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Heroes Community > Heroes 7+ Altar of Wishes > Thread: werewolfs
Thread: werewolfs This thread is 2 pages long: 1 2 · NEXT»
LiZaRdMeN
LiZaRdMeN


Disgraceful
Known Hero
The king of Grimheim
posted July 28, 2007 04:07 PM
Edited by LiZaRdMeN at 07:54, 25 Aug 2007.

werewolfs

"Rampant"

Soon,you will see My werewolf town,named "Rampant"


Rampant

history:Werewolves are a strange race,the oldest race[with the dragons] in the world of Ashan.From the creation of this world these savage warriors lived peacefully in the world.They have been driven from their lands by Humans and elves.Billions of this peaceful creatures are killed  by humans and elves.The remaining werewolves escaped from the other races and formed a action,called ''bloodmoon''.The last werewolves have studied the magic,which is brought by the elves and the humans.They have waited for centurees for their vengeance.Their lord,Marcus is a formidable foe,who have mastered  magic.
Motto:"We are eternal,and no mortal will stand in our path"
                                                                      werewolf castle:  http://www.thelandofshadow.com/mordorgate/1darkdomains/dolguldur/dolguldurB.jpg  

     
                                                         
level 1: dark wolf-dark wolves are fierce creatures,that are the close friends with the werewolves.Unlike their wild cousins,this wolves have been magically enchanted by their masters,the werewolf shamans.
          http://www.wizards.com/dnd/images/eb_gallery/82170.jpg

abilities-Howl[ally units always have positive moral],magic enchanted[wolves have 35% magic resistance]

statistics:attack-4;defence-2;damage3-3;initiative-8;speed-5;health-15;groutgh-5.,cost300
           
level 1upgradeemonwolf-demonwoles are an experiment of Marcus,lord of the werewolves.The dragon-wolves are a succesfull experiment of the werewolves.They are  beasts that fly up to the enemy ranks .Demonwolves are not as powerful as  Devils.                                                                           http://darkageofcamelot.com/lotm/monsters/images/MonsterDemonWolf.jpg
abillities:flying creature,,howl[ally units always have positive moral and enemies don't have positive moral[no more than 0]]  ,magic enchanted[35% resistance to magic]
                               
statistics:attack-6,defence-5,damage-5ß5,initiative-8,speed-7,health-15,growth 5,cost 400                                                                        

                                            level 2
                             
Werewolf rogue-werewolf rogue are quickly killers that are formidable enemies  

http://images.epilogue.net/users/mckenna/Werewolf.jpg

abilities:claws[there's chans that the unit will wound the enemy,i.e. lowing his initiative and speed by 20% for the whole combat]
statistics:attack-13,defence1,damage-6-7;initiative-8,speed-10,health-7,grouth-5,cost 200


                                         
werewolf assassin-the most  quickly units in the werewolf army,that can hide in the shadows from enemies.


http://www.geocities.com/TimesSquare/Dungeon/3492/werewolf.gif


abilities:claws,shadow hand[the unit can become invisible for the wholebattle,until he attacks,unlimited times]

statistics:atack-13,defence-1,damage-8-8;initiative-9;speed-11,growth,cost 25o  

                         
                        level 3
Werewolf fighter-THe werewolf fighters atre the back bone of the armies of Marcus.Altrough they aren't the most powerefull fighters,they are a dangeroes foe.
       
http://images.epilogue.net/users/dominic/werewolf_epi.jpg

abilities:claws,poiseneus bite[same as assassins poinson]

statistics:atack-6,defence-8,damage-6-9;iniyiative-8;speed-6,grouthg,5,cost300

werewolf warrior-he werewolf-warriors strength is matched only by the werewolf knights.They are fearless enemy of those who oppose werewolves

http://www.ilmondodielena.it/tendress/lupo/werewolf-11.jpg

abilities:cripling wound,poisonous bite,damage 7-10,initiative-9,speed 6,groutgh-5,cost 320

                     level 4

werewolf priest-priests  heal hurt werewolves but are also dangeours mages

http://www.wsu.edu/~mgorg/werewolves/img/heartsong_goldenwolf.jpg

abilities:Lay hand,claws,caster[fireball],mana35

statistics:health-35,damage 12-13,initiative 13;groutgh 4,cost 33o

werewolf shamans:shamnas are the religios leaders of the werewolves.They are able to summon spirits of the dead.

http://werewolves.monstrous.com/alpha_werewolves.jpg

health 50,damage 15-3o,initiative 12,grotgh 4,cost 340
lay hand,claws,spelcaster[fireball,righteous might]can summon ghost[number of shamans double ]

level 5
dendroid-dendroids are ancient defenders of the land,that have alied with the werewolves

http://stat7209381.beon.ru/i/users/4/3804/3804/67155/dendroid.jpeg

stats:13 atck,14 defence,13 ,inititative,speed 5

health 100,damage 10-15 ,i.-15;groutgh-3,cost 670
enetangling roots,can summon pixies on the battle field -7 per dendroid,large creature



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sheensher
sheensher


Known Hero
and Slipknot FAn
posted July 28, 2007 04:23 PM

Hmmm...Bloodmoon, some ideas will be from from TeS: III
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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted July 28, 2007 06:15 PM

I don't know where to begin.

litterally.

I think the town has some promise, but your orginization is really shoddy. Almost no paragraph breaks, and no accents to show where one section starts and another begins.  Plus, a level one dragon?  I could understand level 5, but level 1, and described as bloodthirsty and formidable?  

Bloodmoon: Is the name of the town?  Expansion yes, night event yes, but town?  Come on.

The art for the werewolf is really the only strong point.

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LiZaRdMeN
LiZaRdMeN


Disgraceful
Known Hero
The king of Grimheim
posted July 28, 2007 07:03 PM

Quote:
I don't know where to begin.

litterally.

I think the town has some promise, but your orginization is really shoddy. Almost no paragraph breaks, and no accents to show where one section starts and another begins.  Plus, a level one dragon?  I could understand level 5, but level 1, and described as bloodthirsty and formidable?  

Bloodmoon: Is the name of the town?  Expansion yes, night event yes, but town?  Come on.

The art for the werewolf is really the only strong point.


i'l expand this town,i'l find some cool music,and i should move the dragon-wolves,they should be level 5 units,and i shoul have cooler name for this town.

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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted July 29, 2007 10:16 AM

This is for anyone who can't read what he wrote, i'm english, and i can "see through the lines better" for all!

Rampant

History: Werewolves are strange race,the oldest race [with dragons]  in the world of Ashan. From the creation of this world. These savage warriors lived peacefuly in the world. They were driven from their lands by Humans and elves. Bilyons(?) of this peacefuly creatures are killed  by humans and elves. The remaining werewolves escape from the other lands of Ashan and form a faction,  called 'Bloodmoon'. The remaining werewolves have studied the magic, which is through the elves and the humans. They have waited for  century's for their vengeance. Their lord, Marcus is a formidable  foe, who has mastered  magic.

Motto: "We are ethereal, and no mortal will stand in our path"
                                                                    Werewolf Castle:  
                                                         
level 1: Dark Wolf- Dark Wolves are fierce creatures, that are the close friends with the werewolves. Unlike their wild cousins,these  wolves have been magically enchanted by their masters, the werewolf shamans.


abilities- Howl [ally units always have positive moral], Magic Enchanted [wolves have 35% magic resistance]

statistics: attack-4; defence-2; damage3-3; initiative-8; speed-5; health-15; groutgh-5., cost-300

Level 1 upgrade: Demonwolf- Demonwolves are a result of an experiment by Marcus, to combine a Devil and a Werewolf. They are beasts that fly up to the enemy ranks and slay their enemies. Demonwolves are not a powerful foe as a Devil.
                                                                   

Abilities: Flying Creature, Howl [ally units always have positive moral and enemies don't have any positive moral], Magic Enchanted [35% resistance to magic]
                               
Statistics: attack-6, defence-5, damage-55(?), initiative-8, speed-7, health-15, growth 5, cost 400

Level 2: Werewolf Rogue- Werewolf Rogue are quick killers and are formidable enemies.



Abilities: claws [there is a small chance that this unit will wound the enemy, i.e. lowing his initiative and speed by 20% for the whole combat]

Statistics: attack-13, defence-1, damage-6-7; initiative-8, speed-10, health-7, growth-5, cost 200
                                         
Level 2 Upgrade: Werewolf Assassin- the quickest unit in the werewolf army, that can hide in the shadows formed by enemies.




Abilities: claws, shadow hand [the unit can become invisible for the entire battle OR until he attacks]

Statistics: attack-13, defence-1, damage-8-8; initiative-9; speed-11, growth4, cost 250  

                         
Level 3: Werewolf Fighter- The werewolf fighters are the backbone of the armies of Marcus. Although they aren't the most powerful fighters, they are a dangerous foe.
       


Abilities: claws, poisonous bite [same as assassins poison]

Statistics: attack-6, defence-8, damage-6-9; iniative-8; speed-6, growth-5, cost-300

Level 3 upgrade: Werewolf Warrior- only the werewolf knights match the werewolf-warriors strength. They are fearless enemies of those who oppose the werewolves.



Abilities: crippling wound, poisonous bite,

Statistics: attack-?, defence?, damage 7-10, initiative-9, speed 6, growth-5, cost 320

Level 4: Werewolf Priest- priests heal hurt werewolves but are also dangerous mages



Abilities: Lay hand, claws, caster [fireball], mana-35

Statistics: attack-?, defence?, health-35, damage 12-13, initiative 13; groutgh 4, cost 330

Level 4 upgrade: Werewolf Shamans: shaman’s are the religious leaders of the werewolves. They are able to summon spirits of the dead.





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sheensher
sheensher


Known Hero
and Slipknot FAn
posted July 29, 2007 12:00 PM

Some pictures of werewolfs If u want :
alpha
hunter
wild


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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted July 29, 2007 04:54 PM

There are too many werewolves in this town!
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sheensher
sheensher


Known Hero
and Slipknot FAn
posted July 29, 2007 06:20 PM

Quote:
There are too many werewolves in this town!


Yes, u should make wererat, werebear, weretiger or werelion. On 6th lvl.  can be certain raider, on 8 something like weredragon
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LiZaRdMeN
LiZaRdMeN


Disgraceful
Known Hero
The king of Grimheim
posted July 29, 2007 07:19 PM

Quote:
Quote:
There are too many werewolves in this town!


Yes, u should make wererat, werebear, weretiger or werelion. On 6th lvl.  can be certain raider, on 8 something like weredragon


I'l make for level 6 werewolf templars.

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sheensher
sheensher


Known Hero
and Slipknot FAn
posted July 29, 2007 07:54 PM

Quote:
Quote:
Quote:
There are too many werewolves in this town!


Yes, u should make wererat, werebear, weretiger or werelion. On 6th lvl.  can be certain raider, on 8 something like weredragon


I'l make for level 6 werewolf templars.


-_-" There are too many werewolves...
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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted July 29, 2007 08:42 PM

so if there are too many, you should make less.  Thus adding more is not good, because it does not acomlish the less makeage.
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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted July 29, 2007 11:37 PM
Edited by Ted at 16:13, 30 Jul 2007.

talking like yoda is good, yes, bring piece to mind and body, yeahs, and new unit is not werewolf, i beileve it is more a spellcaster, yes

and now the time is commander


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Orfinn
Orfinn


Supreme Hero
Werewolf Duke
posted July 30, 2007 03:58 PM

lol! well i like most of the units, but not like demonwolf etc hybrid snowt. and yes too many wolf things, but i just dont want any other werebeast in here either. Why not add other animals, just more savage. Like white tigers, panthers and maybe even introduce dendroids, guardians of the werewolves hideouts? just some wild thoughts
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sheensher
sheensher


Known Hero
and Slipknot FAn
posted July 30, 2007 04:08 PM

U can transmit vampires from necro to ther, an in necro add mommies or something like this
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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted July 30, 2007 07:03 PM

Oh no, that is MY gig.
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LiZaRdMeN
LiZaRdMeN


Disgraceful
Known Hero
The king of Grimheim
posted July 31, 2007 07:05 PM
Edited by LiZaRdMeN at 09:25, 02 Aug 2007.

Quote:
lol! well i like most of the units, but not like demonwolf etc hybrid snowt. and yes too many wolf things, but i just dont want any other werebeast in here either. Why not add other animals, just more savage. Like white tigers, panthers and maybe even introduce dendroids, guardians of the werewolves hideouts? just some wild thoughts

Well,this is a werewolf town .On friday I'l continue my work.

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted July 31, 2007 07:57 PM

Yeah, but look at the Elf town: Only 3 actual elves.  
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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted August 03, 2007 12:03 AM

Quote:
Yeah, but look at the Elf town: Only 3 actual elves.  


true. but all of their creatures are all mother nature and stuff, so they fit well
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Tenaka
Tenaka


Famous Hero
Makes sense
posted August 09, 2007 04:15 PM
Edited by Tenaka at 18:05, 09 Aug 2007.

Well, I'm afraid I don't like this town at all...

First of all, there's the werewolf concept problem. Werewolves in HOMM...Well, personally, I don't like them. They just don't...fit in in Ashan, I think. But, I suppose adding one creature for the die-hard fans...I could live with that...But a whole TOWN?! That's just...absurd. If werewolves get their own town and civilasation, they should be the center of the game...If that makes sense.
Then the history...Oldest creatures of Ashan? Alright, just as old as dragons...AS OLD AS DRAGONS? The concept here is also a bit lacking...Where did they come from? How did the dragons react to  them, etc, etc. It's also a bit incomplete and undetailed, but you're still working on it, I guess...Before we continue to the creatures, the name rampant sounds a lot like the H3 rampart, by the way. What it means is the following:
rampant: standing on left hind foot, other feet raised to fight; this is the most frequent position for lions and the like, typically omitted in early blazon.
Well, I don't know if the name just popped into your head, or if you really knew what it meant, but I think it's quite fitting.
On to the creatures:

Well, the creatures are just completely imbalanced.
Just look at the Tier 1 creature: The wolves. I personally hate the idea on itself. Dark wolves, dragon wolves? Sounds a bit...far-fetched. It's also pretty obvious that they're not as strong as devils.
The statistics? Well...We already have a low growth, uber creature. The assasin. This'll seriously screw the faction over...A growth of 5, a cost of 300 (upgrade 400)?! Some stats actually surpass the original neutral creatures, who are tier 4. And, well, the growth is just plain...too low for a Tier 1.
Luckily, there are some imbalanced abilities to make up for this! 'Howl' alone makes you want to have this creature! It gives your army at least a +1 morale, and the enemy at least 0! Waw! It's stronger than a lot of artifacts! And a 35% magic resistance!
...In other words, I'm not a big fan of it...
Suggestions: Raise the growth, lower the cost and stats, and balance the abilities.
Tier 2:
Well, the idea of an all attacking unit is of course nice...Not original, but nice. Too bad it's imbalanced...again. The attack is way too high! It's higher than a Tier 4's! And well, you can't survive without defence, and a good amount of hp. They'll be down at the first shot. Yes, shot. Archers'll use 'em for target practice...The ability is pretty much overpowered, too. But I guess, since it'll never really reach the enemy lines...It's not fair for creeping, tough...
But the negative parts of the rogue are all wiped away with the upgrade! It can stay invisible for as long as it wants, until it attacks! That's ridiculous, I'm afraid. It can't stay invisible forever...Two turns, maybe, to reach the enemy...They'll die afterwards, anyway.
Suggestions: If you really want to keep it, again, raise the growth and cost so it's higher than the Tier 1 (the current growth is just plain absurd), balance defence and attack out, and balance the skills as well. Limit them to a certain turns of the of the combat, instead of forever.
Tier 3. Well, this is a bit more balanced, I guess...Lower the defence and damage a liiiittle bit, maybe? Oh, and raise the growth...It's still the same as the Tier 1 creature. It had the same ability as Tier 2, so it also has to be balanced.
The tier 4 seems alright, except that's it's again a werewolf. And I have my doubts about lay hands...But it's not completely done yet, so I can't judge it, really.

In general: You're faction is a bit chaotic. And not only the lay-out. It misses a lot of information - too short history and creature descriptions - and well, the growths, are plain awkward. The stats and abilities need to be revised very well, because now, every creature is pretty much overpowered, I believe.

That was as constructive as possible, I believe. I could've ranted a lot more about werewolves, but I've tried to mimimalize it.

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GenieLord
GenieLord


Honorable
Legendary Hero
posted August 09, 2007 05:01 PM
Edited by GenieLord at 12:49, 25 Aug 2007.

Quote:
First of all, there's the werewolf concept problem. Werewolves in HOMM...Well, personally, I don't like them. They just don't...fit in in Ashan. But, I suppose adding one creature for the die-hard fans...I could live with that...But, a whole TOWN?! That's just...absurd. If werewolves get their own town and civilasation, they should be the center of the game...

I think this is a matter of opinion. I sort of agree with you. I think that Werewolves has a place in HOMM5 only as a single neutral creature, but they might fit into HOMM6, and maybe that's his intention.

Quote:
If that makes sense. Then the history...Oldest creatures of Ashan? Alright, just as old as dragons...AS OLD AS DRAGONS? The concept here is also a bit lacking...Where did they come from?

I agree with you here. They just can't come before the humans and the Wolves.
Werewolves are basicly, humans combined with Wolves, only basicly.
If you don't have humans and don't have wolves how can you have Werewolves?

Quote:
How did the dragons react to  them, etc, etc. It's also a bit incomplete and undetailed, but you're still working on it, I guess...Before we continue to the creatures, the name rampant sounds a lot like the H3 rampart, by the way. What it means is the following:
rampant: standing on left hind foot, other feet raised to fight; this is the most frequent position for lions and the like, typically omitted in early blazon.
Well, I don't know if the name just popped into your head, or if you really knew what it meant, but I think it's quite fitting.

Haha, I didn't even notice. I thought it's Rampart.


Quote:
On to the creatures:

Well, the creatures are just completely imbalanced.
Just look at the Tier 1 creature: The wolves. I personally hate the idea on itself. Dark wolves, dragon wolves? Sounds a bit...far-fetched. It's also pretty obvious that they're not as strong as devils.
The statistics? Well...We already have a low growth, uber creature. The assasin. This'll seriously screw the faction over...A growth of 5, a cost of 300 (upgrade 400)?! Some stats actually surpass the original neutral creatures, who are tier 4. And, well, the growth is just plain...too low for a Tier 1.
Luckily, there are some imbalanced abilities to make up for this! 'Howl' alone makes you want to have this creature! It gives your army at least a +1 morale, and the enemy at least 0! Waw! It's stronger than a lot of artifacts! And a 35% magic resistance!
...In other words, I'm not a big fan of it...
Suggestions: Raise the growth, lower the cost and stats, and balance the abilities.
Tier 2:
Well, the idea of an all attacking unit is of course nice...Not original, but nice. Too bad it's imbalanced...again. The attack is way too high! It's higher than a Tier 4's! And well, you can't survive without defence, and a good amount of hp. They'll be down at the first shot. Yes, shot. Archers'll use 'em for target practice...The ability is pretty much overpowered, too. But I guess, since it'll never really reach the enemy lines...It's not fair for creeping, tough...
But the negative parts of the rogue are all wiped away with the upgrade! It can stay invisible for as long as it wants, until it attacks! That's ridiculous, I'm afraid. It can't stay invisible forever...Two turns, maybe, to reach the enemy...They'll die afterwards, anyway.
Suggestions: If you really want to keep it, again, raise the growth and cost so it's higher than the Tier 1 (the current growth is just plain absurd), balance defence and attack out, and balance the skills as well. Limit them to a certain turns of the of the combat, instead of forever.
Tier 3. Well, this is a bit more balanced, I guess...Lower the defence and damage a liiiittle bit, maybe? Oh, and raise the growth...It's still the same as the Tier 1 creature. It had the same ability as Tier 2, so it also has to be balanced.
The tier 4 seems alright, except that's it's again a werewolf. And I have my doubts about lay hands...But it's not completely done yet, so I can't judge it, really.

In general: You're faction is a bit chaotic. And not only the lay-out. It misses a lot of information - too short history and creature descriptions - and well, the growths, are plain awkward. The stats and abilities need to be revised very well, because now, every creature is pretty much overpowered, I believe.

I completely agree. Good (and maybe a bit harsh? ) review.

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