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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Xerox HoMM6
Thread: Xerox HoMM6 This thread is 5 pages long: 1 2 3 4 5 · «PREV
xerox
xerox


Promising
Undefeatable Hero
posted October 17, 2007 09:50 PM

The Unicorns will probably be in the haven in H6 and the Griffins in Sylvan then.

But remeber the thread name.
"Xerox H6" = "MY H6"

Serioulsy i cant change everything when i came so far and planned a lot of creature line-ups and almost the whole storyline.
But i doubt i will complete this little "project" so here is the cover of the campaign storyline in an short version

MASSIVE LOLENBUSTER SPOILERS! MASSIVE SPOILERS LOL.

Andrei find Erina, but she doesnt want to be with him.
Later he found out that Arantis apperaintce, lets call him Sarogh, and his undead were already there long before the others.
So he decides to attack them before they go to strong but Erina is surroanded with a lot of them and only have a few soldiers, nuns/disciples and angels to her aid.
Andre saves her and together they manage to hold off Saroghs undead, but títs hard and many dies.
Haven campaign ends and the "birdmens" begins.

The Birdmen are native to Nahsa and have lived there with the Naga, which they have an war against.
They allie with the necromancers that promises them to exterminate the naga, but they said the same thing to the naga too.
They send them to battle in griffin terriority.

An new khan rises in the west. The orcs came to Nahsa throug hone of the wizards portals there.
The Khan cannot find them and decides to kill humans instead. Also they allie with the necromancers and fights against the birdmen, naga and humans.
However in the end the main hero, an orc chieftan, manages to know that the necromancers want a legendary artifact called the Skull of Shadows who they are looking for.
The Necromancers just send all the conflicts to the human empir so they can seacrh for it in peace.
The orcs attacks the Necromancers who flee with Andrei, the king.

Sarogh promises Andrei that they will be good friends and corrupts him into a Death Knight, classic isnt it?
So the Regal Griffin Empie is soon corrupted by the necromancers and Erina is forced to flee.
Sarogh spends his time trying to find and fights against the orcs.
It ends when he find the temple where it is and prepares himself to take it and destroy the guardiens, the dragons themself.

Erina meets Tieru, who she thougt was dead but in some strange way he was ressurected by somebody.
But when he has told Érina what to do he dies, turning into a giant flying crystals which dragons guard.
Erina must find his son, an elven ranger.
They have already established great cities in the treecrowns of the gerat forest.
They battle corrupted Griffin Troops and Undead.
Erina finds her and together, with elven and haven armies they try to find an ancient spell or ritual that can make Andrei back to normal.
In the end they are succesful.

They tell the Naga that they have been lured by the necromancers and manages to get some on their side.
The birdmen is still loyal to the necromancers.
The Naga Queen kills the Naga Warlord and unites the swamp people in the honor of Shalassa.

The dwarfs rises from the mountains to combat birdmen, orcs and necromancers. The orcs must flee as everybody is against them and some joins the necromancers.
The dwarves tries to make an alliance with the Wizards and in the end they are succesful.

The Wizards steal the skull of shadows and hunts down Sarogh and kills him. They chase off the rest of the necormancers too.
But in the end and gigantic Spirit Dragons flies by and steals it, it is Arantirs pet.

The last campaign begins with Inferno who raises in the old world were the epansions will take place.
They take new lands and kidnaps Freyda and Duncan. Zehir is dead since a long time ago.
They also tries to awake an ancient evil´in the darkest deepths of the world.

First Expansion, i had not planned much for this but here is the small storyline i planned.

Also the Spirit Dragon betrayded Arantir and took the Skull of Shadows to the temple in the Dark Messiah.

The Dark Messiah has rised in the east of the old world and jóined his father.
They capture exiled Raelag who leads the survinng dark elfs.
They also try to make an alliance with the faceless but they dont want to join and attakcs the demons.
They attack the faceless who are forced to join them.
Raelag is turned into an efreet and becomes evil.
Before Freyda and Duncan suffers the same fate Erina and ANdrei comes and save them.

More comming soon...

____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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guarder
guarder


Supreme Hero
posted October 19, 2007 08:17 PM

What happens to Zehir,how did he die?And what happends to Hangvul?
____________

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xerox
xerox


Promising
Undefeatable Hero
posted October 19, 2007 09:49 PM

Zehir was the last one to ste pthrough the portal, but with the Orcs invading the Silver Cities, he was killed and the Silver Cities destroyed.
The orcs entered the portal to Nahsa, but the Wizard quickly saw this and changed the portal so it would go to the wastelands of the west and the deserts in Nahsa instead of comming to the Silver Cities.
I havent played hoF so i dont know much about Dwarves, because of this is say that all the dwarven lords were killed by demons and faceless under the mountains.

Okey, so here is the future story.

SPOILER.
So the faceless has been forced ot work with the demons which they enjoy.
Freyda, Duncan, Andrei and Erina is forced to retreat from the shattered soul of Raelag (who is an Efreet).
They manage to flee but Duncan dies on the way.
The demon sovereign has recived an message from his master, hes ready. In t´he heart of the Doomstar Urgash sleeps and he has created his own kind of demons, the Shadow Demons.
Sareth will lead this with the help of the now ready and armoed Efreet Raelag (who has an body now, but its "shattered").
The faceless who knows ancient summoning and dark magic (and who now enjjoys to be allied with the demons who helped them "exterminate" the dark elven race) is a must for the summoning of him.
But first they need the Avatar of Death, from the necromancers.
Erinas says that their last hope is elrath and religion.
To win, they must have faith.
Andrei is not against it, he accepts all the help he can get now.
Anyway Arantir is of course killed by Sareth and not many necromancers are left.
They hide in the Free Cities (were the surviving humans and wizards has gathered).
When the heroes find oút that Urgash will be summoned to bring chaos to the world its already to late.
They have foúnd the Avatar of Death, which was Arantirs pet (who betrayded him).
The Avatar of Death was captured as said before and is now using to summon Urgash.
But the son of Tieru, who also aids the heroes, has a hope for them.
The dragonknights MUST return...
First expansion ends, i think.

To summon the dragon knights, or gain their loyality, they mus tfound the Avatar of each Elemental Dragon before the Faceless and the Demons does.
Freyda is killed by Erina, who is possesed by the succubus Xana, however she is a young and untalented succubus who only serves as Sareths and his fathers slave and toy.
So she is quickly discovered. Erina gets very sick and must get healed by the elfs.
But in the end they have failed. The Demons captured one dragon avatar first, the avatar of Darkness/Malassa.
But the Dragonknights had sworn to protect the world so they came anyway.
But they also say that the world will be doomed if Urgahs comes so they attack the faceless and the demons, but to no succes.
There last hope goes for Asha.
She IS the moon of Ashan, and they must summon her with the help of the Avatars. But the Avatar of Darkness/Malassa is destroyed/consumed to empower the summoning of Urgash.
Or so they thougt....
A group of faceless, led by blakc dragons and the avtar of malassa/darkness comes to aid the heroes.
But Urgash is already ready to come out from his egg.
The Doomstar is sent to crush Ashan and destroys a large part of it.
With the Shadow Demons he kills everybody he can see, including Tierus son and Erina.
However just as Tieru, the son of Tieru has some unfinished bussiness to do and is ressurected as the Avtar of Order.
But Asha is also summoned and begin with to kill Kha-beleth.
She says that Kha-beleth betrayded her.
Kha-beleth is infact the seventh dragon...
Kha-beleth is killed and when he dies Sareth and Xana does it too and many other demons, but ´this just empowers the Shadow Demons.
Asha summons the true elemental dragons.
So its Asha + Dragons VS Urgash + Ancient Faceless + Hordes of Shadow Demons.
But in the end, when all forces are fathered for the final battle Asha stares into Urgash eyes and Urgash into her eyes.
They have both failed.
There mission has failed and their purpose been destroyed.
So Urgash breaths the flames of doom that destroys all life on Ashan and Asha breaths the flames of life.
And in the end both breath at the same time, killing both of them.
And so Ashan was destroyed and evertyhing that had been created by them.

And somewhere far, far away there was going to be a new begining... without dragons of course.

The End.

____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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xerox
xerox


Promising
Undefeatable Hero
posted November 03, 2007 02:24 PM
Edited by xerox at 14:39, 03 Nov 2007.

When this round in the bonus faction contest is complete i will contiune on this project.
Its not dead and i have planned the Avian (they are probably not called that) line-up.

I was thinking... and i might rework everything but it takes to much time so i will probably create some kind of "Time Vortex"

However, if the next round is Dragons, then i will not contiune
So i hope that the next round is not dragons, because i really have some nice ideas for that round.

And here is castle again.



Castle
History
Queen Isabels War is over. Queen Isabel herself has died and King Raelag now has the control of the Empire. He has tried to restore it but it is hard. With few rescourses and few people it goes slow. The people hungers and the taxes are high. The Holy Griffin Empire will slowly be burned into ashes.
And it was going to be worse. An experiement by the Necromancers went wrong and released an terrible plauge over the Holy Griffin Empire and northeastern Al-Shazzar.
Thousands died and Heresh was invaded by forces of Elves and Wizards. The Holy Griffin Empire had fallen and there last allies, Academy and Sylvan, could not help much for there own reasons.                              
Andrei, the nephew of the dead Nicolai, is the rightful heir of the crown, but Raelag thougt i have was to young, only eleven years old.
Andrei was trained by Freyda, who had replaced Queen Isabel.
The knight trained together with Freydas and Duncans own daugther, Erina. But it was not often. Erina was going to be a cleric and was locked in the big monastry of Talonguard the most of the time. She had to study a lot. But they really enjoyed the little time they had which eachother.
Erina did become a powerful cleric of the Daugthers of Beatrice and soon its leader. And Andrei became a powerful knight of Godrics Sword as Nicolai always had wished.
One day a hope came to the lands of Ashan. A new continent was found by Academy scouts. It was rich on rescoures, forests, lakes, mountains, plains, grasslands and much, much more.
And it was not all too far from the Old World either.
Andrei was only 17 years old when this happened and King Raelag didnt get to experience the news. Just before the discovry he was called by the dark elven council back to Ygg-Chall. He never came back, and all the ways to Ygg-Chall had been closed.
None really cared anyway, what had the King done to the people and to all the other races anyway?
Freyda and Duncan stayed in the Old World, trying to fight back the plauge and new enemies that would probably come when over half the empire was on the other side of the world.
And Andrei didnth have time to think about it. He ordered the workshops to build hundreds of large ships with the last rescourses they had left. He was also forced to become the new King and lead his people. But a new home awaited his people, a hope, a future.
He was ready to forge it for his people but was he ready? Could he, and the whole empire, survive upcomming wars and conflict? Would he lead the Humans to glory and victory or doom and death? He didnt know for sure but he felt safe as long as Freyda, Erina and Freydas old friend, Zehir was on his side.


The Holy Sun

Basic Information
Aka: Knights of the Eastern Sun
God: Elrath, the Dragon of Light and the Angels, his first servants.
Racial Colors: Yellow,  Blue and White
Racial Symbols:  The Holy Sun, The Regal Griffin
Motto: "A New World, A New Hope, A New Future".
Country/Empire/Kingdom:  The Regal Griffin Empire
Location: The Solerin Grasslands, The Middle Empire
Capital:  Sunguard, Castle of the Endless Plains.  
Friends: Sylvan, Spire
Neutral: N/A
Enemies: Inferno, Necropolis, Palace, Freeport, Stronghold        
Racial Leader: King Andir
Secondary Leader: Freyda
Minor Leader: Erina, leader of the Daugthers of Beatrice and Duncan, leader of the Regal Griffin Military Forces but also Godrics Sword.
Large Groups: Daugthers of Beatrice, Sons of Elrath, Godrics
Sword
Good or Evil: Good.


The Regal Griffin

Creature List
1. Peasent-Pikeman
2. Hunter-Bounty Hunter
3. Foot Soldier-Squire
4. Griffin-Regal Griffin
5. Nun-Disciple
6. Equestrian-Champion
7. Angel-Archangel


Lv1 Walker. Peasent
The farmers and peasents of the old continent belived that they could get an peaceful land in the New World.
But they had wrong. War was unstoppable and some angry peasents has joined the military forces of the Regal Griffin Empire.
Thanks to this, they dont need to pay taxes...
Attack: 1
Defense: 1
Damage: 1-2
Health: 5
Mana: N/A
Shots: N/A
Speed: 6
Iniative 6
Abilities: N/A
Growth: 20
Cost: 30g


Peasent Upgrade. Pikeman
Some peasents that has survived and proven to be skilled in battle are offered to train at special Traning Camps.
The most of them are trained as pikemans because a human can learn to handle a pike acceptable in just a few weeks.
The Pikemans long pikes or spears allows them to attack some meters away from its target. Pikes are very effective against cavalry.
Attack: 2
Defense: 1
Damage: 1-2
Health: 8
Mana: N/A
Shots: N/A
Speed: 7
Iniative 6
Abilities: Pike Attack, Pike Wall
Growth: 20
Cost: 55g

Pike Attack: Allows this creatures to attack from one square away from its target. This creature does 30% more damage against cavalry.

Pike Wall: Allows this creature to create a wall of pikes. When doing this it cannot move and cavalry loses all kinds of jousting or charge effects. Decreases damage from cavalery by 30%.

Lv2 Shooter. Hunter
The wildlife in Nahsa was rich and hunting became one of the most popular sports in the Regal Griffin Empirevery quicklÿ.
Now when war calls, these skilled hunters has joined the miltiary forces of the Empire to fight for their king, their race and their land.
Attack: 2
Defense: 2
Damage: 2-4
Health: 12
Mana: N/A
Shots: 5
Speed: 6
Iniative 8
Abilities: Beastslayer, Shooter
Growth: 12
Cost: 60g

Beastslayer: This creature does 30% more damage to beasts.
Like Hydras, Wolfs, Griffins etc. Dragons are not beasts.


A Hunter has just spotted an eagle, will he successful hit it?

Hunter Upgrade. Bounty Hunter
Bounty Hunters are outlaws. They will do anything for money. It is no longer a secret that the miltiary has hired these skilled outlaws. Bounty Hunters hunts for both beasts and humanoids.
Bounty Hunters are both skilled in ranged as in melee.
Attack: 4
Defense: 2
Damage: 4-6
Health: 18
Mana: N/A
Shots: 6
Speed: 7
Iniative 8
Abilities: Beastslayer, Humanoid Slayer, Melee and Ranged, Shooter
Growth: 12
Cost: 100g

Humanoid Slayer: Deals 30% more damage to humanoid creatures.
Like the most creatures. Elves, humans, orcs etc.
Demons are not counted as humanoids.



Lv3 Walker. Foot Soldier
The main infantry of the Regal Griffin Military.
They use maces and shields in battle. There maces can stun enemies with their maces and protect themself against ranged attacks.
The Foot Soldiers focuses more on defense then offense.
Attack: 3
Defense: 9
Damage: 3-5
Health: 25
Mana: N/A
Speed: 7
Iniative 7
Abilities: Shield, Mace Bash
Growth: 8
Cost: 100g

Shield: This creature wears a shield. Reducing the damage of ranged attacks by 25%.

Mace Bash: This cretaure can stun an target with its mace. If succesful the target will lose all its iniative for two turns.
20% to happen with an attack.


An traning Foot Soldier.

Foot Soldier Upgrade. Squire
Squires are the Knights second hand and the backbone of the Griffin troops. They can block attacks with their large shield.
Squires are more skilled in attack than Foot Soldiers.
Attack: 5
Defense: 10
Damage: 4-6
Health: 30
Mana: N/A
Speed: 6
Iniative 7
Abilities: Shield, Mace Bash, Shield Block
Growth: 8
Cost: 130g

Shield Block: When another creature attacks their is a 20% chance that it will be blocked.


An traning Squire.


Lv4 Flyer. Griffin
Griffins are the proud, holy, sacred, national animals of the human Empire. In Nahsa the mountains was filled with wild Mountain Griffins which they easly tamed with the help of Clerics and Hunters.
Griffins can often be seen flying above the skies of the Middle ´Grasslands.
When war calls, all tamed Griffins must fly to a city with an griffin nest, bastion, spire or tower.
Many has tried to ride the Griffins as mounts but no one has done it succesfully.
Attack: 7
Defense: 7
Damage: 5-8
Health: 35
Mana: N/A
Speed: 8
Iniative 8
Abilities: Flyer, Immunity to Blind
Growth: 6
Cost: 300g

Immuntiy to Blind: This creature is immune to all blind effects.


Tamed Mountains Griffins of Nahsa are brown. Griffins are on of the most proudest animals in the world.

Griffin Upgrade. Regal Griffin
Regal Griffins are elder griffins and the guardiens of the king and the nobles. They are rarely seen outside the big major cities or great battlefields. Regal Griffins can guard other units on the battlefield from enemy attacks.
Attack: 8
Defense: 8
Damage: 7-12
Health: 40
Mana: N/A
Speed: 9
Iniative 9
Abilities: Flyer, Immunity to Blind, Guard Creature
Growth: 6
Cost: 380g

Guard Creature: This creature can guard an friendly creature from attacks. If an enemy attacks the guarded creature the Regal Griffin will attack it without retailation. It will move back to its place when its done.
Can be used two times a battle. Lasts untill the creature is killed or the cretaure has switched creature.
Only one creature can be guarded a time.


An proud Regal Griffin guarding her allies on the battlefield.

Lv5 Caster. Nun
When you see an Nun the first thing you think is "now thats a weak and lonley person"!
But no longer. Nuns has come out of their monastrys to fight the new evils of the world and defend plus spread their religion.
Nuns can shoot magic balls of light at their enemies
Nuns have spend years in their monasteries and under that time they have also learnt to fight and become some of the best unarmed fighters in the world.
Attack: 11
Defense: 9
Damage: 9-11
Health: 60
Mana: N/A
Shots: 6
Speed: 5
Iniative 8
Abilities: Shooter, Sharp Shoot, Melee and Ranged
Growth: 3
Cost: 560g

Sharp Shoot: This creatures always deal the same damage in both close and far range.

Nun Upgrade. Disciple
Disciples are Nuns who has discovered magic powers in themself when they have followed their High Priests on great pilgrim journeys to the Oracle in the city of Angelwind.
Disciples can heal their allies, cure them and bless them.
Attack: 16
Defense: 13
Damage: 10-14
Health: 92
Mana: 10
Shots: 7
Speed: 7
Iniative 8
Abilities: Shooter, Sharp Shoot, Melee and Ranged, Caster, Heal
Growth: 3
Cost: 900g

Heal: This creature can heal an friendly creature to restore some of its health.
Cannot ressurect. 10 health points per Disciple.

Spellbook

Blessed Light: Increases the attack and damage of a selectable friendly target, 5 Mana.

Cleanse: Cures a friendly target from all bad effects, 5 Mana.


This is Erina. All Disciples wear these kind of cloths. Erina also had these kind of cloths in the monastery.


Lv6 Walker. Equestrian
Equestrians are the new horsemasters of the Griffin Empire.
They are often seen in the big knight and cavalry contests.  Equestrians rides on mighty brown plain horses.
´They are armed with great lances which allows them to deal more damage when charging the enemy.
Attack: 20
Defense: 18
Damage: 15-25
Health: 95
Mana: N/A
Shots: N/A
Speed: 9
Iniative 8
Abilities: Jousting Bonus, Large Creature, Rider not Fighter
Growth: 2
Cost: 1450g

Jousting Bonus: For each square this creature runs, it will get 5% more damage on the next attack.

Rider not Fighter: When not moving anywhere, just attacking, it will lose 30% damage on the next attack!


Equestrian Upgrade. Champion
Champions ARE the best riders in Ashan and the elites warriors of the Regal Griffin Empire.
Unlike the Equestrian, the Champions are the royal guards of the royal family along with the Regal Griffins.
They are armed with both a lance and a sword. They use their swords when they dont move at all and their lances when they do charging attacks. Champions will do an manuver when they have attacked. Once per battle they can charge on their enemies.
Attack: 24
Defense: 21
Damage: 20-30
Health: 95
Mana: N/A
Shots: N/A
Speed: 10
Iniative 9
Abilities: Jousting Bonus, Large Creature, Charge, Maneuver
Growth: 2
Cost: 2000g

Charge: Once per battle this creature can charge, attacking two creatures at the same time. The damage of the charge is 10% greater than normal.
The other attacked creature must stay behind the targeted creature. This affetcs both allies and enemies!

Maneuver: When the attack is complete, this creature will run to the first free square on the battlefield.
This does not happen when charging!

Lv7 Flyer. Angel
Angels are the first servants of Elrath and his second creations. Angels are holy spirits of the Eternal Light who has taken the bodies of humans and developed their body.
Angels were created to watch over the humans, and so they do. Still after hundreds, maybe even thousands of years they watch over the human race and are always the first ones to combat their enemies.
And they will contiune to do so, for generations to come.
Attack: 25
Defense: 21
Damage: 40-45
Health: 200
Mana: N/A
Speed: 9
Iniative 8
Abilities: Large Creature, Flyer
Growth: 1
Cost: 2700g 1 Gem

Angel Upgrade. Archangel
The elite warriors of Elrath and the Eternal Light itself are the Archangels. Much stronger then the Angel it can even ressurect fallen allies on the battlefield.
No great battle can be won without an Archangel in it.
Attack: 30
Defense: 27
Damage: 40-50
Health: 240
Mana: N/A
Speed: 10
Iniative 9
Abilities: Large Creature, Flyer, Ressurect Allies
Growth: 1
Cost: 4000g 2 Gem

Ressurect Allies: Once per battle this creature can ressrurect an dead allies on the battlefield.
The stack must have lived and cannot have been summoned.


A young and strong Archangel. The normal Angels does normally take female bodies and the Archangels male bodies.


Heroes
All factions must have Heroes. There are Migth and Magic heroes in each town. There are normally 4 might heroes and 4 magic heroes and two campaing heroes.¨

Might Hero: Knight
Knights are the sworn defenders of the Regal Griffin Empire. In ages they hvae ru´led and protected the lands of the Empire.
Once again they are called out to war.
All Knights are members of Godrics Sword, which is lead by Duncan. Knights are the most powerful of warriors and can cast twilight (dark and light) magic effective.

Hireable/Campaign Knights

Campaign Hero. King Andrei

Andrei is the king and nephew of former King Nicolai.
When he was a boy he could not step outside the big cities or without protection because the evil succbus Biara hunted him for some reason. Recently he became the King of the newborn Regal Griffin Empire.
He leads the expedition to Nahsa together with his best friend the Cleric Erina.

Speciality
Beloved of the People: When Andrei hires creature, he will be able to hire one extra creature. All creatures that Andrei purchases costs 20% less gold.

Skills

Basic <Racial Skill> bla bla bla

Basic Leadership: Increases moral of all creatures in hero's army by 1.

Leadership: Minor Diplomancy: Allows hero to effectively negotiate with hostile creatures. Increases chances and reduces costs of creatures that wish to join your army.

Spells and Warmachines: None. No Spellbook.


Normal Hero. Maeve

Maeve has fought in many years and is one of the most skilled knights. When Queen Isabels War was over she decided to build up an family, but when Andrei became king and the strong religion laws was gone she felt that she just couldnt live without war.

Speciality
War Maiden: For each stack Maeve kills herself will increase her attack and moral by 1.

Skills

Basic <Racial Skill> bla bla bla

Basic Attack: Increases the damage by your creature in melee combat by 5%.

Attack: True Soldiers: If one stack kills another one by itself its attack will be increased by 1 the whole battle and its morale two turns.

Spells and Warmachines: None. No Spellbook.


Normal Hero. Garandur

Garandur comes from the mountains of the north where many Griffins used to live. Now, in Nahsa, he is the favorite of the proud Mountain Griffins in their mountains but he is also favored by the Regal Griffins.

Speciality
Griffin Master: Increases Griffin and Regal Griffins growth by 2 and if they are in Garandurs army their attack will be increased by 2.

Skills

Basic <Racial Skill> bla bla bla

Basic War Machines: Makes war machines more effective overall. Increases Attack, defense and Damage of Ballista. Increases Catapult's Damage and grants it a 30% chance to hit. The First Aid Tent receives increased Healing Power. Ammo Cart gains an ability to increase Attack of ranged units in hero's army by 1.

Basic Defense: Decreases damage dealt to your creatures in melee combat by 10

Spells and Warmachines: This hero starts with a Ballista in his army.


Normal Hero: Vanera

Vanera can almost be counted as an cleric. She is very religious and a templar of the light. The only diffrence is that she is very good in melee combat. Vanera is very dangerous for the enemies of the Regal Griffin Empire.

Speciality
Templar of the Light: Vanera is as good in melee combat as in spellcasting (light spells only). Her creatures does 5% more damage to "evil races".

Skills

Basic <Racial Skill> bla bla bla

Basic Twilight Magic: Allows hero to learn Twilight Magic spells of the third circle and makes Twilight Magic more effective overall.

Twilight Magic: Minor Light over Darkness: Light Magic is always 10% more effective than Dark Magic.

Spells and Warmachines: This hero starts with a spellbook and the spell "Bless".


Normal Hero: Vittorio

Vittorio was present in the last war and made wonders for the old Empire. Now he has return to fight the Naga and Undead of Nahsa. Vittorio has left the siege weapon thing behind and is now the best of the Champions and Paladins.

Speciality
Paladin: Vittorio has the ability to heal allies. Equestrians and Champions morale is increases by 1 if they are in Vittorios army.

Skills

Basic <Racial Skill> bla bla bla

Basic Leadership

Leadership: Recruitment: Increases weekly growth of 1st, 2nd and 3rd level creatures by +3, +2 and +1 respectively. Hero must be stationed within the friendly town on the last day of the week for effect to take place.

Spells and Warmachines: This hero has no spellbook or any war machines.

Magic Hero: Cleric
Clerics are the highpriests of the Regal Griffin Empire. There are not many Clerics or Priests so Clerics are very rare.
Those who are Clerics are gifted by enourmous powers of Twilight Magic. Most of the study Light Magic but some turn themself to darker powers or becomes mighty wizards.
The Clerics will protect their religion and their country for every cost.

Campaign Hero. Elina

Erina is the daugther of Duncan and Freyda. She was traind as a Cleric since she was five years old.
Erina is the best friend of King Andrei and together they led the Regal Griffin troops and expedition on the new conitnent of Nahsa.
Erina is the current leader of the large religious group called the Daugthers of Beatrice and a idol for antitype for all religious people. It is said that even the Angels like her.

Speciality
Antitype: Nuns, Disciples, Angels and Archangels growth is increased by 1 and 500g cheaper. When those cretaures are in Erinas army their morale will be increased by 1 and their health by 10 for Nuns/Disciples and 20 for Angels/Archangels.

Skills

Basic <Racial Skill> bla bla bla

Advanced Twilight Magic: Allows hero to learn Twilight Magic spells of the fourth circle and makes Twilight Magic even more effective.

Basic Sorcery: Speeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 10%.

Spells and Warmachines: Starts with spellbook and Eternal Light (prayer) spell.


Normal Hero. Klaus

Klaus was one of the Paladins during Queen Isabels War and he commanded the cavalry forces of the Griffin Empire.
Now he has become a Cleric, seeking the truth behind everything and the faith. Klaus still gets gold from the Dwarves from when he helped them against some Demons. He uses the gold to aid his kingdom and spread the religion.


Speciality
Goldbringer: Each level this hero brings 200 extra gold to the kingdom each week. Each third level increases it by 50 gold more per week.

Skills

Basic <Racial Skill> bla bla bla

Basic Logistics: Increases hero's movement speed over land by 10%.

Basic Water Magic: Allows hero to learn Water Magic spells of the third circle and makes Water Magic more effective overall.

Spells and Warmachines: Starts with a spellbook and the spell Cleanse.


Normal Hero. Ellaine

Althougt Ellaine was an agent with the Renegades in the last war she has been accepted by the military ´leaders.
Infact, almost everybody is accepted into to the Empires ranks.
Ellaine is an zealot and her light spells will be greater then others.

Speciality
Zealot of the Griffin: When Ellaine has casted an light magic spell there is a 4% chance that the creature who got the spell will get Bloodlust too.
If she cast an Dark Magic spell there is an 4% chance that it will damage the creature that got the spell.
The damage is the same as Ellaines own damage when she is not in Combat Hero mode. Increases chance by 3% every second level.

Skills

Basic <Racial Skill> bla bla bla

Basic Twilight Magic: Allows hero to learn Twilight Magic spells of the third circle and makes Twilight Magic more effective overall.

Basic Attack: Increases the damage by your creature in melee combat by 5%.

Spells and Warmachines: Ellaine doesnt start with anything.


Normal Hero. Norod

Norod is not only a powerful monk, but also a powerful wizard. Unlike many other Clerics, he is more intrested in Fire and Earth spells than in the light and some people have even banished him from their churhes.
But Norod has spend the most of his life in a monastery so he will still be counted as an Cleric.

Speciality
Fireball: Norods favorite spell is fireball. His fireball will do 20% more damage and cost 3 less mana than normal
Each level the damage of Norods fireball will be increased by 1%

Skills

Basic <Racial Skill> bla bla bla

Basic Fire Magic: Allows hero to learn Fire Magic spells of the third circle and makes Fire Magic more effective overall.

Basic Earth Magic: Allows hero to learn Earth Magic spells of the third circle and makes Earth Magic more effective overall.

Spells and Warmachines: Norod starts with a spellbook and the spell "Fireball".


Normal Hero. Nueva

Peasents belive that Nueva is an oracle as see had saved one of their lives once. Nueva became a hero of the town and villages around it then and has now joined the new war.
Nueva is still belived to be an oracle so all creatures in her army will never give up.


Speciality
Oracle: Creatures in Nuevas army cant have less than 1+ morale.

Skills

Basic <Racial Skill> bla bla bla

Basic Leadership: Increases moral of all creatures in hero's army by 1.

Basic Luck: Increases luck of all creatures in hero's army by 1.

Spells and Warmachines: Nueva starts with Bless and a spelllbook.


The Town
The towns of the Regal Griffin Empire is mostly located in the great Solerin Grasslands. They are called castles and are buildt on great cliffs overlooking the endless grasslands and plains.
In the center you can find the real main castle and its walls weaving around the city.
Outside the walls the peasents lives, protected by griffins and guards. The peasents themself has set up small wooden walls themself and the sun does almost always shine on the city.
But in HoMM6 the terrain affects the town so if you the town is in the cold mountains there will be a lot of snow and a very small sun instead.

Buildings

Farms
The farms allows you to recruit 20 Peasents per week.

Military Camps
The Military Camps allows you to recruit 20 Pikemans per week.

Hunting Encampment
The Hunting Encampment allows you to recruit 12 Hunters per week.

Outlaws Encampment
The Outlaws Encampment allows you to recruit 12 Bounty Hunters per week.

Town Barracks
The Town Barracks allows you to recruit 8 Foot Soldiers per week.

Castle Garrsion
The Castle Garrsion allows you to recruit 8 Squirs per week.

Griffin Nest
The Griffin Nest allows you to recruit 6 Griffins per week.

Griffin Cliff
The Griffin Cliff allows you to recruit 6 Regal Griffins per week.

Abbey
The Abbey allows you to recruit 3 Nuns per week.

Cathedral
The Cathedral allows you to recruit 3 Disciples per week.

Green Plains
The Green Plains allows you to recruit 2 Equestrians per week.

Champions Arena
The Champions Arena allows you to recruit 2 Champions per week.

Doors of Light
The Doors of Light allows you to recruit 1 Angel per week.

Gates of Heaven
The Gates of Heaven allows you to recruit 1 Archangel per week.

Stables
The Stables grants any visiting hero a bonus to his or her movement points until the end of the week.

Armory
The Armory increases the growth of Foot Soldiers and Squirs by 3.

Regal Guardien
The Regal Guardien increases weekly creature growth by 20%, provides your empire with an additional 5000 gold each day and boosts morale of all your heroes by +2. A Tear of Asha is required to build this structure.
A giant golden statue standing on a hill in the midde of the town. He raises his longsword to the sun.

Tower of Elrath
The Tower of Elrath increases weekly creature growth by 50% and boosts attack of all your heroes by +1 when under a siege.
Allows you to recruit one grail creature. The Avatar of Elrath.
A Flame of Urgash is required to build this structure.
Looks like an gigantic, holy, golden tower that stretches up to the Kingdom of Heaven or the angel dwelling.
Around it you can see a golden stair. Its located in the middle of the city.
You can only have one grail building at a time and one for each kingdom. So you cant have both the Tear of Asha annd the Flame of Urgash.

Lv8 Walker. Avatar of Elrath
Noting is known about this creature´except that its strange that it will be summoned by Urgash.
Attack: 60
Defense: 45
Damage: 80-120
Health: 2500
Mana: N/A
Speed: 8
Iniative 8
Abilities: Large Creature, Holy One, Mass Resurrection

Holy One: If these creature is in an heroes army, all those creátures morale and luck cannot get below 3 and all creatures will do 25% more damage against evil races.
This creature is also immune agaínst light magic as it is the light itself. Its immune to dark too, this means it completly immune to Twilight Magic. This creatures isnt affected by morale or luck.

Mass Ressurection: Once per battle this creature can randomly ressurect 2-6 creatures back to their orginal stack.

If these creature dies, it will be gone forever.


____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Legendary_hero
Legendary_hero


Known Hero
Stronghold Warchief
posted November 03, 2007 05:13 PM

HA Ha NO COMMENT

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xerox
xerox


Promising
Undefeatable Hero
posted November 03, 2007 05:46 PM
Edited by xerox at 18:05, 03 Nov 2007.

Was that good or bad? -.-
Castle is not complete yet and when i copy pasted it looked weird (no large text, images etc).


The most things can be found on the ifrst psot.


Oh, and to everybody.
Should i make campaign with objectives etc or just "the story" of the campaign, so i can make the other factions faster.

This is the Tower (birdmen/harpy/avian) creature line-up:
They are native-american inspered.
But there is a little bit norse myhtology in it.

1. Raven-War Eagle
2. Wolf-Dire Wolf
3. Watcher-Battle Watcher
4. Harpy-Harpy Matriarch
5. Invoker-Storm Caller
6. Giant-Stone Giant
7. Roc-Thunderbird, large
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Legendary_hero
Legendary_hero


Known Hero
Stronghold Warchief
posted November 03, 2007 06:02 PM

Come on if you want success you better change almost anything.I mean "HOLY ONE" come on or MACE BASH(For 2 turns WOW quite long time)and a LOT AND A LOT MORE.Look BALANCE is the word that's what people like not some crazy childish stuff.Just take an example from the original game and make something serious.People like balance,better let go of your fantasy's amd grow up.NOTHING PERSONAL just telling the truth from my eyes.

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xerox
xerox


Promising
Undefeatable Hero
posted November 03, 2007 06:12 PM
Edited by xerox at 18:23, 03 Nov 2007.

Yes, the Avatar of Light is holy.
I see no reason to change it to "Lightbringer" and whats wrong with Mace Bash?
Is that a bad name for an abilty because you hate another game that has the name?
So then you hate Shield Bash dont you?
Seriously, he bashes his enemies with a mace.
but maybe you suggest me to call it should i call it "Stunning Attack"?
No, sounds like snow to me.

And you cant say anything about balance because i have posted one faction not three.
And as i said before, Castle creatures ARE NOT complete and will be changed when i have posted the second faction.
Castle creatures are normal in all stats, they have no underpower stats and no overpower stats (okey they dont like iniative, because they are humans, humans are stupid).

If you want to critise then tell me what to improve, that what criticism is all about.
And yes i am young, im 12 years old (but we are not dumb in sweden and we dont live in forests).


And whats so bad about the creatures?
Archangel has its normal ability, Ressurect Allies.
Go do your own HoMM6 and so i can see how good it will be or just post an entry in the bonus faction contest.








The expansion mercenary towns will be Dark Elfs (Refuge) and Free Cities (no name yet).
This is the beloved necropolis line-up so far:
Necropolis has never been so powerful.

1. Skeleton-Skeleton Warrior
2. Lycantrophe (cant spell it today) - Alpha Werewolf
3. Ghost-Banshee
4. Vampire-Vampire Lord
5. Lich-Archlich
6. Wight-Wraith
7. Bone Dragon-Shadow Dragon

____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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roy-algriffin
roy-algriffin


Supreme Hero
Chocolate ice cream zealot
posted November 03, 2007 06:46 PM

I thought there were some really good ideas there . Admittedly a few things like the holy one ability sound really gamebreaking
I hope that dungeons tier 8 will be a unit that can fly up and attack all enemies in a line.
____________
"Am i a demon? No im a priest of the light! THE BLOODY RED LIGHT"

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xerox
xerox


Promising
Undefeatable Hero
posted November 04, 2007 01:46 AM

Well, i wont change it, just to be evil
I will start on Tower soon.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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