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Heroes Community > Heroes 8+ 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»
Nirual
Nirual


Famous Hero
Imbued Ballista
posted October 30, 2007 10:06 AM

You're not getting it, are you?

Well, fortunately, this is the internets. I'll just stop bothering with this topic.
____________
In ur base killing ur doods... and raising them as undeads.

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Radox
Radox


Known Hero
posted November 01, 2007 01:26 PM

* First, I'd like to apologize that yesterday I didn't post any info, but I was very busy. So here's the info for 2 days - the complete properties of the 5th town. I hope you like it



Day 10 - The Fifth Town


INFERNO

What will a complete fantasy game be without the bloodthirsty legions of Hell who as always wish to invade our world and claim for themselves? The countless armies of Hell desire to burn to ashes every single plant, every single tree in the upper surface so they can settle their forsaken, flaming castles all over the world.



CREATURES:

1. Imp
- Health - 5
- Damage - 1-2
- Abilities - Mana burn (The Imps have the ability to automatically destroy the mana of an enemy hero at the start of combat. 1 mana is deducted for every 4 Imps in the stack)
- Comment - These small demonic creatures are the slaves of the Hell barons. They are willing to do anything to please their masters and avoid punishment. Imps are most oftenly used as a labour force in the cauldrons of Hell.
- Attack - 2
- Defense - 2

2. Demon
- Health - 15
- Damage - 2-3
- Abilities - Rush (The Demon can engulf itself in flames (losing 1 turn, but doubling its defense during that time and gaining Fire shield) and then rush towards the nearest enemy stack, dealing 50% additional fire damage )
- Comment - Demons are the main soldiers of Hell. Their countless legions can swarm any battlefield in no time. On top of that, Demons posess the capability to shoot themselves like arrows to a nearby enemy and brind him to a burning demise.
- Attack - 3
- Defense - 4

3. Cerberus
- Health - 20
- Damage - 2-5
- Abilities - 3-headed attack (This creature can attack three adjacent enemies suffering no retaliation)
- Comment - The Cerberi are the favourite "pets" of Hell barons. They feed them with tortured bodies and use them as a striking force against their enemies. The three heads of a Cerberus always attack with such ferocity and swiftness, that a retaliation strike is not possible.
- Attack - 6
- Defense - 3

4. Succubus
- Health - 30
- Damage - 6-11
- Abilities - Chain shot (This creature's shots hit 4 consecutive enemy troops in a chain-lightning-like pattern)
- Comment - The Succubi are tortured spirits, imprisoned in female bodies that hurl fiery arrows upon their foes.
- Attack - 9
- Defense - 9

5. Nightmare
- Health - 66
- Damage - 9-16
- Abilities - Nightmare (Once per combat, the Nightmares can engage an enemy troop with a special attack, that besides normal damage, also put the target to sleep for 3 turns, decreasing its attack and defense by 1 every turn)
- Comment - The Nightmares are wild beasts with mind-altering capabilities that live in Hell's endless plains. They have, however, agreed to serve the army of Inferno.
Attack - 19
Defense - 19

6. Balrog
- Health - 120
- Damage - 13-30
- Abilities - Spellbook (The Balrogs can cast Fireball and Throe)
- Comment - These mighty fiends come from the darkest pits of the underworld to do the bidding of their masters. They are skilled both in close combat and offensive magic.
- Attack - 26
- Defense - 24

7. Devil
- Health - 200
- Damage - 36-66
- Abilities - Teleport other (This creature can once per combat teleport friendly or enemy stack next to itself)
- Comment - The Devils are the leaders of the armies of Hell. These colossal and cruel monsters tower over the battlefield, dispatching their foes with their giant weapons. Not only do the Devils have the ability to appear suddenly in front of their enemy, but they also have the power to pull him closer towards themselves, making it easier to deliver the fatal blow.
- Attack - 30
- Defense - 28


HERO TYPES:

Inferno' heroes come into two types - Demonologists and Heretics.


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


- Heretics start the game with 1 Attack, 0 Defense, 2 Spellpower and 2 Knowledge.
- On each level-up, a Heretic has 15% chance to receive Attack, 20% chance - Defense, 35% - Spellpower and 30% - Knowledge.


HEROES:

Ignatius (Demonologist)
Specialty - Imps in hero's army receive +1 attack and +1 defense for each hero level-up. The bonuses start on first leve

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

Jezebeth (Demonologist)
Specialty - Succubi in hero's army receive +1 attack and +1 defense for each hero level-up. The bonuses start on first leve

Draemon (Demonologist)
Specialty - Decreases luck of enemy heroes he's fighting with by 1 point for every five levels of the hero

Grok (Demonologist)
Specialty - Increases hero's movement ponts by 5% instantly and by 1% per hero level

Calid (Heretic)
Specialty - Brings in 1 additional mercury to the kingdom's resource pool per day

Yigon (Heretic)
Specialty - Throe spell not only reduces defense, but also deals damage to the target, equal to hero's level*10

Xarfax (Heretic)
Specialty - Fireball spell deals +3% damage per hero level

Zydar (Heretic)
Specialty - Sorcery - Chances for dual cast when using Sorcery secondary skill are increased by 1.5% per hero level

Dezdemona (Heretic)
Specialty - Every dark magic spell the hero casts, can be randomly re-cast on another enemy stack for free. Chances are 10%+2%per hero level




INFERNO UNIQUE BUILDINGS

Storm altar
Increases the Spellpower of any visiting hero by 1.
- Requirements - Mage guild level 1
- Cost - 5 wood, 1500 gold

Sacrifical hole
Allow any hero to sacrifice creatures in exchange for experience (multiplier is 2*creature's standard experience)
- Requirements - Marketplace
- Cost - 5 ore, 1000 gold

Infernal gate
Allows any hero to instantly travel between Inferno towns that have an Infernal gate. Also grants all heroes in the empire the Gating ability, that provides a 33% chance that at the start of each combat, the Inferno creatures of level 1-5 summon 33% reinforcements that vanish after battle.
- Requirements - Fort
- Cost - 10 wood, 10 ore, 5000 gold



INFERNO DWELLINGS

Crucible
Enables you to recruit 18 Imps per week
- Requirements - none
- Cost - 10 ore, 1000 gold

Demon isle
Enables you to recruit 12 Demons per week
- Requirements - Crucible
- Cost - 10 wood, 3000 gold

Kennels
Enables you to recruit 8 Cerberi per week
- Requirements - Demon isle
- Cost - 15 wood, 5 sulfur, 3000 gold

Hall of sins
Enables you to recruit 5 Succubi per week
- Requirements - Kennels
- Cost - 6 wood, 6 ore, 6 sulfur, 6 mercury, 6000 gold

Burning stables
Enables you to recruit 3 Nightmares per week
- Requirements - Hall of sins
- Cost - 5 wood, 5 ore, 10 sulfur, 7500 gold

Abyss
Enables you to recruit 2 Balrogs per week
- Requirements - Burning stables
- Cost - 20 ore, 10 mercury, 5 gems, 11000 gold

Forsaken palace
Enables you to recruit 1 devil per week
- Requirements - Abyss
- Cost - 10 ore, 10 wood, 10 sulfur, 25 mercury, 15000 gold

Spawn of Chaos
An upgrade of the Demon Isle. Increases growth of Demons by 3 per week
- Requirements - Demon Isle
- Cost - 3 sulfur, 2000 gold



INFERNO GRAIL STRUCTURE

Lord of Torments
Provides the kingdom with 5000 additional gold per day, increases the growth of all creatures in this town by 50% and also bosts the Spellpower of any defending heroes by +10.
- Requirements - Grail in hand
- Cost - 0


Tomorrow - Unveiling of the Sixth town!

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Radox
Radox


Known Hero
posted November 02, 2007 09:15 AM

Day 11 - The Sixth Town


DUNGEON

The Dungeon town is a union of creatures that despise sunlight and prefer living in underground caves. It is also well known as a bastion of powerful spell powers and mysterious enchantments.



CREATURES:

1. Troglodyte
- Health - 6
- Damage - 1-1
- Abilities - Immune to Blind (This creature has no eyes so it can't be blinded)
- Comment - Troglodytes are small, but vigorous creatures that live underground and are famous with the fact that they do their best to do the biding of their masters.
- Attack - 2
- Defense - 2

2. Kobold
- Health - 13
- Damage - 2-3
- Abilities - Mining (Every 10 Kobolds provide 1 random precious resource per week to their owner's resource pool)
- Comment - Kobolds are muscilar, hog-like beasts that love haunting mines and other underground places. Their fondness for precious resources is oftenly used by their commanders.
- Attack - 4
- Defense - 3

3. Beholder
- Health - 16
- Damage - 3-6
- Abilities - Harmful ray(This creature's ranged attacks have 25% chance to cast a random Dark magic spell upon its target)
- Comment - These ugly, twisted creatures resemble a giant eye, supported by numerous limbs. They have the ability to shoot deadly, precise energy beams out of their central eye that are equally deadly agains humans and machines. The Beholders are said to enjoy tear the eyes out of the orbits of their victims, and after that piling them up to create their homes.
- Attack - 5
- Defense - 5

4. Minotaur
- Health - 50
- Damage - 5-10
- Abilities - Double attack (This creature always strikes twice, with the second blow performed after the enemy's retaliation), Bravery (Morale of this creature is never below 0)
- Comment - Minotaurs are legendary creatures that have long been feared for their pure strenght and mercilessness. And this is not for nothig ... these half-bull, half-human monstrosities can wipe out any ground force that opposes them in no time using their razor-sharp axes. Minotaurs are also extremely fearless that helps them always have good morale in combat
- Attack - 8
- Defense - 6

5. Basilisk
- Health - 65
- Damage - 8-13
- Abilities - Acidic blood (When this creature is hit, it sprinkles its blood to all adjacent squares, dealing the number of basilisks*5 damage and reducing attack of all creatures around them by 1)
- Comment - The Basilisks are huge, powerful lizards that have six legs. Their acidic blood is so dangerous that it may kill their attackers before they have the chance to deliver another blow to the Basilisk.
Attack - 13
Defense - 15

6. Medusa
- Health - 90
- Damage - 14-24
- Abilities - Spellbook (The Medusas can cast Slow, Throe and Confusion), Stone gaze (The Medusas have a 25% chance per attack to turn some of their enemies into stone, killing them instantly. The number of enemies turned to stone equals 50% of those killed by the Medusas' regular attack. Stone gaze alway kills at least 1 creature.)
- Comment - Medusas are UGLY female monstrosities that have poisonous serpents instead of hair and are so disgusting that they turn into stone everyone who is unlucky enough to look them in the eyes. Medusas are also proficient spellcasters, able to weaken their foes with numerous Dark spells before finishing them off with their invisible ranged attacks, projected directly from their eyes.
- Attack - 21
- Defense - 21

7. Black dragon
- Health - 250
- Damage - 45-70
- Abilities - Immunity to all spells
- Comment - Black dragons are one of the most powerful and might creatures to ever walk the face of Earth. They have been created by ancient wizards that provided them with immunity to all forms of magic, positive and negative alike. The Black dragons attack their targets with deadly acidic breath.
- Attack - 30
- Defense - 30


HERO TYPES:

Inferno' heroes come into two types - Overlords and Warlocks.


- Overlords start the game with 2 Attack, 2 Defense, 0 Spellpower and 1 Knowledge.
- On each level-up, an Overlord has 35% chance to receive Attack, 30% chance - Defense, 15% - Spellpower and 20% - Knowledge.


- Warlocks start the game with 0 Attack, 0 Defense, 3 Spellpower and 2 Knowledge.
- On each level-up, a Warlock has 15% chance to receive Attack, 10% chance - Defense, 45% - Spellpower and 30% - Knowledge.


HEROES:

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

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

Shakti (Overlord)
Specialty - Troglodytes in hero's army receive +1 attack and +1 defense for each hero level-up. The bonuses start on first leve

Lethos (Overlord)
Specialty - Some of the enemy stacks may enter combat already poisoned. Chances depend on hero's level

Gunnar (Overlord)
Specialty - Increases hero's movement ponts by 5% instantly and by 1% per hero level

Malekith (Warlock)
Specialty - Sorcery - The chance for double cast with the Sorcery skill are increased by 1.5% per hero level

Kilpoth (Warlock)
Specialty - Fire Trap spell does +5% damage per hero level

Xarfax (Warlock)
Specialty - Lightning bolt spell deals +3% damage per hero level

Yrbeth (Warlock)
Specialty - Dark mystic - The hero has an unique ability that allows him to miss one turn, but regenerate all his mana

Geon (Warlock)
Specialty - Decreases enemy Morale by -1 for every five levels of the hero




DUNGEON UNIQUE BUILDINGS

Battle academy
Increases the Defese of any visiting hero by 1.
- Requirements - Fort
- Cost - 5 ore, 1500 gold

Alchemist forge
Allows conversion of precious resources and ore in an 1:1 proportion. However, each time there is a 25% chance for the process to fail, wasting the resources.
- Requirements - Marketplace, Mage guild level 1
- Cost - 5 ore, 5 wood, 5000 gold

Crystal of elements
Increases the Spell damage of all Warlock heroes you own by 10% (cumulative effect).
- Requirements - Mage guild Level 1
- Cost - 10 wood, 2 of each precious resource, 2500 gold



DUNGEON DWELLINGS

Warren
Enables you to recruit 15 Troglodytes per week
- Requirements - none
- Cost - 10 wood, 1000 gold

Kobold Guild
Enables you to recruit 13 Kobolds per week
- Requirements - Warren
- Cost - 5 wood, 5 ore, 2500 gold

Pillar of Eyes
Enables you to recruit 9 Beholders per week
- Requirements - Kobold Guild
- Cost - 10 wood, 1 of each precious resource, 3500 gold

Labyrinth
Enables you to recruit 4 Minotaurs per week
- Requirements - Pillar of Eyes
- Cost - 20 ore,10 gems, 5000 gold

Basilisk Pit
Enables you to recruit 3 Basilisks per week
- Requirements - Labyrinth
- Cost - 10 ore, 10 mercury, 7000 gold

Statuary Chapel
Enables you to recruit 2 Medusas per week
- Requirements - Basilisk Pit
- Cost - 5 ore, 5 crystals, 5 gems, 10000 gold

Dragon cave
Enables you to recruit 1 Black dragon per week
- Requirements - Statuary Chapel
- Cost - 15 ore, 15 wood, 30 sulfur, 20000 gold

Giant eye
An upgrade of the Pillar of Eyes. Increases growth of Beholders by 2 per week
- Requirements - Pillar of Eyes
- Cost - 1 of each precious resource, 1500 gold



DUNGEON GRAIL STRUCTURE

Avatar of Darkness
Provides the kingdom with 5000 additional gold per day, increases the growth of all creatures in this town by 50% and also bosts the Spellpower of any defending heroes by +10.
- Requirements - Grail in hand
- Cost - 0



Tommorow - Unveiling of the Seventh town!

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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted November 02, 2007 09:34 AM

i think Radox's posts here are a bit weird, H3+H4+H5 doesn't = H6, it simply makes a mess, however your compassion to see this thing to the end is admirable

Quote:
Quote:
- There will only be one level of each creature. No upgrades


There's a reason 3DO went out of buisness. This is it.


i know this is from a while back, but i'l say it anyway, if they went out of business for it, why did they release 2 expansions for the thing, if it didn't sell at all, they'd simply make H5 and forget all about H4
____________
Visit my Site!

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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted November 02, 2007 02:56 PM

Quote:
i think Radox's posts here are a bit weird, H3+H4+H5 doesn't = H6, it simply makes a mess


Oh for the love of...
how many times does he have to tell it, before you guys understand - he doesn't want H6. For those who still have some trouble understanding: doesn't = does not.
____________
DON'T BE A NOOB, JOIN A.D.V.E.N.T.U.R.E.

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roy-algriffin
roy-algriffin


Supreme Hero
Chocolate ice cream zealot
posted November 02, 2007 09:21 PM

Id say that right now it seems about 90% of the point of this right now seems to be to remove upgrades and to replace the whole dungeon town and nearly nothing else
____________
"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 November 03, 2007 03:48 AM

The dungeon town was new stuff, yay.

Also Bixie, I was kinda trying to make a point (if that's something I wrote, if not then igore this)
____________
How exactly is luck a skill?

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Radox
Radox


Known Hero
posted November 03, 2007 09:07 AM
Edited by Radox at 09:24, 03 Nov 2007.

Day 12 - The Seventh town


STRONGHOLD

The Stronghold town resembles a union of nomad-living creatures that despise magic in all of its forms and incarnations and rely on pure might to lay waste on their enemies. The Stronghold towns are amongst the hardest to conquer due to their advanced defenses.



CREATURES:

1. Goblin
- Health - 4
- Damage - 1-1
- Abilities - Set snares (Once per combat, the Goblins can set a snare trap on any square on the battlefield. Enemy unit passing through that square will have 50% chance to halt its movement and miss its turn)
- Comment - The Goblin tribes have agreed to join the Stronghold union only because they didn't have another choice. They hardly make good warriors and are mostly used as cannon fodder. However, their strength is in their numbers - sometimes the Goblins breed so fast they can make a formidable force in no time.
- Attack - 2
- Defense - 1

2. Harpy
- Health - 14
- Damage - 1-4
- Abilities - Strike and return (This creature returns to its starting spot after performing an attack), No enemy retaliation
- Comment - Harpies are fierce monstrosities, imprisoned in winged female bodies with razor sharp claws. Probably the fastest creature on Earth, it is only fitting that no one can foresee, let alone retaliate against their attacks.
- Attack - 4
- Defense - 3

3. Centaur
- Health - 20
- Damage - 2-5
- Abilities - No melee penalty (This creature does not suffer the standard 50% damage penalty of shooters for melee attack)
- Comment - Centaurs have a horse body, ending with a human head. They are strong, agile beasts that are equally deadly at long distances and at melee combat with their throwing axes.
- Attack - 6
- Defense - 4

4. Troll
- Health - 40
- Damage - 4-9
- Abilities - Regeneration (This creature regenerates 30 hit points when its turn comes. Resurrection is also possible), Double attack (This creature strikes two blows at its target, the second one after the retaliation)
- Comment - Trolls are extremely vigorous and dexterous beasts that attack twice as fast as any other creature. Their most amazing capability is that their wounds close over time, replenishing their life essence.
- Attack - 10
- Defense - 7

5. Ogre
- Health - 75
- Damage - 13-18
- Abilities - Lust for blood (This creature's attack automatically increases by 1 point every round)
- Comment - The Ogres are huge beasts armed with spiked clubs. They are slow, but are filled with such ferocity that the longer they stay in the heart of battle, the more bloodthirsty they become. Their slowness is more than compensated for by their mighty attacking capabilities.
Attack - 14
Defense - 10

6. Wyvern
- Health - 105
- Damage - 19-27
- Abilities - Venom (This creature's attacks have a 25% chance to poison the target with powerful venom that kills one creature on every turn)
- Comment - Dwelling in the barren hillsides and hunting wild aurochs, the Wyverns are distinguished by their ill-tempered character and a peculiar habit of killing anyone or anything that disturbs their rest. It is said that the wyverns are degenerate dragons, transformed under the power of some cursed magic; but that remains nothing more than conjecture since those who created the wyvern are all dead - probably killed by their own creation.
- Attack - 22
- Defense - 18

7. Cyclops
- Health - 230
- Damage - 46-57
- Abilities - Crushing blow (This creature's attacks deal area of effect damage (3x3 tiles) and also can damage castle walls)
- Comment - These gargantuan, one-eyed monstrosities use only their bare hands as weapons, but they are deadly enough. The Cyclpos make the very ground tremble by their steps and sow terror and death among the enemies of the Stronghold.
- Attack - 32
- Defense - 25


HERO TYPES:

Stonghold's heroes have only one hero type - Barbarians. Stronghold's people despise magic so they don't have a need of a Magic hero.


- Barbarians start the game with 3 Attack, 1 Defense, 0 Spellpower and 1 Knowledge.
- On each level-up, a Barbarian has 45% chance to receive Attack, 35% chance - Defense, 5% - Spellpower and 15% - Knowledge.


HEROES:

Kilgan (Barbarian)
Specialty - Goblins in hero's army receive +1 attack and +1 defense for each hero level-up. Their hit points increase by 1 for every five levels of the hero. The bonuses start on first level

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

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

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

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

Shak'Karukath (Barbarian)
Specialty - Wyverns in hero's army receive +1 attack and +1 defense for each hero level-up. The bonuses start on first level

Crag Hack (Barbarian)
Specialty - Hero's damage increases by 3% per hero level. Also, the hero can perform one extra melee attack before the start of each combat

Urgath (Barbarian)
Specialty - Hero's movement points increase by 1% for every three levels. Movement penalty from foreign terrain is reduced by 2% for every level of the hero.

Gurnisson (Barbarian)
Specialty - All war machines under hero's control are more powerful.

Negar (Barbarian)
Specialty - Defense - Decreases the physicsal damage received by hero troops by 1% per hero level



STRONGHOLD STANDARD BUILDINGS

Stronghold's Standard buildings are all the same as other towns with the exception that they cannot build a Mage guild, but a Hall of might instead:

Hall of might Level X
Grants any visiting hero the Warcry of the respective level
- Requirements - Harpy nest
- Cost (Level 1) - 5 ore, 5 wood, 2000 gold
- Cost (Level 2) - 2 ore, 2 wood, 3000 gold
- Cost (Level 3) - 2 ore, 2 wood, 4000 gold
- Cost (Level 4) - 2 ore, 2 wood, 5000 gold
- Cost (Level 5) - 2 ore, 2 wood, 6000 gold


STRONGHOLD UNIQUE BUILDINGS

Hall of Valhalla
Increases the Attack of any visiting hero by 1.
- Requirements - Fort
- Cost - 2000 gold

Magic dampener
Provides all creatures in the kingdom with 10% magic resistance. The bonus is cumulative with other towns.
- Requirements - Hall of might level 1
- Cost - 5 ore, 5 gems, 2000 gold

Slave market
Allows the trade of creatures for gold (price paid is 50% greater than the creature's initial gold cost).
- Requirements - Marketplace
- Cost - 10 wood, 10 ore, 5 sulfur, 3500 gold



STRONGHOLD DWELLINGS

Goblin Slum
Enables you to recruit 25 Goblins per week.
- Requirements - none
- Cost - 5 wood, 800 gold

Harpy Loft
Enables you to recruit 14 Harpies per week.
- Requirements - Goblin Slum
- Cost - 15 wood, 2000 gold

Centaur Outpost
Enables you to recruit 8 Centaurs per week.
- Requirements - Harpy Loft
- Cost - 5 wood, 10 ore, 2 crystals, 3000 gold

Troll Bridge
Enables you to recruit 5 Trolls per week.
- Requirements - Centaur Outpost
- Cost - 20 ore, 10 mercury, 4500 gold

Ogre Chamber
Enables you to recruit 3 Ogres per week.
- Requirements - Troll Bridge
- Cost - 15 wood, 10 ore, 10 gems, 8000 gold

Wyvern Cliff
Enables you to recruit 2 Wyverns per week.
- Requirements - Ogre Chamber
- Cost - 25 wood, 15 sulfur, 9000 gold

Cyclops Chasm
Enables you to recruit 1 Cyclops per week.
- Requirements - Wyvern Cliff
- Cost - 30 ore, 25 mercury, 14000 gold

Garbage pile
An upgrade of the Goblin Slum Increases the weekly growth of Goblins by 6.
- Requirements - Goblin Slum
- Cost - 2 sulfur, 2 mercury, 200 gold



STRONGHOLD GRAIL STRUCTURE

Warlord's monument
Provides the kingdom with 5000 additional gold per day, increases the growth of all creatures in this town by 50% and also bosts the Attack of any defending heroes by +10.
- Requirements - Grail in hand
- Cost - 0


Tomorrow - Unveiling of the Eight (bonus) town!!!

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xerox
xerox


Promising
Undefeatable Hero
posted November 03, 2007 12:32 PM

Sorry but the most of this is 99% copies from H3, H4 and H5...
There is nothing, nothing new in these towns and the new ideas are bad.

No upgrades, well then it will be like H4 and i will refuse to buy it.

Heroes are also 99% same from Heroes 3.
Buildings and buildings name is 99,99% copy.

And there is like 1 ability for each creature, creature abilties was one thing that made Heroes 5 really fun.
You could make lots of fun tactics with them.
And please bring the Titan back, i beg you!
( i see no reason to return to Erathia... this is not 3DO).

Sorry... but i dont like this idea because of the weird changes and the copy of H3, H4 and H5 together.

Could you atleast add upgrades, please?
I DONT say that it suck.
I say that there are lots of ways to improve it, to make it better than before.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted November 03, 2007 12:38 PM

Quote:
( i see no reason to return to Erathia... this is not 3DO).


Your lungs would probably turn to ash if you tried anyway since Gelu and Kilgor blew it up along with the rest of the world.

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xerox
xerox


Promising
Undefeatable Hero
posted November 03, 2007 01:42 PM

Maybe off-topic but...

I never understood that... i know what Armeggedons Blade is but there is no campaign in Heroes 3 featuring "the Sword of Frost" and the Sword of Frost name sucks.
But maybe thats not strnage, everything in H4 sucked (Behemoths looks like monkeys for example).

On topic.

Ashan is one of the best worlds they made, it has history.
please dont leave it, i would love to see dragonknights.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted November 03, 2007 01:49 PM

Excuse me but if nothing else, the campaigns and storyline in Heroes IV did not suck at all.  In fact they were among the best in the series.

Plus there was a campaign called Heroes Chronicles: The Sword of Frost, which explained the gap between Heroes III and IV.  You can play it in Heroes III by downloading it here.

Come on, Ashan is nothing in comparison to the old worlds.  I like it, but one thing I can't praise is the fact that they actually spoon feed you the history right off the bat.  In the other worlds you had to play the games to unravel the history piece by piece.  There were no handy timelines back then.

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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted November 03, 2007 05:06 PM

Quote:
Quote:
i think Radox's posts here are a bit weird, H3+H4+H5 doesn't = H6, it simply makes a mess


Oh for the love of...
how many times does he have to tell it, before you guys understand - he doesn't want H6. For those who still have some trouble understanding: doesn't = does not.


fare enough

...Radox's posts weird..... H3+H4+H5 doesn't = any hero series in the forseeable future, 3DO made that mistake, and hopefully Nival have half a brain and wont do the same thing

and your orc line up is a bit OP, two flying units
____________
Visit my Site!

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted November 03, 2007 11:08 PM

Question:  Did the H3 world actually blow up, or just turn to fire?  And did we actually see it blow up on camera?
____________
How exactly is luck a skill?

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xerox
xerox


Promising
Undefeatable Hero
posted November 04, 2007 01:48 AM

Well, in the cinematuc/trailer you only see one part of it blow up.
So i think that some places survived.
And i think its strange that two legendary swords would blow up an entire planet...
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Radox
Radox


Known Hero
posted November 04, 2007 02:44 PM
Edited by Radox at 15:01, 04 Nov 2007.

Day 12 - The Final Town


MARINAL

The Marinal town comprises of creatures that dwell the ocean's depths. For centuries, these beings have lived peacefully in the sea. But now, after their calmness has been disturbed by the restless wars on the land, they have decided to take their rightful place in the world by reestablishing their ancient army. Marinal towns are best known for their astounding underwater architecture that simply takes the breath of visiting travellers away.



CREATURES:

1. Lurker
- Health - 6
- Damage - 1-2
- Abilities - Leap (The creature can leap towards an enemy stack (up to 8 tiles away), increasing its attack by 1 for every tile it goes over, but subjecting itself to 50% more damage from the retaliation)
- Comment - Lurkers have been known in the Irish mythology as the Water leapers. They are dog-sized, agile creatures that look like a giant frog. Now, they comprise the main scouting force of the Marinal army. The Lurkers can perform powerful leaps to attack their foes from afar.
- Attack - 1
- Defense - 2

2. Mermaid
- Health - 11
- Damage - 2-4
- Abilities - Crippling strike (This creature's attacks have 25% chance to push the target back 1 tile and reduce its Speed by 1)
- Comment - Mermaids are charming beings that have the body of a woman and the tail of a fish. They are the ranged attackers of the Marinal. In fact friendly, Mermaids are feared to death by their enemies, as their jagged tridents can cripple whomever they strike severely and render him unable to continue combat.
- Attack - 4
- Defense - 3

3. Serpent Fly
- Health - 20
- Damage - 4-5
- Abilities - Enchanted saliva (This creature's attacks inject their target with a substance that dispels all positive magical effects)
- Comment - Serpent flies are giantic insects that inhabit mainly swamps, but sometimes are attracted by the abundance of food in the seas. Powerful enchanters have provided them with special dispeling abilities and in exchange, the flies have agreed to serve them.
- Attack - 5
- Defense - 5

4. Siren
- Health - 30
- Damage - 3-10
- Abilities - Seduction (This creature can gain control over any enemy stack of tier 1-6 for 2 turns), Spellbook (Sirens can cast Slow, Ice bolt and Arcane crystal)
- Comment - Sirens are twisted female beasts gifted with magical powers. They can use a variety of spells during combat, but their most valuable asset is their ability to sing enchanting melodies that bind their opponents to their will.
- Attack - 10
- Defense - 7

5. Hippocamp
- Health - 55
- Damage - 10-16
- Abilities - Disrupting attack (This creature's attacks have a 25% chance to zero target's defense for 2 rounds)
- Comment - Hippocamps are horse like creatures, whose body ends with a fish tail. They prefer living peacefully at the ocean bottom, but when the need arises, don't hesitate to join the armies of their masters.
Attack - 13
Defense - 13

6. Naga
- Health - 105
- Damage - 21-21
- Abilities - No enemy retaliation, Tail whip (The Nagas can whip all ajdacent enemies with its tail, reducing their initiative. Activated ability)
- Comment - The trusty Nagas are back, this time to strenghten the ranks of their ancestral siblings - the Marinals. Nagas' swift, four-handed attack cannot be retaliated against by any means.
- Attack - 21
- Defense - 19

7. Blue Dragon
- Health - 210
- Damage - 35-55
- Abilities - Frost breath (This creature's attacks have a 25% chance to cast the Orb of frost spell upon their target, making them more vulnerable to further physical attacks)
- Comment - Unlike their Green and Black cousins, the Blue Dragons dwell the ocean's deepest and darkest caves. They rarely swim to the surface, and few are those to see them and survive.
- Attack - 28
- Defense - 28


HERO TYPES:

Marinal's heroes come into two types - Ocean Lords and Summoners


- Ocean Lords start the game with 2 Attack, 2 Defense, 0 Spellpower and 1 Knowledge.
- On each level-up, an Ocean Lord has 35% chance to receive Attack, 35% chance - Defense, 15% - Spellpower and 15% - Knowledge.

- Summoners start the game with 0 Attack, 1 Defense, 2 Spellpower and 2 Knowledge.
- On each level-up, a Summoner has 15% chance to receive Attack, 15% chance - Defense, 35% - Spellpower and 35% - Knowledge.


HEROES:

Tol'Khar (Ocean Lord)
Specialty - Hippocamps in hero's army receive +1 attack and +1 defense for each hero level-up. The bonuses start on first level

Cremenna (Ocean Lord)
Specialty - Mermaids in hero's army receive +1 attack and +1 defense for each hero level-up. The bonuses start on first level

Cil'Omar (Ocean Lord)
Specialty - Serpent Flies in hero's army receive +1 attack and +1 defense for each hero level-up. The bonuses start on first level

Voy (Ocean Lord)
Specialty - Navigation - Hero's movement over sea increases by 3% per hero level.

Xonn (Ocean Lord)
Specialty - Estates - Hero's daily Gold contribution increases by 50 per hero level.

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

Eel'Camak (Summoner)
Specialty - Hero's is able to contribute 1 random resource to his kingdom's resource pool per day

Hardu (Summoner)
Specialty - Hero is proficient with the Ice Ring spell and is able to cast it with increased damage (+2% per hero level)

Tukookut (Summoner)
Specialty - Hero has a 3% per level chance to block an enemy hero's spell out of his spellbook, so he will no longer be able to cast it during current combat

Rigg'Zam (Summoner)
Specialty - The Summon Elementals spell is more powerful depending on hero level.




MARINAL UNIQUE BUILDINGS

Coral of Protection
Increases the Defense of any visiting hero by 1.
- Requirements - Fort
- Cost - 2 ore, 1800 gold

Temple of Neptun
Increases the combat speed of all units in a visiting hero's army for 1 week.
- Requirements - Magic Rocks
- Cost - 5 ore, 5 gems, 2000 gold

Stoneworks
Increases the strenght of the castle walls
- Requirements - Marketplace
- Cost - 15 ore, 3000 gold



MARINAL DWELLINGS

Lurker Pool
Enables you to recruit 16 Lurkers per week.
- Requirements - none
- Cost - 10 ore, 1000 gold

Magic Rocks
Enables you to recruit 13 Mermaids per week.
- Requirements - Lurker Pool
- Cost - 10 ore, 2000 gold

Underwater Hive
Enables you to recruit 10 Serpent Flies per week.
- Requirements - Magic Rocks
- Cost - 15 wood, 3 sulfur, 3000 gold

Siren Temple
Enables you to recruit 5 Sirens per week.
- Requirements - Underwater Hive, Mage Guild Level 1
- Cost - 15 ore, 15 wood, 5 mercury, 4000 gold

Hippocamp Den
Enables you to recruit 3 Hippocamps per week.
- Requirements - Siren Temple
- Cost - 10 ore, 3 gems, 3 crystals, 7500 gold

Naga Shrine
Enables you to recruit 2 Nagas per week.
- Requirements - Hippocamp Den
- Cost - 15 wood, 10 gems, 10000 gold

Dragon Cavern
Enables you to recruit 1 Blue Dragon per week.
- Requirements - Naga Shrine
- Cost - 20 ore, 10 mercury, 20 sulfur, 13000 gold

Gem garden
An upgrade of the Hippocamp den. Increases the weekly growth of Hippocamps by 1.
- Requirements - Goblin Slum
- Cost - 10 gems, 1200 gold



MARINAL GRAIL STRUCTURE

Avatar of Neptun
Provides the kingdom with 5000 additional gold per day, increases the growth of all creatures in this town by 50%, removes the shroud over all water territory on the map, and doubles the sea movement of all heroes
- Requirements - Grail in hand
- Cost - 0


Tomorrow - The Neutral creatures and their dwellings.

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skullman
skullman


Famous Hero
banned
posted November 04, 2007 02:50 PM

Radox there is a mistake in the text. About the dragon cavern, it was too recruit blue dragons but you said it recruits cyclops.
Just fix this and this will turn out fine.
____________

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Radox
Radox


Known Hero
posted November 04, 2007 03:04 PM

^

Yeah, I agree that the Hippocamp's special is a bunch of crap, but I couldn't come up with something better I open a contest for Hippocamp's special ability

But about the Mermaid - I thought that Skirmisher's special was a nice one, so I decided to give it to the Mermaid - the throwing tridents of the Mermaids are a tool that can cripple, aren't they?

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted November 04, 2007 06:24 PM

Quote:
Question:  Did the H3 world actually blow up, or just turn to fire?  And did we actually see it blow up on camera?


I answered that for you when you asked in the Hall of Remembrance thread.  Check the signature link.
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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Radox
Radox


Known Hero
posted November 05, 2007 07:56 PM
Edited by Radox at 15:35, 08 Nov 2007.

Day 13 - The Neutral Creatures

*Note - the number before the each creature's name indicates its tier.

1. Gnoll
Attack - 2
Defense - 1
Health - 7
Damage - 1-3
Abilities - Flail throw (The Gnoll can attack a target (if there are up to three tiles between them) with double attack rating, but losing it's next action)
Comment - These dog-headed, bipedal creatures are famous with their ferocity and agility. The Gnolls dwell the swamplands around big lakes and make their living out of hunting. Their tribes are mainly peaceful, but if someone threats their homes, the Gnolls can become crafty warriors.
Dwelling - Gnoll Hut

1. Halfling
Attack - 2
Defense - 2
Health - 5
Damage - 1-2
Abilities - Giantslayer (This creature's damage increases by 75% when attacking 7th level creatures)
Comment - Halflings are probably the smallest of size, but can without a doubt be placed among the greatest of courage. Now, these cousins of the Dwarves life in their small villages in the forests. They may be tiny, but they show no fear against the largest beasts, often defeating them with crafty maneuvers and cunning tactics.
Dwelling - Halfling Hut

2. Pirate
Attack - 5
Defense - 3
Health - 15
Special - Sea fighter (When fighting abroad a ship, this creature receives double Attack and Defense ratings), Loot (After a victorious combat, the owner of the Pirates gets 10*Number of Pirates in his army in gold)
Comment - Pirates are among the most craft and swift bandits of the human race. They cross the oceans and seas of Erathia and lay their hand on the treasures of those unlucky enough to encounter their blackflag-bearing frigates.
Dwelling - Pirate's Cove

2. Satyr
Attack - 3
Defense - 4
Health - 16
Abilities - Mirth (The Satyr has the ability to increase the morale of any friendly stack by 3 - activated ability)
Comment - The hedonistic Satyrs have always been a feared force around the forests of Erathia. They seem to always be in an elated, good mood that sometimes helps them in combat, but is also often the bitter end of their careless actions.
Dwelling - Wine Keg

3. Werewolf
Attack - 6
Defense - 4
Health - 25
Damage - 3-6
Abilities - Life drain (This creature converts 50% of its damage to hit points), Warrior of Darkness (This creature gets +3 bonus to Attack and Defense when fighting underground)
Comment - The Werewolves are humans turned into savage, bloodthirsty beasts through magic. They prefer lingering around deserted crossroads at night and feeding upon unfortunate adventurers.
Dwelling - Bloody Mound

3. Berserker
Attack - 8
Defense - 3
Health - 30
Damage - 4-7
Abilities - Berserk Fury (With each succesful attack, this creature's Attack increases by 2)
Comment - Berserkers are infuriated warriors of ancient Northern tribes that have preferred to live in isolation in order to polish their combat skills. In battle, they are known as one of the most fierce force known to date. Their red-glowing, vengeful eyes always strike horror in their foes' hearts.
Dwelling - Snowy Camp

4. Mummy
Attack - 7
Defense - 6
Health - 45
Damage - 10-15
Abilities - Hexing attack (This creature's attacks always put a random Dark magic spell upon their target)
Comment - Mummies are cursed, embalmed carcasses, reanimated by evil mages and put on guard in ancient, rich tombs. They are brainless and slow, but are a dangerous enemy, as their very touch can bring all the powerful enchantments of the ancient conjurers upon the head of their disturbers.
Dwelling - Cursed Tomb

4. Air Elemental
Attack - 7
Defense - 5
Health - 30
Damage - 5-8
Abilities - No enemy retaliation, Immune to Lightning (This creature suffers no damage from lightning-based spells), Unity of the Elements (If all the four elements fight for the same army, they can unite their powers to form a stack of Tempest with size, equal to 25% of the total elementals number - activated ability)
Comment - Sentient beings formed of nothing more substantial than wind and light, Air Elementals are nevertheless dangerous foes. Their familiarity with storms makes them immune to lightning, and their insubstantial form makes it impossible to retaliate against their attacks.
Dwelling - Elemental Conflux

4. Fire elemental
Attack - 9
Defense - 4
Health - 40
Damage - 9-12
Abilities - Immune to Fire (This creature suffers no damage from fire-based spells), Unity of the Elements
Comment - Brazen spirits of the great molten core and elementals of all that burns, these entities are protected by a potent Fire Shield. The Fire Elemental also has a ranged attack, which makes it dangerous at any distance.
Dwelling - Elemental Conflux

4. Treant
Attack - 8
Defense - 12
Health - 45
Damage - 8-12
Abilites - Entangling roots (This creature's attack alway immobilize the target until the Treants are killed or move)
Comment - Treant are trees, animated by means of magic. They are slow, but their attack are powerful and are able to bind their enemies to the ground, giving them little chance to escape.
Dwelling - Treant Alcove

5. Water Elemental
Attack - 8
Defense - 9
Health - 40
Damage - 11-15
Abilities - Immiune to Ice (This creature suffers no damage from ice-bases spells), Unity of the Elements, Spellbook (The Water elementals can cast Ice bolt and Ice ring)
Comment - Water elementals are formed from the element of Water deep inside the Oceans. They are the only Elementals that can wield magical powers and use them to the limit to strenghten the forces of their brethren.
Dwelling - Elemental Conflux

5. Earth elemental
Attack - 10
Defense - 10
Health - 70
Damage - 12-17
Abilities - Immune to Earth (This creature suffers no damage from earth-based spells), Unity of the Elements
Comment - The Earth elementals are the very essence of the ground beneath us. They are strong, sturdy and durable, and also have the ability to move through earth with the same ease fish moves through water.
Dwelling - Elemental Conflux

5. Planeswalker
Attack - 11
Defense - 11
Health - 60
Damage - 13-14
Abilities - Teleportation (This creature can teleport to any unoccupied square on the battlefield), Planeshift (This creature can shift into another dimensional plane for one turn, and then appear next to a target, destroying all its shots or mana)
Comment - The Planeswalkers are probably the most strange and unique beings to ever walk the face of Earth. They resemble nearly shapeless spirits of unknown origin, whose only pursuit seems to be travelling across different dimensions and collecting objects they consider interesting.
Dwelling - Dimensional Portal

5. Ice Demon
Attack - 13
Defense - 10
Health - 66
Damage - 15-17
Abilities - Immunity to Ice, Frost attack (This creatures have a 25% chance to freeze a target for 2 rounds, rendering it unable to move and dealing 5*Number of Ice demons damage every turn while it's frozen)
Comment - Ice Demons are conceived as exactly the same evil essence as their Inferno cousins. However, they prefer the coldness instead of warmness. That's why, millenia ago, they chose to divide themselves from their infernal cousins and live on their own. Ice demons spawn into our world by imposing icy portals, situated among the most cold regions of our planet.
Dwelling - Ice Gate

6. Efreet
Attack - 19
Defense - 19
Health - 90
Abilities - Fire Shield (Any melee attacker striking this creature, receives back 25% of his damage as fire damage), Immunity to fire
Comment - Often labelled as "Evil Djinns", Efreeti resemble ancient spirits, consisting entirely of fire energy. They have no souls and seek to obtain one, by purging their enemies with fiery attacks.
Dwelling - Fire Lake

6. Revenant
Attack - 20
Defense - 20
Health - 100
Damage - 19-24
Abilities - Last strike (When some Revenants get killed, they get one last shot at their attacker before disappearing into nothingness. Damage is equal to 15*Number of killed Revenants)
Comment - Revenants are undead, dark figures, shrounded in mystery. Nothing can be seen beneath their grim cloack, except for their sinister, red-glowing eyes. They are said to be ancient hunters of souls, forever cursed to roam around our dimension.
Dwelling - Cursed Palace

6. Catoblepas
Attack - 20
Defense - 18
Health - 115
Damage - 21-27
Abilities - Death stare (This creature's attacks can immediately kill one of the enemy creatures per every 5 catoplepi in the attacking stack)
Comment - The Catoblepi are dire, wild and powerful beasts that have gone completely berserk. They inhabit the vast desert plains and live in large herds. When they see an enemy, they charge at him with the greatest speed and rage possible. And few are those, who can survive a direct attack by a Catoblepas. The terrifying stare of a Catoblepas has also been said to immediately kill anyone who looks into his eyes.
Dwelling - Horned Cave

6. Dark Sorcerer
Attack - 17
Defense - 17
Health - 100
Damage - 14-23
Abilities - Spellbook (Dark Sorcerers can cast Implosion, Suffering and Dark Will)
Comment - Some of the most prominent in Dark magic wizards, were expatriated from Haven cities because they were considered threat to the authority. Left in the hands of fortune, the so-called Dark Sorcerers decided to form their own community and continue delving deeper into the secrets of magic. Now, they have become probably the most powerful mages in the world, but continue living isolated in their imposing spire-temples.
Dwelling - Dark Spire

6. Hulk
Attack - 22
Defense - 16
Health - 140
Damage - 25-34
Abilities - Double attack (This creature always delivers two blows in a single attack, with the second after enemy's retaliation)
Comment - Hulks are enormous two-headed giants that compensate for their low intelligence with their gargantuan attacking power. Their two giantic wooden clubs are able to squish every opponent before he even has the chance to escape.
Dwelling - Hulk Den


Tomorrow - The Legendary creatures (The most powerful creatures in the Heroes universe, they are also neutral, but are available only under special conditions).

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