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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Joint Forum Heroes 6 Project
Thread: Joint Forum Heroes 6 Project This thread is 27 pages long: 1 10 ... 19 20 21 22 23 ... 27 · «PREV / NEXT»
GenieLord
GenieLord


Honorable
Legendary Hero
posted August 16, 2008 11:15 PM
Edited by GenieLord at 23:16, 16 Aug 2008.

Sure we need!

Just pick something from the list.
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted August 16, 2008 11:17 PM

Erm. I'll pick the Naga Faction pls. I create one in my free time. I also have developed a Racial already. you I'll develop the Naga, alright?
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GenieLord
GenieLord


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Legendary Hero
posted August 16, 2008 11:20 PM

I've already made a Naga faction for this project, right here. But a racial for it will be great, if you can make one.
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted August 16, 2008 11:24 PM

Racial? OK.

What's the name of the Hero? Or can I invent one?
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GenieLord
GenieLord


Honorable
Legendary Hero
posted August 16, 2008 11:34 PM
Edited by GenieLord at 23:34, 16 Aug 2008.

Let's invent.

What about having might and magic heroes?
The might hero can be Countess, and the magic can be Matriarch or Sorceress?

What do you think?
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted August 16, 2008 11:39 PM
Edited by Lexxan at 23:41, 16 Aug 2008.

I though about calling the Magic Hero: Sorceress and the Might Hero... Let's say Inondatress.
(I don't like Countess that much... But I'll probably alter it anyway).

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GenieLord
GenieLord


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Legendary Hero
posted August 17, 2008 12:08 AM

What does Inondatress mean?
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted August 17, 2008 12:09 AM

comes from "inondation", means "flood"
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GenieLord
GenieLord


Honorable
Legendary Hero
posted August 17, 2008 12:12 AM

What about something more simple (and understandable ) like "Queen"?
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted August 17, 2008 12:15 AM

I dunno... I'll think of something.

Anyway, I'll do the Sorceress first.

And do we use the H5 Skill system?
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GenieLord
GenieLord


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Legendary Hero
posted August 17, 2008 12:19 AM

We should talk to Mytical about that.
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted August 17, 2008 12:23 AM

Where can I find the Skill System? (did he already post it?)
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xerox
xerox


Promising
Undefeatable Hero
posted August 17, 2008 12:29 AM
Edited by xerox at 22:02, 18 Sep 2008.

Necropolis

The Necromancers has not existed from the dawn of creation, like the Wood Elves. Neither have they existed when the humans began to create wide kingdomn.
No, the Necromancers are a young race - a young faction.

The Necromancers history begin shortly after the creation of Azuras - the Violet Nation of Wizards.
Azuras itself was created by humans when a certain king forbid magic.
The humans of Azuras explored the hundreds, perhaps thousands of possbilities with magic.
They experminated with it.

One of the arts they discovered was Necromancy. The scholars of Azuras had discovered another dimension connected to Sceracion, the Netherworld.
From the primodial void the Netherworld has been born.

The Netherworld served as a thrash can for those that had lost the Gift of Life. All the souls and spirits could not fit into the normal world so when the Gift of Life ends for a animal or plant it ends up in the Netherworld.

The Wizards of Azuras discovered that they could connect the Netherworld, but also manipulate the cycle of life itself.
The Wizards created rifts to the Netherworld - draining the spirits and restless souls out of it to be slaves for the Wizards.

Fascinating by this they contiuned their experiments. Now they would start to experminte with Life itself.
At Sceracions core there is the Heart of the World, which is a well of combined elemental and mystical ley energies.
The Wizards found out that they could make rifts to the Heart of the World, just like they had done with the Netherworld.

Soon the Wizards gained power over life and could raise the fallen to mindless undead. The Wizards did this to bring dead parents, relatives or friends back but it was not there time.
It was not meant to be like that and the Wizards could not control life to 100%.

The Rasied Ones became mindless and started to attack the Wizards. However powerful Archmages could control these undead with their awesome powers. Soon the most powerful spellusers had armies of the dead themself.
Armies of mindless undead and twisted spirits.
It would become a threat to others and people were freaked out and disquisted.
So soon the arts the people begun to call Necromancy and Soulcalling was banished and forbidden.
But some people - a lot people - saw the power they could make. They saw that with each dead man, women or child their power would grow. It would mean that they ultimatly could have power over the entire world of Sceracion and not even the Gods would be able to challenge them.

The Wizards of Azuras begun to hunt down the Necromancers and Soulcallers. The Necromancers and Soulcallers then escaped to the murky swamps of Gatagyth where they would contiune their experiments for hundreds of years.

With the years passing a new king came to the humans and magic was allowed again, even necromancy.
People from gatagyth and hidden acolytes of death returned to their beloved land. But even there their arts would not be allowed everywhere. The Necromancers gained the kingdom of Sarrewax - and although its not ruled by Necromancers like Gatagyth it, over 60% of them support necromancy and worship the dark god Lunescea. She is the Goddess of the Night and the Moon.

Recently the Necromancers have learned from their ancestors the Wizards about manipulation. As the Wizards would not dare to study such a dangerous arts further, the Necromancers stole their research and theorycrafting.
Seeing that they had a foothold in the human lands of Sarrewax which lies close to Mirgade (where most humans lives) the Necromancer Manipulators saw a chance to test their experiments and see if it worked.

It turned out that their long studies of manipulatuon where very successful - so successful that the Necromancers will start a worldwide war in the Shadows of the Moon...


Basic Info
The Necromancers grew strong because they were untouched by enemies and most of them were the most powerful mages in the old days.
The Necromancers have developed the Arts of Manipulation recently and will test it one the most foolish speices - the Humans and their King Valdane. They are led by Deathlords and corrupted nobles - the Death Knights.

Colors: Night Black, Dark Purple, Dark Red
Aka: The Necromancers & The Soulcallers
Core Philosophy: Master Death
Kingdom/Country: Garagyth (official), Sarrewax (inofficial - ruled by corrupted nobles)
Capital: Zamaraxxas - the Halls of the Dead
Racial Symbols: The Spirit Skull, Unholy Moon
Motto "Master Death before Death masters You".
Allingment: Evil
Allies: None
Neutral: Everybody except those below
Enemies: Wizards of Azuras, Wood Elves of Wiz'Tarreth, Humans of Mirgade (kind of - manipulating them for experiments)


Creature Line-Up
Necropolis creatures are weak but come in great numbers and are very cheap. Necropolis creatures also tends to have very good specials for their creatures.

1. Skeleton - Skeleton Archer/Bone Warrior
2. Spectre- Phantom/Banshee
3. Mummy - Royal Mummy/Crypt Guard
4. Vampire - Nosferatu/Vampire Noble
5. Lich - Archlich/Soulcaller
6. Wight - Reaper/Revenant
7. Bone Dragon - Spectral Dragon/Blood Dragon








Lv1 Walker. Skeleton

Skeletons are the easiest things a Necromancer can raise. Skeletons are mindless undead and will die unless they are controlled by their masters. Its easy to control and raise skeletons, so they are some of the cheapest troops of Sceracion - but weakest.
Attack: 1
Defense: 1
Damage: 1-1
Health: 3
Iniative: 8
Speed: 5
Mana: N/A
Shoots: N/A
Growth: 20
Cost: 19g
Abilities: Undead, Immune to Mind

Undead: This creature is not alive (like all other Necropolis creatures) and its morale is always neutral. It cannot be affected by Poison.

Skeleton Upgrade. Skeleton Archer
The Necromancers of Gatagyth knows that Skeletons are to weak to be in melee combat so they have trained them to use bows.
Although the Skeleton Archers are just as weak as other skeletons, they atleast make a little difference on the battlefield.
Attack: 1
Defense: 1
Damage: 1-2
Health: 3
Iniative: 9
Speed: 4
Mana: N/A
Shoots: 8
Growth: 20
Cost: 32g
Abilities: Undead, Shooter, Immune to Mind





Skeleton Alternate Upgrade. Bone Warrior
Bone Warriors are armored skeletons that wear large shields. Bone Warriors are often used as bodyguards for corrupted nobles and vampires, although they are not very effective.
Bone Warriors can also protect their allies with their large shield.
Attack: 1
Defense: 5
Damage: 1-2
Health: 6
Iniative: 8
Speed: 6
Mana: N/A
Shoots: N/A
Growth: 20
Cost: 32g
Abilities: Undead, Armored, Large Shield, Shield Allies, Immune to Mind

Armored: This creature takes 30% damage from melee attacks.

Large Shield: This creature takes 30% less damage from cavalry and ranged attacks.

Shield Allies: This creature reduces the ranged and cavalry damage nearby allies receive by 30%. Doesnt stack with the Large Shield ability.








Lv2 Flyer. Spectre
Ripped from the spirit realm called the Netherworld, the Necromancers consumed the souls of the realm and transformed them into twsietd vengeful warriors.
Spectres are commonly misunderstood for beign ghosts which is very wrong, while Ghosts can do little harm the Spectres have that ability. As spirits of another realm the Spectres are almost impossible to hit.
Attack: 2
Defense: 1
Damage: 2-3
Health: 10
Iniative: 13
Speed: 7
Mana: N/A
Shoots: N/A
Growth: 15
Cost: 110g
Abilities: Undead, Flyer, Incorporeal, Immune to Mind

Incorporeal: This creature has a 20% chance to completly resist a attack. Cannot happen two times in a row and magic breaks through this ability.

Spectre Upgrade. Phantom
Phantoms are the twisted and transformed souls of powerful beigns. Some say that they are dead feys transformed into soul creatures by the Necromancers. Phantoms destroys energy when they attack and are the nightmares of all Wizards.
Azuras has even recruited "Soulhunters" to slay them.
Attack: 3
Defense: 2
Damage: 2-5
Health: 14
Iniative: 12
Speed: 7
Mana: N/A
Shoots: N/A
Growth: 15
Cost: 148g
Abilities: Undead, Flyer, Incorporeal, Manatwister, Immune to Mind

Manatwister: When this creature attacks it also destroys some mana. For each point of mana destroyed, 1% of total normal extra damage is inflicted.
Each 10 Spectre destroys one mana. So if the Spectres destroyed 10 Mana they would deal additional 10% damage to the enemy target.


Spectre Alternate Upgrade. Banshee
Banshees were once noble womens whos souls was on their way to the spiritworld when suddenly their spirits were ripped out and transformed into the beigns they are now.
Banshees are weak but have a unique ability to possess their enemies minds, controlling their bodies.
Banshees are often used as top agents or spies.
Attack: 2
Defense: 2
Damage: 2-4
Health: 14
Iniative: 12
Speed: 8
Mana: N/A
Shoots: N/A
Growth: 15
Cost: 148g
Abilities: Undead, Flyer, Incorporeal, Possess, Immune to Mind

Possess: This creature can possess enemy creatures, controlling them. The duration depends on the amount of creatures. For each 35 creature one duration is added, starting from one.
Doesnt work on mechanicals or elementals.





Lv3 Walker. Mummy
The Wizards of Azuras buried their dead with enchanted linen surroanding them. The Necromancers discovered that the enchanted linen keeps the dead in a state that is almost living, making them easy to ressurect. Several of the Mummies of Azuras now serve the Necromancers and althought the linen protected them from ultimate decay, it didnt prevent parasites from comming.
Attack: 4
Defense: 7
Damage: 3-6
Health: 24
Iniative: 8
Speed: 5
Mana: N/A
Shoots: N/A
Growth: 11
Cost: 205g
Abilities: Undead, Immune to Mind, Parasite Strike

Parasite Strike: When this creature attacks it inflicts parasites on the target, dealing 10% of the Mummies total damage each turn the enemy creature acts. Stacks up to three times and lasts for up to 2 turns. In addition, 5% of the damage the Parasites deal is converted into health for the mummy.


Mummy Upgrade. Royal Mummy
Royal Mummies were the Archmages of Azuras and even after death they possess great magical powers. Royal Mummies are very effective on the battlefield since they can either improve their allies powers or weaken their enemies. Unlike other Mummies, the Royal Mummies are not mindless undead.
Attack: 5
Defense: 7
Damage: 3-7
Health: 24
Iniative: 10
Speed: 5
Mana: N/A
Shoots: N/A
Growth: 11
Cost: 215g
Abilities: Undead, Parasite Strike, Spellweaving

Spellweaving: Each time this creature acts it will either cast a offensive spell on its enemies or a blessing on its allies. There is a 5% that blessings will have mass effects and a 5% chance that offensive spells will be cast on expert mastery.


Mummy Alternate Upgrade. Crypt Guard
Guardians of their own graves, Crypt Guards are watchers and guardians of the crypts where the Necromancers raise their troops. Crypt Guards can consume their parasites to restore health and raise their fallen.
Attack: 5
Defense: 9
Damage: 3-7
Health: 25
Iniative: 8
Speed: 5
Mana: N/A
Shoots: N/A
Growth: 11
Cost: 215g
Abilities: Undead, Parasite Strike, Consume Parsite, Immune to Mind

Consume Parasite: This creature can consume the parasites on a target, so that for each parasite consumed the enemy gains a level 1 curse on basic mastery and gets all the damage the parasite dealt once again. Three times per battle, after three times all Parasites will disappear forever.


Lv4 Walker. Vampire
Vampires are corrupted humans related to the nobles that absorb life energies from their enemies. In exchange for immortality these corrupted nobles have joined the legions of undead.
Vampires mostly come from Sarrewax althought recently some have come from the human capital kingdom of Mirgade. As the Vampires feed on life energies, they dont decay even thought they are technically dead and can be raised.
Attack: 10
Defense: 4
Damage: 7-13
Health: 25
Iniative: 11
Speed: 6
Mana: N/A
Shoots: N/A
Growth: 8
Cost: 290g
Abilities: Undead, Energy Drain

[bEnergy Drain: This creature drains the life energies when it attacks, restoring health equal to 100% of the damage it deals. The ability can ressurect some creature. In addition the creature destroys the enemies mana equal to 0.5% of damage dealt. Each point of mana converts into 10 health points.
For instance, I attack a lich and deal 200 damage. It means I get 200 health points restored. In addition destroys one mana which turns into additional 10 health gained.



A new fresh Vampire. When she converted to a vampire, did she do the right thing? Did she find the promises she had been told where true or just a lie and only found death instead?

Vampire Upgrade. Nosferatu
Also called the Shadow Knights, the Nosferatu are Vampires who have mastered the arts of Necromancy. The Nosferatu is a dangerous foe on the battlefield, for each attack will be retailated and each retailation will have curse comming with it.
Attack: 11
Defense: 5
Damage: 10-13
Health: 25
Iniative: 11
Speed: 6
Mana: N/A
Shoots: N/A
Growth: 8
Cost: 355g
Abilities: Undead, Energy Drain, Flyer, Unlimited Retailation, Vengeful

Vengeful: Each retailation randomly curses the target with a basic mastery level 1-2 Sunset or New Moon spell.

Vampire Alternate Upgrade. Vampire Noble
Vampire Nobles are the nobles of the regions of Sarrewax and Mirgade. Vampire Nobles have two lifes. In the day they are proud nobles of king Valdane, in the night they are coldblooded murders slowly killing their former allies and recruiting more brainwashed and corrupted humans to the undead legions.
Vampire Nobles can bribe creatures on the battlefield, forcing them to join the nercomancers. Vampire Nobles have also been teached the powers of darkness, allowing to transform into almost invisble shadowbats.
Attack: 12
Defense: 5
Damage: 9-14
Health: 25
Iniative: 12
Speed: 6
Mana: N/A
Shoots: N/A
Growth: 8
Cost: 355g
Abilities: Undead, Energy Drain, Flyer, Bribe

Bribe: This creature can bribe creatures against their will but it costs gold. The more powerful creatures, the higher costs. 5% of the bribed creatures stays at the heroes side after combat.
The enemy can bribe them back, at double cost.
Costs per creature and tier.

Lv1 = 20 Gold each
Lv2 = 100 Gold each
Lv3 = 150 Gold each
Lv4 = 300 Gold each
Lv5 = 500 Gold each
Lv6 = 1500 Gold
Lv7 = 2000 Gold Each



A Vampire Noble. He betrayed his friends and his people, he killed all of them for the might of Sarrewax. Promises of power can do many strange things to mankind.


Lv5 Shooter. Lich
The Wizards of Azuras that founded Gatagyth refused to die. Before the Necromancers deaths have come they begin a special ritual to transform into a undead, a undead Lich.
Liches have control over other undead and the greatest leaders of the Necromancers are liches. Liches bring around lots of books and altars anywhere they go, making them very large creatures.
Attack: 11
Defense: 9
Damage: 6-12
Health: 32
Iniative: 9
Speed: 4
Mana: N/A
Shoots: 9
Growth: 5
Cost: 650g
Abilities: Undead, Shooter, Large Creature, Necro Control

Necro Control: Grants all Necropolis troops a 15% chance to resist dark magic.


Lich Upgrade. Archlich
Just as Archmages exist so do Archliches. Archliches are more powerful then mages and were very powerful spellcasters in life. In death they contiune to use a wide selection of spells.
The Archliches shoots plague and death itself, making the battlefield to a very desolacte and gray place.
Attack: 11
Defense: 10
Damage: 9-13
Health: 32
Iniative: 10
Speed: 4
Mana: 30
Shoots: 10
Growth: 5
Cost: 765g
Abilities: Undead, Shooter, Large Creature, Necro Control, Death Cloud, Caster, Plague Shot

Plague Shot: There is a 10% chance that the slow spell will be applied when this creature shoots.

Spellbook

Advanced End Suffering: Kills a set number of creatures in the enemy stack in proportion to the number of Curses on it. 15 Mana.

Advanced Weakness: Like H5. 5 Mana.

Basic Confusion: Like H5. 10 Mana.

Basic Grave: Drops a creature into a grave, decreasing its luck, morale, and health. It also becomes immobile for one turn. 7 Mana.

Basic Blind. Like H5. 10 Mana.


Lich Alternate Upgrade. Soulcaller
Although Soulcallers are just another kind of Necromancers, some are more good at Soulcalling then others. Soulcallers dont work on poison and curse magic, but rather on dark summoning magic. On the battlefield the Soulcaller can even rip out the spirits of the fallen.
Attack: 11
Defense: 11
Damage: 9-12
Health: 35
Iniative: 11
Speed: 4
Mana: 30
Shoots: 10
Growth: 5
Cost: 765g
Abilities: Undead, Shooter, Large Creature, Necro Control, Death Cloud, Caster, Soulrip

Soulrip: Once per battle, this creature can select any undead or living stacks of the battlefield (friendly or enemy, entirely or partially destroyed) and raise Spectres, Phantoms or Banshees from it. The number of these depends on the number of Soulcallers  and the number of killed HPs and creature in the targetted stack. Creatures raised this way can't be resurrected anymore and disappear at the end of the battle.
Unupgraded automatically becomes Spectres and upgrades are random.


Spellbook

Advanced Skelefy: Converts a creature into a skeleton of the corresponding nature (eg, skeleton archer for Hunters and Archers, skeleton warrior for Squire, Lich for Preist, etc) Creatures such as Minotaurs and Demons have special skeleton models. 10 Mana.

Advanced Raise Dead: Like H5. 10 Mana.

Basic Ambush: Raises Dead and makes it that creature’s turn. 12 Mana.




Lv6 Walker. Wight
Wights are also soul creatures but imbued with very strong dark magic.
Attack: 17
Defense: 13
Damage: 14-17
Health: 65
Iniative: 10
Speed: 5
Mana: N/A
Shoots: N/A
Growth: 3
Cost: 1225g
Abilities: Large Creature,  Undead, Cursing Attack

Cursing Attack: This creature inflicts a random Sunset or Moon tier 1-3 spell when it attacks.


Death has Come.

Wight Upgrade. Reaper
Reapers are called death itself in folklore. Reapers only bring death and darkness with them and their touch will always bring devastion to their enemy.
Attack: 19
Defense: 16
Damage: 14-20
Health: 78
Iniative: 10
Speed: 5
Mana: N/A
Shoots: N/A
Growth: 3
Cost: 1630g
Abilities: Large Creature, Undead, Cursing Attack, Harm Touch

Harm Touch: When this creature attacks it removes all positive blessings and kills one creature.


A Reaper spreading darkness and terror in a city. Reapers are often leaders over attacks and are not stupid.

Wight Alternate Upgrade. Revenant
Revenants are the darkened spirits of fallen heroes and kings put in an enchanted armour. The Revenants can use their energy to blast its enemy with shadows and they are restistan to magic too.
Attack: 17
Defense: 19
Damage: 15-17
Health: 85
Iniative: 10
Speed: 5
Mana: N/A
Shoots: N/A
Growth: 3
Cost: 1630g
Abilities: Large Creature,  Undead, Cursing Attack, Darkness Eruption, Magic Resistance 50%

Darkness Eruption: Two times per battle this creature can blast the creature with lots of shadow damage depending on the number and the rank of curses.
Tier 1 Curses = 100 Damage.
Tier 2 Curses = 200 Damage
Tier 3 Curses = 300 Damage
Tier 4 Curses = 400 Damage
Tier 5 Curses = 500 Damage



Lv7 Flyer. Bone Dragon
Bone Dragons are very, very weak and doesnt do much against the enemies. These fallen dragons have basically been raised into very large skeletons.
Attack: 19
Defense: 16
Damage: 18-20
Health: 125
Iniative: 12
Speed: 7
Mana: N/A
Shoots: N/A
Growth: 2
Cost: 1800g
Abilities: Flyer, Large Creature, Undead, Immune to Mind


An adventure came across a Bone Dragon in his journey through the dark woods. The human lands are getting more and more dangerous.


Bone Dragon Upgrade. Spectral Dragon

Spectral Dragons are the ripped souls of dragons that had almost past to the Netherworld. Like the Spectres, the Spectral Dragon is very hard to hit.
Attack: 24
Defense: 16
Damage: 22-38
Health: 125
Iniative: 13
Speed: 7
Mana: N/A
Shoots: N/A
Growth: 2
Cost: 2500g 1 Ore
Abilities: Flyer, Large Creature, Undead, Immune to Mind, Incorporeal


Another adventure has come across a undead dragon. This time a incorporeal Spectral dragon.


Bone Dragon Alternaste Upgrade. Blood Dragon

The Blood Dragon is used as a weapon of terror and fear by the Necromancers. Their bones are colored red and they have frightening blood aura surroanding them, making enemies easly fleeing in terror.
Attack: 27
Defense: 19
Damage: 30-40
Health: 140
Iniative: 13
Speed: 7
Mana: N/A
Shoots: N/A
Growth: 2
Cost: 2500g 1 Ore
Abilities: Flyer, Large Creature, Undead, Immune to Mind, Terryifing Prescense

Terryifing Prescense: When attacking, this creature has a chance to frighten every adjacent enemy stacks. The effect is the same than with the fear attack. The probability is calculated independantly for each stack. If at least one of them is afraid, its morale drops by 3 points for a turn, the morale of other adjacent enemy stacks drops by 1 point for a turn too and this creature suffers no retaliation.


Special Buildings
Here are the Necropolis special buildings. They have 4 specials buildings not including grail building. Two of them are horde buildings, one for racial skill and the last one just a random.

Transformation Labs: Converts the living into undead depending on creature level. For example a Black Dragon would become a Spectral Dragon etc.

Dragon Tombstone: Increases the growth of Bone Dragons and their upgrades by +1 per week.

Unearted Tombs: Increases the growth of Skeletons and their upgrades by +8 per week.

Mass Grave: Improves the Necromancy racial.

Grail Building. The Soulspire: Increases weekly creature growth by 50%, provides your empire with additional 5000 gold each day and boosts the Necromancy skill by 10%. In addition, all undead troops will get 15% improved stats when this city is attacked.


Racial Skill
The Necropolis has two racial skills. Might heroes spread dread and fear across the battlefield and Necromancers never lose any troops - only gain more.


Hero Might: Nuckelavee The Dreadful Nuckelavees are the terror of the battlefield. These undead, flayed Warlords wear the most intimidating and Spiky Armour a man can imagine. People who are confronted with a Nuckelavee often paralyse in a form of terror. Nuckelavees have learned to exploit this ability.. to major success.


Racial, Dread: The Nuckelavee scares every enemy it encounters, giving solid statt penalties to units. In addition Bad Morale moves units further down the ATB bar that they normally would.

Skills:

Basic Dread: All enemies get a –1 Penalty to Morale. Moreover Bad morale moves a unit 65% backwards on the ATB bar, instead of the Normal 50%

Advanced Dread: All enemies get a – 2 Morale Penalty. Moreover, when Bad Morale is triggered; the unit moves 75% backwards, instead of the normal 50%

Expert Dread: All Enemies get a -3 Morale Penalty. Moreover, when Bad Morale is triggered; the unit moves 85% backwards, instead of the normal 50%

Ultimate Dread: All enemies get a -4 Morale Penalty. Initiative and Speed of All enemies is decreased by 1; Moreover when bad Morale is triggered, the unit Skips it’s turn.


Perks


Netherlore:  The Nuckelavee is able to use the Necromancy Racial Skill, with all perks at Basic Mastery. In addition, Enemy Mechanical, Undead and Elemental units are affect by Dread from now on. This means they can have negative morale!


Horrid Wilting:
The Nuckelavee Corrupts a 4X4 Tiles on the ballteflied. Any Enemy non-undead, non-elemental ,non-Mechanical units in the area is poisonned (5* Spellpower) and suffer from an additional -1 Initiative and Speed Penalty.  Allies to the Nuckelavee  however, gain +1 to Initiative, Speed and Luck when in this area. The Wilting lasts for 3 turns. One Cast per battle.    


Brave Eternal World: The Morale Drained from Enemy Units is added to to all Allied creatures (= +2 Morale for Basic Dread, 3 for advanced, etc). In addition, Mechanical, Elemental and Undead units benefit from this as well, meaning that they can have positive Morale. !



Ultimate, Howl of Terror: The Nuckelavee emits a terrible Cry, stunning every opponent instantly, making them lose all iniative. In addition, Luck, Attack and Defence are decreased, According to the Morale Decreasement. (so -3 for Expert, -4 for ultimate, can’t get below 0) The Howl can be cast once in per two turns and last 3 turn. Multiple Howls are cumulative and DON’T replace the former howl. However, if the Howl is cried before the former one ended, the Stunning (only the Stunning) will take effect and the Hero will only use 50% of is inititive to cast this howl.


______________________

Hero Magic: Necromancer The Necromancers are fallen Wizards, Humans, who sought the path of immortality and found it.. though not in a way they had expected. Necromancers are masters in Animation. They can raise a portion of the opponents army after battle and add it to their undead horde.


Racial, Necromancy: After Combat the Hero raises an amount of fallen enemy warriors. These can’t be undead, Elemental or Mechanical. These can be raised as Skeleton’s, Spectres, Liches or Wights. Draconic Units are raised as Bone Dragons. Numbers and kind of unit raised depends on the necromancy Skill Mastery. The Creatures that can be raised are determined randomly, but if you have more Creatures of one kind on a weekly basis, the chances are higher that these creatures are raised (eg: One week growth of Skeletons and two weeks growth of Spectres, then it’s more likely that you’ll be able to raise Skeletons)


Skills

Basic Necromancy: 20% of all fallen enemies are raised as either Skeletons or Spectres.

Advanced Necromancy: 35% of all enemies are raised as either Skeletons, Spectres or Liches

Expert Necromancy: 45% of all enemies are raised as either Skeletons, Spectres, Liches, Wights or Bone Dragons

Ultimate Necromancy: 60% of all enemies are raised, as any Necropolis Creature except Vampires.


Perks


Wraith Wail: The Necromancer is able to use the Dread Racial Skill with all perks and at Basic Mastery.


Perpertual Bond: The Necromancer now can (re)raise some of HIS fallen creatures. In addition, enemy undead can be raised as well.


Soul Drain:  The Necromancer binds himself to a creature in it’s army. Whenever the Necromancer casts a Blessing (ally) or a Curse (enemy) it’s cast on this creature as well. Whenever this creature casts a spell, there is a 10% chance it’s instantly learned by the Necromancer. Finally everytime the Creature takes damage, the Necromancer gains mana, according to the damage taken. Can be cast on both enemies and Allies


Ultimate Eternal Life: The Necromancer gains a Mass Version of Animate Dead - but costs 150% more mana, in addition it only works at half of the Necromancer’s current Spellpower. In addition, the Spellpower of (Not Mass) Animate Dead and Resurrection is increased by 2. The effects of Wraith Wail and Soul Drain are increases 25%. Finally the Necromancy Skill is increased by another 10%



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

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GenieLord
GenieLord


Honorable
Legendary Hero
posted August 17, 2008 12:31 AM

Quote:
Where can I find the Skill System? (did he already post it?)

He hasn't.

BTW, I'll start working on the town view descriptions.
____________

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xerox
xerox


Promising
Undefeatable Hero
posted August 17, 2008 12:47 AM

I hope the history is good.


btw what about this Necro creature line-up?



1. Skeleton-Plague Archer/Blackguard
2. Spectre-Phantom/Banshee
3. Acolyte-Necromancer/Soulcaller
4. Vampire-Vampire Soulhunter/Vampire Noble
5. Lich-Archlich/Demilich
6. Wight-Reaper/Wraith
7. Bone Dragon-Spectral Dragon/Darkness Dragon


Necrolord and Death Knight are heroes.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted August 17, 2008 12:48 AM
Edited by Lexxan at 00:51, 17 Aug 2008.

@ GL: I don't think I can start unless Mytical posts it...
@ Xerox: line-up is good, but I don't see mummies or Zombies... that means that Necro will be a strong faction for once... Wait, did I see Bone Dragons there? damn'

Good Line-up, only pulling your leg
____________
Coincidence? I think not!!!!

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GenieLord
GenieLord


Honorable
Legendary Hero
posted August 17, 2008 01:03 AM

I posted my reply and closed the thread, without noticing what Xerox posted. Oops!

Quote:
I hope the history is good.

Excellent classic Necromancers' history!

Quote:
1. Skeleton-Plague Archer/Blackguard
2. Spectre-Phantom/Banshee
3. Acolyte-Necromancer/Soulcaller
4. Vampire-Vampire Soulhunter/Vampire Noble
5. Lich-Archlich/Demilich
6. Wight-Reaper/Wraith
7. Bone Dragon-Spectral Dragon/Darkness Dragon


This lineup seemed great to me! It includes many good ideas.
I just passed some creatures to other levels and added the mummies instead of the Acolyte (according to the official M&M lore, the Lich is the only undead caster existent.

1. Skeleton - Bone Warrior | Skeleton Archer
2. Ghost - Specter | Banshee
3. Mummy - Royal Mummy | Crypt Guard
4. Vampire - Nosferatu | Vampire Noble
5. Lich - Archlich | Soulcaller
6. Wight - Reaper | Phantom
7. Bone Dragon - Spectral Dragon | Blood Dragon

Necromancers will always be heroes for any Heroes player.
____________

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xerox
xerox


Promising
Undefeatable Hero
posted August 17, 2008 01:18 AM
Edited by xerox at 01:19, 17 Aug 2008.

Remember that we created a new world called Sceracion which has nothing to do with the M&M history/lore.


I agreed about the Necromancer thing. Necromancers will always be = Necropolis hero.

However a Phantom IS a ghost. I would suggest Revenant instead. Blood Dragon seems okey. Bone Warrior too although I would like to swap the locations (because alternate upgrades are "Corrupted Nobles based" and normal upgrades are "Necromancer based")

Zombies are boring so I didnt include them (skeletons are classic though).

Ghost sounds weak.

I Suggest

1. Skeleton - Skeleton Archer | Bone Warrior
2. Spectre- Phantom | Banshee
3. Mummy - Royal Mummy | Crypt Guard
4. Vampire - Nosferatu | Vampire Noble
5. Lich - Archlich | Soulcaller
6. Wight - Reaper | Revenant
7. Bone Dragon - Spectral Dragon | Blood Dragon

I kind of merged both our ideas.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted August 17, 2008 01:42 PM

@ GenieLord.: I'll start developping the Naga Racials. I'll base them on H5 and edit them as soon as Mytical posted the skill system (= I'll adapt them to his version).

Sorceress Skills will be called Invocation.

The Might Hero (still looking for a name here...) will be called Flood.


____________
Coincidence? I think not!!!!

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GenieLord
GenieLord


Honorable
Legendary Hero
posted August 17, 2008 01:48 PM

Quote:
1. Skeleton - Skeleton Archer | Bone Warrior
2. Spectre- Phantom | Banshee
3. Mummy - Royal Mummy | Crypt Guard
4. Vampire - Nosferatu | Vampire Noble
5. Lich - Archlich | Soulcaller
6. Wight - Reaper | Revenant
7. Bone Dragon - Spectral Dragon | Blood Dragon

Perfect!

Quote:
The Might Hero (still looking for a name here...) will be called Flood.

You won't found names from the word "flood". Try perhaps "Wave".
____________

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