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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 ... 4 5 6 7 8 ... 10 20 27 · «PREV / NEXT»
bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted November 11, 2007 06:48 PM

LE, what do you think of the faceless so far?
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Love, Laugh, Learn, Live.

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guarder
guarder


Supreme Hero
posted November 11, 2007 08:55 PM

I'm always finished with Tower. Do any of you think i could change anything? Is the racial skill overpowered? Is the grail overpowered?
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xerox
xerox


Promising
Undefeatable Hero
posted November 11, 2007 09:02 PM

Yes a small questionn to you.


Is Tower allied with somebody?
Or do they want to be allied?

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guarder
guarder


Supreme Hero
posted November 11, 2007 09:05 PM
Edited by guarder at 21:10, 11 Nov 2007.

No, they aren't allied with anyone in the start, but Cepheus decide what happends, but they are neutral, but a little good, becouse they hate demons and undeads. Demons and undeads are almost every time evil. And they love might(attack and defens)but not so happy with magic. And they doesn't involve them in problems between other lands
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xerox
xerox


Promising
Undefeatable Hero
posted November 11, 2007 09:19 PM bonus applied.
Edited by xerox at 17:39, 04 Feb 2008.

Castle
Long ago the Humans were primal nomads in the land that one day would become Bacorus.
They belived in Air or the Whispers of Life as its also called, but so did the Orcs which also lived there in mighty wooden strongholds.
An war started and the weak Humans fled east, to the land wastlelands of Chargalor. They left the doomed lands and moved north, to Mirgade and then later they moved east once again, to the part of Mirgade which later would become Sarrewax.
But they thougt it was wise to not explore the ancient forests.
Who knew what creatures that haunted those woods...
But when they came back to Mirgade the orcs had founded them.
Lead by the barbarian warlord Mir the human race should soon have been exterminated but then some magical beigns of lighs called the Angels saw a something in the humans and killed the barbarians there.
And so was the Church of the Sun born and the human empire.

The Angels protected the Humans for centuries while they were building there new land, there first empire.
But then war came and bloody times to the humans.
Kings and Queen fought eachother for power and the Angels left them because of this.
Humans begun to cut down the trees of the great forests of the north.
They did not knowh that Wood Elven druids ruled there...
The Wood Elves warned them but the Humans just ignored them.
A great war then started.
No one won. For in the end the current ruler of Mirgade made an promise with the Wood Elves.
The humans would only cut down a little bit of the forests but they wóuld also need to help the Wood Elves when they needed the humans.
In truth they meant something more like this:
"When the time comes, you must aid the world, fight the evils and help us against them".

In the ages to come the church grew and soon it controlled the human kingdoms called Mirgade, Bacorus and Sarrevax.
They didnt care about the wastelands to the south.
Now, when a shadow is watching Sceracion, the current king called Valdane has refused to assist the other races of Sceracion against the invadning shadows.
And thus he has broken the old promise with the Wood Elves.
But his daugther, Nadela, has made an alliance with the Dwarfs and made the Sceracionan Union.
She has claimed the humans lands of Bacorus for herself, a more barbaric land with no real religion, and made it the center of the union. Now she hopes to invinte the elves so they can drive back the invading demon forces.
She has restored Bacorus and tries to bring back the priests there.
Her father is very angry because he risks to lose her only daugther and has ordered his soldiers to capture her and bring her back, but Nadela has refused to go back to her father and a civil war has started. She also suspects that her father has other reasons to bring her back and invade the Union too...
Now she seeks his fathers only old non-human allies to help her make her father stop sending his men to bring her back and make Valdane send his men to attack the undead and the unknown beasts of Chargalor before its to late.

She can only hope that the wizards of Azuras amd the wood elves of Wis'Tareth will help her, before its to late.



Basic Info
The Haven faction is splittes into three parts.
Valdanes empire includes Mirgade.
Sarrewax is its own country and allied with the Necormancers of Garagyth. Sarrewax is on the brink of war with Mirgade.
His daugther, Nadela, controls the Sceracionan Union and has her own part called Bacorus.
So there will be two "race infos" in Haven.

Aka: Royal Champions of Valdane, Clerics of Ennara
Racial Colors: Red, Gold
Worship: Twisted Side of Ennara, the Goddess of the Sun and Day
Core Philosophy: Law, Order and Pride
Country/Kingdom: Mirgade
Capital: Sepallia
Symbol: The Blood Angel
Motto: "Live with law, order and pride and you are one of us".
Alingment: Neutral/Corrupted
Special Relations: Wizards of Azuras, Unknown

Aka: The Sceracionan Union
Racial Colors: Light Blue, Yellow
Natonal Association: Church of Life
Worship: Life & Ennara, the Goddess of the Sun and Day, most worship none but Nadela tries to bring back religion to Bacorus.
Core Philosophy: Diplomacy before Wars
Country/Kingdom: Bacorus
Capital: Livanela
Symbol: The Golden Heart
Motto: "Anyone deserves a second chance to join us"
Association Motto/Poem: Behind us the Dwarfs stand still and stout, and in the front we stands proud and glorious. Because we are Humans, and we will never give up our lifes and hope."
Alingment: Good
Special Relations: The Dwarfs

Creature Line-Up
1. Peasant-Militia-Conscript
2. Archer-Longbowman-Marksman
3. Griffin-Dire Griffin-Imperial Griffin
4. Footman-Vindicator-Crusader
5. Monk-Disciple-Inquisitor
6. Equestrian-Champion-Templar
7. Angel-Archangel-Blood Seraphim

Lv1 Walker. Peasant
Some Peasants have joined the army to protect their homelands.
Most of them are untrained and all are very weak.
However, peasants are important because they will bring gold to the army every day.
Attack: 1
Defense: 1
Damage: 1-1
Health: 5
Iniative: 8
Speed: 5
Mana: N/A
Shoots: N/A
Growth: 17
Cost: 24g
Abilities: Taxpayer

Taxpayer: Every day the hero gets as many units of gold as there are creatures with this ability in all their armies and castles.

Peasant Upgrade. Militia
Some Peasants prove that they actually do something on the battlefield. Those are sendt into military camps.
There they are trained and becomes the basic infantry of the Union.
Militias can strike another blow after the first one if they have some luck with them.
Attack: 1
Defense: 2
Damage: 2-2
Health: 9
Iniative: 8
Speed: 6
Mana: N/A
Shoots: N/A
Growth: 17
Cost: 65g
Abilities: Taxpayer, Assault

Assault: This creature has a chance to deliver another blow after the first one.

Peasant Alternate Upgrade. Conscript
Conscripts are further trained Miltias who no longer need to pay taxes. The cruel generals of Mirgade only recruit them instead of Militias who serve the Union and are weak a according to them.
Conscirpts wear long pikes so they will often do the first strike.
Attack: 2
Defense: 1
Damage: 1-3
Health: 8
Iniative: 9
Speed: 5
Mana: N/A
Shoots: N/A
Growth: 17
Cost: 65g
Abilities: Pike Attack

Pike Attack: This creature attacks one square away from its target, making enemies not be able to retailate when he attacks.
This creature also does 15% increased damage against cavalry.


Lv2 Shooter. Archer
No army can survive without shooters.
Archers are the shooters of the humans. They are very skilled and can shoot several arrows at enemy troops in a short amout of time.
Attack: 3
Defense: 2
Damage: 2-4
Health: 12
Iniative: 12
Speed: 4
Mana: N/A
Shoots: 8
Growth: 13
Cost: 125g
Abilities: Shooter, Scatter Shot

Scatter Shot: Area-effect shooting: damage is inflicted to all targets (including friendly creatures) located within the selected area (3 by 3 tiles). The amount of damage inflicted to each creature is half the damage of a normal shot (activated ability).

Archer Upgrade. Longbowman
Longbowmen are probably the best archers of Sceracion if you dont count with wood elves.
They are elite members of the Archers Leauge and can shoot as fast as the elves.
Attack: 4
Defense: 3
Damage: 4-6
Health: 15
Iniative: 13
Speed: 4
Mana: N/A
Shoots: 10
Growth: 13
Cost: 185g
Abilities: Shooter, Scatter Shot, Double Shot

Double Shot: Nothing can hinder creature from firing two full shots at the enemy instead of just one.

Archer Alternate Upgrade. Marksman
King Valdane prefers attack before speed.
Marksmen uses crossbows instead of longbows which allows them to attack with much greater strenght.
Marksmen however are very slow, but very strong.
Attack: 6
Defense: 4
Damage: 5-8
Health: 12
Iniative: 10
Speed: 4
Mana: N/A
Shoots: 8
Growth: 13
Cost: 185g
Abilities: Shooter, No Range Penalty

No Range Penalty: Shooter has no penalty for damage inflicted during ranged attack, provided the range is over half the arena.


Lv3 Flyer. Griffin
Griffins are the proud national creatures of the human kingdoms.
They are said to be a gift from the elves as they come from Wis'Tarreth. Griffins are very proud creatures who never will betrayd there masters.
Attack: 9
Defense: 6
Damage: 6-7
Health: 21
Iniative: 11
Speed: 6
Mana: N/A
Shoots: N/A
Growth: 8
Cost: 212g
Abilities: Flyer, Large Creature, Proud Creature

Proud Creature: This creature will always have atleast 1 morale.

Griffin Upgrade. Dire Griffin
Dire Griffins doesnt come from the woods but the mountain peaks of Cathir's Vale and are stronger than normal griffins.
They love to fight and have immunity to blind.
Attack: 9
Defense: 8
Damage: 6-12
Health: 24
Iniative: 11
Speed: 7
Mana: N/A
Shoots: N/A
Growth: 8
Cost: 283g
Abilities: Large Creature, Flyer, Immunity to Blind, Battle Frenzy, Proud Creature

Battle Frenzy: If this creature kills atleast 25% of a stack then its attack will raise by 2 for the whole battle.
This will stack five times.

Griffin Alternate Upgrade. Imperial Griffin
Imperial Griffins are the guardiens and pets of the King.
They are trained since there birth and armoured in battle.
Imperial Griffins can guard allies on the battlefield and can suffer much damage.
Attack: 9
Defense: 11
Damage: 4-8
Health: 28
Iniative: 11
Speed: 6
Mana: N/A
Shoots: N/A
Growth: 6
Cost: 283g
Abilities: Large Creature, Flyer, Immunity to Mind-Control, Guard Creature, Proud Creature

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



Lv4 Walker. Footman
Footmans are the infantry of the human armies.
They are trained to defend themself while they run to the enemies to strike. Footmans wear large shields to protect themself against ranged attacks and will push targets with there shields.
Attack: 6
Defense: 11
Damage: 6-7
Health: 26
Iniative: 9
Speed: 6
Mana: N/A
Shoots: N/A
Growth: 5
Cost: 280g
Abilities: Shield Push, Large Shield

Large Shield: Ranged and cavalry damage is decreased by 30%.

Shield Push: This creature has a 35% chance to push the an enemy creature. The pushed creature will not be able to retailate the attack.
Pushes the target 2 squares away from the Footman.

Footman Upgrade. Vindicator
Vindicators are the true defenders of the Union. There shields are so large that it will protect allies too and when there friends are in trouble they will roar.
Vindicators carries the finest armour of the Dwarfs.
Attack: 7
Defense: 15
Damage: 6-8
Health: 37
Iniative: 9
Speed: 5
Mana: N/A
Shoots: N/A
Growth: 5
Cost: 400g
Abilities: Shield Allies, Shield Push, Heroic Roar, Dwarven Armor

Shield Allies: This creature and all surronding allies will get 30% protection against cavalry and ranged attacks.

Heroic Roar: Taunts surroanding enemies, making them attack the Footman. Heroic Roar also increases allies defense by 2 and healh points by 10 for three turns.

Dwarven Armour: 25% magic resistance and this creature will get a 20% to resist an attack.

Footman Alternate Upgrade. Crusader
Crusaders are often used against demons but no longer, now they are used against other humans. Crusaders carries two-handed swords and loves to fight. Crusaders will never give up and are the elite warriors of the King.
Attack: 15
Defense: 7
Damage: 11-16
Health: 26
Iniative: 11
Speed: 6
Mana: N/A
Shoots: N/A
Growth: 5
Cost: 400g
Abilities: Immunity to Fear, Execute, Enraged, Battle Frenzy

Immunity to Fear: This creature is immune to all kinds of fear effects and spells.

Execute: This creature always kills atleast one creature.

Lv5 Shooter. Monk
The monks are priests trained for battle. They fight the evils of the world both with ranged and melee attacks.
Attack: 13
Defense: 10
Damage: 8-14
Health: 32
Iniative: 10
Speed: 5
Mana: N/A
Shoots: 7
Growth: 4
Cost: 580g
Abilities: No Melee Penalty, Shooter

No Melee Penalty: Shooter has no penalty for damage inflicted during melee attack.

Monk Upgrade. Disciple
Disciples are followers of Ennara and has spendt there life following her highest priests and priestesses. They are the guardiens of the sun and can bless there allies and heal them when they are hurt. Disciples may not be very offensive, but as followers of Ennara there presence can save the day.
Attack: 13
Defense: 12
Damage: 8-14
Health: 40
Iniative: 12
Speed: 5
Mana: 20
Shoots: 10
Growth: 4
Cost: 800g
Abilities: Shooter, No Melee Penatly, Caster

Spellbook

Prayer: Raises a bit of Morale and Initiative for the selected creature, however, it slips down on the initiative bar. 5 Mana.

Regenration: Heals the creature over 5 turns. 6 Mana.

Mirth: Greatly raises morale, but the creature drops down the initiative bar. 10 Mana.

Holy Word: Deals damage to all Undead or Infernal creatures, as well as a few others. 20 Mana.

Monk Alternate Upgrade. Inquisitor
Many monks joins the forces of the king and train there melee attack abilities further. Inqusitors will execute non-belivers and all kinds of animals and monsterts that they sees like unholy.
Inqusitors has lost there magic attacking abilties and many enemies fear them on the battlefield. Inquistors can cast powerful spells on there enemies when they get the chance.
Attack: 16
Defense: 13
Damage: 12-16
Health: 32
Iniative: 11
Speed: 6
Mana: 30
Shoots: N/A
Growth: 4
Cost: 800g
Abilities: Caster, Holy Warrior, Frightful Presence

Holy Warrior: This creatures deals 20% more damage to Undead or Infernal creatures, as well as a few others.

Frightfull Presence: Creatures that stands up to two tiles away from this creature will get -1 moral.

Spellbook

Crusade: Increases attack of the selected creature.  The next time they attack some of the enemy’s defense will be negated. 10 Mana.

Divine Venegance: Creature increases damage and attack.  This works double on retaliation. On upper levels of mastery the creature gets Enraged. 15 Mana.

Exorcise: Either Unsummons a summoned, resurrected, or raise dead-ed creature, or removes one negative effect from the selected creature. 15 Mana.

Burn: A 3x3 area will damage all creatures that enter it. 7 Mana.

Holy Word: 20 Mana.


Lv6 Walker. Equestrian
Bacorus have always been famous for its Equestrians, masters of the horse. Both the Union and the Kings troops uses these as shock troops. Equestrians can do powerful charge attacks and when they are in danger they can leap over enemy troops.
Attack: 20
Defense: 16
Damage: 18-22
Health: 82
Iniative: 12
Speed: 7
Mana: N/A
Shoots: N/A
Growth: 2
Cost: 1400g
Abilities: Jousting, Mount Leap, Large Creature

Jousting: Creature gets a 3% bonus to damage it inflicts during attack for each tile it covered on the battlefield before the attack.

Mount Leap: This creatures mount can leap over objects and troops.
Can leap up to 3 tiles. When the leap is complete the creature can move half its speed for the two next turns.

Equestrian Upgrade. Champion
The masters of the arenas are the Champions.
Most Champions were once Equestrians and comes from Bacorus, which is controlled by the Union, so most Champions have joined the Union.
Champions carries large lances which are very useful against groupes of enemies.
Attack: 23
Defense: 18
Damage: 20-30
Health: 85
Iniative: 12
Speed: 8
Mana: N/A
Shoots: N/A
Growth: 2
Cost: 1800g
Abilities: Jousting, Mount Leap, Large Creature, Lance Attack

Lance Attack: If this creature has walked more than 2 tiles when attacking, it also inflicts half-damage on the stack standing in the line of attack immediately behind the primary target.

Equestrian Alternate Upgrade. Templar
The best Inquisitors may become Templars. However, most Templars are not as cruel as Inquisitors but will always stand on the Kings side. Templars can bless there allies and like the Inqusitors they hate all unholy creatures. Templars doesnt have any connection to Bacorus or there cavalry.
Attack: 20
Defense: 26
Damage: 20-23
Health: 105
Iniative: 12
Speed: 7
Mana: N/A
Shoots: N/A
Growth: 2
Cost: 1800g
Abilities: Blessed Healing, Jousting, Large Creature, Holy Warrior

Blessed Healing: This creature can bless and heal a friendly creature. The blessing cures negative effects and the healing completly heals the target.


Lv7 Flyer. Angel
Angels are the guardiens of faith, the sun and day.
They are the soldiers of Ennara and in the old times it was common that Angels helped humans but after some time they disapperaed.
As with devils, the angels cannot die but will return to Ennaras realm when they are defeated.
Now these powerful creatures have returned.
Attack: 26
Defense: 18
Damage: 25-35
Health: 170
Iniative: 11
Speed: 6
Mana: N/A
Shoots: N/A
Growth: 1
Cost: 2550g 1 Gem
Abilities: Flyer, Large Creature, Lightborn

Lightborne: This creature cannot have - moral and is immúne to fear effects. Also gets 20% more effect from good Sunset magic.

Angel Upgrade. Archangel
Archangels are the elite troops of the Sun and the Champions of Ennara. They are also her top agents.
These creatures are sworn to fight evil and in an endless conflict with the Devils, which they see as betrayders.
Archangels are also the Guardiens of Life and can therefore bring the fallen to life again.
Attack: 32
Defense: 21
Damage: 30-48
Health: 210
Iniative: 12
Speed: 7
Mana: N/A
Shoots: N/A
Growth: 1
Cost: 4700g 2 Gem
Abilities: Flyer, Large Creature, Lightborn, Ressurection

Angel Alternate Upgrade. Blood Seraphim
Some Angels that has broken against the rules of Ennara might become banished from the Realm of Heaven.
They become Seraphims and are stuck in our world untill they do somehting good. However some of these becomes so bloodthristy or corrupted that they never come back again.
These venegful seraphims becomes Blood Serpahims.
These beings of revenge has joined the forsaken and corrupted armies of the King. When they die they wont come to heaven or the heart of the world, they will stop to exist but sometimes the Blood Seraphims returns to our world once again.
However it is said that some of these found there way to the realms of fire and death...
Attack: 35
Defense: 18
Damage: 35-60
Health: 170
Iniative: 11
Speed: 8
Mana: N/A
Shoots: N/A
Growth: 1
Cost: 4700g 2 Gem
Abilities: Flyer, Large Creature, Unholy Weapon, Recarnation

Unholy Weapon: This creature always kills atleast when creature when it attacks.

Recarnation: When this creature dies there is a 50% chance that it will ressurect 25% of its stack.
Once per battle.



Buildings
Dwellings:

Farms & Military Camps: Recruits Peasants, Militia and Conscripts. Peasants always comes from a farm. The farms are located outside the walls so the peasants have buildt there own small wooden barriers. However, when the number of peasants that join the war joins many gives a part of there farm to the army.
The army then establish a Military Camp on that part where Peasants can be trained. Most villages have atleast one Military Camp.

Archery Range & Leauge: Recruits Archers, Longbowmen and Marksmen. Archers trains at the Archery Range, also located outside the walls and close to the nearby woods.
The Union has made Archery Leagues, similar to the Order of Paladins.
The best archers in the land gathers there to train and talk.
The Kings people has done a similar thing to train his Marksmen.

Griffin Nest & Cliff: Recruits Griffins, Dire Griffins and Imperial Griffins. The human castles are often buildt on a very large hill. Griffins like high heights and does often build nests on the hills. Sometimes humans constuckt great cliffs to attract more Griffins. The empire also build Griffin Bastions to further train there famous Imperial Griffins.

Armory & Barracks: Recruits Footmen, Vindicators and Crusaders.
In all towns where you can find a Blacksmith you can find a Armory. In the armorys the humans store weapons, shields and armors to use when war calls. In larger towns they are often upgraded to Barracks which can house lots of soldiers and citizens.

Monastery & Cathedral: Recruits Monks, Disciples and Inquisitors. Its very rare that you cannot find a church in a human village, city or town. However, monasteries are probably a bit more rare to see. Monasteries houses nuns and monks and after years inside these beutiful buildings they learn to fight like real warriors but also comes close to the eternal light of the sun.
Some monasteries, common in large cities, extend there building and builds a Cathedral. The cathedral is often larger then the monastery. Cathedrals are the true wonders of faith and it would not be possible to build them without the faith of Ennara.

Green Plains & Elites Arena: Recruits Equestrians, Champions and Paladins. Some towns have created great plains where cavalry and horsemen can train and entertain.
The largest of them is found in New Bacorus where the famous Equestrians comes from.
Sometimes an great Arena is build close to it. Only the Elite Riders can come to these arenas and its common that the Champions in Bacorus who contest in the arenas joins the Union (because Bacorus is controlled by the Union and almost only Equestrians from Bacorus becomes Champions).

Doors of Light & Gates of Heaven: Recruits Angels, Archangels and Seraphims. Doors of Light is very, very, VERY rare to see. They can be sighted above special towns who have been choosed by Ennaras council. And the Gates of Heaven are even more rarer then the Doors!
The Doors of Light is well, the doors to the Realm of Havens, another plane. In this realm the angels and other creatures of light resides. The doors only led to Outher Heaven while the Gates of Heaven leads to Inner Heaven. These magical portals are probably the most beutiful "constructs" you can see in Sceracion.

Special Buildings:


Building Plan
This is the Building Plan for castle.
It works just like in Heroes 5.

Traning Grounds: The Training Grounds supports Training special ability, allows to train lower tier troops into higher tier troops (only 7 creatures can be trained in the town with this building per week). The idea was inspired by the Military Camps and soon the major towns of the human lands had Training Grounds.
The Military Camps was only the basics, when the peasants there had proved that they really could fight they came to the next level, the Training Grounds.
Here everybody trains for war and sometimes even peasants can become Champions.

Hall of Legends: The Hall of Heroes supports Training special ability and allows to train additional 13 creatures per week.
The Legenderay Heroes of the past are buried in several special buildings scattered over the human kingdoms of Bacorus and Mirgade. Relics and Artifacts are also found in these halls and visitors can venture inside.
You could almost say that it is an museum. This brings great morale to the humans.

Stables: I wont explain either the discrption or function of this one...

Runestone Greatwall: Increases the effect of your walls by 75% and adds an extra tower.
The Runestone is an very rare rescourse mined by the Dwarfs.
The Runestone Greatwall is an gift from the Dwarfs.
It shows the long friendship that has lasted for centuries.

Guardien of the Light: Increases weekly creature growth by 50%, provides your empire with an additional 5000 gold each day and boosts morale of all your heroes by +2. Under a siege 10 Archangels will help you. A Grail is required to construct this building.
The Guardien of the Light is a gigantic golden statue who is pointing his sword to the sky, or the Angel gate if it exists in that town.
Its a symbol for the relation between the Ennara, the Angels and the Humans. It guards the eternal light of Ennara and is blessed by herself. The statue looks like a mix between some kind of angelic beign and a human.




Racial Skill Changes
The Training Racial Skill is a bit diffrent then in Heroes of Might and Magic V.

Peasants, Miltia and Conscripts can upgrade to Archer, Longbowman and Marksman. They can also upgrade to Footman, Vindicator and Crusader.

Archers, Longbowmen and Marksmen can upgrade to Footman, Vindicator and Crusader.

Footman and Vindicator can upgrade to Equestrian.
Crusader can upgrade to Inquistor or Templar.

Monk and Disciple can upgrade to Equestrian.
Inquistor can upgrade into Templar.

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guarder
guarder


Supreme Hero
posted November 11, 2007 09:24 PM

Hmm, i think we need a map of this land. Maybe someone would do it?
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xerox
xerox


Promising
Undefeatable Hero
posted November 11, 2007 09:28 PM
Edited by xerox at 21:40, 11 Nov 2007.

I agree... i had to made up locations
And im very bad at names so i used latin and did crazy things with it

I thinked the map as this, it looks almost like Europe or Ashan.

In the north we have the North Pole of course.
South of the north pole is a sea.
South of that sea is the Snowpeak Mountains.
South of the Snowpeak Mountains lies the Great Forests of ---.
South of it lies the human kingdom/empire.
And west of Snowpeak Mountains lies the wastelands were the humans came from.

Of course im not an mapwriter so i will change all locations when the official map is released.

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted November 11, 2007 09:33 PM

oh, so its a new world, now...

damn, and i got all the stuff soughted for ashan.
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guarder
guarder


Supreme Hero
posted November 11, 2007 09:33 PM

These are the places i know: Hargarran, mountains in the west. the shrouded south,home of insectoids, Quartis, lands of the nagas(direction unknown) and Scerunia, another place in south. So the main events will probably happends in south. Heroes 5 happened in west. Heroes 3 in the middle. 1, 2 and 4 dunno

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted November 11, 2007 09:41 PM

well, technically, the shrouded south is just one huge continent, it can be split between Scerunia and the faceless territory.
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xerox
xerox


Promising
Undefeatable Hero
posted November 11, 2007 09:44 PM

The new world is called Sceracion i think, see page 2.
Cepeus (i just cant spell that name!) wrote some lore and that the new world is called Sceracion, meaning Sanctuary.


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GenieLord
GenieLord


Honorable
Legendary Hero
posted November 11, 2007 10:33 PM

Quote:
The new world is called Sceracion i think, see page 2.
Cepeus (i just cant spell that name!) wrote some lore and that the new world is called Sceracion, meaning Sanctuary.
No, that's an old work that he did, that he thought we may find it helpful, not the world's details.
Anyway, I can design a map for the project. Cepheus: tell me what you want it to include.

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xerox
xerox


Promising
Undefeatable Hero
posted November 12, 2007 04:42 PM

Added Tier 1 creatures, Peasant, Militia and Conscript.

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guarder
guarder


Supreme Hero
posted November 12, 2007 05:27 PM

How do i upload document files? I tried to amke a map and i want to upload it, but how do i do that?
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Rogue_Lord
Rogue_Lord


Bad-mannered
Hired Hero
posted November 12, 2007 05:31 PM

Are they just ideas, or you will make the game or send them to Nival or what?
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GenieLord
GenieLord


Honorable
Legendary Hero
posted November 12, 2007 05:33 PM

Quote:
Are they just ideas, or you will make the game or send them to Nival or what?
We'll think about that after we finish.

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted November 12, 2007 05:33 PM
Edited by Cepheus at 19:56, 12 Nov 2007.

Quote:
Cepeus (i just cant spell that name!)


Just think Seff-Eee-Usss, or copy and paste it...

Quote:
No, that's an old work that he did, that he thought we may find it helpful, not the world's details.  
Anyway, I can design a map for the project. Cepheus: tell me what you want it to include.


Well, of course I'd like to see Sceracion used here, but if you don't want to that's okay with me (I just can't use Ashan when I know Nival are going to change parts of it later whether we like it or not).  I've got the very basic info on about three kingdoms in Sceracion done.  I'll finish the others soon, post them and you can see what I have in mind.

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Rogue_Lord
Rogue_Lord


Bad-mannered
Hired Hero
posted November 12, 2007 05:34 PM

Quote:
Quote:
Are they just ideas, or you will make the game or send them to Nival or what?
We'll think about that after we finish.


Ok, you know.

What about Mithrill as rescoure, like in WoG?
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guarder
guarder


Supreme Hero
posted November 12, 2007 05:49 PM

naah, i don't know. Let's only have the normal resources. If many will have mithril, okay, but. And sending them to Nival may be a great idea, if this is good. And lets forget about my map. it was pretty bad
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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted November 12, 2007 07:57 PM
Edited by Ted at 19:41, 16 Nov 2007.

hey guys, i've been away the last few days revising for my big maths and geography tests, so i should have the creatures and such ready for weekend, if not, the next one, but here's me and bixie's theme anyway....

Giant Facless Mutant Bugs



ok, i'm bored anyway, here's the creatures (i wont put stats yet though)

Lv 1: Worker Ant
Lv 1 Up 1: King Ant
Lv 1 Up 2: Queen Ant

Lv 2: Beetle
Lv 2 Up 1: Rooting Beetle
Lv 2 Up 2: Dung Beetle

Lv 3: Caterpiller
Lv 3 Up 1: Butterfly
Lv 3 Up 2: Moth

Lv 4: Scorpian
Lv 4 Up 1: Scorpio Man (be afraid, be very afriad)
Lv 4 Up 2: Claw King

Lv 5: Wasp
Lv 5 Up 1: Killer Wasp
Lv 5 Up 2: Hive Mind

Lv 6: Spider
Lv 6 Up 1: Black Widow
Lv 6 Up 2: Taranchula

Lv 7: Faceless
Lv 7 Up 1: Alpha Male Facless
Lv 7 Up 2: Queen Faceless

Lv 8: Cocoon (yeah i know, level 8 wtf?)

EDIT

updated at bixie's request
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