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Heroes Community > Heroes 7+ Altar of Wishes > Thread: My Complete Ideas for an Expansion
Thread: My Complete Ideas for an Expansion
Fofa
Fofa


Famous Hero
Famous? Me?!
posted May 23, 2007 01:27 AM
Edited by Fofa at 01:42, 11 Jun 2007.

My Complete Ideas for an Expansion

Well, we know that Tribes of the East will be the final expansion, but hey, why not post my own? This is just the table of contents, as the actual contents will be posted later. Updates will come as time progresses.

Table of Contents:
Section 1: Towns
1.1: Guild
1.2: Prison
1.3: Hideout

Section 2: Neutral Creatures
2.1: Level 1
2.2: Level 3
2.3: Level 4
2.4: Level 5
2.5: Level 6
2.6: Level 7

Section 3: Adventure Map Buildings
3.1: Creature Dwellings
3.2: Creature Banks
3.3: Miscellaneous

Section 4: Artifacts
4.1: Minor
4.2: Major
4.3: Relic

Section 5: Campaign
5.1: Plot Synopsis
5.2: Branching Paths

Section 6: Miscellaneous
6.1: Moon Weeks
6.2: Author's Notes

Edit: Removed the Level 2 Neutral creatures from the table of contents, since I have deleted them from the list.
I've tried to post all three of my towns into one for the first page, but it got butchered results, and as a result, I deleted it. If someone could clarify whether or not I need to post the towns in separate responses, that would be helpful.
____________
Creator of the Guild and Prison towns for ICTC.

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GenieLord
GenieLord


Honorable
Legendary Hero
posted May 23, 2007 08:24 AM

Fofa, I really like your both factions.
However, I don't think that they combine well. Expansion with both of them won't fit Ashan well, in my opinion.
Individually, each one of them is great. Try to find other combination of factions.
Can you please give a link of the Hideout, if there is? Or it isn't ready?

The plan seems to me good and organized.
Just a tiny thing: 14 neutral creatures in one expansion is too much, in my opinion.

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yasmiel
yasmiel


Supreme Hero
Former Chessmaster
posted May 23, 2007 10:31 PM

Imho, every single neutral creature is unnecessary, its just a waste of creature model. Only neutrals that ever see the use would be lvl 8+.

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SS
SS


Known Hero
Strike first, Strike Hard
posted June 17, 2007 10:47 PM

Quote:
Well, we know that Tribes of the East will be the final expansion, but hey, why not post my own? This is just the table of contents, as the actual contents will be posted later. Updates will come as time progresses.

Table of Contents:
Section 1: Towns
1.1: Guild
1.2: Prison
1.3: Hideout

Section 2: Neutral Creatures
2.1: Level 1
2.2: Level 3
2.3: Level 4
2.4: Level 5
2.5: Level 6
2.6: Level 7

Section 3: Adventure Map Buildings
3.1: Creature Dwellings
3.2: Creature Banks
3.3: Miscellaneous

Section 4: Artifacts
4.1: Minor
4.2: Major
4.3: Relic

Section 5: Campaign
5.1: Plot Synopsis
5.2: Branching Paths

Section 6: Miscellaneous
6.1: Moon Weeks
6.2: Author's Notes

Edit: Removed the Level 2 Neutral creatures from the table of contents, since I have deleted them from the list.
I've tried to post all three of my towns into one for the first page, but it got butchered results, and as a result, I deleted it. If someone could clarify whether or not I need to post the towns in separate responses, that would be helpful.


It doesn't make any sense, so what do these setions mean?

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Fofa
Fofa


Famous Hero
Famous? Me?!
posted June 18, 2007 02:02 AM

The sections organize everything, to keep it all in order and so that you don't have to go between posts to find something specific.
____________
Creator of the Guild and Prison towns for ICTC.

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted June 21, 2007 08:27 PM

So when do we get to see your ideas?

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Fofa
Fofa


Famous Hero
Famous? Me?!
posted July 17, 2007 07:42 AM
Edited by Fofa at 05:31, 19 Jul 2007.

Quote:
So when do we get to see your ideas?


Let's see. . .What I'm going to do is post each faction into separate posts, all the neutral creatures in one, since I've drastically reduced the number; you'll see why later. Everything else will also be in their own, single posts. Also, for the factions, I really apologize, but I'm procrastinating a little in regards to finding a scanner to update with better pictures, so you'll have to bear with me.

First up, being my first faction and all, is the Guild. In these updated factions, you will find add-ons such as the alternative upgrades, new towns, a few other things. The link to the original ICTC thread will also be posted.
Link: Original

The Guild:
A.K.A: The sorceresses
Alignment: Neutral
Associated Colours: Silver and sky blue
Worship: All elemental dragons, with a particular liking to Sylath, the Dragon of Air.
Core Philosophy: “It is unknown what the most powerful thing in the universe is, but we believe it is magic, and using it to its fullest extent.”
Core Philosophy: “Never underestimate the power of magic.”
Country/Kingdom: None. They are a nomadic reign, traveling in search of magical artifacts and knowledge.
Capital City: Silin (again, the exact location is unknown)
Key Symbols: A snake curling itself around a staff, four beams merging into one
Rival Faction: Prison (Not in the sense of sworn enemies.)
Preferred Magic Schools: They have no 'preferred' magic school. They'll get combinations of all four schools in their Magic Guilds.
Native Terrain: None (Seeing as they’re always traveling, they adapt to the ground and climate, including their crops.)
Flag:
Link


History:
Origins:
504 YSD- Separation from the Seven Cities
After the Orcish Crusades, many of the Cities’ wizards, most of them being female, became disgusted by the idea of making creatures as slaves and leave to form a new society.

566 YSD- Day of the Tears of Fire
A massive fire burns down the elven capital. The flames consume Brythigga, the mother of trees and sacred to the elves, and leaving behind a blackened scar on the earth where nothing will grow.

The nymphs and naiads, relatives of the Sprites and Pixies, feeling powerless and helpless, leave the Irollian kingdom. Entering the nearby Guild caravan, they hide behind the waterfalls the Guild magically generates, as they enjoy the silence and the Guild’s sense of community.

570 YSD-Alliance with the Elven Kingdom
Elven emissaries have gone to try to convince the nymphs and Naiads to return, but nothing can convince the tree spirits to come back. Seeing this, the emissaries decide to make an alliance with the Guild, reaching a success.

600 YSD-Gifts from the Dragons
As a reward for worshipping each of the elemental dragons, each of the four primary elemental dragons gives elemental faeries to the sorceresses: Wisps, Gnomes, Nereids, and Sylphs. Sylath also gives the sorceresses the noble Pegasi.

Modern Ages:
711 YSD- Flight of the Magic Dragons
As the Necromancers take over the valley of Heresh, they begin taking the residing dragons, the Magic and Faerie dragons, in for Necromancy tests, hoping to make a dragon of their own, with their Bone and Spectral Dragons as the result. Fleeing with all they could, the dragons escape for undisturbed land, but with the Bone Dragons in pursuit. Several of the Guild caravans notice this, and fight off the Bone dragons. The Magic and Faerie Dragons leave, making a bond with the sorceresses, allowing them to come straight to them when needed.

813-822 YSD- War of the Broken Staff
The necromancers attempt to crush the newborn Silver League but the Academy, with the Guild’s sudden assistance in finding a powerful staff, gain the upper hand and invade Heresh. The necromancers are utterly defeated and their kingdom is shattered. However, the staff is also shattered, and the Guild leaves as soon as they appeared, with the broken parts.

969 YSD- Queen Isabel’s War
A wandering sorceress, Gem, tells the Guild master, Marina, about the Prison army’s plan to capture the Sword of Dominion, an artifact when all of its parts are assembled, give the bearer the immense power. Marina gathers researchers to discover information about the artifact’s parts, and assembles an army to get to the parts first.

Culture and Society: Similar to the dark elves, they are also a female dominated society. Men, however, are either trained to be guards, or act as home keepers. If a person, man, woman, or child, lacks magical capabilities; they are simply kept at home. Those with arcane talent, though, are treated in great regard, and receive greater status and training.

They say no country is their home, as they are nomadic. They are constantly changing locations, and never stay there for very long, using magic to transport homes and the like.

The Guild Master, a sorceress of great magical skill, governs all of the politics and such. A guild master keeps her rule until she’s old enough to retire (or dies), and usually, her court retires as well. The new guild master is chosen based through a ceremony based on skill, rather than succession. The winner of the ceremony is the new guild master. Those with skills close to the new leader are chosen to be the new court.

The many faerie creatures composing their armies were gifts to them from the elemental dragons for their uniqueness in worshiping all of them. While they might not be the strongest creatures on Ashan, they can still defeat armies tougher than themselves with both expert use of magic and good tactical planning.

Similar to the Silver Cities, they focus on knowledge and research, but the similarities end there. They don’t believe in competition between educations, so their schools aren’t really fierce (this causes the wizards to call them easygoing slackers, but the sorceresses criticize the wizards' study methods as stressing and in the way of actual learning). They also focus more on studies, rather than assembling creatures made of parts and animating them. Because of this, they often learn spells faster than even their counterparts.

Relations with Other Towns:
Academy: The sorceresses split from the wizards due to the wizards creating the Orcs and enslaving them, doing the same with the beast men. They also have sympathy to the beast-men because of this. Even though the Guild helped out the Silver Cities during the War of the Broken Staff, the sorceresses still have bitter feelings towards the wizards. As a result, Guild forces receive a morale penalty when working with Academy troops.

Dungeon: Although both the sorceresses and the dark elves have great skills in magic, and great potential as allies, their lack of contact doesn’t establish an alliance or a rivalry. Guild forces, when teamed up with Dark Elves, receive no morale changes.

Haven: The Holy Griffin Empire and the sorceresses of the Guild rarely, if ever, interact. As such, there is no change in morale if they fight on the same team.

Necropolis: Despite the fact that both the necromancers and sorceresses have split from the same faction, the sorceresses have a distaste of necromancy, as it involves manipulating flesh. This was pushed further when the necromancers created the Bone and Spectral Dragons and the Sorceresses had to help the Faerie and Magic Dragons escape.  Sorceress troops don’t work well with the undead and get a morale penalty due to this.

Sylvan: One of the Guild’s better relations. Ever since the nymphs and naiads joined the Guild’s forces, the elves, who originally tried to bring them, back but they ended up allying with the sorceresses. The sorceresses will teach some of their magic to the elves, while the elves will trade materials with them.

Inferno: The sorceresses research about Demons to fight them off. And like everyone else, they don’t like the Demons due to the Demon's desire to destroy. The nymphs and naiads have also developed a fear of demons after the Day of the Tears of Fire. This contributes to their morale penalty.

Fortress: The Sorceresses rarely interact with the Dwarves due to their constant movement. There are no morale changes for either side.

Bastion: Sadly, although the sorceresses provide sympathy to the orcs, the orcs themselves are rather distrustful of just about anyone. As a result, the two forces rarely make contact.

Hero Type: Sorceress
Steed: The Sorceresses ride Slephnirs on the adventure map. And no, they can’t fly.
Trail: At first, it’s a silver glow, but as the army grows stronger, so does the glow, with little balls of the same color floating over it.
Racial Specialty: Spell Studies

Basic: Every 2 levels, there’s a 70% chance of getting a spell the first or second circle of any school.

Advanced: Every 2 levels, there’s a 50% chance of getting a spell from the third circle of any school.

Expert: Every 2 levels, there’s a 35% chance of getting a spell from the fourth or fifth circle of any school.

Ultimate: Every 2 levels, there’s a 25% chance of getting a spell from any circle of any school.

Other Skills with Spell Studies
Double Cast: Able to cast two spells in succession when casting, but initiative time for the hero is reduced in half until her next turn.
Part of: Spell Studies
Requires: Reflection (Summoning Magic), Twilight (Light Magic)

Elemental Knowledge: Adds an additional element on the spell cast. Also allows the elements of creatures to be shown.
Part of: Spell Studies
Requires: Master of Conjuration (Summoning Magic)

Elemental Attribute: All creatures have a random element blessed onto their attacks.
Part of: Attack
Requires: Elemental Knowledge (Spell Studies)

Lightning Rod: All Lightning Bolt and Chain Lightning spells cast by the enemy hero will be struck on one of his own units, regardless of actual target. Any large creatures (2x2), or creatures ordered to wait or defend, will always be struck first
Part of: Destructive Magic
Requires: Electrocution (Destructive Magic), Corrupted Soil (Dark Magic)

Electrocution: Unless the targeted creature has Lightning resistance, the Lightning Bolt and Chain Lightning spells will always kill one creature on the targeted stack.
Part of: Destructive Magic
Requires: Master of Lightning (Destructive Magic)

Reflection: Increases spell power by 3 when casting any spell from the Destructive or Summoning schools.
Part of: Summoning Magic
Requires: Master of Conjuration (Summoning magic)

Field of Resistance: All creatures gain an Aura of Magic Resistance
Part of: Defense
Requires: Protection (Defense), Magic Resistance (Luck)

Navigator: Increases movement on sea, and increases spell power by 25% in sea battles.
Part of: Logistics
Requires: Navigation (Logistics)

Sea Captain: Adds +2 luck and morale during sea battles
Part of: Leadership
Requires: Navigator (Logistics)

Arcane Luck: All spells randomly have luck rolled on.
Part of: Spell Studies
Requires: Warlock’s Luck (Luck), Double Cast (Spell Studies)

Forever Learning: All spell points are recovered at the beginning of each turn (on the adventure map, not in battle), and all spell effects and damage are increased by 20%
Part of: Spell Studies (Ultimate)
Requires: Counterspell (Sorcery), Twilight (Light Magic), Dark Revelation (Enlightenment)
Note: Counterspell requires Reflection (Summoning Magic)

Skill Charts:
Link


Link


Link


Link


Link


Note: In according to balance changes, Refined Mana has been replaced with Eternal Light. However, since I don't have a scanner to update the old charts with the new ones, just remember the above.

Text Branch:
Light Magic: Master of Blessings->Eternal Light->Twilight
Sorcery: Magic Insight->Arcane Excellence->Counterspell (Reflection and Twilight required)
Enlightenment: Scholar->Graduate->Dark Revelation
Summoning Magic: Master of Conjuration->Elemental Balance->Reflection (Elemental Knowledge required)
Twilight+Counterspell+Dark Revelation=Forever Learning

Starting Stats:
Attack: 0
Defense: 0
Power: 2
Knowledge: 3

Stat Growth:
Attack: 10%-20%
Defense: 10%-20%
Power: 40%-30%
Knowledge: 40%-30% (Grow at an even pace with Power)

Skill Chances:
Spell Studies: 10%
Attack: 2%
Defense: 2%
Leadership: 2%
Luck: 8%
War Machines: 2%
Logistics: 8%
Dark Magic: 15%
Light Magic: 15%
Destructive Magic: 10%
Summoning Magic: 10%
Enlightenment: 8%
Sorcery: 8%

Individual Heroes:
Aryll
Personal Specialty: Nymph Friend: Increases attack and defense of Nymphs/Naiads/Fae every 2 levels, beginning with the first.
Skills: Basic Spell Studies, Basic Enlightenment, Scholar
Bio: Found one day by one of the Guild’s Caravans, she says she is from another world, just barely managing to escape its destruction by fleeing into a portal. She avoids the subject of her world, and often changes the subject when asked that, but she seems to use magic just as well as her peers, if not better.
Note: Starts with a First Aid tent and the Endurance spell.
Hero Artwork:
Link


Nina
Personal Specialty: Pegasus Tamer: Increases attack and defense of Pegasus Riders/Scouts/Fighters every 2 levels, beginning with the first. In addition, all three Pegasi force spell casters to consume one extra spell point.
Skills: Basic Spell Studies, Basic Sorcery, Arcane Training
Bio: Having had a natural talent with magic since youth, Nina is always traveling to learn about magic. Her interest in magic is so intense that her worried family forcefully dragged her to the outdoors to try to get her to like something other than magic. And now she has one interest other than magic: Pegasi.
Note: Starts with the Cleansing spell
Hero Artwork:
Link


Rachel
Personal Specialty: Cursed Soul: Not only will the Weakness spell lower attack values, but also lowers defense values. Its strength depends of hero level.
Skills: Basic Spell Studies, Basic Dark Magic, Master of Curses
Bio: A sad, depressed girl, she had no friends throughout childhood, because of one strange trait: the ability to weaken things just by touching them. After being assessed by high-powered sorceresses, they learned it was her magical capabilities taking on a physical form. She has since been taught to control this, and is able to inflict her lonely pain on her enemies.
Note: Starts with the Weakness spell.
Hero Artwork:
Link


Bridget
Personal Specialty: Storm Queen: The strength of the Chain Lightning spell increases depending on the hero level. In addition, it strikes one extra target.
Skills: Basic Spell Studies, Basic Destructive Magic, Master of Lightning
Bio: Having had a curiosity with lightning, thunder, and storms, she became a sorceress to try to learn to control them. After many risky and life-threatening attempts, having nearly died twice, her efforts have begun to pay off.
Note: Starts with the Lightning Bolt spell.
Hero Artwork:
Link


Anna
Personal Specialty: Princess of Traps: The number of mines in the Fire Trap spell increases depending on hero level.
Skills: Basic Spell Studies, Basic Luck, Resourcefulness
Bio: Having seen her family killed by Dark Elves and enslaved by them as a child, she discovered her magical capabilities while escaping them, laying out exploding traps in their path and fleeing to the surface, when she was taken in by the Guild. She has been repaying them, and fighting the Dark Elves for revenge, ever since.
Note: Starts with the Fire Trap spell.
Hero Artwork:
Link


Jessica
Personal Specialty: Mana Wielder: Increases the amount of mana spell casting creatures have by 2% per hero level.
Skills: Basic Spell Studies, Basic Sorcery
Bio: Most sorceresses concentrate on learning spells, but Jessica was more interested on studying the source and retaining of mana. While her research wasn’t quite what she hoped for, originally trying to supply herself with limitless mana, she has learned how to increase the mana of spell casting soldiers under her command.
Note: Starts with the Slow spell and an Ammo Cart.
Hero Artwork:
Link


Rind
Personal Specialty: Gnome Captain: Increases the attack and defense of Gnomes/Miners/Guards every 2 levels of the hero, beginning with the first. Also increases their magic and status resistances.
Skills: Basic Spell Studies, Basic Leadership
Bio: Although Rind has a talent in magic; her interests lied with the Gnomes who mined the resources behind the waterfalls. She has intensely studied these underground faeries, and can easily command them better than any other Sorceress. Because of her intense studies on them, Gnomes and Miners return her faith when led by Rind’s leadership.
Note: Starts with Haste spell.
Hero Image:
Link


Jasmine
Personal Specialty: Illusionist: Has a chance of creating an extra illusion from the Phantom, granted that none of the spaces surrounded the unit is already occupied. Chance depends on hero level.
Skills: Basic Spell Studies, Basic Summoning Magic
Bio: Always fascinated with illusions and trickery, Jasmine works these tactics into her armies. She used her skills in such and magic to earn her ranks into the Guild’s command.
Note: Starts with the Phantom Forces spell.
Hero Artwork:
Link


Marina (Campaign Hero)
Personal Specialty: Elementalist: Stats and numbers of the elementals summoned by Elemental Balance or the Summon Elemental spell is increased depending on hero level.
Skills: Basic Spell Studies, Advanced Summoning Magic, Master of Conjuration
Bio: Daughter of magically inept parents, they were surprised when she displayed arcane talent. After that, she studied intensely, even for a sorceress. Winning the succession ceremony at a young age, she feels compelled to do whatever necessary to make the Guild benefit.
Note: Starts with the Summon Elemental spell.
Hero Image:
Link


Gem (Campaign Hero)
Personal Specialty: Maiden’s Blessing: Not only does the Divine Strength spell inflict maximum damage, but it also increases the chances of a critical strike. Percentages of the chance depend on the hero level.
Skills: Basic Spell Studies, Basic Light Magic, Master of Blessings
Bio: A calm, serene, and gentle Sorceress. Although she despises war in all its forms, she only enters the battlefield because she has no other choice.
Note: Starts with the Divine Strength spell.
Link


Standard Buildings:
Village Hall: Purchases town structures and provides 500 gold each day.
Requirements: None
Cost: None

Town Hall: Provides 1000 gold per day.
Requirements: Village Hall, Town Level 6
Cost: 2000 gold

City Hall: Provides 2000 gold per day.
Requirements: Town Hall, Town Level 9
Cost: 5000 gold

Capitol: Provides 4000 gold per day.
Requirements: City Hall, Town Level 15; only one can be built.
Cost: 10000 gold

Fort: Builds defensive walls for the town.
Requirements: Town Level 6
Cost: 5000 gold, 5 wood and 5 ore

Citadel: Increases creature growth by 50%, adds a keep and a moat.
Requirements: Town Level 9, Fort
Cost: 5000 gold, 5 wood and 5 ore

Castle: Doubles creature growth, improves the town’s defenses, and adds two additional arrow towers.
Requirements: Town Level 15, Citadel
Cost: 5000 gold, 10 wood and 10 ore

Tavern: Allows the recruitment of heroes and increases morale during a siege by 1.
Requirements: None
Cost: 500 gold and 5 wood

Marketplace: Allows trading and purchasing of resources (exchange rates improve with each owned Marketplace)
Requirements: None
Cost: 500 gold and 5 wood

Resource Silo: Provides an extra 1 gem per day
Requirements: Marketplace
Cost: 500 gold and 5 ore

Blacksmith: Provides visiting and garrisoned heroes with an Ammo cart at cheaper prices.
Requirements: None
Cost: 1000 gold and 5 wood

Shipyard: Allows the construction of ships
Requirements: Town Level 12
Cost: 2000 gold and 20 wood

Magic Guild Level One: Keeps three spells of the first circle.
Requirements: Town Level 3
Cost: 2000 gold, 5 wood and 5 ore

Magic Guild Level Two: Adds 3 spells of the second circle.
Requirements: Town Level 3, Magic Guild Level 1
Cost: 1000 gold, 5 wood, 5 ore, 1 sulfur, 1 mercury, 1 crystal, 1 gem

Magic Guild Level Three: Adds 3 spells of the third circle.
Requirements: Town Level 3, Magic Guild Level 2
Cost: 1000 gold, 5 wood, 5 ore, 2 sulfur, 2 mercury, 2 crystal, 2 gem

Magic Guild Level Four: Adds 2 spells of the fourth circle.
Requirements: Town Level 3, Magic Guild Level 3
Cost: 1000 gold, 5 wood, 5 ore, 3 sulfur, 3 mercury, 3 crystal, 3 gem

Magic Guild Level Five: Adds 2 spells of the fifth circle.
Requirements: Town Level 3, Magic Guild Level 4
Cost: 1000 gold, 5 wood, 5 ore, 5 sulfur, 5 mercury, 5 crystal, 5 gem

Unique Buildings:
Enriched Waters: Increases Nymph/Naiad/Fae population by 2 each week.
Requirements: Enchanted Spring, Town Level 5
Cost: 1000 gold and 3 gems.

Magic University: Allows hero to learn a magic school (Destructive, Light, Dark, or Summoning) at the basic level, assuming the hero hasn’t already filled his/her skill slots and hasn’t learned it already.
Requirements: Magic Guild Level 1, Town Level 6
Cost: 1500 gold, 5 ore, 5 wood, 5 crystals, 5 gems, 5 sulfur and 5 mercury.

Guarded Treasury: Provides a 10% increase in gold on day 1 of the week.
Requirements: Earthen Mine, Resource Silo, Town Level 9
Cost: 3000 gold, 10 ore and 5 wood.

Warping Stone: Transports the entire town, to another location on the map, as long as the area is big enough, isn’t between a choke point, and is on traversable terrain. If a Shipyard was constructed and the town’s new location is not near water, the shipyard will be destroyed and lost. A Sorceress hero (they’re the only ones who know how to work it) in the garrison is required to use the stone, and it uses up all of her spell points and movement. It can only be used once per day.
Requirements: Magic Guild Level 3, Citadel, and Town Level 12
Cost: 4000 gold, 5 wood, 5 ore, 5 crystals, 5 gems, 5 sulfur, and 5 mercury.

Aurora Borealis: Standard Grail effects and steals spells points from enemy hero and give it to the besieged hero. Also lowers spell costs by 50% for all heroes and creatures under their command.
Requirements: Tear of Asha
Cost: None

Moat: (Just stating the characteristics of the moat . . .) Like any other moat, this deals damage. For this town, its additional effect would be additional elemental damage, such as fire damage. The damaging element is random.
Tower Creature: Nereid

Dwellings:
Magic Lantern: Produces 12 Wisps per week
Requirements: None
Cost: 600 gold

Glowing Lantern: Produces 12 Will-O-Wisps/Spirits per week
Requirements: Magic Lantern
Cost: 800 gold and 5 crystals

Earthen Mine: Produces 10 Gnomes per week
Requirements: Tavern, Town Level 3
Cost: 1500 gold, 10 ore, and 5 wood

Mineshaft: Produces 10 Miners/Guards per week
Requirements: Blacksmith, Earthen Mine, and Town Level 3
Cost: 2600 gold, 5 ore, and 5 wood

Enchanted Spring: Produces 7 Nymphs per week
Requirements: Magic Guild Level 1, Town Level 6
Cost: 1500 gold, 5 ore, 5 crystals, and 5 gems

Faerie Spring: Produces 7 Naiads/Fae per week
Requirements: Town Level 6
Cost: 3000 gold and 5 gems

Sky Portal: Produces 5 Pegasus Riders per week
Requirements: Town Level 9
Cost: 2500 gold, 10 wood, and 5 crystals

Sky Gate: Produces 5 Pegasus Scouts/Fighters per week
Requirements: Sky Gates, Town Level 9
Cost: 5000 gold, 5 wood, and 10 crystals

Sapphire Temple: Produces 3 Nereids per week
Requirements: Earthen Mine, Town Level 9
Cost: 4500 gold, 10 wood and 5 ore

Temple of Sacred Water: Produces 3 Undines/Titanias per week
Requirements: Town Level 9, Sapphire Temple, Magic Guild Level 2
Cost: 6000 gold, 5 mercury and 5 gems

Summoning Stone: Produces 2 Sylphs per week
Requirements: Sky Gates, Town Level 12
Cost: 6000 gold, 20 ore, and 10 gems

Summoning Altar: Produces 2 Slephnirs/Zephyrs per week
Requirements: Summoning Stone, Sky Stables, and Town Level 12
Cost: 9000 gold, 10 ore, 5 gems, and 5 crystals

Dragon Forest: Produces 1 Faerie Dragon per week
Requirements: Summoning Stone, Enchanted Spring, and Town Level 15
Cost: 17000 gold, 10 wood, 5 crystals, 5 gems, 5 sulfur, and 5 mercury

Magic Forest: Produces 1 Magic/Mystic Dragon per week
Requirements: Dragon Forest, Magic Guild Level 3, and Town Level 15
Cost: 19000 gold, 10 crystals, 10 gems, and 5 mercury

Total Required Resources:
(Cost includes Capitol and Shipyard)
Gold: 120500
Wood: 115
Ore: 120
Crystal: 64
Gem: 67
Mercury: 34
Sulfur: 24

Building Analysis: By me (I would've asked TDL to assess it, but I was too nervous)
Just one look at the costs of the Guild's buildings will tell you that the sorceresses require a lot of resources in order to get all of their units and special buildings, especially when it comes to gems and crystals, changing from gems and mercury from the previous games. Once the Guarded Treasury, identical to the Rampart's Treasury in Heroes III, is constructed, gold hopefully shouldn't be too much of an issue.

The Magic University has the same use as it did in Heroes III: to teach all the magic schools. This is has potential to be useful, as the sorceress can get pretty much any spell, regardless of level, in their Magic Guilds. However, since sorceresses can get pretty much any school of their choice with level ups, its usefulness is limited in that regard.

The most unique structure the Guild houses is without a doubt the Warping Stone. Since it allows warping the entire town to other parts of the map, it can either help to supply troops to other heroes or to escape from a powerful hero if a losing siege battle would've been inevitable otherwise. But depending on the map, it could either be a turning point or a wasted structure: a sorceress hero must be in the town's garrison to activate it, and the warping location is random within a few conditions: it does not block a small area of travel; the terrain can be traversed; and, of course, if it can fit. The warping uses up all of the sorceress' spell and movement points, can only be used once a day, and if a Shipyard was built and the new location is not near water, it will be lost.

Town Image: (Mostly confirmed)
Link


Town Specialties:
Silin (Capital): Cheaper Magic University prices
Bio: It’s no surprise that the first city the sorceresses resided in after their separation from the wizards is their capital. The Guild Master here is among even the elves for most powerful spell casters, and even helps teach spells to her students more than others; this makes learning magic at Silin's university cheaper to pay the tuition fees.

Illiad: Weekly Gem bonus
Bio: Through out the Gnomes’ mines are beautiful, gleaming jewels. As wondrous a sight they are to behold, the Gnomes mine them, using their mages to recreate the jewels. Because of this, Illiad never runs out of gems.

Oslen: +1 Nymph/Naiad/Fae growth
Bio: After the sacred tree of the elves, Brythigga, had burnt to the ground, the nymphs and naiads had left Irollan in search for a new home. While they were spread around the caravans when they were made the new home of these faeries, the giant tree in Oslen’s caravan reminds the faeries of their origin before the move. As a result, more nymphs are available for recruitment.

Noreen: 5% increase to Guarded Treasury income
Bio: Within the mines of the Gnomes at Noreen is a supposed to be a regenerating vein of pure gold. Although this has proved to be false, there is something that is always producing gold in the mines. Even though the Sorceresses here are investigating what the cause is, the extra gold it produces are stored in the treasuries.

Fenri: Cheaper hero recruitment prices
Bio: Fenri was the caravan that suffered the most when rescuing the Magic and Faerie Dragons. To this day, it still needs repairs. Fortunately, heroes who are willing to help with the reconstruction offer less for their services, and everyone in Fenri is grateful for the help.

Alreane: Better prices in the Marketplace
Bio: It is a curious thing, but Alreane seems to attract more people than any place in Ashan. The Guild Master, however, was clever enough to use this in favour of the caravan by lowering the trading prices, seeing as most the visitors were merchants. This became so successful that, in fact, many residents from the other caravans come here just to trade.

Alias: +1 Sylph/Slephnir/Zephyr growth
Bio: There are rumors that say Sylath, the dragon of air, had blessed this caravan himself. This rumor might be true because more of the Sylphs, Sylath’s steeds, are summoned here in greater numbers.

Elfin: Cheaper first-aid tent prices
Bio: This was the first caravan the elves came to when trying to convince the nymphs and naiads to return to their forests. As a result, the elves often come here before any of the other caravans, and have helped the sorceresses here with the first-aid tents, making them cheaper than at the other caravans.

Carwyn: Weekly Mercury bonus
Bio: Deep in the waters of the Faerie Dragons’ woods in Carwyn lies a unique pond. At the bottom of the pond is a small, continuously refilling supply of Mercury. Only the dragons can retrieve it without suffering side effects, but after being retrieved, the Sorceresses use magic to turn it into standard Mercury, making it usable.

Dawnmill: Increased moat damage
Bio: It is unsure what remains strewn inside the waters of Dawnmill’s moat, having been around since the caravan started moving. It gives off even more elemental fury than in the moats of the other caravans. There are many theories as to why this might be, such as blessings from all of the elemental dragons, or a result of a battle with the necromancers. It is a mystery that has the Sorceresses confused, and is at constant research.

Shella: +1 Nereid/Undine/Titania growth
Bio: The waters that flow in Shella’s waterfalls are very sacred water from Shalassa herself. Since this is the water that brings life to the Nereids that worship her, it should be no surprise that more of these faeries appear here than at the other caravans.

Sandrath: +1 Pegasus Rider/Scout/Fighter growth
Bio: A battle hardened sorceress retired here years ago with her pegasus steed. She doesn’t seem to be bothered by her retirement, as she is always training and helping out warriors and apprentice pegasus riders. Many Riders often come to this caravan to meet this sorceress and receive advice and additional training.

Vorun: Increased arrow tower damage
Bio: Vorun had been attacked quite frequently while eliminating the first Bone and Spectral dragons and saving the Faerie and Magic dragons from extinction. The Guild Master decided to do something about the guarding arrow towers, since they were more often a hindrance than actual help. She cast a spell on them that focused their shots, and made them more powerful overall.

Lune: +1 luck during a siege battle
Bio: A very young girl, who was training to be a sorceress like her mother, picked up a spell book from her mother’s collection and randomly cast a spell from it. The spell backfired, but it created a rainbow around the town, and it still hasn’t left. Not that the defenders of the town are complaining about the extra luck that the rainbow brings.

Feriesin: +1 Gnome/Miner/Guard growth
Bio: There are many mines in Feriesin's cliffs and waterfalls. Because of this, the Gnomes flock here for opportunities to mine, one of their best talents. They are also willing to help in the event of a siege.

Solua: +1 morale during a siege battle
Bio: The air in Solua is clean and crisp, the waters are clear, the trees unharmed, and the sun always shines. Many of Solua’s residents are in perfect content just residing here. This also affects the town’s defenders, who are more calm, serene, and confident in this environment.

Colosh: Cheaper boat prices
Bio: The sorceresses generally travel from place to place, although Colosh tends to wander near the coasts of Ashan. Relying more on boats and fishing than the other caravans, the dwellers have learned more about boat building and have become in efficient in their construction.

Barmin: 250 extra gold income
Bio: A fountain lies at the center of Barmin was given to the caravan from the gnomes after aiding them from a pack of medusas. Like anything involving the gnomes, the fountain itself has unique properties, even though it looks like an ordinary fountain. Like a normal fountain, tossing in a gold coin blesses whomever tossed it in, but this one also leaks out a good sum of gold. Most of this is usually taken into the treasury, and greatly adds to the caravan's income.

Froller: Attack and defense penalty for attackers
Bio: The guild master of Froller specializes in illusions, and uses this to her caravan's advantage when under attack. When the battles start, she conjures a few illusions from the minds of the attackers that resembles whatever their weaknesses might be, such as a lost loved one. This usually weakens the attackers, sometimes to the point of them actually throwing down their weapons and leaving.

Andae: Weekly crystal bonus
Bio: Crystals are valued by the sorceresses because of their uses in magical construction. The gnomes in Andae mine extra crystals from numerous veins of the material, and the residents of the caravan are always willing to trade crystals with the other caravans, as they can easily get more when they need it.

Kantel: Weekly sulfur bonus
Bio: Amounts of sulfur aren't a particular concern for the sorceresses, as they hardly have a need for the resource. When they do need it, however, they always trade with the residents of Kantel, as their mines are brimming with sulfur veins. That is also the strength of that caravan's wealth, despite its lack of use.

Peria: Cheaper Ballista prices
Bio: Although the Holy Griffin Empire and the sorceresses have rarely, if ever, met on more than one occasion, the latter does posses their own type of ballista. The gnomes, while good in mining and defending fellow armies, are also excellent machinists, and create numerous types of war machines, and their special kind of ballista was no exception, as their ballista is not only cost efficient, but can easily tear down even the best defenses, which is useful for the sorceresses.

Creatures:
Level 1: Wisp
Hit Points: 6
Attack: 1
Defense: 1
Initiative: 10
Speed: 5
Shots: N/A
Size: 1x1
Damage: 1-2
Mana: N/A
Element: Fire
Specials: Elemental, Cleansing attack (dispels all positive effects on enemy), Immunity to Fire
Cost: 35 gold
Description: Wisps are the elemental faeries of fire, and as such, they are naturally immune to fire. While they are not the strongest of the faeries, apprentice Sorceresses can easily summon them from their elemental plain, making them the most numerous creatures the Guild has. Their attacks, consisting of faerie fire, instantly cleanse any enchantments their target might have.

Level 1 Upgrade: Will-O-Wisp
Hit Points: 8
Attack: 2
Defense: 2
Initiative: 12
Speed: 6
Shots: N/A
Size: 1x1
Damage: 1-3
Mana: N/A
Specials: Elemental, Explosion, Cleansing attack, Immunity to Fire
Cost: 50 gold
Description: Will-o-Wisps are perhaps one of the most aged creatures to grace Ashan. Despite their frailness, they are more powerful than their younger counterparts, also able to create an explosion around themselves to help turn the tide of battle.

Will-O-Wisp Image:
Link


Level 1 Alt Upgrade: Spirit
Hit Points: 7
Attack: 3
Defense: [green2

Initiative: 10
Speed: 6
Size: 1x1
Shots: N/A
Damage: 1-3
Mana: N/A
Specials: Elemental, Immunity to Fire, Cleansing Attack, Mana Drain
Cost: 50 gold
Description: Spirits are simply wisps that tend to wander around. They do, however, have the ability to drain mana from enemy heroes, and giving their earnings to their commanders, if they have one.

Level 2: Gnome
Hit Points: 15
Attack: 3
Defense: 5
Initiative: 8
Speed: 4
Size: 1x1
Shots: N/A
Damage: 3-5
Mana: N/A
Element: Earth
Specials: 25% magic resistance, immunity to earth
Cost: 55 gold
Description: Gnomes are faeries who live in the earth itself, rarely coming to the surface. While they’re not the best attackers, they are better at defending fellow armies, and further enhancing that strength is their ability to resist magic. As beings of the earth itself, earth magic cannot do any damage to them.

Level 2 Upgrade: Miner
Hit Points: 18
Attack: 5
Defense: 7
Initiative: 10
Speed: 5
Size: 1x1
Shots: N/A
Damage: 4-6
Mana: N/A
Specials: 45% magic resistance, Immunity to Earth, Mine (chance of giving a random resource in small quantities at the start of a week; only one stack per hero/garrison can do this)
Cost: 85 gold
Description: While Miners have the same weaknesses as their weaker companions, they have been given further training in resisting magic, their natural trait, but now they’re also trained to give whatever resources they find to their leader.

Miner Image:
Link


Level 2 Alt Upgrade: Guard
Hit Points: 20
Attack: 3
Defense: 8
Initiative: 10
Speed: 4
Size: 1x1
Shots: N/A
Damage: 3-5
Mana: N/A
Specials: 45% Magic Resistance, 25% Status Resistance, Immunity to Earth
Cost: 85 gold
Description: Guards have improved resistance to magic, and are also capable of resisting weakening ailments. They are still lacking in physical strength, but remain good at protecting other armies.

Level 3: Nymph
Hit Points: 10
Attack: 5
Defense: 5
Initiative: 12
Speed: 6
Size: 1x1
Shots: 4
Damage: 6-8
Mana: 12
Specials: Shooter, Caster (Ice Bolt [Basic]), Flight
Cost: 115 gold
Description: Nymphs and naiads, often confused with their forest cousins pixies and sprites, dwell within waterfalls to hone their arcane abilities in peace. Both use magic, composed into a physical form, from their wings to strike enemies from a distance.

Level 3 Upgrade: Naiad
Hit Points: 15
Attack: 8
Defense: 8
Initiative: 12
Speed: 6
Size: 1x1
Shots: 6
Damage: 7-11
Mana: 20
Elements: Water and Earth
Specials: Shooter, Caster (Fist of Wrath [None], Ice Bolt [Advanced], Eldritch Arrow [Basic]), Flight
Cost: 165 gold
Description: Naiads are close cousins to nymphs, as sprites are to the pixies. They have learned more spells than their younger relatives, and have more magic to attack from behind safe quarters.

Naiad Image:

Link

Level 3 Alt Upgrade: Fay
Hit Points: 16
Attack: 9
Defense: 8
Initiative: 12
Speed: 5
Size: 1x1
Shots: [green8
Damage: 8-12
Mana: 12
Specials: Flight, Shooter, Caster (Ice Bolt [Basic]), No Melee Penalty
Cost: 175 gold
Description: Fay aren't as good in magic as their counterparts, but they fare better in physical combat. Their wings are quite sharp, providing no punishment for close encounters with enemy troops.

Level 4: Pegasus Rider
Hit Points: 21
Attack: 9
Defense: 9
Initiative: 13
Speed: 8
Size: 2x2
Shots: N/A
Damage: 4-8
Mana: N/A
Element: Air
Specials: Flight, Magic Damper (forces enemy hero to consume 2 extra SP when casting), Enraged
Cost: 240 gold
Description: Pegasi were rewarded to the sorceresses from Sylath due to their preference for the wind deity. While not the most sturdy or most powerful, Pegasi are quick and active steeds in battle. The Pegasi themselves emit an aura that forces enemy spell casters to consume more spell points when spell casting.

Level 4 Upgrade: Pegasus Scout
Hit Points: 30
Attack: 12
Defense: 12
Initiative: 15
Speed: 8
Size: 2x2
Shots: N/A
Damage: 6-10
Mana: N/A
Specials: Flight, Magic Damper, Battle Dive, Enraged
Cost: 350 gold
Description: Pegasus Scouts are given training in scouting and interpreting information. Among their teachings is their ability to take to the sky, helping out with their weak offensive abilities as well as help to dodge incoming enemy fire.

Pegasus Scout Image: (Yes, I know I didn't complete the horse.)

Link

Level 4 Alt Upgrade: Pegasus Fighter
Hit Points: 32
Attack: 13
Defense: 11
Initiative: 14
Speed: 8
Size: 2x2
Shots: N/A
Damage: 7-11
Mana: N/A
Specials: Flight, Magic Damper, Enraged, Double Strike
Cost: 360 gold
Description: Since the sorceress armies generally lack physical strengths, the pegasi fighters do their best to fill that gap. Both the riders and their mounts are more aggressive, and can strike their enemies twice.

Level 5: Nereid
Hit Points: 55
Attack: 14
Defense: 12
Initiative: 14
Speed: 5
Shots: 5
Size: 1x1
Damage: 12-14
Mana: 13
Element: Water
Specials: Shooter, Caster (Circle of Winter [Advanced], Slow [Basic]), Immunity to Ice/Water
Cost: 650 gold
Description: Nereids are water faeries, completely immune to their home element. They are capable of not only using magic, but can also send large, water based projectiles at their foes.

Level 5 Upgrade: Undine
Hit Points: 65
Attack: 16
Defense: 14
Initiative: 12
Speed: 5
Shots: 8
Size: 1x1
Damage: 13-15
Mana: 25
Specials: Shooter, Caster (Circle of Winter [Advanced], Slow [Basic], Cleansing [Advanced]), Spray Attack (melee), Immunity to Ice/Water
Cost: 900 gold
Description: Undines are priestesses within the Nereids who honor their patron god, Shalassa. Their abilities are stronger than their sisters, and their blessed tridents give off a magical attack that spreads over an area when in close counters.

Undine Image:
Link


Level 5 Alt Upgrade: Titania
Hit Points: 65
Attack: 14
Defense: 14
Initiative: 12
Speed: 5
Size: 1x1
Shots: 8
Damage: 15-19
Mana: 13
Specials: Range, Caster (Circle of Winter [Basic], Slow [Basic]), Immunity to Ice/Water, Faerie Ring (Gives +1 luck and morale to all surrounding friendly creatures)
Cost: 950 gold
Description: Titanias are the queens of all faeries. Like all of their kind, they focus on quick strikes and spells, but their ability to boost the luck and morale of fellow armies is truly unique to them.

Level 6: Sylph
Hit Points: 100
Attack: 18
Defense: 17
Initiative: 12
Speed: 7
Size: 2x2
Shots: N/A
Damage: 13-20
Mana: N/A
Element: Air
Specials: Flight, Initiative aura (aura giving surrounded friendly units increased initiative), immunity to Lightning/Air
Cost: 1450 gold
Description: Legendary horses with the features of both Pegasi and Unicorns, they are the steeds of the Sylath, the Dragon of Air, and are summoned by the Sorceresses from their elemental plane. As beings made of wind and air, all magic concerning their element can do no harm. They aren’t the best in combat when compared to the others who worship the other dragons, but will fight if required. Their very presence gives a calmness and sense of relief to those around them, allowing them to act more.

Level 6 Upgrade: Slephnir
Hit Points: 120
Attack: 20
Defense: 20
Initiative: 14
Speed: 7
Size: 2x2
Shots: N/A
Damage: 18-28
Mana: N/A
Specials: Flight, Initiative Aura, Ailment aAttack (when attacking, it has a chance of inflicting a random ailment. 50% chance for the attack to work, and a 25% chance of poison, stun, blind, or cursing), immunity to Lightning/Air
Cost: 1900 gold
Description: The Slephnirs are Sylath’s favoured warriors and the more powerful cousins of the Sylph, and as such, are more oriented towards battle. The horn on the Slephnir inflicts a random ailment on their enemies.

Slephnir Image:

Level 6 Alt Upgrade: Zephyr
Hit Points: 110
Attack: 19
Defense: 19
Initiative: 14
Speed: 7
Size: 2x2
Shots: N/A
Damage: [green16-24
Mana: N/A
Specials: Flight, Immunity to Air/Lightning, Initiative Aura, Immunity to Slow, Gust (Activated; Spray attack that has a 20% chance [each creature] of sending back the targets one space)
Cost: 1900 gold
Description: Zephyrs are considered to be the "heavenly messengers." They are very agile, and cannot be slowed down. Also possessing good fighting abilities, they can call upon the gusts their wings to blast away their foes.

Level 7: Faerie Dragon
Hit Points: 165
Attack: 22
Defense: 21
Initiative: 11
Speed: 6
Size: 2x2
Shots: N/A
Damage: 20-30
Mana: 29
Element: Fire
Specials: Spell caster (Meteor Shower [Advanced], Fireball [Advanced]), Flight, 50% Magic Mirror
Cost: 3650 gold +1 gem
Description: Smaller and not very fierce looking, their appearances may lead you to believe that these creatures aren’t dragons, but they do share the blood of each elemental dragon, and can do something their fellow dragons can’t: cast magic, as well as sending harmful magic back at the caster’s army with their scales.

Level 7 Upgrade: Magic Dragon
Hit Points: 180
Attack: 25
Defense: 24
Initiative: 12
Speed: 6
Size: 2x2
Shots: N/A
Damage: 25-40
Mana: 45
Specials: Caster (Meteor Shower [Advanced], Fireball [Expert], Chain Lightning [Advanced]), Flight, 100% Magic Mirror
Cost: 4700 gold +2 gems
Description: Magic Dragons are the more powerful, older siblings of the Faerie Dragons, with even more spell casting abilities. Their scales will always reflect harmful magic back to the caster.

Magic Dragon Image: (Told ya it wasn't very fierce looking)

Link

Level 7 Alt Upgrade: Mystic Dragon
Hit Points: 185
Attack: [green26
Defense: 26
Initiative: 12
Speed: 6
Size: 2x2
Shots: N/A
Damage: 27-45
Mana: 45
Specials: Flight, Caster (Fireball [Advanced], Meteor Shower [Basic], Circle of Winter [Basic]), 50% Magic Mirror, Energy Channel (Lowers spell cost by 3 rather than 2)
Cost: 4700 gold +2 gems
Description: Mystic Dragons are a little weaker compared to Magic Dragons in magical ability, but the difference isn't too profound. They help their commanding hero by channeling the available energy for spell casting, making the spells cost less for the hero.

Hopefully, it'll all get through this time. I am going to need at least one response for me to post my updated Prison. Double posting makes me look silly and n00bish.
____________
Creator of the Guild and Prison towns for ICTC.

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