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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Radox' Ultimate Heroes Experience
Thread: Radox' Ultimate Heroes Experience This thread is 6 pages long: 1 2 3 4 5 6 · «PREV / NEXT»
Radox
Radox


Known Hero
posted October 26, 2007 07:02 AM
Edited by Radox at 07:03, 26 Oct 2007.

DAY 5 - GROVE's BUILDINGS



GROVE UNIQUE BUILDINGS

Dwarven treasury
Gives the player 10% of the gold they own at the beginning of each week
- Requirements - Cottage
- Cost - 5 wood, 10 ore, 4000 gold

Avenger's guild
Allows the player to choose one favored enemy (common for all heroes), against which all the player's creatures have 30% to deal double damage. Every town with Avenger's guild provides one extra favored enemy slot. Any creature in the game can be selected as favored, provided the hero has spotted it somewhere on the map/in some other hero's army. No frags against this creature are required.
- Requirements - Homestead
- Cost - 10 wood, 2500 gold

Rainbow
Increases luck for any visiting hero until next battle by +2. Also increases luck of defending heroes by +2
- Requirements - Mage guild level 1
- Cost - 5 mercury, 2000 gold



GROVE DWELLINGS

Faerie tree
Enables you to recruit 15 pixies per week
- Requirements - none
- Cost - 10 wood, 1000 gold

Cottage
Enables you to recruit 14 dwarves per week
- Requirements - Faerie tree
- Cost - 10 wood, 4 crystals, 3000 gold

Homestead
Enables you to recruit 7 hunters per week
- Requirements - Cottage
- Cost - 15 wood, 5 ore, 4 gems, 3500 gold

Stone circle
Enables you to recruit 4 druids per week
- Requirements - Homestead
- Cost - 20 ore, 5 gems, 5500 gold

Unicorn glade
Enables you to recruit 3 unicorns per week
- Requirements - Stone circle
- Cost - 10 wood, 10 ore, 10 gems, 8000 gold

Griffin cliff
Enables you to recruit 2 griffins per week
- Requirements - Unicorn glade
- Cost - 15 wood, 15 ore, 5 mercury, 9000 gold

Dragon vortex
Enables you to recruit 1 green dragon per week
- Requirements - Griffin cliff
- Cost - 15 wood, 15 ore, 25 crystals, 15000 gold

Griffin rock
An upgrade of the Griffin cliff. Increases growth of Griffins by 1 per week
- Requirements - Griffin cliff
- Cost - 10 ore, 3500 gold


GROVE'S GRAIL STRUCTURE

Spirit guardian
Provides the kingdom with 5000 additional gold per day, increases the growth of all creatures in this town by 50% and also increases luck of all allied heroes by 2
- Requirements - Grail in hand
- Cost - 0

Next day - Day 6 - Unveiling of the Third town!

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roy-algriffin
roy-algriffin


Supreme Hero
Chocolate ice cream zealot
posted October 26, 2007 08:35 AM

Bah i absoloutly despise the idea of syvlan having any of the three kinds of griffins. They were havens offensive punch from the heavens. Unicorn as another walker means theres a serious gap in havens lineup for dealing with shooters

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Radox
Radox


Known Hero
posted October 27, 2007 09:33 AM
Edited by Radox at 09:53, 27 Oct 2007.

DAY 6 - The Third Town


ACADEMY

The powerful, crafty magicians of the East have decided to go back to their previous home of the snowy mountain valleys, where they can work in safety and at leisure. The ever-fortified academy town is now enchanted with even more powerful magical powers. Academy towns are true bastions of magic and wisdom and may God help all who dare threatening them...


CREATURES:

1. Gremlin
- Health - 5
- Damage - 1-2
- Abilities - Sabotage (This creature can switch off any enemy mechanical unit for 2 turns)
- Comment - These small, friendly creatures have agreed to serve the academy conjurers in exchange for food and roof. The gremlins are an always dangerous force because of their enchanted gunpowder rifles that can hit enemies at a great distance. Their big asset also is their proficiency with machines that allows them to sabotage them anywhere on the field.
Attack - 2
Defense - 2

2. Gargoyle
- Health - 16
- Damage - 3-3
- Abilities - Immune to all magic
- Comment - These statues have been animated by powerful magic incantations and now serve as academy heroes' scouting force. They are made of rare and durable obsidian and their nature makes them completely untouchable for any magic spell. Their powerful obsidian claws have the ability to always strike with equal force.
Attack - 3
Defense - 5

3. Golem
- Health - 30
- Damage - 4-6
- Abilities - Magic-proof (Any spell damage this creature receives is reduced by 60%)
- Comment - Golems are ancient magical constructs that are used as primary battle units by the magicians. Golems are steel warriors, whose heavy fists are a force to be reckoned with. Also, their enchanted armor makes them almost impenetrable for magic.
Attack - 6
Defense - 6

4. Mage
- Health - 30
- Damage - 6-9
- Abilities - Piercing attack (This creature's attacks damages the primary target, and all other units positioned behind it), Spellbook (Mages can cast Magic fist and Cleansing)
- Comment -Some of Academy's magicians serve in the town's army. They are weak in close combat, being armed only with a dagger and unskilled at melee fighting. This weakness, however, is more than compensated for by the power of their spells. They can fire blasts of pure magical energy that damage any creature in their way - including friendly ones. They also carry scrolls with additional spells on them.
Attack - 9
Defense - 10

5. Djinn
- Health - 50
- Damage - 12-17
- Abilities - Random caster (The Djinn can cast a random positive effect on friendly creatures or a random negative one on enemies. The spell is selected between Bless, Haste, Stoneskin, Zeal or respectively Curse, Slow, Throe, Suffering)
- Comment - Djinns are ancient spirits whom the Wizards can summon and magically bind to their person. Once a Djinn is thus bound, he cannot retreat, and will protect his master until all his vital energy is consumed. Djinns are very useful on the battlefield, as they can cast both positive and negativa spell effects. Spellcasting is not Djinn's sole task on the battlefield, as they can also engage in melee with their heavy scimitars.
Attack - 14
Defense - 13

6. Rakshasa
- Health - 120
- Damage - 22-30
- Abilities - No enemy retaliation (The enemy never retaliatesa after this creature's attacks)
- Comment - Vengeful spirits from a forgotten age, the Rakshasas have lingered on the fringes of the world for millennia. These creatures have been rediscovered by Wizard travellers who managed to summon and control them efficiently. The Rakshasas are an imposing force on the battlefield, intimidating the enemy with their multi-armed, lion-headed bodies and wickedly sharpened blades. So fearful are their attacks that the enemy is unable to retaliate against them.
Attack - 26
Defense - 20

7. Colossus
- Health - 180
- Damage - 50-65
- Abilities - No melee penalty (This creature suffers no damage penalty when engaging in melee combat), Immune to mind control (This creatures is immune to any spells or effects that affect mind)
- Comment - Colossi are the most powerful creatures that can be built or summoned by the Wizards. Arcane knowledge and endowment is used to create this unique living marvels, surpassing the border between machinery and real life. Each Colossus also hosts a figment of the soul of his creator. This unwavering will makes them immune to mind-controlling magic, assuring the Wizards of their unquestionable loyalty. However, their most famed power is the ability to hurl bolts of lightning over great distances.
Attack - 33
Defense - 33


HERO TYPES:

Academy's heroes come into two types - Alchemists and Wizards

- Alchemists start the game with 2 Attack, 2 Defense, 0 Spellpower and 1 Knowledge.
- On each level-up, an Alchemist has 30% chance to receive Attack, 40% chance - Defense, 15% - Spellpower and 20% - Knowledge.

- Wizards start the game with 0 Attack, 0 Defense, 2 Spellpower and 3 Knowledge.
- On each level-up, a Wizard has 5% chance to receive Attack, 10% chance - Defense, 40% - Spellpower and 45% - Knowledge.


HEROES:

Razzak (Alchemist)
Specialty - Golems in hero's army receive +1 attack and +1 defense for each hero level-up. The bonuses start on first level

Havez (Alchemist)
Specialty - Gremlins in hero's army receive +1 attack and +1 defense for each hero level-up. The bonuses start on first level

Piquerdram (Alchemist)
Specialty - Gargoyles in hero's army receive +1 attack and +1 defense for each hero level-up. The bonuses start on first level

Turral (Alchemist)
Specialty - Defense - Increases the effect of Defense secondary skill by 1% for each hero level up. Also, all hero's creatures gain extra 15% of defense when carrying out the Defend command.

Rissa (Alchemist)
Specialty - Produces additional 1 gems per day for the kingdom's resource pool

Cyra (Wizard)
Specialty - Haste spell in hero's spellbook is more effective and costs 50% less mana. Haste's effect increases by 1% per hero level and the spell additionaly increases speed of target unit by 1

Narxes (Wizard)
Specialty - Mages in hero's army receive +1 attack and +1 defense for each hero level-up. The bonuses start on first level

Cirdog (Wizard)
Specialty - Intelligence - Hero's mana points increase by 2% per hero level

Solmyr (Wizard)
Specialty - Damage of Chain Lightning spell is increased by 2% per hero level

Aladar (Wizard)
Specialty - The effect of Summon elementals spells is increased - it brings in 1 extra elemental per hero level and the Elementals act immediately upon summonng


Next day - Day 7 - ACADEMY's buildings.


*note - I think the Academy faction was one of the most well-done things in Heroes 5, so I left it nearly untouched. Hold on, only 4 more crappy towns and we'll go to the really interesting part - Skills and Spells!

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted October 27, 2007 04:57 PM

Its missing 0.6666666% of its creatures in your proposal, what do you mean "untouched"?
____________
How exactly is luck a skill?

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Radox
Radox


Known Hero
posted October 28, 2007 09:48 AM
Edited by Radox at 09:50, 28 Oct 2007.

ACADEMY STANDARD BULDINGS

*All the same as other towns, except that instead of a Shipyard, Academy town has an Artifact merchant.- Requirements - City hall
- Cost - 5 ore, 5000 gold


ACADEMY UNIQUE BUILDINGS

Runic sanctuary level X
Grants the runic spell of the respective level
- Requirements - Town hall, Mage guild level 1
- Cost (level 1) - 5 wood, 5 ore, 1 gems, 2000 gold
- Cost (level 2) - 5 wood, 5 ore, 2 gems, 1000 gold
- Cost (level 3) - 5 wood, 5 ore, 3 gems, 1000 gold
- Cost (level 4) - 5 wood, 5 ore, 4 gems, 1000 gold
- Cost (level 5) - 5 wood, 5 ore, 5 gems, 1000 gold

Watch tower
This high observation tower triples the line of sight for the town
- Requirements - Citadel
- Cost - 5 wood, 10 ore, 1500 gold

Arcane institute
Grants 1 extra spell in every level of the mage guild
- Requirements - Guardhouse
- Cost - 3 of each precious resource, 3000 gold


ACADEMY DWELLINGS

Gremlin workshop
Enables you to recruit 20 gremlins per week
- Requirements - none
- Cost - 10 ore, 1000 gold

Parapet
Enables you to recruit 12 gargoyles per week
- Requirements - Gremlin workshop
- Cost - 15 ore, 3000 gold

Golem forge
Enables you to recruit 10 golems per week
- Requirements - Parapet
- Cost - 5 wood, 5 ore, 5 mercury, 3500 gold

Mage tower
Enables you to recruit 5 mages per week
- Requirements - Golem forge, Mage guild level 1
- Cost - 5 wood, 5 ore, 5 crystals, 10 gems, 6000 gold

Golden lamp
Enables you to recruit 3 djinss per week
- Requirements - Mage tower
- Cost - 15 wood, 10 ore, 10 mercury, 5 crystals, 7500 gold

Golden pavilion
Enables you to recruit 2 rakshasas per week
- Requirements - Golden lamp
- Cost - 20 wood, 20 ore, 10 crystals, 10 sulfur, 12000 gold

Thunder colliseum
Enables you to recruit 1 colossus per week
- Requirements - Golden pavillion
- Cost - 20 ore, 20 wood, 30 gems, 16000 gold

Treasure cave
An upgrade of the Golden Lamp. Increases growth of Djinns by 2 per week and also grants the kingdom 500 extra gold every day
- Requirements - Altar of wishes
- Cost - 3000 gold


ACADEMY GRAIL STRUCTURE

Skyship
Provides the kingdom with 5000 additional gold per day, increases the growth of all creatures in this town by 50% and also reveals the entire adventure map.
- Requirements - Grail in hand
- Cost - 0

Next day - Day 8 - Unveiling of the Fourth town!

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted October 28, 2007 12:57 PM

he bravely soldiers on
____________
Love, Laugh, Learn, Live.

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roy-algriffin
roy-algriffin


Supreme Hero
Chocolate ice cream zealot
posted October 28, 2007 01:19 PM

This is still basically copying everything from hereos 5 with maybe a small addition.
Start with the wildly different and interestign stuff first. then go for the uninteresting details

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Radox
Radox


Known Hero
posted October 29, 2007 07:11 AM

Day 8 - The Fourth Town


NECROPOLIS

The Undead have returned, more deadly than ever! The Death Knight heroes are back and they are more than willing to reinforce the Necromancers in their quest to conquer the world.


CREATURES:

1. Skeleton
- Health - 5
- Damage - 1-3
- Abilities - Magic-proof (This creature has a 60% resistance to any spell damage)
- Comment - The base foot soldiers of the Necropolis force, the skeletons are weak, but numerous. Armed with magical swords, they can always pose a threat to any army.
- Attack - 2
- Defense - 1

2. Zombie
- Health - 20
- Damage - 3-6
- Abilities - Poisonous attack (This creature's attacks poisons the enemy, reducing its attack and defense by 2 points and dealing it the number of zombies damage on each of its actions)
- Comment - These slow, fetid reanimated carcasses take quite a time to reach their target, but when they do, their strong blows bring it to their knees.
- Attack - 3
- Defense - 4

3. Apparition
- Health - 20
- Damage - 3-7
- Abilities - Mana drain (When this unit attacks a spellcasting unit, it drains a portion of its damage in order to heal and resurrect itself), Incorporeal (Any physical attack against this unit has a 40% chance to fail)
- Comment - These foul, cursed ghosts have been risen out of the corpses of Necrpolis' fallen enemies. Thirsty for revenge, they are damned to serve their new master for eternity. The chilling touch of the apparition has the ability to burn the mana of enemy spellcasters and bring it's energy back to the ghost.
- Attack - 6
- Defense - 4

4. Vampire
- Health - 35
- Damage - 8-10
- Abilities - Life drain (Every of this unit's attack returns 50% of the damage it inflicts as hit points), No enemy retaliation (The enemy never retaliatesa after this creature's attacks)
- Comment - These ugly, intimidating warriors compose the main striking force of any Necropolis army. They can teleport across the battlefield and thus, no one can foresee from where they will attack, and therefore, retaliate to their attacks. But perhaps the most fearsome and unique ability of the Vampires is their capability to drain the very life out of their foes and use it to replenish their own ranks.
- Attack - 9
- Defense - 9

5. Lich
- Health - 50
- Damage - 18-22
- Abilities - Spellbook (This creature can use a variety of spells in combat. Liches can cast Suffering and Decay)
- Comment -Liches are powerful undead mages, seething with hatred for all forms of life. They bring plague to the lands they tread upon, creating dreadful Death Clouds to strike their enemies from afar.
Attack - 19
Defense - 19

6. Black Knight
- Health - 110
- Damage - 21-26
- Abilities - Deadly strike (On every attack, this creature has a 25% chance to inflict 50% more damage)
- Comment - When a paladin's death body is discovered by an undead mage, he is immediately transported to the Necropolis capitol, so he can be transformed into a rider of Death. These meciless, mighty cavalry warriors are perhaps the most horrifying soldiers of the Necrpolis empire. Almost nothing can withstand their powerful blows, done with unseen ferocity and hatred.
- Attack - 26
- Defense - 24

7. Bone Dragon
- Health - 190
- Damage - 21-40
- Abilities - Aging strike (This creature's attacks have a 25% chance to reduce the health of all creatures in an enemy troop by 25%)
- Comment - Stolen from their graves and compelled to serve the Necromancers, Bone dragons are formed from the skeletons of dead dragons of other breeds. The Bone dragons are the single most powerful entity to ever serve a necromantic army. Their red-glowing eyes strike horror in their enemy's hearts.
Attack - 30
Defense - 28


HERO TYPES:

Necropols' heroes come into two types - Death Knights and Necromancers.


- Death Knights start the game with 2 Attack, 1 Defense, 1 Spellpower and 1 Knowledge.
- On each level-up, a Ranger has 40% chance to receive Attack, 35% chance - Defense, 10% - Spellpower and 15% - Knowledge.


- Necromacers start the game with 0 Attack, 1 Defense, 2 Spellpower and 2 Knowledge.
- On each level-up, a Sorcerer has 10% chance to receive Attack, 10% chance - Defense, 40% - Spellpower and 40% - Knowledge.

HEROES:

Kaspar (Death Knight)
Specialty - First aid - Increases the amount of hit points the First aid tent heals. Damage in case of Plague tent is also increased

Vokial (Death Knight)
Specialty - Vampires in hero's army receive +1 attack and +1 defense for each hero level-up. The bonuses start on first level

Vladimir (Death Knight)
Specialty - Every time an enemy stack dies, it is replaced by a group of friendly ghosts with size equal to 2*hero's level

Clavius (Death Knight)
Specialty - Brings in additional 1 mercury per day to the kingdom's resource pool

Orson (Death Knight)
Specialty - Zombies in hero's army receive +1 attack and +1 defense for each hero level-up. The bonuses start on first level

Moander (Necromancer)
Specialty - Liches in hero's army receive +1 attack and +1 defense for each hero level-up. The bonuses start on first level

Sandro (Necromancer)
Specialty - Dark magic - Increases the effectiveness of any dark magic spell by 1% per hero level

Raven (Necromancer)
Specialty - Curse spell is more powerful and also reduces target's defense by 1 for every three levels of hero, starting on first level

Vidomina (Necromancer)
Specialty - Necromacy secondary skill is more powerful - it raises 1% more creatures for every two levels of the hero

Reffus (Necromancer)
Specialty - The Suffering spell is more effective, and also reduces the speed of target unit.


Next day - Day 9 - Necropolis' buildings

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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted October 29, 2007 11:30 AM

You do realize people could roughly play this "Heroes 6" by simply making all upgrade buildings unavailable ? Imagine how gameplay would be like that?

What you're doing is taking H5 and removing the few elements that make it so fun, adding a few elements from H3, and present that as your H6....

Shame, I don't like it.

Even though it IS agreed the best H6 would probably be a rich mixture between H3 and H5. But you don't achieve that by removing upgrades.

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Nirual
Nirual


Famous Hero
Imbued Ballista
posted October 29, 2007 11:43 AM

Don't bother, he doesn't care what others think.
____________
In ur base killing ur doods... and raising them as undeads.

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted October 29, 2007 12:10 PM

Which is cool, if infuriating.

"Aparition"  good name.
____________
How exactly is luck a skill?

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Radox
Radox


Known Hero
posted October 29, 2007 12:57 PM

So what's a good name in your opinion? "Skink headhunter"? Or probably "couatl"?

I want you to tell me what EXACTLY you don't like in the lineups so far. Then, I will answer each one of you separately.

I didn't say that this is "heroes 6". It's simply what would be the best mixture of the last three heroes installments. It's the way I want to see a heroes game to be as playable and fun as possible. The reason I removed the FAMED upgrades is that they make the game sluggish.

And finally - I have been working on this project seriously. So after I finish all the details it will be up to YOU to suggest changes and ideas so we can TOGETHER finalize everything and send it to Nival and Ubi so they can catch a glimpse what true fans want!

Give me time, in the end it will be up to you to decide how Ultimate Heroes will look like

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Nirual
Nirual


Famous Hero
Imbued Ballista
posted October 29, 2007 01:09 PM

Quote:
And finally - I have been working on this project seriously.

Copypasta sure is a lot of work

So after I finish all the details it will be up to YOU to suggest changes and ideas so we can TOGETHER finalize everything and send it to Nival and Ubi so they can catch a glimpse what true fans want!

You mean, what you want. Oh right, you are a TRUE fan since you hate upgrades.

Give me time, in the end it will be up to you to decide how Ultimate Heroes will look like

Sure, sure.




____________
In ur base killing ur doods... and raising them as undeads.

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roy-algriffin
roy-algriffin


Supreme Hero
Chocolate ice cream zealot
posted October 29, 2007 10:40 PM

It would be great if we actually did do all this together. But im thinking that the majority would rather like upgrades and especially alternate ones.
My suggestions for the end would be-
Making more caster type units for acedemy
Out of combat skills
more heroes which deviate from the normal kind of theme for the town like light for necropolis
____________
"Am i a demon? No im a priest of the light! THE BLOODY RED LIGHT"

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted October 29, 2007 10:43 PM

Radox, when I say the following, please do not get angry at me.  It is nothing personal, if Alc had posted this, I would say the same thing.

Your idea is not good.  Upgrades are one of the most important features of the game.  They allow a lot more flexability when playing, and you can also get an idea of what you are facing from the upgrades.  You can tell that a castle is going to be well built up if all the units are an upgraded form.  Like this, you don't know wether they spamed creature dwellings, or if they went through gradually.

Other than the lack of upgrades, I like what you are doing.  The lineups are good, in traditional heroes style, but without upgrades there just seems to be so much in it.
____________
How exactly is luck a skill?

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Radox
Radox


Known Hero
posted October 30, 2007 07:26 AM

Well, alright.

Because the castles are already done by me, I'll post them as they are. But after that, we will consider what the UPGRADES will be. Every unit will have upgrades as the good 'ol tradition. After all, I am apparently the only one who doesn't want upgrades, so let's do what the majority wants

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Radox
Radox


Known Hero
posted October 30, 2007 07:29 AM

Day 9 - Necropolis' buildings


NECROPOLIS STANDARD BUILDINGS

All the same, except than Necros have a Shipyard instead of an Artifact Merchant

NECROPOLIS UNIQUE BUILDINGS

Undead transformer
Allows any living unit to be transformed into the undead unit of the respective tier
- Requirements - Tavern
- Cost - 5 ore, 1000 gold

Death visage
This horrifying statue reduces morale of any enemy heroes besieging that town, or being in a 1-day-away vicinity around this town
- Requirements - Marketplace
- Cost - 5 ore, 1000 gold

Skull spire
Increases the Necromancy skill (for these heroes of the kingdom who have it) by 5%
- Requirements - Ruined tower
- Cost - 10 wood, 10 ore, 5 mercury, 2500 gold



NECROPOLIS DWELLINGS

Graveyard
Enables you to recruit 20 Skeletons per week
- Requirements - none
- Cost - 5 ore, 1000 gold

Cemetery
Enables you to recruit 13 Zombies per week
- Requirements - Graveyard
- Cost - 10 ore, 2 mercury, 2500 gold

Ruined tower
Enables you to recruit 9 Apparitions per week
- Requirements - Cemetery
- Cost - 10 wood, 5 ore, 3000 gold

Mansion
Enables you to recruit 5 Vampires per week
- Requirements - Ruined tower
- Cost - 10 wood, 10 ore, 5 crystals, 5 gems, 5500 gold

Mausoleum
Enables you to recruit 3 Liches per week
- Requirements - Mansion, Mage guld level 2
- Cost - 5 wood, 5 ore, 5 of each precious resource, 7000 gold

Cursed Cathedral
Enables you to recruit 2 Black knights per week
- Requirements - Mausoleum, Skull spire
- Cost - 20 wood, 20 ore, 10 sulfur 12000 gold

Dragon boneyard
Enables you to recruit 1 angel per week
- Requirements - Cursed Cathedral
- Cost - 30 ore, 30 mercury, 14000 gold

Dragon tombstone
An upgrade of the Dragon Boneyard. Increases growth of Bone Dragons by 1 per week
- Requirements - Dragon Boneyard
- Cost - 10 ore, 10 mercury, 2500 gold



NECROPOLIS GRAIL STRUCTURE

Soul tomb
Provides the kingdom with 5000 additional gold per day, increases the growth of all creatures in this town by 50% and also increases the Necromancy skill of all heroes under the kingdom's flag by 25%.
- Requirements - Grail in hand
- Cost - 0

Next day - Day 10 - Unveiling of the Fifth town!

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted October 30, 2007 09:17 AM

No reason to get personal here ... Some people prefer the game without upgrades (which was why someone came up with Heroes 4 I suppose), other prefer it with upgrades. If you disgree, you can say so, but please refrain from calling people who don't share your oppinion names.
____________
What will happen now?

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Nirual
Nirual


Famous Hero
Imbued Ballista
posted October 30, 2007 09:35 AM

unfortunately, Radox is claiming a version of the game with little changes other than no upgrades to be the ULTIMATE heroes.
I would go as far as calling it spam, as there is no point to post all the towns in here for such a simple feature, or rather, undoing of a feature.
____________
In ur base killing ur doods... and raising them as undeads.

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radox
radox


Known Hero
posted October 30, 2007 09:58 AM
Edited by radox at 09:58, 30 Oct 2007.

Well, It's not a spam, I just want to post one town every 2 days so I can have time (since I go to college)to balance it and check if everything is as simple and polished as possible. And I said that there WILL BE upgrades, because you all seem to enjoy them. You'll decide what the upgrades will be after I post the remaining three towns.

And finally, and most importantly - I don't seek anything original, groundbreaking, or new with these lineups! I seek to mix the best out of all the series so it's familiar to the fans so they can immerse into the "game" as fast as possible.

P.S. - Alcibiades, thanks for the support.

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