Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Heroes 7+ Altar of Wishes > Thread: My Vision of HOMM6
Thread: My Vision of HOMM6 This thread is 5 pages long: 1 2 3 4 5 · NEXT»
GenieLord
GenieLord


Honorable
Legendary Hero
posted September 13, 2007 09:01 PM bonus applied.
Edited by GenieLord at 16:49, 07 Nov 2007.

My Vision of HOMM6



This is my vision of how Heroes of Might and Magic 6 should look like. As I see it, HOMM6 for HOMM5 should be what HOMM3 was for HOMM2 - system improvement, new functions and mainly much more variety; more races, more creatures, expanded and balanced new world.

New things:
-A whole new world; a whole new story.
-5 new races; Nagas, Centaurs, Nomads, Trolls and Mindflayers.
-A LOT of new creatures, some are mythic, some are original.
-Different creature's status.
-Dragons are not gods anymore.
-Might and Magic Heroes are back.

Things that remain as they are:
-The alternative upgrades system.
-The races system - NO randomal creatures on randomal towns.
-Races from H5 won't disappear; we only add new ones.

Things I'm not sure about:
-Heroes skills and abilities system.
-Spells system.

----------------------------------------------------------------------------------

World's name: Plathia

I think that this is a great map to base HOMM6 on.
Eventhough it has been originally made for Ashan, it fits for HOMM6 pretty well.



HOMM5 world was mainly on the western part of this map.
When the rest of the world is revealed, new races are discovered.
The Nagas of Hashima and Naquera, The Centaurs of the Vale of Heresh, The Nomads of Khotan and the Plains of Woe, The Trolls of Thyssus and the Mindflayers of the Shrouded South.

----------------------------------------------------------------------------------

Gods:

I feel that it's the time to go back to the ancient Greece gods, instead of the elemental Dragons.
Let's give each faction a character, not just one of the nature's elementals.
We have 13 gods, each one is fitted to a specific faction.

Terath-God of War
Adinalia-Goddess of Nature
Roquar-God of Oceans
Naakia-Goddes of Light
Harporeen-God of Magic
Nadyara-Goddess of Love
Ardaran-God of Kindness
Quantia-Goddes of Wisdom
Fundorio-God of Sky and Sun
Ono-God of Aggression
Alissea-Goddes of Volcanoes
Jardeo-God of Storms
Sauryth-Goddes of Moon

----------------------------------------------------------------------------------

Status Changes:

Attack Range-The explanation is here.
Shot Range-Thanks to Alcibiades for the idea. The explanation is here.

----------------------------------------------------------------------------------

Creatures Line-ups:

The Nagas Temple:
1. Sea Man - General | Admiral
2. Mermaid - Silver Mermaid | Water Nymph
3. Sharks Slayer - Sharks Butcher | Sharkerist
4. Medusa - Medusa Queen | Siren
5. Ice Magicitian - Ice Witch | Cold Sorceress
6. Basilisk - Fossilizing Basilisk | Swamp Basilisk
7. Giant Octopus - Acidic Octopus | Kraken

The Centaurs Encampment:
1. Alaphy - Uquick | Anathy
2. Ranger - Veteran Ranger | Master of Arrows
3. Fox - Night Fox | Fire Fox
4. Forest Shaman - Nature Shaman | Tribe Chief
5. Dendruid - Dendruid Soldier | Dendruid Guard
6. Centaur Commander - Lord of Hooves | Tribe Leader
7. Forest Phantom - Lapithae | Diedamia

The Nomads Clan:
1. Refugee - Fugitive | Trained Refugee
2. Hawk - Large Hawk | Cliffs Hawk
3. Sankes Flutist - Snakes Hypotizer - Cobra Flutist
4. Camel Rider - Desert Merchant | Wandering Dealer
5. Roc - Thunderbird | Desert Wing
6. Clan Sage - Arch Sage | Combat Sage
7. Behemoth - Ancient Behemoth | Sand Behemoth

The Trolls Stronghold:
1. Thud - Mighty Thud | Master Thud
2. Jotnar - Armored Jotnar | Axe Jotnar
3. Wolf Rider - Whitewolf Rider | Rockwolf Rider
4. Ogre - Battle Ogre | Ogre Chief
5. Abarjia -  Anabeerja | Akaband'e
6. Troll Mage - Troll Sorcerer | Troll Battle Mage
7. Cyclops - Cyclops Lord | Blood Cyclops  

The Mindflayers Cavern:
1. Illithid - Psionic Illithid | Ulitharid
2. Shadowling - Dark Shadowling | Thick Shadowling
3. Beholder - Evil Eye | Master Beholder
4. Venom Spawn - Toxic Spawn | Acidic Spawn
5. Shadow Caster - Shadow Priest | Dark Caster
6. Arquen - Quick Arquen | Anri Arquen
7. Mawashee - Night Mawashee | Tombs Mawashee

----------------------------------------------------------------------------------

History:

introduction:

Plathia's Creation:
It isn't known how or when the gods of Plathia were exactly created. The story tells that every one of them left a different world, to search for a new place to settle. Each one of them came from a different background, looking for what he sees as the ultimate world.
Alissea created the planet's core. Roquar created the sees and the oceans and Adinalia added the land, the plants and the animals. Fundorio created the Sky and the Sun and Naakia directed the light towards Plathia. Souryth added a moon, that will shine in the night. Jardeo added a special climate to every zone of Palathia.
However, they felt that something is missing. Life on Plathia, unique creatures that will polpulate the world they created. Each one of them created a special kind of creatures, according to his liking. Harporeen tought them kindness, Raadero gave them magical abilities, Quantia gave them some wisdom and Nadyara gave them the ability to love.
The gods settled on islands in the Doom Sea, and made any coming ship to crash, so creatures won't be able to bother them, and will get away from the zone. They were pleased with the world they created and had happy lives.

Terath and Ono change things:
After many years of harmony and quiet on Plathia, Ono and Terath were pretty bored. They have gotten used to wars and couldn't live in Plathia as it was. They decided to change things a bit. Terath gave Plathia's creatures the wish to expand and conquer, and Ono gave them the agression.
None of the other gods knew about this action.

The beginning of Wars:
Creatures from all over Plathia started to fight each other. The blood rage was unstoppable. None of the gods knew what to do.
Terath decided to tell the gods about what he and Ono did. When the other gods found they were furious.
They all decide that the Agression and the wish to expand conquer should be balanced with comradeship and unification of the creatures.

The results the of gods' actions:
Instead of killing each other just like that, the creatures of Plathia settled in kingdoms, built large armies, created heavy weapons and armor, and made huge battles, that caused death of so many creatures, that most of the kingdoms fell apart.
Creatures united with others that have no blood relation to them, and many new brotherhoods, tribes and clans have been created by that.

Timeline:

26 Before YSD - The Demons invention
The Demons attacked the Wizards and the Humans on huge armies. Lack of organization and tactics led them into big losses. Eventually, they had to give up and go back to defend their own lands.

24 Before YSD - Centaurs' Escape
The Wizards were far away from their kingdom Al-Shazzar, fighting against the Demons. The enslaved and prisoned Centaurs decided to do a rebellion. All the Centaurs from all over AL-Shazzar ran away. They escaped and got to the Vale of Heresh, with the assistance of the Trolls, that gave them ships so they will be able to cross Mintogo bay easily.

23 Before YSD - The Wizards are back to the Desert.
A year after the rebellion, Al-Shazzar kingdom is weak and poor. The Wizards go back to their desert, and leave the humans alone, fighting against the Demons. When they come back from the War, they find their kingdom crashed. They start rebuilding it, using creatures they create, what makes the Centaurs angrier.

20 Before YSD - The Griffin Empire Retreats
Fighting against the Demons is too hard for the humans, without the assistance of the Wizrads. The humans go back to the Griffin Empire lands and immediately start practising.

15 Before YSD - Nomads' Gathering
The results of the wars become noticeable. So many creatures died, so many creatures, lost their homes and their livelihood, so many creatures were exiled from their houses (mainly humans). They find each other in Khotan and the Plains of Woe, and help each other to survive. This is the beginning of the Nomads' clans.

12 Before YSD - The Elves' Surprise.
The Trolls attack Irollan. The surprised Elves defend themselve, without knowing that this war going to last for many long years.

0 YSD - The Death of Mayrath
The Elves were the first to start counting the years. The day they started counting was the day that their Legandery king, Mayrath died in the battle against the Trolls. Mayrath was a great commander. His legion won many battles against the Trolls, that were detemined to kill him. Eventually he was killed by a shot of the of Troll King, Parad.

11 YSD - The War Ends
The war between the Trolls and the Elves seems almost immortal. Both sides manage to capture some of the enemy's lands, but they have hard time controlling them, since they are not used to live there. When the war ends, both kingdoms are weak and tired.

14 YSD - The Hastiness of the Centaurs
The Centaurs discover Nariya. They want to capture those tropical islands in the east. They don't know what kind of creatures live there, and how powerful is their army. They take the risk and attack it without checking. The nagas that live there beat them quite easily, from the sea.  

16 YSD - The Wizards Search for the Centaurs
The Wizards go to the Vale of Heresh, to look for the Centaurs. They know their kingdom is crashed. They are weak. The Wizards wish to take them back to Al-Shazzar, to enslave them. The Centaurs manage to hide themselves.

19 YSD - Landyr is Killed
The Centaurs sent an assassin to Al-Shazzar, to kill the Wizarad Landyr, the old Wizard that created the Centaurs. He was 102 when he died, and had no children or some that could know the way to create the Centaurs after him. The Centaurs knew that with Landyr, the Wizards will be able to creature more Centaurs and to enslave them, and the Centaurs of the Vale of Heresh wanted to prevent other Centaurs from suffering like that.

26 YSD - The Nomads Cooperate
After many times that the Orcs and the Demons have robbed them, the Nomads of Khotan and the Plains of Woe decide to build an army to protect themselves. They tame the creatures of the area; Rocs, Snakes, Hawks and Behemoths, so they will be able to use them on the next time the come. They manage to stop the robberies, and to prevent their enemies from passing in the area.

34 YSD - The Strom of Peace
After so many wars and death, the population is Plathia is tired. Nobody cares what's going to happen. Everyone is deparate. The atmosphere affects also the gods in the Islands of the Doom Sea.
Jardeo sends a single Thunderbird. With all the power it has, the mighty Thunderbird creates a massive strom, that covers the entire Plathia. The rain washes the blood and gives the people of Plathia a new hope. Eversince then, the Thunderbird is a symbol for the peace.

64 YSD - The Nomads' Surprising Incursion
30 years of peace passed. When everyone was sure nobody will do the mistake of inflaming Plathia with battles again, the Nomads were planning to revenage the Orcs, that abused them and robbed them throughout the last centauries. They planned to details a massive attack on the orcs, that settled in the unknown east in the Plains of Woe (part of the Plains). The attack was so surpising, and the Orcs were hopeless against the Nomads. Within 8 days, the Nomads managed to conquar almost all the Orcs lands on the Plains of Woe.  

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
GenieLord
GenieLord


Honorable
Legendary Hero
posted September 13, 2007 09:03 PM
Edited by GenieLord at 13:16, 20 Oct 2007.

The Nagas

Town name: Temple
Associated Colours: Sea blue and purple
Worship: Roquar, the God of Oceans
Core Philosophy: "The life is a river of events and opportunities - go with the flow"
Country/Kingdom: Hashima and the islands of Naquera
Capital City: Nariya
Alignment: Lawful Good
Key Symbols: The Wave



Style:
Classic Ocean Nagas. Blue and Purple, wear golden jewelry. Lawful and organized.

History:

The Nagas have been created by Roquar. According to the Nagas' story, he was jelous of the beautiful creation of Terath, that created the humans, and Adinalia that created the animals. He decided to use their both creations to make even more fabulous one. He took Adinalia's fish and combined them with Terath's women.
The Nagas started as water creatures. They lived in the depths, and slowly expanded to the tropical islands that circle their coral sea, Hashima island and the islands of Naquera. They found a lot of allies and enemies. On the islands they found the mighty Basilisk, and the Medusas, Mermaid and Krakens on the Water.
However, the Centaurs, that lived in the Vale of Heresh, which is quite close, have got an interest on the Nagas' fertile tropical islands, when the gods gave the creature the wish to expand and conquer. The Centaurs Attacked the Nagas many times, but the Nagas defeted them, mainly by drawning their ships.
Eversince then, the Centaurs didn't have wars. They live quietly, until the moment they are called to aid the Wizards...

Countess
(Nagas' Mighty Hero)
Primary skill: Attack
Secondary skill: Spell Power

Mighty Racial skill: Bribe
The Countess can bribe neutral creatures on the adventure map, that would like to advoid the battle. The creature will join the Conutess, for a certain amount of gold.

Basic Bribe:
The amount of gold needed to bribe to creature is [Exp. the creature gives]X[amount of creatures] - [Hero's Exp.]X0.4

Advnaced Bribe:
The amount of gold needed to bribe to creature is [Exp. the creature gives]X[amount of creatures] - [Hero's Exp.]X0.5

Expert Bribe:
The amount of gold needed to bribe to creature is [Exp. the creature gives]X[amount of creatures] - [Hero's Exp.]X0.6

Ultimate Bribe:
The amount of gold needed to bribe to creature is [Exp. the creature gives]X[amount of creatures] - [Hero's Exp.]X0.8

Matriarch
(Nagas' Magical Hero):
Primary skill: Spell Power
Secondary skill: Knowledge

Magical Racial skill: Whirlpool Summoner
The Matriarch can summon a whirl pool to the battlefield. It stays in the battlefield for two turns. The Whirlpool causes damage to the creatures on it, reduce their speed and pools mana and shots into it.

Basic Whirlpool Summoner:
A small whirlpool (1X1) is summoned to a chosen location on the battlefield. Creatures in the whirlpool has -2 speed (creatures in the tiles around it has -1 speed), they suffer 5X[Hero's SP] damage, casters lose 2 mana and shooters lose 3 shots.

Advanced Whirlpool Summoner:
A medium whirlpool (2X2) is summoned to a chosen location on the battlefield. Creatures in the whirlpool has -2 speed (creatures in the tiles around it has -1 speed), they suffer 10X[Hero's SP] damage, casters lose 3 mana and shooters lose 4 shots.

Expert Whirlpool Summoner:
A large whirlpool (3X3) is summoned to a chosen location on the battlefield. Creatures in the whirlpool has -2 speed (creatures in the tiles around it has also -2 speed), they suffer 12X[Hero's SP] damage, casters lose 4 mana and shooters lose 4 shots.

Ultimate Whirlpool Summoner:
A large whirlpool (3X3) is summoned to a chosen location on the battlefield. Creatures in the whirlpool has -3 speed (creatures in the tiles around it has also 3- speed), they suffer 15X[Hero's SP] damage, casters lose 4 mana and shooters lose 4 shots.

Creatures:

1. Sea Man - General | Admiral
Attack: 2 - 3 | 2
Defense: 1 - 2 | 2
Damage: 1-3 - 2-3 | 1-3
Speed: 5 - 5 | 6
Initiative: 9 - 9 | 10
Hit Points: 4 - 5 | 5
Attack Range: regular
Shots: 0
Shot Range: None
Mana: o
Special Abilities: Amphibious - Amphibious, Leader | Amphibious, Courageous
Sea Men are the Temples' citizens. They are the basic offensive force of the Nagas. They come in huge amounts and it's cheap to hire them. See Men can be trained into either Generals or Admirals.

Amphibious:
This creature gets a bonus when waves are summoned to the battlefield.

Leader:
Friendly creatures in the adjacent tiles to the General get +1 Moral.

Courageous:
The Admiral recieves +1 iniative everytime he attacks a creature, per the rest of the battle. The maximum iniative he can have is 13.



2. Mermaid - Silver Mermaid | Water Nymph
Attack: 3 - 5 | 3
Defense: 4 - 4 | 3
Damage: 1-4 - 2-5 | 1-4
Speed: 6 - 6 | 5
Initiative: 10 - 10 | 10
Hit Points: 14 - 16 | 14
Attack Range: Regular
Shots: 0 - 0 | 0
Shot Range: None
Mana: 0 - 0 | 10
Special Abilities: Amphibious, Lighten - Amphibious, Lighten, Magical Protector | Amphibious, Lighten, Caster
Mermaids live on the coral reefs near the Temples. They are allied with the Nagas for thousands of years. Silver Mermaids have a partial magical protection, and Nymphs are a bit weaker, but can cast spells.

Amphibious:
This creature gets a bonus when waves are summoned to the battlefield.

Lighten:
The effect of light spells on this creature is 20% stronger, and dark spells' effect is 20% weaker.

Magical Protector:
Creature adjacent to the Silver Memaid (and the Silver Mermaid heself), have 40% chance to resist enemy's spells.



3. Sharks Slayer - Sharks Butcher | Sharkerist
Attack: 7 - 7 | 8
Defense: 2 - 4 | 4
Damage: 5-5 - 6-6 | 6-6
Speed: 6 - 7 | 7
Initiative: 13 - 13 | 11
Hit Points: 18 - 20 | 19
Attack Range:  Cross
Shots: 0 - 0 | 0
Shot Range: None
Mana: 0 - 0 | 0
Special Abilities: Amphibious, Slayer - Amphibious, Butcher | Amphibious, Slyer, Threatening
The Sharks have always been a threat for the Nagas. The Nagas have been training special warriors that will be able to protect them from the Sharks. Sharkerist are the Elite of the Shark slayers.

Amphibious:
This creature gets a bonus when waves are summoned to the battlefield.

Slayer:
This creature deals +20% damage to large creatures.

Butcher:
This creature deals +35% damage to large creatures.

Threatening:
The presence of the Sharketists is threatening for low level creatures. The passive abilities and bonuses of the 1st and 2nd level creatures (like bash or luck) will trigger more rarely.

4. Medusa - Medusa Queen | Siren
Attack: 10 - 10 | 10
Defense: 11 - 13 | 12
Damage: 7-10 -  9-11 | 8-11
Speed: 5 - 6 | 5
Initiative: 9 - 9 | 8
Hit Points: 30 - 38 | 35
Attack Range: X
Shots: 0 - 0 | 0
Shot Range: None
Mana: 0 - 0 | 0
Special Abilities: Large Creature, Amphibious, Fossilizing Gaze - Large Creature, Amphibious, Fossilizing Gaze, Queen's Assets | Large Creature, Amphibious, Temptress, Siren's Scream
Medusas are mysterious creatures, with hair of water snakes. They don't have legs, only a snake's tail. Their gaze can fossilize creatures. They can upgrade to Sirens, that tempt the enemy creatures and effect their actions.

Amphibious:
This creature gets a bonus when waves are summoned to the battlefield.

Fossilizing Gaze:
There's chance of 15% that creatures hit by the Medusa will be fossilized.

Queen's Assets:
Every Medusa Queen gives the kingdom +4 gold per a day.

Temptress:
Before the Siren moves or attacks, she can use Temptress ability, to make a specific creature get one tile closer to her.

Siren's Scream:
The Siren can scream, and make all the creatures in radius of two tiles (including the friendly creatures) to get stunned (lose iniative), and lose a lot of defense. The Siren's turn will end after the scream.



5.Ice Magicitian - Ice Witch | Cold Sorceress
Attack: 10 - 13 | 15
Defense: 15 - 16 | 15
Damage: 12-15 - 13-18 | 13-19
Speed: 4 - 4 | 3
Initiative: 8 - 10 | 9
Hit Points: 48 - 53 - 50
Attack Range: Regular
Shots: 12 - 12 - 12
Shot Range: 6 - 7 - 7
Mana: 16 - 20 - 20
Special Abilities: Amphibious, Shooter, Caster - Amphibious, Shooter, Caster, Waves Summoner | Amphibious, Shooter, Caster, Cold Shield
Ice Magicians learn the secrects of the cold spells. They are mighty casters and very useful shooters as well.

Amphibious:
This creature gets a bonus when waves are summoned to the battlefield.

Waves Summoner:
The Ice Witch can summon a wave to the battlefield, that increases the amphibious creatures' moral and initiative by 1, and doubles the damage dealt from lightnings spells for 2 rounds.

Cold Shield:
A magical shield is summoned to the battlefield.



6. Basilisk - Fossilizing Basilisk | Swamp Basilisk
Attack: 15 - 17 | 17
Defense: 20 - 22 | 24
Damage: 17-25 - 18-24 | 19-26
Speed: 4 - 4 - 4
Initiative: 7 - 7 - 8
Hit Points: 109 - 114 - 119
Attack Range: Zone
Shots: 0 - 0 | 0
Shot Range: None
Mana: 0 - 0 | 0
Special Abilities: Amphibious, Sharp Spikes - Amphibious, Sharp Spikes, Fossilizing Gaze | Amphibious, Sharp Spikes, Mud Creature.
Basilisk are ancient huge lizards. The Nagas trained them to fight and use their fossilizing gaze on battles. They are large tanky units.

Amphibious:
This creature gets a bonus when waves are summoned to the battlefield.

Sharp Spikes:
The Basilisk's Sharp Spikes have 25% to stab the enemy (on the attack) and to make it bleed, so it losses -15% defense per a turn and -1 speed per a turn, for the next three turns. After it, it will stop bleeding and the effect won't pass, unless the creature gets cured.

Fossilizing Gaze:
There's chance of 15% that creatures hit by the Fossilizing Basilisk will be fossilized.

Mud Creature:
The Swamp Basilisk is a Mud Creature, and immune to all the spells and effects that reduce its speed or iniative.



7. Giant Octopus - Acidic Octopus | Kraken
Attack: 29 - 30 - 35
Defense: 20 - 22 - 26
Damage: 30-60 - 20-60 - 38-70
Speed: 6 - 6 - 7
Initiative: 10 - 10 - 10
Hit Points: 170 - 190 - 215
Attack Range: Square
Shots: 0 - 0 - 0
Shot Range: None
Mana: 0 - 0 - 0
Special Abilities: Amphibious, Large Creature - Amphibious, Large Creature, Acidic Hit, Plague Spread | Amphibious, Large Creature, Swallow.
The Giant Octopus, or the Kraken, are the mightiest sea creatures. They horrify the enemy creatures. Acidic Octopus are not as powerful as the Krakens, but their acid can cause a lot of damage to the enemy.

Amphibious:
This creature gets a bonus when waves are summoned to the battlefield.

Acidic Hit:
In addition to every hit of the Acidic Octopus, there's a small acid damage, which is worth to [Number of Acidic Octopuses]% out of the hit.

Plague Spread:
The Acidic Octopus can spread a plague (Decay's effect), that will be spread from an enemy creature to another when they touch each other.

Swallow:
The Kraken swallows his enemies, so any creature killed by it cannot be raised dead or resurrected.



The Centaurs

Town name: Encampment
Associated Colours: Brown and Dark Green
Worship: Adinalia, Goddess of Nature
Core Philosophy: "Live and let live"
Country/Kingdom: Vale of Heresh
Capital City: Folkerious
Alignment: Lawful Good
Key Symbols: The Golden Hoof


Style:
The Forest Centaurs. Live at  Encampments, on large Tribes.

History:

The Centaurs were born as an experiment of the Wizards, of combining a human with a horse. They were supposed to work for the Wizards while they fight.
One day, in 24 YSD, when the Wizards' army was in a great war against the Demons, the Centaurs decided to do a rebellion. All the Centaurs from all over AL-Shazzar ran away.
They escaped far far away, and got to the Vale of Heresh, with the assist of the Trolls, that gave them ships so they will be able to cross Mintogo bay easily.
They settled on the Forests in the Vale of Heresh, and became allies of the Trolls.
They wanted to have also the islands of Nagas. High moral, high confidence and hastiness made them go to a huge war against the Nagas, and they were easily defeted.
Their entire army crashed, and they remained without nothing but their forests after their cruel war. Still, they managed to hide themselves from the mages that were looking for them and wated to enslave them again.

Keeper
(Centaurs' Mighty Hero)
Primary skill: Defense
Secondary skill: Knowledge

Mighty Racial skill: Plant
Chieftian's unique skill. Allows him to Choose a location on the battlefield that a special plant will grow in. The plants give the Centaurs around them unique bonuses.

Basic Sprout:
The Chieftian is able to plant a Parasinion on the battlefield. The Parasinion is a small healing plant. After a round, it will grow to be an obstacle, and will heal the Centaur troops around it by 5X[Hero's Knowledge] Hit Points.

Advanced Sprout:
The Chieftian is able to plant a clovers field on the battlefield. The size of the field is 2X2. It's not an obstacle, creatures can step on it. The Clovers field gives the Centaur troops around it +2 luck.

Expert Sprout:
The Chieftian is able to plant a Claradium, a large carnivorous plant. It's an obstacle on the battlefield. It grows up quickly, so there's no need to wait a round. It attacks every non-centaur troop standing next to it. It has 10 iniatiative and 15X[Hero's Knowledge] Damage.

Ultimate Sprout:
All the Chieftain's plants have 1.5 of their regular effect.


Chieftian
(Centaurs' Magical Hero)
Primary skill: Spell Power
Secondary skill: Defense

Magical Racial skill: Forest Protection
Chieftian's unique skill. Allows him to create a magical gate on the battlefield, that gives defensive bonuses for every centaur stack that passes throughout it, and penalties for every enemy stack that passes throughout it.

Basic Forest Protection:
The gate is 2 tiles long. It gives a bonus of 0.5X[Hero's Defense] Defense and [Hero's SP]% Magical Protection for every centaur stack that passes throughout it, and -0.25X[Hero's SP] Defense for every enemy stack that passes throughout it.

Advanced Forest Protection:
The gate is 2 tiles long. It gives a bonus of 0.6X[Hero's Defense] Defense and 1.5X[Hero's SP]% Magical Protection for every centaur stack that passes throughout it, and -0.3X[Hero's SP] Defense for every enemy stack that passes throughout it.

Expert Forest Protection:
The gate is 3 tiles long. It gives a bonus of 0.7X[Hero's Defense] Defense and 2X[Hero's SP]% Magical Protection for every centaur stack that passes throughout it, and -0.35X[Hero's SP] Defense for every enemy stack that passes throughout it.

Ultimate Forest Protection:
The gate is 3 tiles long. It gives a bonus of 0.9X[Hero's Defense] Defense and 3X[Hero's SP]% Magical Protection for every centaur stack that passes throughout it, and -0.4X[Hero's SP] Defense for every enemy stack that passes throughout it.

Creatures:

1. Alaphy - Uquick | Anathy
Attack: 2 - 4 | 3
Defense: 1 - 2 | 3
Damage: 1-1 - 1-2 | 1-2
Speed: 5 - 6 | 6
Initiative: 10 - 11 | 11
Hit Points: 4 - 6 | 6
Attack Range: Cross
Shots: 0 - 0 | 0
Shot Range: None
Mana: 0 - 0 | 0
Special Abilities: Youth - Uquicks' Tactics, Observe
Alaphy are the Centaur foals. They are young and inexperienced. When they grow, they can be trained to either Uquick, Centaur fighters or Anathy, the Centaur scouts.

Youth:
The Alaphies are very young and full of energy. Their attack is increased by 1-3 everytime they attack.

Uquicks' Tactics:
One the tactics mode, the Uquicks are able to be on one line forward.

Observe:
The Anathies are practised scouts. They help the hero to see 2 tiles further on the adventure map.



2. Ranger - Veteran Ranger | Master of Arrows
Attack: 3 - 3 | 3
Defense: 5 - 6 | 5
Damage: 2-3 - 2-4 | 1-3
Speed: 3 - 4 | 3
Initiative: 9 - 9 | 9
Hit Points: 15 - 16 | 15
Attack Range: regular
Shots: 7 - 7 | 12
Shot Range: 4 - 4 | 7
Mana: 0 - 0 | 0
Special Abilities: Shooter - Shooter,  Heavy Bow | Shooter, Fire Arrow, Unstoppable Arrow, Hunting Arrow, Sharp Arrow.
The Rangers are a powerful force of the Centaurs army. They are well trained and cause a large damage. The Masters of Arrows can add special effects for their shots, like a fire arrow, for example.

Heavy Bow:
The Veteran Ranger can use his heavy bow to deal a larger damage on melee attacks, by 30%.

Fire Arrow:
When a fire arrow hits there's a fireball on the shot creature. It can be used once per a battle.

Unstoppable Arrow:
This Arrow hits a line on the battlefield, like the H5 Mage's attack. It can be used once per a battle.

Hunting Arrow:
This arrow causes more damage to natural animals like: Hounds, Wolves, Foxes, etc. It can be used once per a battle.

Sharp Arrow:
This Arrow wounds the enemy so he has only 70% attack, defense and speed for its next two turns. It can be used once per a battle.



3. Fox - Night Fox | Fire Fox
Attack: 4 - 6 | 6
Defense: 7 - 7 | 7
Damage: 2-9 - 4-8  | 2-9
Speed: 7 - 7 | 7
Initiative: 13 - 14 | 13
Hit Points:  17 - 19 | 18
Attack Range: Zone
Shots: 0 - 0 | 0
Shot Range: None
Mana: 0 - 0 | 0
Special Abilities: Quick - Quick, Night Vision | Immue to Fire, Fire Shield
Foxes are quite common in the Centaurs' Forests. They are tamed to help the Centaurs on their battles. The Shamans can cast unique spells on the fire foxes, to make their body set on fire without harming them.

Quick:
Twice per a battle, the Fox's turn will come much faster (will bypass 3 other creatures), according to the hero's choise.  

Night Vision:
The Night Fox's night vision ability helps the hero to see 2 tiles further in the adventure map, on dark terrains.



4. Forest Shaman - Nature Shaman | Tribe Chief
Attack: 7 - 7 | 7
Defense: 12 - 13 | 13
Damage: 7-12 - 8-13 | 7-12
Speed: 3 - 3 | 3
Initiative: 8 - 8 | 10
Hit Points: 28 - 33 | 30
Attack Range: X
Shots: 8 - 16 | 8
Shot Range: 5 - 7 | 5
Mana: 14 - 18 | 15
Special Abilities: Shooter, Caster, Forest Energy - Shooter, Caster, Forest Energy, Elementalist | Shooter, Caster, Prayer.
The Forest Shamans are the initiator of the strong Centaurs believes. They can be upgraded to Natures Shamans, which are stronger casters, or to be the Tribe's Chieves.

Forest Energy:
The Forest/Nature Shamans carry with them the Forest Energy, that makes the Dendriods get magical earth immunity and +5 defense for the rest of the battle.

Elementalist:
This creature can summon randomal Elementals to the battlefield. The amount is one Elemental per 7 Nature Shamans.

Prayer:
The creature prays. He losses a turn, but after it, he and 2 other chosen creatures will have +50% magical protection and +30% more effect from light spells, for the next 2 turns.  

5. Dendroid - Dendroid Soldier | Dendroid Guard
Attack: 10 - 13 | 10
Defense: 14 - 16 | 17
Damage: 5-10 - 7-13 | 8-12
Speed: 5 - 5 | 6
Initiative: 7 - 8 | 7
Hit Points: 73 - 99 | 95
Attack Range: regular
Shots: 0 - 0 | 0
Shot Range: None
Mana: 0 - 0 | 0
Special Abilities: Large Creature, Entangling Roots - Large Creature, Entangling Roots, Forest Soldier | Large Creature, Entangling Roots, Minerals Drawing
The Forests' Dendroids joined the Centaurs army many years ago, once they realized they have a lot of common values and goals. The Dendroids can be used either as offensive soldiers or defensive guards.

Entangling Roots:
Creature's attack entangles enemy with its roots and immobilises it. Creature can immobilise several enemies simultaneously, but the effect only lasts while the creature remains in direct contact with its victims. (Explanation from AoH)

Forest Soldier:
The Dendroid soldier receives a double effect from the Shamans' Forest Energy.

Minerals Drawing:
Everytime the Dendroid Guard doesn't wait or defend, it draws minerals from the earth. It gets +6 defense and a zone attack range for the rest of the battle. This ability cannot be used on Lava terrain.



6. Centaur Commander - Lord of Hooves | Tribe Leader
Attack: 17 - 22 | 17
Defense: 13 - 14 | 13
Damage: 10-29 - 14-30 | 14-30
Speed: 7 - 8 | 7
Initiative: 13 - 13 | 14
Hit Points: 80 - 98 | 90
Attack Range: Regular
Shots: 0 - 0 | 0
Shot Range: None
Mana: 0 - 0 | 0
Special Abilities: Large Creature, Command  - Large Creature, Command, Golden Hoof  | Large Creature, Command, Leader.
Centaurs Commanders are simply the Centaurs' army commanders. Lord of Hooves is an optional upgrade that offers stornger melee army, and Tribe Leader can raise the Moral of his troops.

Commandments:
Once per a battle, the Centaur Commander can command other friendly unit to attack instead of him.

Golden Hoof:
The Lord of Hooves creature can temporarily increase other creature's luck by 2. The time depends in the creature's luck. 1 luck: Until the next turn; 2 luck: 1.5 turn; 3 luck: 2 turns; 4 luck: 3 turns; 5 luck: for the rest of the battle.

Leader:
Friendly creatures in the adjacent tiles to the General get +1 Moral.



7. Forest Phantom - Lapithae | Diedamia
Attack: 29 - 31 | 31
Defense: 29 - 31 | 31
Damage: 20-80 - 30-80 | 25-80
Speed: 7 - 8 | 8
Initiative: 10 - 10 | 10
Hit Points: 150 - 201 | 204
Attack Range: regular
Shots: 0 - 0 | 0
Shot Range: None
Mana: 0 - 0 | 0
Special Abilities: Large Creature, Frightening  - Large Creature, Frightening, Teleporter, Centaurs Supporter | Large Creature,  Frightening, Teleporter, Crushing.
The Centaurs are known for their relationship with the Lapithaes and the Diedamias (according to the mytology). Here, they are mighty Forest Phantoms, that can crash the enemy's army easily. For those of you who know the Greece Mythology, Diedamia a specific Lapithae woman, but in some places, her name also refers to all the female Lapithae.

Frightening:
Enemy creatures adjacent to this creature have -1 moral and iniative, and might not retaliate.

Centaurs Supporter:
Centaurs feel safe near the Lapithae. When he is present, All the Centaurs in the Army will have +2 moral for small Centaurs, +1 moral for large Centaurs.

Crushing:
Diedamias can crush creatures, so they will be stunned for a while.


The Nomads

Town name: Clan
Associated Colours: Sand Yellow and Dirt Brown
Worship: Fundorio, the God of Sky and Sun.
Core Philosophy: "Every person is welcome - until he proves he isn't"
Country/Kingdom: There's no actual kidgdom, but they mainly live in Khotan and the Plains of Woe
Capital City: None - same reason
Alignment: Neutral
Key Symbols: Bonefire


Style:
Arabian-style marchents and dealers, that wander in the desert.

History:

The harsh wars that were spreading in Plathia, on 103-214 YSD, made a lot of people to run away from what they saw as craziness, to the wastelands of Khotan and the Plains of Woe. Many of them didn't have much choise; some lost their houses or their family, or were exiled from their kingdom by the enemy.
The people that got to Khotan and the Plains of Woe became nomads. They started to cooperate and to help each other with things like getting food. Slowly they started living in clans of nomads.
After a few attacks and robberied from passing armies, they understood they need an army to protect themselves. Each clan trained until they were actually able to stop the attacks. They also succeeded to tame the creatures of the area; Rocs, Snakes, Thunderbirds, Desert Wings, Hawks and Behemoths.

Wanderer
(Nomads' Mighty Hero)
Primary skill: Attack
Secondary skill: Defense

Mighty Racial skill: Settler
Unique Wanderer's skill. Allows him to settle on a chosen place in the adventure map (building a tent). Settleling will allow the hero to regain some mana points, recruit some creatures from the closest town and to exchange resources (like a marketplace).

Basic Settler:
The Hero is able to settle once per every two weeks. When he settles, he is able to regain 10 mana points, recruit 20% of the creatures in the closest town and to exchange resuorces.

Advanced Settler:
The Hero is able to settle once per 10 days. When he settles, he is able to regain 20 mana points, recruit 35% of the creatures in the closest town and to exchange resuorces.

Expert Settler:
The Hero is able to settle once per a week. When he settles, he is able to regain 30 mana points, recruit 50% of the creatures in the closest town and to exchange resuorces.

Ultimate Settler:
The Hero is able to settle once per four days. When he settles, he is able to regain 40 mana points, recruit 65% of the creatures in the closest town and to exchange resuorces.

Soothsayer
(Nomad's Magical Hero)
Primary skill: Spell Power
Secondary skill: Attack

Magical Racial skill: Furtune Teller
Unique Soothsayer's skill. Enables the Soothsayer to know when bonuses/penalties of good/bad luck or morale are going to trigger.

Basic Furtune Teller:
The Soothsayer can see when is the next time that each of his troops will have good luck or morale.

Advanced Furtune Teller:
The Soothsayer can see when is the next time that each of his troops will have good/bad luck or morale.

Expert Furtune Teller:
The Soothsayer can see when is the next time that each of his troops and the enemy's troops will have good/bad luck or moral.

Creatures:

1. Refugee - Fugitive | Trained Refugee
Attack: 1 - 2 | 2
Defense: 1 - 1 | 1
Damage: 1-1 - 1-2 | 1-2
Speed: 5 - 6 | 6
Initiative: 8 - 8 | 8
Hit Points: 4 - 6 | 6
Attack Range: regular
Shots: 0 - 0 | 0
Shot Range: None
Mana: 0 - 0 | 0
Special Abilities: Escape - Escape, Spoils taker  |  Organized
Refugeee come from different places and kingdoms to Khotan and the Plains of Woe. The Nomads clans hire them as a basic military force, some of them can pass military trainings.

Escape:
This creature can escape from the battlefield, so the enemy won't ask for any money for it when the hero surrenders.

Spoils taker:
After you won an enemy hero, the Fugitive will help you to take 10% of the enemy kingdom's gold.

Organized:
After the Refugees had been trained, they work in an organized way, and it's harder to kill them. They get bonus of +1 defense for every attack they suffer.

2. Hawk - Large Hawk | Cliffs Hawk
Attack: 3 - 5 | 5
Defense: 2 - 2 | 3
Damage: 2-3 - 2-3 | 2-4
Speed: 6 - 6 | 7
Initiative: 12 - 12 - 12
Hit Points: 12 - 15 - 14
Attack Range: Cross
Shots: 0 - 0 | 0
Shot Range: None
Mana: 0 - 0 | 0
Special Abilities: Flyer, Strike and Return - Flyer, Strike and Return, Claws | Flyer, Strike and Return, Diver
Hawks are common in Khotan and the Plains of Woe. They are an useful flying force for the Nomads army.

Strike and Return:
After attacking, the Hawk returns to its original place, before it attacked.

Claws:
The Large Hawk Claws have 50% make the creature to bleed a bit and to lose -1 moral and -2 initiative

Diver:
Once per a battle, the Cliffs Hawk can dive to an enemy creature as a regular attack, even if it's unreachable. They just don't have to stand next to it to attack it. After it, they will return to the same place they were in.



3. Snakes Flutist - Snakes Hypotizer - Cobra Flutist
Attack: 1 - 1 | 1
Defense: 3 - 5 | 5
Damage: 0-0 - 0-0 | 0-0
Speed: 3 - 3 | 3
Initiative: 10 - 10 | 10
Hit Points: 25 - 30 | 30
Attack Range: None
Shots: 0 - 0 | 0
Shot Range: None
Mana: 0 - 0 | 0
Special Abilities: Send a Snake - Hypnotize a Snake | Send a Cobra
Snakes Flutists control poisonous snakes and make them attack the enemy. The snakes hypnotizers get a better control on their snakes, and Cobra Flutist do a much larger damage, with their stronger snake.

Send a snake:
The Snakes Flutist can send a snake to fight on the battlefield. The number of snakes will be the number of the Snakes Flutists. The Snake has 5 Attack, 5 Defense, 2-5 damage, 7 Speed and 12 HP. When the Snakes Flustist gets killed, the snake will not play anymore.

Hypnotize a snake:
The Snakes Hypnotizer can hipnotize a snake and make it to fight on the battlefield. The number of snakes will be the number of the Snakes Hypnotizers. The Snake has 6 Attack, 5 Defense, 3-6 damage, 7 Speed and 14 HP. When the Snakes Hipnotizer gets killed, the snake will not play anymore.

Send a Cobra:
The Cobra Flutist can send a Cobra to fight on the battlefield. The number of Cobras will be the number of the Cobras Flutists. The Cobra has 5 Attack, 8 Defense, 2-5 damage 7 Speed and 18 HP. When the Cobra Fultist gets killed, the Cobra will not play anymore.



4. Camel Rider - Desert Merchant | Wandering Dealer
Attack: 7 - 8 | 9
Defense: 8 - 8 | 8
Damage: 4-14 - 5-15 | 6-14
Speed: 5 - 6 - 6
Initiative: 9 - 9 - 8
Hit Points: 28 - 31 - 28
Attack Range: regular
Shots: 0 - 0 | 0
Shot Range: None
Mana: 0 - 0 | 0
Special Abilities: Large Creature, Camel Rider - Camel Rider, Merchant | Camel Rider, Dealer
Camel Riders are very common Nomads. Some of them are marchents, which are richer, and have much larger effect on the battlefield.

Camel Rider:
This creature reduces the penalty of walking in the desert terrain by 25%.

Merchant:
The Clan gets 1 randomal resource per a week, per every 5 Desert Merchants.

Dealer:
Increase the chance that neutral creatures on the adventure map will want to join the hero.



5. Roc - Thunderbird | Desert Wing
Attack: 14 - 18 | 16
Defense: 11 - 12 | 12
Damage:  12-18 - 13-19 - 13-19
Speed: 7 - 8 | 8
Initiative: 13 - 15 | 15
Hit Points: 37 - 42 | 42
Attack Range: Regular
Shots:0 - 0 | 0
Shot Range: None
Mana: 0 - 0 | 0
Special Abilities: Large Ceature, Flyer - Large Ceature, Flyer, Thunderstrike | Large Ceature, Flyer, SandStorm.
Rocs are ancient birds, that have been in HOMM series many times before. They can upgrade either to Thunderbirds or Desert Wing, which are the creatures that control the stroms in the desert; Thuderstroms and Sandstroms.

Thunderstrike:
There's a chance of 20% that after the Thunderbird hit a creature, it will also be striked by a lightning.

Sandstorm:
Once per a battle, the Desert Wing can summon a sandstorm to area of 5X5 tiles. All the creature in the sandstorm will have -2 speed, including the friendly creatures.



6. Clan Sage - Arch Sage | Combat Sage
Attack: 15 - 17 | 17
Defense: 16 - 17 | 18
Damage: 18-23 - 18-23 | 18-23
Speed: 4 - 4 | 5
Initiative: 9 - 9 | 9
Hit Points: 90 - 100 | 95
Attack Range: regular
Shots: 5 - 7 | 6
Shot Range: 4 - 6 | 4
Mana: 18 - 23 | 23
Special Abilities: Shooter, Caster - Shooter, Caster, Mentor | Shooter, Caster, No Melee Penalty
The Sages are the only educated Nomads. The first Sages learned a lot from the mages on their trips, and passed their knowledge to their offsprings.

Mentor:
The Arch Sage guides the creatures in the adjacent tiles to him to have better results when causing damage, or 1 level higher mastery when casting a spell (only for casters, not heroes).



7. Behemoth - Ancient Behemoth | Sand Behemoth
Attack: 27 - 30 | 30
Defense: 25 - 29 | 31
Damage: 30-55 - 33-60 | 33-60
Speed: 5 - 6 | 6
Initiative: 8 - 8 | 9
Hit Points: 200 - 240 | 235
Attack Range: regular
Shots: 0 - 0 | 0
Shot Range: None
Mana: 0 - 0 | 0
Special Abilities:  Large Creature, Cave Creature - Large Creature, Caves Creature, Armor Destroyer | Large Creature, Digger  
The Nomads are the only people in Plathia that know how to tame the Behemoths. Ancient Behemoths can live thousands of years, and Sand Behemoths come from the sand can dig on it.

Caves Creature:
The Behemoth comes from the caves, and receives a bonus of +1 speed and iniative when it fights in the underground or the abyss terrains.

Armor Destroyer:
The Behemoth has chance of 20% to reduce the creatures defense by 60%, for the rest of the battle.

Digger:
The Behemoth can dig on sand, grass or dirt terrain. It will appear after two turns, coming out of the chosen area, dealing 1.5 of the regular damage for all the creatures above.


 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
GenieLord
GenieLord


Honorable
Legendary Hero
posted September 13, 2007 09:04 PM
Edited by GenieLord at 14:03, 09 Nov 2007.

Trolls

Town name: Stronghold
Associated Colours: Gray and Black
Worship: Ono, the God of Aggression
Core Philosophy: "Who wakes up early to kill you - wake earlier to kill him"
Country/Kingdom: Thyssus
Capital City: Lagesh
Alignment: Chaotic Evil
Key Symbols: Ogre's Club


Style:
The rock Trolls. The style is like the Barbarian's town's style from H2.


The Trolls were created in the Mythic Age, with most of the creatures on Plathia. They were created by Ono, the god of agression, and they have always worshiped him.
They live nearby the Wizards, and only the desert rocky change separate between them. They have always hated the Wizards, for their relations with the Trolls' enemies and their control on Al-Shazzar desert, that the Trolls believe that it belongs to them.
However, they have never fought with the Wizards, or officially announce them as enemies. There is just a tention that nothing can cure.
The Trolls have many enemies; the Humans, the Elves, the Nomads and the Nagas. They are known in all over Plathia for their agression and their cruelty.

Warlord
(Trolls Mighty Hero)
Primary skill: Attack
Secondary skill: Defense

Mighty Racial Skill: Slavery
Unique Warlord's skill. Allows him to enslave a friendly creature, so its attack will be much higher, but its morale will be lower. Ogres and Cyclopses are already slaves, so they cannot be affected by that.

Basic Slavery:
The chosen enslaved creature has +33% attack and -3 morale.

Advanced Slavery:
The chosen enslaved creature has +50% attack and -2 morale.

Expert Slavery:
The chosen enslaved creature has +65% attack and -2 morale.

Ultimate Slavery:
The chosen enslaved creature has +70% attack and -1 morale.

Seer
(Trolls Magical Hero)
Primary skill: Attack
Secondary skill: Spell Power

Magical Racial Skill: Energy of Wrath
Unique Seer's skill. Allows him to use the energy of the Troll's Wrath to increase his own magical powers. The creature gets bonuses for every melee attack or shot on his creatures, for every spell casted by the enemy.

Basic Energy of Wrath:
The Seer gets +0.5% Spell Power for every attack or shot on his creatures, and +1.5% Spell Power for every spell casted by the enemy.

Advanced Energy of Wrath:
The Seer gets +1% Spell Power for every attack or shot on his creatures, and +2% Spell Power for every spell casted by the enemy.

Expert Energy of Wrath:
The Seer gets 1.5% Spell Power for every attack or shot on his creatures, and +3% Spell Power for every spell casted by the enemy.

Ultimate Energy of Wrath:
The Seer gets +2% Spell Power for every attack or shot on his creatures, and +4% Spell Power for every spell casted by the enemy.

Creatures:

1. Thud - Mighty Thud | Master Thud
Attack: 2 - 4 | 3
Defense: 2 - 2 | 4
Damage: 1-2 - 1-3 | 1-3
Speed: 5 - 6 | 5
Initiative: 8 - 9 | 8
Hit Points: 5 - 5 | 6
Attack Range: regular
Shots: 0 - 0 | 0
Shot Range: None
Mana: 0 - 0 | 0
Special Abilities: Splitting - Splitting, Assault | Splitting,  Defender
Thuds are Trolls Dwarves. They mighty look small, but they are pretty powerful comparing to other 1st level creatures. Mighty Thud has a better weapon and attack, while Master thud is armored and has a good defense.

Splitting:
Once per a battle, you can split your Thuds' stack.

Assault:
If the Mighy Thud attacks an enemy creature that doesn't retaliate, there's a chance of 50% that the Mighty Thud will do a double attack.

Defender:
When this creature defends, it raises its and the adjacent creatures' defense by 15%.



2. Jotnar - Armored Jotnar | Axe Jotnar
Attack: 8 - 8 | 10
Defense: 2 - 5 | 2
Damage: 2-4 - 2-4 | 3-6
Speed: 6 - 6 | 7
Initiative: 11 - 10 | 12
Hit Points: 12 - 15 | 12
Attack Range: regular
Shots: 0 - 0 | 0
Shot Range: None
Mana: 0 - 0 | 0
Special Abilities: Agressive - Agressive, Armored | Agressive, Offensive
Jotnars are the Troll Warriors. They are very agressive and have a very good attack. However, they have a pretty pathetic defense. Armored Jotnar kind of covers the defense problem and axe Jontar has even better attack.

Agressive:
There's a chance of 25% that this creature will ignore 40% of the target's defense.

Armored:
This creature is immune to all the spells that reduce defense.

Offensive:
Sometimes, this creature can get closer to its terget in one or two tiles.



3. Wolf Rider - Whitewolf Rider | Rockwolf Rider
Attack: 6 - 7 | 8
Defense: 8 - 8 | 8
Damage: 1-5 - 1-5 | 2-6
Speed: 7 - 7 | 8
Initiative: 10 - 10 | 10
Hit Points: 23 - 25 | 25
Attack Range: regular
Shots: 0 - 0 | 0
Shot Range: None
Mana: 0 - 0 | 0
Special Abilities: Large Creature, Wolf's bite - Large Creature, Wolf's bite,  Predator  | Large Creature, Wolf's bite,  Jumper.
The Trolls have always used Wolf Riders on their military. Wolves are quite Common in Thyssus and it's easy for the Trolls to tame them.

Wolf's bite:
The Wolf can bite the enemy, so it will lose part of its attack range.

Predator:
The Whilewolf Rider deals +10% damage to small creatures.

Jumper:
The Rockwolf Rider can jump over obstacles and creatures on the battlefield, just like a flyer.

4. Ogre - Battle Ogre | Ogre Chief
Attack: 9 - 13 | 9
Defense: 13 - 15 | 13
Damage: 8-12 - 8-14 | 8-12
Speed: 4 - 4 | 4
Initiative: 6 - 7 | 7
Hit Points: 44 - 50 - 46
Attack Range: Zone
Shots: 0 - 0 | 0
Shot Range: None
Mana: 0 - 0 | 0
Special Abilities: Large Creature, Slave, Wooden Club - Large Creature, Slave, Steel Club  | Large Creature, Slave, Prayer.
Many years ago, the ogres had some wars with the Trolls. The Trolls won becuase of the numeral adventage, and ever since them, they Ogres are their slaves.

Slave:
This creatures is a slave. Its moral cannot be higher than +2.

Wooden Club:
There's a chance of 20% that the Ogre will stun the enemy with its Wooden Club.

Steel Club:
There's a chance of 35% that the Ogre will stun the enemy with its Steel Club

Prayer:
The creature prays. It losses a turn, but after it, the creature and 2 other chosen creatures will have 50% magical protection and +30% more effect from light spells, for the next 2 turns.  



5. Abarjia -  Anabeerja | Akaband'e
Attack: 12 - 17 - 13
Defense: 12 - 16 - 14
Damage: 9-17 - 12-17 | 14-21
Speed: 4 - 4 - 5
Initiative: 9 - 10 - 11
Hit Points: 51 - 57 | 57
Attack Range: regular
Shots: 6 - 6 | 7
Shot Range: 8 - 8 | 9
Mana: 0 - 0 | 0
Special Abilities: Shooter, Stones Thrower - Shooter, Rocks Thrower | Shooter, Assassin
Abarjia are the Trolls stone throwers. They are quite strong as shooters. Anabeerja throw large rocks, and Akaband'e, which are more expensive but slightly stornger, throw axes.

Stones Thrower:
The Abarjia, which is a stones thrower, deals 15% more damage on lava and rocky terrains, where there are better rocks. Its shots are also endless on those terrains.

Rocks Thrower:
The Abarjia, which is a stones thrower, deals 25% more damage on lava and rocky terrains, where there are better rocks. Its shots are also endless on those terrains.

Assassin:
This creature always has 50% range penalty, but has no melee penalty at all.



6. Troll Mage - Troll Sorcerer | Troll Battle Mage
Attack: 19 - 19 | 23
Defense: 10 - 15 | 12
Damage: 17-25 - 17-27 | 18-29
Speed: 5 - 5 | 6
Initiative: 8 - 8 | 9
Hit Points: 100 - 100 | 105
Attack Range: Cross
Shots: 0 - 0 | 0
Shot Range: None
Mana: 17 - 25 | 17
Special Abilities: Caster - Caster, Energy Field | Caster, Battle Rage
Troll Mages are the only Trolls that have the knowledge of Magic. They are not very good casters, though, and better as melee attackers. Their spells assist them and the army to get better results on attacks.

Energy Field:
Friendly creatures in the adjacent tiles to the  Troll Sorcerer get a bonus of +20% attack and +1 luck.

Battle Rage:
Once per a battle, the Troll Battle Mage can make a creature on the battlefield (friendly or enemy) to attack the two closest creatures, including friendly creatures, without suffering retaliation.



7. Cyclops - Cyclops Lord | Blood Cyclops
Attack: 30 - 33 | 33
Defense: 25 - 29 | 33
Damage: 34-66 - 34-70 | 37-70
Speed: 7 - 8 | 8
Initiative: 8 - 8 | 10
Hit Points: 195 - 230 | 220
Attack Range: Zone
Shots: 0 - 0 | 0
Shot Range: None
Mana: 0 - 0 | 0
Special Abilities: Large Creature, Slave,  Agressive - Large Creature, Slave, Laser Beam | Large Creature, Slave, Agressive, Blood Sacrifice
The Cyclopses are giantic creatures with only one eye. They have been discovered by the Trolls, who enslave them. Cyclops lords can shoot a laser beam out of their eye once per a battle.

Slave:
This creatures is a slave and. Its moral cannot be higher than +2.

Agressive:
There's a chance of 25% that this creature will ignore 40% of the target's defense.

Lazer Beam:
Once per a battle, the Cyclops Lord can shoot a lazer beam out of its single eye, as a regular shot that has 20% chance to paralyze the enemy.

Blood Sacrifice:
This creature can sacrifice a friendly stack in order to strengh itself. The stack will be destroyed.

Mindflayers:

Town name: Cavern
Associated Colours: Deep Purple and Black
Worship: They have no religious faith
Core Philosophy: "Everything has a weak spot"
Country/Kingdom: The Shrouded South
Capital City: Equcan
Alignment: Lawful Evil
Key Symbols: Mindflayer's Eye


Style:
Dark, creepy and evil. Might remind H3 Dungeon.

History:

The Mindflayers have been created by Sauryth. She created them in a far place, isolated from the other races. She wanted her creation to be special and separate.
And so happened. The Mindflayers didn't meet any other race for many years. However, nobody has interrupted them to reproduce and to expand more and more.
They have become so many creatures and so mighty, without anyone to stop them. Everyone in the world fought, while the most powerful army was quietly developing and growing.
Only on 224 YSD, the Mindflayers discovered the other contients. They sailed towards Al-Shazzar, the Wizards kingdom, with their best army. They didn't even know how shocking their appearance is going to be to the Wizards, and how it's going to split Plathia to two enemy allies' systems.

Heroes:

Might: Overseer
Magic: Sorcerer

Creatures:

1. Illithid - Psionic Illithid | Ulitharid
Attack: 2 - 3 | 4
Defense: 2 - 4 | 3
Damage: 1-1 - 2-3 | 1-2
Speed: 5 - 5 | 5
Initiative: 12 - 14 | 13
Hit Points: 4 - 5 | 6
Attack Range: regular
Shots: 0 - 0 | 0
Shot Range: None
Mana: 0 - 0 | 0
Special Abilities: Flyer, Duplicate - Flyer, Duplicate, Psionic | Flyer,  Mass Duplicate
The Illithids are the weakest mindflayers. They can create a duplicate clones of themselves, once per a battle. The two clones appear on their sides, and cannot attack, only to move. Any hit will kill all of them, but they are incorporeal.

Duplicate:
These creatures can create a duplicate clone of themselves, once per a battle. The clone appears on their sides, and cannot attack, only to move. Any hit will kill all the clones in the stack, but they are incorporeal.

Psionic:
The Psionic Illithids can connect with the nearby friendly creatures, so their iniative will raise by 30%.

Mass Duplicate:
Same as Duplicate ability, but there are two clones.



2. Shadowling - Dark Shadowling | Thick Shadowling
Attack: 0 - 0 | 0
Defense: 4 - 4 | 4
Damage: 0 - 0 | 0
Speed: 7 - 8 - 8
Initiative: 8 - 9 | 9
Hit Points: 13 - 16 | 16
Attack Range: None
Shots: 0 - 0 | 0
Shot Range: None
Mana: 0 - 0 | 0
Special Abilities: Flyer, Unsolid, Shadowling Effect - Flyer, Unsolid, Dark Shadowling Effect - Flyer, Unsolid, Cloudy Shadowling Effect
Shadowlings are clouds of darkness. They can't attack creatures, but they can cover them. Creature which is covered by a shadowlings gets a penalty of defense, initiative and speed. Dark Shadowlings give larger defense penalty, and cloudy shadowling give a larger speed penalty.

Unsolid: can pass throughout creatures or to be in their tile/s.

Shadowling Effect:
Creature covered by a Shadowling gets a penalty of -[0.25XShadowlings]% defense, -[0.25XShadowlings]% initiative and -[0.25XShadowlings]% speed.

Dark Shadowling Effect:
Creature covered by a Dark Shadowling gets a penalty of -[0.5XShadowlings]% defense, -[0.25XShadowlings]% initiative and -[0.25XShadowlings]% speed.

Thick Shadowling Effect:
Creature covered by a Thick Shadowling gets a penalty of -[0.25XShadowlings]% defense, -[0.25XShadowlings]% initiative and -[0.5XShadowlings]% speed.

3. Beholder - Evil Eye | Master Beholder
Attack: 5 - 7 | 5
Defense: 4 - 5 | 5
Damage: 2-5 - 2-6 | 3-7
Speed: 4 - 5 | 4
Initiative: 12 - 13 | 13
Hit Points: 23 - 25 | 25
Attack Range: regular
Shots: 4 - 8 | 7
Shot Range: 10 - 12 | 12
Mana: 0 - 0 | 0
Special Abilities: Flyer, Shooter - Flyer, Invisibility, Confusing.  | Flyer, Shooter, Confusing.
Beholders are mindflayers shooters. They shoot laser beams out of their eyes. Master Beholders do a larger damage, have more shots and a better initiative, and Evil Eyes lose their shooter ability but gain invisibility.

Confusing:
There's a chance of 50% that a creature hit by a Evil Eye will be confused.

Invisibility:
The creature becomes invisible to the enemy for three turn. It will become visible again if it attacks or an enemy creature tried to pass throughout it.



4. Venom Spawn - Toxic Spawn | Acidic Spawn
Attack: 8 - 9 | 10
Defense: 7 - 9 | 8
Damage: 7-14 - 7-15 | 5-16
Speed: 4 - 4 | 4
Initiative: 7 - 7 | 7
Hit Points: 31 - 35 | 35
Attack Range: Square
Shots: 0 - 0 | 0
Shot Range: None
Mana: 0 - 0 | 0
Special Abilities: Large Creature, Unsolid, Venom - Large Creature, Unsolid, Toxic, Diluted | Large Creature, Unsolid, Acidic
The Venom Spawn's body is made of liquid venom, that poisons every creature that touches it, including friendly creatures, in case that the Venom Spawn passes throughout them.

Unsolid:
can pass throughout creatures or to be in their tile/s.

Venom:
Every creature that touches the Venom Spawn suffers a damage of 3XVenom_Spawns_Number.

Toxic:
Every creature that touches the Toxic Spawn suffers a damage of 5XToxic_Spawns_Number.

Diluted:
The Toxic Spawn is diluted, and has a 15% chance to suffer only 50% damage of a hit.

Acidic:
Every creature that touches the Acidic Spawn suffers a damage of 7XAcidic_Spawns_Number.




5. Shadow Caster - Shadow Priest | Dark Caster
Attack: 13 - 17 | 14
Defense: 9 - 13 | 14
Damage: 10-21 - 11-21 | 11-21
Speed: 4 - 3 | 5
Initiative: 9 - 8 - 9
Hit Points: 49 - 54 | 59
Attack Range: regular
Shots: 10 - 16 | 17
Shot Range: 9 - 9 | 9
Mana: 14 - 18 | 18
Special Abilities: Flyer, Shooter, Caster, - Flyer, Shooter, Caster, Darkening | Flyer, Shooter, Caster, The Dark Fog
Shadow Casters are the only Mindflayer casters and shooters. They have powerful dark spells.

Darkening:
The Shadowpriest can Darken an enemy creature, so it will be immune to all the light spells, and will suffer +35% effect of the dark spells.

The Dark Fog:
Once per a game, hero with assistance of atleast 17 Dark Casters, can delete from the enemy's adventure map his kingdom's territory, much like H3 Sphinx.

6th tier:
Arquen - Quick Arquen | Anri Arquen

Attack: 0 - 0 | 0
Defense: 15 - 15 | 15
Damage: 0 - 0 | 0
Speed: 0 - 0 | 0
Initiative: 10 - 10 | 10
Hit Points: 105 - 120 | 120
Attack Range: None
Shots: 0 - 0 | 0
Shot Range: None
Mana: 0 - 0 | 0
Cost: 1670 - 1870 | 1870
Growth: 2 - 2 | 2
Special Abilities: Large Creature, Shape Shifter - Large Creature, Shape Shifter, Swiftness | Large Creature, Shape Shifter, Anrious.

Shape Shifter:
The Arquen can change hiself to any enemy creature on the battlefield. The number of the creatures in the stack will be Arquen's_Stack_HP/Creature's_HP. The maximum number of creatures is the number of the enemy stack. The Shape Shifting takes a turn.

Swiftness:
Shape Shifting ability doesn't take a turn. The Quick Arquen can play right after it shifts its shape.

Anrious:
The maximum number of creatures in the Anri Arquens' stack (after the shifting) is 1.5 of the number of the creatures in the enemy's stack.

The Arquen is a Shape Shifter. It looks like a huge rock, with small purple eyes. It cannot move, attack or retaliate, as itself.  
The Arquens are very mysterious creatures. They are not well known by the large kingdoms of Ashan, and only the deeps living creatures (Mindflayers, Dark Elves) know their secrets.
The Arquens live alone. They don't need food or water to live, thus they have no reason to move a lot. However, they sometimes shift their shape to bats or minotaurs, so they can get to know the area caves and the caverns around them. When they feel danger, they hide themselves by turning to rocks. Therefore, it's very hard to catch control an Arquen and only practised mindflayers can do that. Therefore, they are very expensive for their level.

 

7. Mawashee - Night Mawashee | Tombs Mawashee
Attack: 28 - 34 | 34
Defense: 22 - 25 | 25
Damage: 25-55 | 25-63 | 25-67
Speed: 7 - 7 | 7
Initiative: 11 - 11 | 12
Hit Points: 177 - 195 | 195
Attack Range: regular
Shots: 0 - 0 | 0
Shot Range: None
Mana: 0 - 0 | 0
Special Abilities: Large Creature, Flyer, Carcasses Eater - Large Creature, Flyer, Carcasses Eater, Night Creature, Diver | Large Creature, Flyer, Carcasses Eater, Curse of the Tombs, Diver.
The Mawashee is a huge carcasses eater. It can eat any carcass on the battlefield, as long as there is no creature standing on it. The carcasses give it back some HP (and might raise some dead creatures), and increase its attack and moral.

Carcasses Eater:
The Mawashees can eat carcasses on the battlefield (friendly or enemy). The carcasses give the Mawashee 5X[Creatures on the stack] HP, 0.2X[Creatures on the stack] Attack and +2 Moral. The eaten creature can't be resurrected or raised dead.

Diver:
Once per a battle, the Night Mawashee and Tombs Mawashee can dive to an enemy creature as a regular attack, even if it's unreachable. They just don't have to stand next to it to attack it. After it, they will return to the same place they were in.

Night Creature:
When the Night Mawashee is in a dark terrain, it receives a bonus of +25% to its iniative and +5% to its damage.

Curse of the Tombs:
When the Tombs Mawashee is present on the battlefield, all the living creatures get a penalty of -1 moral and -1 luck. The curse doesn't affect Mindflayers.



_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

That's it. I hope you like it.
Please, only constructive criticism and feedback.

Thanks to TDL, Alcibiades and William.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted September 13, 2007 09:21 PM

thats alot GL, i got a strange feeling you are going to get a QP here, however TotE isnt out yet, so lets not think to far ahead, but overall, this looks good (i havent read it, however theres so much it can't be wrong)

your best work ever GL
____________
Visit my Site!

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
GenieLord
GenieLord


Honorable
Legendary Hero
posted September 13, 2007 09:30 PM

Quote:
thats alot GL, i got a strange feeling you are going to get a QP here, however TotE isnt out yet, so lets not think to far ahead, but overall, this looks good (i havent read it, however theres so much it can't be wrong)

your best work ever GL

Thanks, Ted. If you don't have time to read to entire thing, you can take a glance on the creatures' line up on the end of the first post.

I decided to go a bit forward, to the far future that can be changed. TotE is finished, or almost finished, and our opinion won't matter anymore. So HOMM6 is the next big thing to think about, although it will probably come in atleast 2 years.

I'm wondering who will be the one that will quote the entire thing just to say "Good job!"

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted September 13, 2007 09:39 PM

Mindflayer is not gonna happen as as far as I know, it's a copyrighted species by D&D.

As for the other factions, I enjoy seeing this amount of creativity, but don't you think it would be a bit over the top to have 13 factions in the game? Personally I even fail to see the general purpose of centaur or normad tribes, as they are in essence barbarian towns, only minor variations. That's hardly worth playing. The reptiles are definately a sorely missed town though. I really hope they WILL add that.

Best to prey Heroes V was a test run for them, to see if there was enough popularity, and Heroes VI is gonna have more specialized towns

- Humans
- Demons
- Warlocks
- Woodelfs
- Undead
- Wizards
- Orcs

Those are the core 7 in my opinion anyway.

- Reptiles
- Something new.

9 seems like a decent number for towns. Dwarves were a nice idea but I don't need to see an entire faction devoted to them honestly. Even though they tend to be a core species in many fantasies, they never have been THAT core in heroes, they've always been a part of Sylvan.

I'd even rather have them as neutrals, really.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
GenieLord
GenieLord


Honorable
Legendary Hero
posted September 13, 2007 09:45 PM
Edited by GenieLord at 22:10, 13 Sep 2007.

If I had to, I would give up the Dark Elves and the Dwarves, BUT I honestly think that HOMM6 should only add to HOMM5. I don't really think that 13 factions is a problem at all. think about it, until HOMM6 comes, we will have much better computers and it will work okay.
And Ubisoft can buy the copyrights for the mindflayers, although I don't really believe Ubifost will do that. I don't know one company that likes to spend money when there is another option.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
xerox
xerox


Promising
Undefeatable Hero
posted September 13, 2007 10:18 PM

I think its great but nomands, trolls and centaurs should be in one town. I dont think they can have their own towns.
And i agreed that 13 factions are to much. Buti would love to see an naga town.
And about the mindflayers, Blizzard created the Faceless, they almost look like the mindflayers... -.-

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted September 13, 2007 10:39 PM
Edited by bixie at 17:08, 14 Sep 2007.

personally, i think that heroes is going to stay on this course, and hopefully involve a new storyline. its takes place after the races have trashed Ashan, they discover a new continent by the name of Iona. this new continent is rich in wildlife, minerals, and natural fauna. it is also home to the lizardmen, who are none too happy about having round about eleven newcomers onto their land claiming it as their own. each race has there own reason for being there, giving the game a non-linear campaign idea, a little bit like "dawn of war: dark crusade" only without the futuristic stuff.

the races: core reason

Ziggaruat (lizardmen): Hold
Academy: Research
Sylvan: Preserve
Dwarves: Recover
Palace (naga): Harmonise
Haven: Crusade
Inferno: defile
Nerco: harvest
Dungeon: enslave
Bastion: conquer
Hive (insectiods): devour
Confederation (free cities): industrialise

more to come


____________
Love, Laugh, Learn, Live.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
GenieLord
GenieLord


Honorable
Legendary Hero
posted September 13, 2007 10:44 PM

That's a nice idea, and an optional campaign for HOMM6, or even for HOMM5... If we just add some details and use this basic concept, we can build a campaign for HOMM5 based on that. It can be a really enjoyable campaign - a war of almost everyone against everyone on the unknown land... Nice, bixie!

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted September 13, 2007 11:07 PM

it was more an idea for a game with that as the storyline. you play as different races, and start off with a central site to defend. if you take other people central sites, they have a cinematic of them loosing (the demon character gets taken to a horrible torture room, the dark elf character makes a quick getaway, etc.) this continues until you have taken all 12 central sites, where upon you win the campaign and a cinematic happens of what your race does with the land.

along with that, each race gets an additional lvl 4creature which can be hired from the mercenary guild (elves get werewolves, humans get flagelettes, demons get incubi, nerco gets reverant).

the races that i have suggested would probably need to have a wide diversity of cultures to use, which should got for the new races as well. i was thinking of the following.

naga: japanese (i have been pushing this for a while), so it will have stuff like samurai swords, pagodas, a need for balance, and a strict code of honour.

confederation: (now, GL, you are probably going to kill me, but) semi-futuristic. steam powered, gun powder, made gizmos and a endless hunger for resources.

lizardmen: mayan or aztec, dagger clubs, jaguar warriors, where their culture is being taken away from them, and they must remedy it.

insectiod: biological structure, gained through a special resource that you can only get if you kill creatures. fleshy walls, maws, big queen in the centre... etcetera etcetera.

that sound fun?  
____________
Love, Laugh, Learn, Live.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted September 13, 2007 11:37 PM

Quote:
I'm wondering who will be the one that will quote the entire thing just to say "Good job!"


Tempting, tempting.
____________
DON'T BE A NOOB, JOIN A.D.V.E.N.T.U.R.E.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Homer171
Homer171


Promising
Supreme Hero
posted September 14, 2007 01:21 PM

Good work GL i like the idea of Troll city Only thing what didn't like was the Mindflayers. Never fancied Evil Eyes or Venom Spaws.

Gargoyles and Minotaurs works for me and maybe Harpies (H5 furies) could trade places whit Gargoyles again. Neutral aligment for Harpies and maybe unite Centaur and Nomand clans. Too mutch nature\sylvan towns aren't needed. Swamp\Naga town would be great also but maybe not both. Basilisks\Nagas\Hydras i don't know how that works tough..

Oh yeah and bring back the Might and Magic heroes! Only this time Magic heroes should be as equal to Might heroes. Not only increased change of getting SP or KN. What if ex. Necromancers would have different skill tree than Death Knights? Lower primary skills but different necromancy perks
____________
Don't be too proud of this technological terror you've constructed. The ability to destroy a planet is insignificant next to the power of the Force.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
GenieLord
GenieLord


Honorable
Legendary Hero
posted September 14, 2007 02:22 PM
Edited by GenieLord at 16:47, 14 Sep 2007.

Yes, bringing back the Might and Magic heroes sounds good.
I have to admit it's very difficult to find might and magic heroes for those unusual races.

I ended up with:

Nagas:
Might: Countess
Magic: Matriarch

Centaurs:
Might: Keeper
Magic: Chieftain

Nomads:
Might: Wanderer
Magic: Soothsayer

Trolls:
Might: Warlord
Magic: Seer

Mindflayers:
Might: Overseer
Magic: Sorcerer

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
xerox
xerox


Promising
Undefeatable Hero
posted September 14, 2007 06:34 PM

Are you gonna make H6 Haven, Sylvan, Academy etc?
After all, this is heroes 6.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
GenieLord
GenieLord


Honorable
Legendary Hero
posted September 14, 2007 07:44 PM

As I wrote on the beginning of the master post, HOMM5 races stay.
Maybe not exactly as they are, but we don't take any race away, we only add.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Orfinn
Orfinn


Supreme Hero
Werewolf Duke
posted September 14, 2007 11:33 PM

Looking great all this, though I will miss my dragon gods, especially Arkath, Malassa and Sylanna...oh well

Hope the djinns and its upg + the gargoyle jukeboxes gets good ol designs, you know what I mean.

Btw: Will there be neutrals aligned to some of the towns? If so werewolves could be aligned with the Centaurs? I really hope werewolves will be included in this mod, I have waited for them in a Homm game as for so long I could remember. At least make them neutral and as lvl 4-5 creatures. Upgrades for them would be nice.


Just some ideas

Werewolf (grey)
Black Werewolf
White Werewolf

or

Werewolf (brown)
Grey Werewolf
Black/White Werewolf

Instead of color/contrast names

Werewolf (grey colored)
Rabid Werewolf
Stalking Werewolf
----------------
Werewolf Howler
Werewolf Stalker

____________


 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
GenieLord
GenieLord


Honorable
Legendary Hero
posted September 15, 2007 12:50 PM
Edited by GenieLord at 19:49, 15 Sep 2007.

Werewolf can get in as a neutral creature. But up to now, neutral creatures have never had upgrades. I think it should stay this way, becuase you'll have no place to upgrade them except of the Hill Fort, which is not very common anyway.

As neutral creature, I think we shall have:
Rogue, Werewolf, Phoenix, Elementals, Halflings (or Hobbits), Death Knight and maybe Genie.
I would like to the Mummy inside Necropolis (like in H2).  

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
roy-algriffin
roy-algriffin


Supreme Hero
Chocolate ice cream zealot
posted September 16, 2007 05:35 AM

In essence a lot of the ideas are amazing
While 13 races is "ok" if theyre all done well i somehow feel thats a lot to pull off, I thinks 9 would be ok with a lot of neutrals
____________
"Am i a demon? No im a priest of the light! THE BLOODY RED LIGHT"

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
GenieLord
GenieLord


Honorable
Legendary Hero
posted September 17, 2007 01:13 PM

People, please read atleast the first post before you just reply.

HOMM5 factions are not gone. We only add new ones.

13 factions seems like a lot, but it's only an addition of variety that we need. For example, as a player of HOMM1 (that had 4 factions), I would think it's crazy to have 8 factions. But HOMM3 was a huge success, mainly because of the variety of factions it has.

We can't keep everything the same. I like HOMM5 as well, but this is a whole new game, not just an expansion.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This thread is 5 pages long: 1 2 3 4 5 · NEXT»
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.2541 seconds