Herocnar retired after Worgack's legendary campaigns. Over the years no other commander has organized the Ravagers as effective as Herocnar, which led to the reinstatement of Herocnar as a commander.
Alpha Male: Specializes in Wolfriders. Wolf Marauders and Wolf Ravagers gain +1 to their attack and defense for every two levels of the hero, starting on the first level.
(Starts with Basic Bloodlust, Basic Leadership and Basic Attack)

Gilash
As a child, Gilash's family was slaughtered by a tribe of renegade orcs. Having survived the massacre, he was taken in and raised by goblin scavengers who found him hiding amongst the ruins of his village. Not only did he manage to survive, Gilash rose to the top exceedingly quick. Fiercely loyal to them and they to him, swarms of goblin minions will rush into the battlefield at his beck and call in the name of their leader.
Horde Bringer: All Goblin and Hobgoblins in hero's army gain +1 to their offence and defense for every two levels of the hero, starting on first level. Also calls extra goblins/hobgoblins to arms for every battle when it begins. The Amount of called goblins/hobgoblins depend on hero level.
(Starts with Basic Bloodlust, Basic Leadership and Basic Logistics)

Abrahanna
Self-confident to the core, Abrahanna misses no opportunity to gain more power and control: her fierce tone of voice means sure she is not lacking in this area. The stern bark of her commands stirs the troops she has overwhelmed with her imperious presence into deeds normally infeasible. She has been a great help in gathering new recruits for the Orc army, and her natural leadership qualities have pushed her upwards through the ranks.
Commanding Voice - randomly in combat her voice of command grants a stack the ability to charge, for one attack only; frequency of shout increases with level.
(Starts with Basic Bloodlust, Basic Leadership and Recruitment)

Greshmog
Having seen more seasons than most, Greshmog has fought numerous wars, making a name for himself during the time when the snow apes descended upon the tribe lands, in which he single handedly slew ten of the beasts in one battle. His reputation is well respected by all and though he is aged, he is still sharp as ever, commanding the most dangerous battalion of orc Vanguard in existence. Fiercely loyal to their leader, these orc warriors are willing to lay their lives down for Greshmog if ever need be.
War Veteran: All Vanguard and Vanguard Veteran in hero's army gain +1 to their offense and defense for every three levels of the hero, starting on first level.
(Starts with Basic Bloodlust, Basic Attack and Tactics)

Corguhd
Corguhd is horribly deformed and is strangely proud of that fact. He used to be a Goblin but has undergone the Rite of Blood several times. He now resembles an Orc more than normal Hobgoblins and is physically superior to all of them despite his deformities. After being a Trollhandler for several years his overseers started to notice a peculiar trait of Corguhd. Corguhd could not be wounded, his skin cracked like stone and eventually grew back. Seeing remarkable potential, the shamans of his tribe thought Corguhd the basics of magic in order to recreate his skin condition in others.
Stoneskin: Hero can cast Endurance with enhanced effect. Enhancement of the spell is dependent of hero's level.
(Starts with Basic Bloodlust, Basic Light Magic and Endurance spell.)

Mawghal
Mawghal's childhood was filled with dreams of becoming a Shaman, but to his mounting annoyance, outside of his mind his magic stretched only to the occasional fiery burst. Time passed, but he improved little. There grew in his heart a great jealousy of all those more capable than himself, and although in later years his envy finally brought him Shamanistic powers, his subconscious was never cleared of the slight dislike of anyone magically inclined.
Envious Caster: spells do more damage to enemy spellcasters, increase factor depends on hero's level and enemy creature's spellcasting level
(Starts with Basic Bloodlust, Basic Dark Magic, Master of Curses)

Faragne
Faragne has been a thief all her life. As a child she couldn't help to take what she desired and often she succeeded without anyone noticing her. As she passed into adulthood, her ability to steal made her greedy and lead eventually to her arrest by the Vanguard. Instead of being punished for her many crimes, the chieftain of her tribe put her in a raiding party to the Griffin lands to either die in battle or bring many spoils for the tribe. Indeed Faragne returned and she brought more bounty with her than everybody expected. Faragne claimed a large share and was put in charge of each of the following raiding parties.
Brigand Queen: Increases the amount of gold received from raiding.
(Starts with Basic Bloodlust, Basic Luck, Resourcefulness)

Thaddra
Thaddra is a shaman and alchemist of her tribe, who are renowned for their victory rituals. For every kill in battle, their warriors are marked with tattoos by their shamans and none excel more at this than Thaddra. Once, she ran out of ink, but used an alchemical salve instead, so as to not offend the warrior. Several days later the tattoos started glowing bright red that never faded, blessing those warriors with strange magics. From then on, she began mixing her inks with this concoction. The fickle nature of this brew bestows a myriad of effects that are impossible to predict.
Enchanted Tattoos: All units have a chance of starting out with a random light magic spell (divine strength, haste, endurance, deflect missiles). Probability increases with hero level 2%/level.
(Starts with Basic Bloodlust, Basic Summoning Magic and Basic Light Magic)

Grostarh (Campaign Hero)
Grostarh is a fearsome orc leader whose brutality and cruelty are famous not only among his enemies, but among his troops, too. Many of them would rather die than face his wrath making him one of least trusted Orc Warlords around. But in these troubled times, the orc tribes are in dire need of any experienced commanders and Grostarh has been summoned by Raxxon to take charge of the armies that guard the eastern borders of their lands.
Vicious Overlord: Troops in this hero's army cannot have their morale lower than 0.
(Starts with Basic Bloodlust, Basic Attack and Battle Frenzy)

Thulgan (Campaign Hero)
Thulgan is the third Warlord-Magistrate of the Colonies and was entrusted to the position after his father's death. Deemed inexperienced by the elders, Thulgan was tutored by Crag Hack in the arts of warfare and in the arts of rulership by an elder shaman named Nestrogh. After years of studying, Thulgan became renowned throughout the tribes as being somewhat of a tactical genius. His most famous stratagem is to swiftly deploy and move his troops around the battlefield, out pacing his enemies to the point where it has become almost like a sport to him.
Brilliant Strategist: Thulgan specializes in quickly moving his troops around. Every few turns Thulgan gets the opportunity to employ an additional tactics phases in battle, allowing him to move his troops with affecting initiative.
(Starts with Basic Bloodlust and Advanced Logistics)

BUILDINGs (TECH-TREE):



YE OLDE STRONGHOLD CREDITS
Alphabetically for each section

Faction Description: War-Overlord
Creature lineup & abilities: Baklava, SBlister, WarOverlord
Creature Stats: GnollMage, SBlister
Creature Descriptions: WarOverlord
Timeline, & Campaign ideas: Baklava, WarOverlord
Hero Bios: Baklava, Gnollmage, JoonasTo, SBlister, War-Overlord
Hero Skills & Abilities: SBlister, WarOverlord
Racial Ability: Baklava, Crashnburn, WarOverlord
Buildings: SBlister
Other ideas and support: Actionjack, Alcibiades, Crashnburn, Daystar, FriendOfGunnar, JoonasTo, RTI, Vigant

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted August 25, 2006 12:14 AM

Quote:

I could go on with this nitpicking if you want me to! Or are you looking for content problems...



Though usefull, I was looking for content problems. Thanks
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Crashnburn
Crashnburn


Hired Hero
posted August 25, 2006 12:42 AM

Hey, guys, I think I might of discovered a little snag in the creature line up.  Maybe you guys already realize it and don't care or decided to go against what Nival/Ubi had set up, but has anybody taken a look at the Large Creature ratio?  

I was laying in bed last night, waiting to go to sleep when I realized this.  From what I can tell based on the descriptions of creatures for the Stronghold there are four Large Creatures.  The Wolf Marauder/Ravager, Wyvern/Quartzhide, Troll/Battle Troll, and the Behemoth/Dire Behemoth.  Right now you're saying, "yeah, so?".  Looking at the other towns all of them have exactly three Large Creatures, no more, no less.

Haven
Griffin
Paladin
Angel

Necropolis
Lich
Wraith
Spectral Dragons

Inferno
Nightmares
Pit Lords
Devils

Academy
Djinn
Rakshasa
Titans

Sylvan
Unicorns
Treants
Green Dragons

Dungeon
Dark Raider
Hydra
Black Dragons

I bring this up because it just kind of struck me that Nival/Ubi had probably done this for a reason.  It's a little too coincidental that all six towns have three Large Creatures.  Thoughts?  I'm really not trying to rain on anyone's parade or anything.  I really like what you guys have going so far.  I just thought this might be a problem and wanted to help out, if it does at all.

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted August 25, 2006 04:18 AM

Crash-Burn thanks for bringing that up. Marauders are small creatures. I know that may seem odd but you've seen how the hellhound is sprawled out over more than one tile. I figure the same can be applied for the wolf riders. Either that or you could make the wyvern small creatures, but myeh... its a rather weak compromise which i dont really favor but am offering as a weak alternative. I'd go with 1 tile wolf riders.

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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted August 25, 2006 12:01 PM

Well wolves should be a little larger than cerberi, but I guess they can take just one tile without any problems. On the other hand, I don't see why liches take four tiles, but never mind

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted August 25, 2006 01:24 PM

SBlister, I must admit that you've done a wonderful job edditing my descriptions, they're beyond great. I'll try to do some in-game descriptions later today. They'll be shorter and more to the point. One thing you've forgot to mention though, is that the Hobgoblins aren't armed with knives but with cleavers.

I also agree that the Marauders and Ravagers shouldn't be large creatures, though they should overlap the one tile they're standing on. Still since the battlefield is 10x12, it should be possible to have four large creatures standing there(Especialy when heroes have tactics).
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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted August 25, 2006 03:13 PM

Thanks War-Overlord but I was merely tweaking the awesome ideas that you came up with. I've added the cleavers to the hobgoblins as well. I wasn't suggesting the overlap a tile but if you notice that some creatures tend to be sprawled out more... well if anything the wolf riders could do the same but they do only occupy one tile. does anyone know how to do the growth rate and pricing stats for the stronghold creatures?

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Crashnburn
Crashnburn


Hired Hero
posted August 25, 2006 03:25 PM

Quote:
Crash-Burn thanks for bringing that up. Marauders are small creatures. I know that may seem odd but you've seen how the hellhound is sprawled out over more than one tile. I figure the same can be applied for the wolf riders. Either that or you could make the wyvern small creatures, but myeh... its a rather weak compromise which i dont really favor but am offering as a weak alternative. I'd go with 1 tile wolf riders.


I figured that was going to be the solution.  I was going off War-overlord's descriptions and in it he stated that the wolves are as big as horses.  Looking at the three horse type creatures that are in the game (Paladin, Nightmare, and Unicorn) they are Large Creatures.  Also I realized all cavalry units in the game are Large Creatures (Paladin and Dark Raider).  Do you think that something will be lost in translation with the look of the creature if it is on the same number of tiles with Orc and Wolf as the Orc Berserker itself?

I also have a question regarding the Warlord's/Barbarian's racial ability.  Is the ability set as Bloodlust or are you open to suggestions?  I think Baklava's Bloodlust ability is great don't get me wrong.  I only ask because I came up with one that I think could work pretty well.  

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted August 25, 2006 04:42 PM

As far as I know, we're still open for suggestions. So please go ahead and tell us what you have thought of.
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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted August 25, 2006 05:22 PM

The horse sized wolf has been removed from the new description CrashBurn but thanks for clearing that up. Another change that could be possible is putting hobgoblins on the wolves if you think orcs are too large.

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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted August 25, 2006 05:23 PM

Quote:
I also have a question regarding the Warlord's/Barbarian's racial ability. Is the ability set as Bloodlust or are you open to suggestions?

Dude, this is a fan-made Stronghold. We're always open for suggestions. What did you come up with?

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Crashnburn
Crashnburn


Hired Hero
posted August 25, 2006 08:16 PM
Edited by Crashnburn at 20:19, 25 Aug 2006.

Quote:
Another change that could be possible is putting hobgoblins on the wolves if you think orcs are too large.


If you put Goblins/Hobgoblins on a normal size wolf that would seem to fit more in one tile, but I think it feels out of place as a level three creature.  Goblins just are a weaker creature and would seem like they would be lower than the Berserkers.  I know the wolf and a faster attack adds a new dynamic to the goblin but in my mind it would still be weaker than if an Orc was riding it or a Berserker.

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted August 25, 2006 08:57 PM
Edited by Gnoll_Mage at 20:59, 25 Aug 2006.

Just to tidy up the matter, Alcibiades says,
I'm not really sure as to the exact origin of the Creation Myth. I thought it came from the Deluxe Edition material, and thus originated in official material, but I might be mistaken. I have only collected the information from material on the forum, so I don't know the exact origin.

So it's nothing definitely offical. Just thought you'd like to know

As for the wolf, the only suggestion I can come up with is that they are normally one square but can magically transform into four if room, giving them better stats, but that's lame lame lame IMO
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Crashnburn
Crashnburn


Hired Hero
posted August 25, 2006 09:13 PM

Quote:
Quote:
I also have a question regarding the Warlord's/Barbarian's racial ability. Is the ability set as Bloodlust or are you open to suggestions?

Dude, this is a fan-made Stronghold. We're always open for suggestions. What did you come up with?


When I think of a Warlord/Barbarian I think of a fighter like a knight but without the honor of a knight.  Barbarians are ruthless brutes that resort to, what is viewed by many, underhanded or dirty tactics such as pillaging, raiding, plundering, suprise attacks and ambushes.  Which led me to coming up with this racial ability.

Ambush
Lvl 1 - If Warlord/Barbarian hero attacks an enemy hero the enemy hero will skip their tactics phase.  The enemy's troops will be randomly placed in what would have been their tactics field.  At the start of combat any level 1 creatures in the attacking Warlord/Barbarian army are able to take one turn before initiative comes into play.
Lvl 2 - If Warlord/Barbarian hero attacks an enemy hero the enemy hero will skip their tactics phase.  The enemy's troops will be randomly placed in what would have been their tactics field.  At the start of combat any level 1 and 2 creatures in the attacking Warlord/Barbarian army are able to take one turn before initiative comes into play.
Lvl 3 -If Warlord/Barbarian hero attacks an enemy hero the enemy hero will skip their tactics phase.  The enemy's troops will be randomly placed in what would have been their tactics field.  At the start of combat any level 1, 2, and 3 creatures in the attacking Warlord/Barbarian army are able to take one turn before initiative comes into play.
Lvl 4 -If Warlord/Barbarian hero attacks an enemy hero the enemy hero will skip their tactics phase.  The enemy's troops will be randomly placed in what would have been their tactics field.  At the start of combat any level 1, 2, 3, and 4 creatures in the attacking Warlord/Barbarian army are able to take one turn before initiative comes into play.

Associated abilities:
1) Tactical Advantage: Teaches the hero the Fire Trap spell if not already known.  The Warlord/Barbarian hero will automatically cast Fire Trap at the start of combat with no mana consumption.
2)
3)
4) Reinforcements - An ability that allows the Warlord/Barbarian hero to call in any creature stacks that were left off the battlefield at the start of combat one stack at a time.


I haven't come up with the two remaining associated abilities, and would appreciate any thoughts on what those two remaining abilities should be or an constructive criticsm on how to improve the over all racial ability.

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted August 25, 2006 09:19 PM

I prefer Baklava's Bloodlust as a racial ability since these are Orcs. But I'd love to see ambush incorporated as one of the associated skills because it has a lot of promise. Sorry CrashBurn, but the bloodlust narrowly outbeat the ambush in my books... calling reinforcemnets would be too much like gating... hence not desirable since we are trying to make the Stronghold as original as possible.

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Crashnburn
Crashnburn


Hired Hero
posted August 25, 2006 10:03 PM

Quote:
I prefer Baklava's Bloodlust as a racial ability since these are Orcs. But I'd love to see ambush incorporated as one of the associated skills because it has a lot of promise. Sorry CrashBurn, but the bloodlust narrowly outbeat the ambush in my books... calling reinforcemnets would be too much like gating... hence not desirable since we are trying to make the Stronghold as original as possible.


Don't be sorry.  I said from the start that I liked Baklava's Bloodlust ability a lot.  I just had came up with this other concept and wanted to run it by you guys.  

Just want to clear up the thing about gating and reinforcements real quick though.  Gating you basically get a lot of free troops in the course of a battle.  Each unit can gate copies of themselve.  Reinforcements actually relies on troops that you actually have.  Only the hero can call in reinforcements and even then it is troops that the player left off the field of battle during the tatics phase.  For example say I have Goblins, Berserkers, Wyverns, and Behemoths.  And during my tatics phase I decide I don't want to place the Behemoths on the field of battle (which you can do in HOMM5) because I don't think I need them and/or I think they might take a lot of losses and I don't want to risk them in this battle.  Let's say for whatever reason I underestimated my opponent and the battle is not going my way.  With reinforcements I could call in the Behemoths that I had left off the battlefield which I wouldn't be able to do normally without the reinforcements ability.  


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