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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Town proposals
Thread: Town proposals This thread is 2 pages long: 1 2 · «PREV
Damacon_Ace
Damacon_Ace


Famous Hero
Also known as Nobris Agni
posted June 30, 2003 06:38 AM

As I promised, more town proposals (with upgrading, 6 levels and no spellcaster units).

NECROPOLIS - Undead Town
Level 1: Skeleton --> Skeleton Warrior
Made from animated bones, skeletons and skeleton warriors are the backbone of undead armies and are the main production of Necromancy. Their skeletal form protects them from ranged attack.

Level 2: Ghost --> Wraith
Ghosts and Wraiths are flying spirits for the necropolis. They have an unaturally high defense thanks to their insubstantial ability. In addition, wraiths have the ability to age enemies, crippling them.

Level 3: Lich --> Power Lich
Liches and Power Liches are the only undead shooter. Both types shoot a death cloud that always does damage in the target hex and also damages adjacent living units.

Level 4: Vampire --> Vampire Lord
Vampires and Vampire Lords attack with so much fear that their enemy cannot retaliate. In addition, the Vampire Lord can drain life from sucking out living targets.

Level 5: Dark Knight --> Dark Champion
Dark Knights and Dark Champions attack with sharp blades. Both knights have the ability to sometimes terrorise their enemies, making them miss their turn.

Level 6: Bone Dragon --> Ghost Dragon
Bone and Ghost Dragons are the mightiest undead units. Their attack sends a wave of panic* on their enemies making them flee without retaliating. In addition, ghost dragons gain the insubstantial ability.

* Only on living units. Undead and non-living units retaliate against an undead dragon.

INFERNO - The new demon town
Level 1: Imp --> Elder Imp
Imps and Elder Imps are fragile but numerous. Both have the abililty to fly while elder imps gain the ability to steal mana from enemies and transfer them to the friendly hero.

Level 2: Hell Hound --> Cerebus
Hell Hound and Cerebri are mean, vicious dogs, attacking with their sharp teeth. In addition, cerebri are able to attack three enemies at once without fear of retaliation.

Level 3: Gargoyle --> Horned Gargoyle
Gargoyles and Horned gargoyles are strong, flying demons created from the spawns of hell. Both gargoyles are protected by stone skin, increasing their defence.

Level 4: Pit Spawn* --> Hell Spawn*
Created from the realms of hell, Pit spawn are powerful shooters who spit fireballs from their mouths. Hell spawn shoot a fireball that's big enough to damage nearby units.

Level 5: Efreet --> Efreet Sultan
Efreet and Efreet Sultans attack with a fiery grasp that burns and jolts enemies badly. They are immune to all fire-based spells and are strongly resistant to fire attacks. In addition, Efreet sultans have a natural fire shield which deflects damage back on the attacker.

Level 6: Devil --> Arch Devil
Devils and arch devils are the ultimate rulers of the inferno lineup. Their ability to teleport makes them attack with such suprise that the enemy cannot retaliate. They also do 150% damage to angels and take 50% less damage from all Castle units.

* Pit and Hell Spawn are similar to Venom Spawn from Heroes 4.

More to come soon...
____________
No one knows my true nature here...

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vladpopescu79
vladpopescu79


Promising
Famous Hero
a vampire of taste
posted July 03, 2003 11:58 PM
Edited By: vladpopescu79 on 14 Jul 2003

And now another town, which is not really a town, it’s a Forest: the nature town. The forest is inhabited solely druids, dwarfs and elves, using in their army also other creatures of  the wildness.

1. Dwarf -----> Battle Dwarf
   the green dwarf is the red-beard small fellow that we’re used to. It doesn’t have shiny clothes like in h4, but a green suit of woodman. He uses the double-axe as always, and though he is not fast, he is very tough for his level and has great endurance(greater range than before).
   The Battle dwarf has armored plate, horned-helmet, and disposes of some might resistance, especially at low level spells.

2. Old Dendroid -----> Green Dendroid
   the dendroid is very “muscular”.  The range is small, same with the speed, but has good defence. The only problem is that he has a weaknes regarding fire spells. Those deal 50% more damage to him.
   The green dendroid has normal defence against fire spells, and almost same stats as his predecesor. He posesses a special ability: he can attack from two-three hexes away, by reaching out his roots, grabbing and pulling the enemy  towards him. As he keeps him tight, he uses his branches to do the damage. This way he can break the defence line of the enemies.

3. Tree Elf -----> Elf Defender
   The tree elf uses a light bow, shooting twice and there is penalty at long distances.
   The Elf Defender has armor and a larger bow, two shots and no penalty for the distance. Poor in melee, both of them.

4. Unicorn ----> White Unicorn
   The unicorn is light-brown of color and uses the horn to “first”-strike the opponent.
   The white unicorn has moreover the blind ability.

5. Druid -----> High Druid
   The druid is basically a summoner. He can summon some air or water elements, and these perform the action in his stead. They dissapear after the attack. The druids has therefor enough spellpoints for multiple summonings.
   The High Druids is also a summoner, using air,water,fire,earth elements. They also dissapear. He can also summon them for the duration of the battle, but they vanish after, and they do not attack immediately the enemy. He uses also cure-spells for his allies.

6. Firebird -----> Phoenix
   The firebird has fire-resistance.
   The phoenix can ressurect itself. After the whole stack dies, or whenever the hero (you) desire.
Edited: after viewing the Harry Potter II, here are new skills for The Phoenix: healing tears and great lifting capabilities. So these would turn into:
- Firebird gives more movement for the army that she belongs to;
- Phoenix gives even more movement to the army, and she has spellpoints for several healings during a battle. She can recover hitpoints but not ressurect allies. She can only resurect herself.

I guess my allignment with this town is very conservatorial, but the best troops for it have already been used, so I use them too...
The grail-structure (a massive tree-like stone) provides as protector of your town the Gaia.

____________
MANE, TEKEL, FARES

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Damacon_Ace
Damacon_Ace


Famous Hero
Also known as Nobris Agni
posted July 04, 2003 01:22 PM

As I promised, more town proposals (6 levels with upgrades):

FORTRESS - the new 'Chaos' town
Level 1: Gnoll --> Gnoll Warrior
Gnolls and Gnoll Warriors are the basic footsoldiers of the fortress. The gnoll warriors have the ability to stun their enemies, making them unable to take action for one turn.

Level 2: Harpy --> Harpy Hag
Harpies and Harpy Hags have a swooping attack which takes them back to the place where they originally started their attack from. Harpy hags suffer no retaliation for their attack.

Level 3: Medusa --> Medusa Queen
Medusas and Medusa Queens have a ranged shot which can petrify the enemy, killing them instantly. Medusa Queens ignore range penalties for attacking.

Level 4: Minotaur --> Minotaur King
Minotaurs and Minotaur Kings have a very deadly axe attack and can even completely block an attack from an enemy, giving them no damage. Regular Minotaurs have a 10% chance of blocking an attack, kings have 20% chance of blocking.

Level 5: Hydra --> Chaos Hydra
The attack of hydras and chaos hydras is so overwhelming that the enemy cannot retaliate. In addition, they attack all adjacent enemies when attacking.

Level 6: Red Dragon --> Black Dragon
Red Dragons and Black Dragons are the mightiest units of the Fortress. Both have a breath attack which can attack more than one enemy at once, and are immune to all spells. In addition, the black dragon's arc breath attack also hits adjacent enemies near the target, allowing it to hit 6 enemies at once (a longer version of the cerebri area attack).

RAMPART - the new nature town
Level 1: Pixie --> Sprite
Pixies and Sprites are lightweight dwellers of the Rampart. They attack with so much speed the enemy cannot retaliate. In addition, the presence of sprites in the army give friendly units extra luck.

Level 2: Centaur --> Centaur Captain
Armed with throwing spears, centaurs and centaur captains are decent shooters. Both do full damage at hand-to-hand attack.

Level 3: Elf --> Grand Elf
Elves and Grand elves are masters of the longbow. Both elf and grand elf strike so fast that they can attack before an enemy archer retaliates. They also fire two shots per turn. Grand elves also gain the ability of no range or obstacle penalty.

Level 4: Dendroid --> Ancient Dendroid
Dendroids and Ancient Dendroids attack with heavy blows from their woody arms. Their attack is so overwhelming for some that they become stunned and dizzy for a while. Dendroids also have the ability to resist magic, for normal dendroids it's 40%, for ancients, it's 70%.

Level 5: Unicorn --> War Unicorn
Strong footsoldiers, unicorns and war unicorns have a chance to blind their enemies when they attack. In addition, war unicorns can attack before the enemy can retaliate.

Level 6: Firebird --> Phoenix
These mighty birds attack with fiery breath that can hit more than one enemy at once. Both firebird and phoenix are immune to all fire-based spells and take less from fire attacks. In addition, the phoenix can resurrect itself from its own ashes.

More to come soon.
____________
No one knows my true nature here...

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Lordskeleton
Lordskeleton


Adventuring Hero
The really REALLY bad guy
posted July 16, 2003 01:00 AM

I thought Dragons lived in caves. Don't you think a swamp, with all those trees, not to mention the less than solid ground would be the last place you would find a dragon? I don't think a swamp qualifies as "Dragon terrain".
____________
Vad gagnar det en människa om han vinner hela världen men förlorar sin själ?

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Damacon_Ace
Damacon_Ace


Famous Hero
Also known as Nobris Agni
posted July 18, 2003 03:47 AM

LordSkeleton, in Heroes 4 the asylum was native to the swamp. That town contained Black Dragons. So think twice before you say that swamps are unsuitable for dragon inhabitation.
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No one knows my true nature here...

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Lordskeleton
Lordskeleton


Adventuring Hero
The really REALLY bad guy
posted July 19, 2003 03:23 AM
Edited By: Lordskeleton on 18 Jul 2003

They were in the ASYLUM???

Actually I knew that. Asamof I never thought of a swamp as the dragons' native ground. I think that's the last place you would find one. Sure they fit into the asylum with their crush/burn/loot way of life, seeding chaos and destruction. Still, the dragon as a creature does NOT fit in a swamp!
____________
Vad gagnar det en människa om han vinner hela världen men förlorar sin själ?

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this_other_guy
this_other_guy


Famous Hero
{0_o} heh...
posted July 19, 2003 05:30 AM

Does it matter that much what the dragon's native terrain is???

Anyway, in Homm1, the swamp was also the dragon's native ground.
____________
1f u c4n r34d th1s u r34lly n33d t0 g37 l41d

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Lordskeleton
Lordskeleton


Adventuring Hero
The really REALLY bad guy
posted July 20, 2003 12:32 AM

So? I think they found their home in H3:s caves.
____________
Vad gagnar det en människa om han vinner hela världen men förlorar sin själ?

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vladpopescu79
vladpopescu79


Promising
Famous Hero
a vampire of taste
posted July 20, 2003 10:47 PM


personally, I don't know where dragons live, I've seen cliffs, towers, laboratories and caves during heroes series. Can anyone tell which one is the right one? It doesn't really matter.
But my problem is this: too many dragons in the game. the worse I've seen was the glorious end of Heroes3, when there were as many breeds of dragons as other creatures were... . This inflation of dragons I don't like. It only shows lack of inspiration in bringing out moreee types of creatures in updates. the H4 rectified it somewhat, but not entirely. Again with the appearance of WoW, 5 types of dragons on our screens. This is way too much. I would keep in the next game only one. Two at max, and only if it is imperiously necessar.
____________
MANE, TEKEL, FARES

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Magus
Magus


Hired Hero
Warper of Time-Space
posted July 21, 2003 02:10 AM

From the 2nd Edition D&D Monsterous Manual
Black Dragon-Lives in swamps
Blue Dragon-Lives in deserts
Green Dragon-Lives in forests
Red Dragon-Lives in mountians
White Dragon-Lives in artic
And there are still the metallic dragons, the gem dragons, and the demidragons, all with equally diverse habitats.

The reason that there are so many dragons in heroes is that so many more types of dragons have been concived than any other creature. For all I care they could have all 21 breeds of dragon in the game as long as the had an equally staggering amount of other creatures
____________
So was the land riven by Chaos and Destruction, and so it was cleansed from existence. I did this, the Magus of Ly'kail, Magus of the Sylvan Kingdoms.

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sniper
sniper


Known Hero
Dark paladin of Deyja
posted July 21, 2003 03:33 AM
Edited By: sniper on 22 Jul 2003

Well here is some editing a better ideea , i think:

Furnance:
it is actualy the dwarf town, with 3 dwarf units and 3 mechanical units.

lvl. 1 Aprentice>>>Smith-----Blacksmith
the aprentice is a slow moving unit with a great resistance to magic, his weapon is the hammer that he uses in the forge.

lvl. 2 Scorpion>>>Balista-----warmachine yard
the Furnance ranged unit, it fires over walls and has no melee penalty.

lvl. 3 Stone golem>>>Granite golem-----golem factory
similar to homm3 just biger

lvl. 4 Batlledwarf>>>Dwarf lord-----dwarven halls
a slow but very strong unit with high defence and atack.
unlike in homm3 these dwarfs have an axe.

lvl. 5 Dwarf shaman>>>Dwarf runelord------Rune temple
the dwarf spellcaster, can cast mirth and meteor shower

lvl. 6 Iron giant>>>Colosus-------Foundry
this unit has a 30% procent chance to stun its oponent for 2 rounds, it looks something lke a titan

not to forget the grail:
a huge brick smelter, it gives all alied units +2 defens,

____________

You only see me once..

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Damacon_Ace
Damacon_Ace


Famous Hero
Also known as Nobris Agni
posted July 22, 2003 06:02 AM

My new proposal for the Heroes 5 Stronghold (with upgrading and 6 levels):

STRONGHOLD

Level 1: Orc --> Orc Chief
Orcs and Orc chiefs are the basic units of the stronghold, and one of the toughest. They throw axes at their enemies and can also deal full damage hand-to-hand.

Level 2: Wolf --> Frenzy Wolf
Wolves and Frenzy Wolves are ferocious attackers of the stronghold. Both can attack twice per turn while the frenzy wolves also get the ability to retaliate against any number of attackers.

Level 3: Ogre --> Ogre Mage
Slow but tough, ogres and ogre magi are strong and sturdy footsoldiers. The ogre mage can also cast Bloodlust on a friendly target.

Level 4: Gorgon --> Mighty Gorgon
Gorgons and mighty gorgons attack with acid breath. The mighty gorgon gains a death stare attack which has a 10% chance for every 10 mighty gorgons to kill a creature instantly.

Level 5: Cyclops --> Cyclops King
Cyclops and Cyclops Kings hurl large boulders that shatter on impact, damaging all nearby units. In addition, the cyclops king does full damage in melee combat.

Level 6: Thunderbird --> Legendary Thunderbird
Thunderbirds and legendary thunderbirds attack are enchanted with powerful lightning that strikes the enemy after the initial attack. For normal thunderbirds, its 10 damage per bird, for legendaries, its 20 per bird.
____________
No one knows my true nature here...

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Sniper
Sniper


Known Hero
Dark paladin of Deyja
posted July 23, 2003 11:03 PM
Edited By: Sniper on 23 Jul 2003

Quote:
3rd Level. Viking/Viking Chieftain (Dragonship Wharf)
Quote:


it would be better if u changed from Dragonship wharf to
Drakkar wharf(its the same but this sounds better)
____________

You only see me once..

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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted August 13, 2003 11:12 PM

Quote:
Quote:
3rd Level. Viking/Viking Chieftain (Dragonship Wharf)
Quote:


it would be better if u changed from Dragonship wharf to
Drakkar wharf(its the same but this sounds better)


Vikings made dragonships... They were famous for making them....

Why should I change to something else which I've never heard of them making?
____________
"A brilliant light can either illuminate or blind. How will you know which until you open your eyes?"

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vladpopescu79
vladpopescu79


Promising
Famous Hero
a vampire of taste
posted August 15, 2003 11:32 PM

Quote:
Quote:
Quote:
3rd Level. Viking/Viking Chieftain (Dragonship Wharf)
Quote:


it would be better if u changed from Dragonship wharf to
Drakkar wharf(its the same but this sounds better)


Vikings made dragonships... They were famous for making them....

Why should I change to something else which I've never heard of them making?


Actually, both of you are right... the Drakkar is the same thing with the Dragonship (drakkar means demon and it was depicted as a dragon-like monster in those days... so it's only a matter of personal choice.
____________
MANE, TEKEL, FARES

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chansey4me
chansey4me


Adventuring Hero
Lovely Miss
posted August 16, 2003 12:34 AM

I like the idea of lots of different towns, or a town where it changes what you can buy based on what terrain it's on (magic cloud=angels and flying things, forest=elves, etc.)
Everyone has such good ideas! Very inspiring! ^-^
____________
LA!

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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted August 17, 2003 01:42 AM
Edited By: Djive on 17 Aug 2003

Since everyone seems to be posting...

... town lineups.

I might do one as well.

The Themes here are primarily Terrain based, and may additionally be based on Good-Evil or Lawful-Chaotic alignments.

I've not listed upgrades or choices here. Only the base creatures.

Each town has 9 base creatures, and in some towns three of this are shared with another town, the one that has the same common terrain.

Line ups with creatures in increasing power:

Swamp Terrain ("Fortress"):
Gnoll, Lizardman, Dragonfly, Medusa, Basilisk, Nightmare, Gorgon, Hydra, Dragon.

Rough Terrain ("Stronghold"):
Goblin, Centaur, Orc, Wolf, Berserker, Ogre, Roc, Cyclops, Behemoth.

Dirt and Grass ("Castle" (Lawful Good)- "Necropolis" (Chaotic Evil))
Lawful Good creatures: Squire, Ranger, Pikeman, Monk, Crusader, Champion
Neutral creatures: Ballista, Catapult, Zeppelin (=Airship)
Chaotic Evil creatures: Skeleton, Zombie, Ghost, Vampire, Lich, Bone Dragon.

Forest: (Good-Evil)
Good creatures: Sprite, Nymph, Elf, Pegasus, Dendroid, Unicorn.
Neutral creatures: Air Elemental, Druid, Mantis
Evil creatures: Brownie, Satyr, Drow, Shade, Spider Queen (type AoW2), Faerie Dragon.

Hills and Mountains: (Lawful-Chaotic)
Lawful: Halfling, Gargoyle, Dwarf, Cannon, Dragon Golem, Valkyrie
Neutral: Earth Elemental, Griffin, Wyvern
Chaotic: Troglodyte, Beholder, Duregar, Minotaur, Troll, Manticore

Water and Snow: (Lawful-Chaotic)
Lawful: Gremlim, Gnome, Mage, Golem, Genie, Giant.
Neutral: Shard Thrower (something like an AoW2 frostling), Undine (Water Elemental), Polar Bear
Chaotic: Ice Melphit, Ice Demon, Snow Witch, Yeti, Mammoth, Scylla


Desert and Lava: (Good-Evil)
Good creatures: Firecat (like an AoW2 Tigran), Kockatrice, Mystic (like the AoW2 Mystic),  Naga, Sphinx, Phoenix.
Neutral creatures: Cerberus, Nomad, Salamander (Fire Elemental)
Evil creatures: Imp, Magog, Demon, Succubus, Fiend, Efreet.
____________
"A brilliant light can either illuminate or blind. How will you know which until you open your eyes?"

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chansey4me
chansey4me


Adventuring Hero
Lovely Miss
posted August 17, 2003 02:14 AM

Oh, how I've yearned for an army with Polar Bears and Undines! I love your monster choices!
____________
LA!

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yasmiel
yasmiel


Supreme Hero
Former Chessmaster
posted August 17, 2003 03:06 AM
Edited By: yasmiel on 16 Aug 2003

2 similar available unts per level,  6 levels, training guild in each town, no upgrades:

Good (+15% to Att, Def & Speed at Day, -15% at Night)
Evil (+15% to Att, Def & Speed at Night, -15% at Day)
Neutral (No modifications)

Necropolis:

1: SKELETON       (60%piercing resistance, faster than mummy)
  MUMMY          (Curse, more hit points thn captain)
2: WRAITH         (50% poison on HTH)
  GHOST          (40% damage resist, regeneration, fly)
3: NECROMANCER    (1% bonus on all undead ATT&DEF per unit, animate dead)
                 Spells: Animate Dead
  DARK PRIEST    (shooter, 150% damage to good creatures)
                 Spells: Darkness (day to night for 2 turns once), Mana Leech (steals mana)
4: VAMPYRE LORD   (drains life in melee, fly)
  BAT-MASTER     (bat swarm, bat form(80% damage resistance,cannot attack), fly)
5: POWER LICH     (ranged, death cloud, poison on HTH)
                 Spells: Reanimation* (Reanimates a number of hit points to itself)
  ANCIENT LICH   (death ripple attack,40% damage from magic)
6: DEATH KNIGHT   (15% triple damage, weakness in HTH,-2 enem. morale)
  DARK LORD      (double damage vs good creatures, imune to magic)
                 
Allignements: All Evil

Training Guildone abbility can be purchased per week):
 1: Thirst- Vampires gain +2 speed                             4000gp
 2: Intimidation- 25% chance of inflicting fear for Skeletons  3000gp
 3: Better Balsamination- adds hitpoints to Mummy              3200gp
 4: Pestilence- increased damage for Power/Ancient Lich        5000gp
 5: Dark Vision- Power Liches dont have range penalty          7000gp
 6: Greater Reanimation, Reanimates 25% Creatures after battle 7000gp
 7: Amplifier net- +15% to necromancy skill of your heroes     2500gp

New Buildings: Cursed Land:- anti undead(holy) spells and abillities cant be used in town;



Castle:

1: MILITIA     (slightly better combat values)
  ROGUE       (loots dead bodies- ex: 2 gold per corpse in combat)
2: ASSASIN     ((25-hero level%) chance to assasinate a hero in melee)
  SKIRMISHER  (50% missile resistance, low range atack,)
3: LONGBOWMAN  (no range penalty)  
  CROSSBOWMAN (slightly greater damage, more units per week)
4: PALADIN     (double damage vs evil aligned creatures)
              Spells: Prayer (increases combat values of 1 unit)
  RONIN       (50% chance of poison upon melee atack)  
5: KNIGHT      (jousting bonus, 2 hex range)
  MERCENARY   (+50% damage if richest player on map)
6: MONK       -(unarmed melee figter, 10% chanelling chance(kills half enemy stack), 40%
              dodge chance)
              Spells: Diamond body* (takes 20% damage from spells, bonus to defence)
  ZEALOT     -(ranged strafe atack(50% damage to all creatures between him and target),
              magic mirror)
              Spells: Force field* (effect is like he has moat"H3" around him), Blur*
              (80% range resistance), Resurection (once)
*- effects caster only

Alignments:
Good: Militia, Skirmisher, Longbowman, Paladin,Knight, Monk
Neutral: Crossbowman, Mercenary, Zealot
Evil: Rogue, Assasin, Ronin

Training Guildone abbility can be purchased per week):
 1: Focus- 20% damage resistance for monks and zealots      6000gp
 2: Tournaments- Knights gain +3 morale                     3000gp
 3: Fire Arrows/Bolts- inc. damage for archers/crossbowmans 3500gp
 4: Holy Quest- Paladins have increased att/def             4000gp
 5: Increased Bounties- Mercenaries gain +2 speed           3300gp
 6: Loosen Laws- +2 morale to evil aligned creatures        4500gp
 7: Balanced Spears- +1 range for Skirmishers               2500gp
         

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SirDunco
SirDunco


Responsible
Supreme Hero
posted August 17, 2003 09:55 PM
Edited by alcibiades at 11:38, 29 Jun 2009.

I'm sorry but i'm an AOW2 hardcore fan and a big supporter of dirrect race separation.

So here are my two town.

Elfs,

Might Hero: Archery Mage Hero: Nature(or Earth) Magic
Might hero basic stats: Attack:2 Defense:2 spell: 1 Know: 1
Mage heros basic stats: Attack:1 defense:1 spell: 2 Know: 2

Units:

Lv.1 Glade Runner/ Glade Scout- fast moving units with resonably good attack and defense
Building: Cottage
Gold:10/17 att. 2/3 def 3/4 move 20/22 hit 3/5 dam2-3/2-4

Lv.2 Warrior/ Light Infatry- infatry(light)
Building: Barracks
Gold 20/24 att 4/6 def 4/5 move 18/17 hit 8/10 dam 3-5/4-6

Lv.3 Archer/Sharpshooter- speaks for it self
Building: Archery Range
Gold 45/60 att 6/9 def 5/6 move 19/20 hit 15/15 dam 5-7/8-10
*Sharpshooters will start with a penalty range of 65%, but after hero tops level 10 they will resume their qualities from Homm3. Untill lv.10 the distance they can shoot on a maximum will slowly increase.

Lv.4 Swordsman/Heavy Infatry- higly trained power full wariors
Building: Fort
Gold 60/75 att8/11 def 8/10 move 15/17 hit 35/46 dam10-12/12-14

Lv.5 Horse Archer/Mounted Archer
Building: Stables
Gold: 90/105 att:14/17 def 13/16 move 25/33 hit 49/67 dam 13-15/ 14-19

Lv.6 War Unicorn/ Iron Maiden- The Iron Maiden is a powerfull mounted unicorn
Building: Unicorn Glade
Gold 250/450 att 16/25 def 16/22 move 30/33 hit 87/ 125 dam 19-22/22-27

Lv.7 Green dragon/ Golden Dragon
Building Dragon Hills
Gold 750/140 att 27/35 def 30/39 move 30/35 hit 130/200 dam 25-29/ 33-50

Second Town: Frost town
Might Hero: Offence Magic Hero: Air Magic
Might hero: att.2 def1 spell2 know 1
Magic Hero: att 1 def 1 spell 3 know 2
         
Units.

Lv.1
Snow thrower/Snow Blower a unit that throws snow
Building: Snow dunes
Gold 9/14 att3/4 def 2/3 move 15/19 hit 2/4 dam 2-3/3-5

Lv.2 Raider/Frozen Blade infatry
Building Frozen Baracks
Gold 15/23 att5/8 def 4/7 move 15/17 hit 8/10 dam 4-7/ 5-8

Lv.3 Archer/ Frozen Arrow
Building Archers Igloo
Gold 28/47 att9/14 def 8/13 move 18/20 hit 13/15 dam 9-12/ 13-16

Lv. 4 Snow Witch/ Frost Witch
Building Magic Palace
Gold 50/67 att 13/18 def 16/18 move 19/22 hit 20/29 dam 12-13/14-15

Lv. 5 Snow Snake/ Snow Python
Building snake Cave
Gold 92/112 att 14/17 def 15/18 move 30/33 hit34/43 dam 13-16/14-16

Lv. 6 Mamooth/Mamooth Rider- a unit that can crush walls
Building: Mamooth Grazings
gold 300/390 att 18/28 def 19/29 move 30/33 hit 90-130

Lv. 7 Tall wolf/ Doom wolf- unit that can freez with it's attack
Building: Wolf cave
gold 750/1300 att 26/34 def 27/33 move 30/35 hit 150-220




Moderator's note:This topic has been closed, as it refers to an older version of the game. To discuss Heroes 3, please go to Library Of Enlightenment, to discuss Heroes 4, please go to War Room Of Axeoth, to discuss Heroes 5, go to Temple Of Ashan.
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