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Heroes Community > Heroes 7+ Altar of Wishes > Thread: My H6 faction suggestion
Thread: My H6 faction suggestion This thread is 9 pages long: 1 2 3 4 5 6 7 8 9 · NEXT»
thehiddeneye
thehiddeneye


Adventuring Hero
posted December 24, 2007 12:12 AM bonus applied by alcibiades on 20 Mar 2008.
Edited by alcibiades at 16:07, 24 Jan 2008.

My H6 faction suggestion

Hello there forumers!

Here are my suggestions for the H6 version of the Necropolis, alongside my general H6 notes. Tell me your opinions, and if you want me to post more info...

General Notes:

My version of H6 has several proposed changes from H5. The major ones include:

* Might and Magic Heroes: Each town type has both a might type hero and a magic type hero, each with his own unique skill and ultimate ability. For the Necropolis, they are the Death Knight (Might) and Necromancer (Magic).  

* A New Creature System: Each town only has 5 levels of creatures. However, most levels offer a choice between 2 different creature types (a-la Heroes IV) and each type besides 5th level has 2 alternate upgrade choices(a-la Tribes of the East).
Levels 1 and 2 (roughly equal in power to 1st, 2nd and 3rd level creatures from Heroes V) allow you to build both creature dwellings without a choice, while 5th level creatures have no alternate upgrades. Instead, they offer a 3rd Ultimate upgrade which has a Quest requirement to unlock (set on default to building the Grail, but may be changed through the map editor).  

* Revised Magic System: Spells are re-arranged in 8 Lores, 7 of which associated with a specific town. Each has 5 levels and 4 spells per level. The Lores are:

Lore of Radiant Glory- Buffs, healing and resurrection spells. Associated with the Castle (Haven).

Lore of Verdant Growth- Summoning, regenration and some buffs. Associated with the Rampart (Sylvan).

Lore of Grey Elders- Undead-raising, death and cursing spells. Associated with the Necropolis.

Lore of Fiery Chaos- Damage spells, some buffs (each of them carries some drawback) and some curses. Associated with the Inferno.

Lore of Cloud Philosophers- Battlefield manipulation and spells which affect other spells. Associated with the Tower (Academy).

Lore of Creators- Summoning spells, damage spells and some buffs. Associated with the Conflux.

Lore of Dark Ones- Spells which manipulate minds and create illusions. Associated with the Coven.

Lore of Crossing Paths- Adventure map spells. Associated with no town.

The World: H6 is set in Ashan, although altered by the events which took place in H5 and afterwards.

* Skills: Like H5, divided to Unique class-specific skills and non-specifc skills (although some skills are naturally more associated with specific classes). The levels are Basic to Expert. Each skill offer a choice of abilities, some of which unique to a specific class. Unique abilities require ranks in two skills.

* Town Types:

Good:

Castle (Haven)
Tower (Academy)
Rampart (Sylvan)
Keep (H5 Fortress)

Neutral:

Conflux
Stronghold
Fortress (H3 Fortress)
Citadel (Free Cities of the East, another human town different in flavor from Haven)

Evil:

Dungeon (H3 Dungeon, controlled by an unholy alliance of Banished humans, Minotaurs and Troglodytes)
Inferno
Necropolis
Coven (the Dark Elves, banished to the surface by a slave rebellion and living in a dark and twisted forest)


- And now for the Necropolis:

How it looks:

The Necro town screen looks dark and ominous. It is a gigantic graveyard stretching across barren hills, and as you upgrade your town more of the graves open and unique buildings appear amongst them. A fully upgraded Necropolis appears completely dug-up. On the tallest two hills are your Town Hall and Fort.
Sickly green mist covers the ground, and misty swamps are seen in the distance. The skies are covered with thick stormclouds although the full moon can sometimes be seen through, as well as the occasional bat swarm.  
The architecture style is Eastern european and extremely gothic, with some church motives (like bell towers, gargoyle statues etc). There is also a strong spider motive to the architecture.

Hero Types:

On Body Count: Body Count is a new statistic which represents the number of creatures killed in battle. Elementals and Constructs do not add to a combat's Body Count.

Death Knights: Death Knights are wicked warriors, many of whom fallen Knights of the Griffin Empire tempted by the promise of eternal life. They are masters of terror and foul magic, and possess a unique skill called Requiem:

Special Skill: Requiem: Requiem acts as reverse Leadership, reducing the morale of all living creatures on the battlefield, enemies or allies. However, the true strength of Requiem are its associated abilities, called Hymns. Hymns are spell-like effects, which become more powerful as the Body Count mounts. They cost no spell points.
Death Knights possess the ability to sacrifice their own units to quickly accelerate the Body Count. On late stages of the game where combats become truly bloody, Hymns can become scary.

Necromancer: Necromancers are an ancient order of magicians following a twisted philosophy of Asha set by the legendary Grey Elders. They are masters of this specific Lore and possess the unique skill of Necromancy.

Special Skill: Necromancy: As H5.

Playstyle, Strengths and Weaknesses:

Necropolis buildings are generally cheap, but require lots of wood, ore and mercury on advanced buildings. Necro creatures are cheap and very numerous, but weak compared to their level. Their advantages are undead immunities, cursing and damage-sustaining abilites (many are Incorporeal, Skeletal or Tough) and the ability to replenish their numbers through Necromancy, Life Leech and Animate Dead. Necropolis armies are built for prolonged, dragged battles of attrition, where their special abilities, Grey Elder spells and sheer numbers can even the odds with superior forces. Most Necro units are also quite slow and have a low initiative.  

Special Buildings:

Charnel Pits: Increase 1st level creature production.

Soul Prison: Increases 5th level creature production.

Temple of the Spider Mother: Transforms creatures to undead of the same level if the specific dwelling is built in town (otherwise to Zombies or Skeletons).

Bleak Tower: Reduces enemy morale during a siege. If both it and Pillar of Skulls are built, increases Necromancy by another 10% during a siege and adds an extra 50 Body Count.

Pillar of Skulls: Increases Necromancy by 10% and adds automatic 100 Body Count during a siege.

Skull of Power: Teaches Basic Grey Elder Lore to a visiting hero.

Resource Silo: Wood and Ore.

Grail: Tomb of Lost Souls: + 5000 Gold, +50% creature growth and increases Necromancy by 20%.  

Creatures:

1st level:

Zombie: Very slow, tough and weak. Has Toughness ability, which reduces all physical damage by 20%. May be upgraded to Ghoul, which loses Toughness, some HP and defense but becomes faster, more damaging and gains Feeding Frenzy (gains extra attack points for every creature it kills) or to Mutant Zombie, which gains Disease.

Skeleton: Average speed, weak and Skeletal (50% damage from ranged attacks). May become Skeleton Legionaire (big power boost, but stil a relatively slow walker) or Skeleton Bowman (shoots).

2nd level:

Flesh Golem: The only non-Undead in the Necropolis, cannot be raised through Necromancy or Grey Elder magic. Powerful to its level, some magic resistance, healed and Hasted by electricity and damaged by fire. May become Flesh Collosus, gaining more magic reistance, or Flesh Ripper, losing magic resistance but gaining more speed and Rip(double damage chance).

Ghost: A weak, Incorporeal flyer. Can become Spectre (drains mana to heal and resurrect self) or Poltergeist (steals ammunition and can  move around obstacles).

3rd level:

Vampire: Average stats, flies with no counterstrike and Life Leech (resurrection only lasts until end of combat). Can become Vampire Count (gains the familiar Life Drain) or Nosferatu (loses no counterstrike but gains spells).

Mummy: A slow and powerful walker with Toughness, reduces attack with each attack. Can become Mummy Pharaoh (no idea for unique ability) or Mummy Priest (loses Toughness gains a ranged locusts breath attack with the same weakness ability and no melee penalty).

4th level:

Black Knight: A fast and extremely potent walker, possibly best to its level. Each attack unleashes a Curse spell. Becomes Cursed Knight (no idea for unique ability) or Dread Knight (deals extra damage the lower the enemy's morale is).

Lich: An average power shooter with Death Cloud. May become Archlich (caster, including Animate Dead) or Power Lich (Death Cloud lasts for 1 round).

5th level:

Bone Dragon: A weak flyer with a breath weapon (decay breath). Has Bejeweled Bones (90% immunity to ranged damage) and breath reduces morale. Becomes Ghost Dragon (gains Incorporeal instead of Bejeweled Bones) and breath reduces morale even more. Eventually becomes Blood Dragon- loses Incorporeal but gains Life Drain and Blood Haze- drains HP from all living creatures next to it to heal and resurrect itself.

Wight: A weak but actually very dangerous walker. Has Harm Toch (automatically kills at least 1 creature and cancels buffs on each strike). Becomes Wraith, with no counterstrike and Reaping Touch (works like Mighty Gorgon Death Stare from Heroes 3). Finally becomes Grey Reaper, which can cast Animate Dead and Hand of Death.


So, what do you think about my Necro suggestion?
____________

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted December 24, 2007 02:13 AM

Okay, as many know, I am very protective of my dear Necropolis, so I look at all work pertaining to the Undead very personal. Most people don't make things I like. You, however, are a rare exception. Most of your ideas I like, especially the ingenious Requiem. Some little nit-picks of your H6 idea.

*I like your description of the Town. It makes me feel evil.
*Death Knight sounds good. What does it look like? And the Necromancer?

Creature Stuff-

Zombies- Well, I can't say much. What you'd expect from a Zombie.
Skeleton- Same as Zombie. Like the name Legionaire. (You spelled it right. Makes me feel good)
Flesh Golem- Love it, but I want to know what it looks like. If you've played Majesty, is it like a Rock Golem but, well, fleshy?
Ghost- Well, no originality (same names). Suggest Phantasm to make it different. But, Its fine the way it is.
Vampire- Nice 1st alt name. Good Nosferatu ability.
Mummy- Pharoah idea- Summons Priests that last for one turn, but are skeletal and gain abilities depending on hero level.
Black Knight- Generally good. Cursed Knight perhaps damns its target from Blessings or stat modifyers.
Lich- My favorite unit, and please don't name it Power Lich
Bone Dragon- The power it deserves finally reaches it.
Wight- Okay. Not good or bad, just okay.

Suggestion- Post your creature descriptions of appearance.
____________
Steel Yourself for War

Next Set: Mirrodin
Beseiged

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted December 24, 2007 03:10 AM

I wouldn't add gargoyles in the necropolis, Gargoyles were originally built to ward off evil.

Else excellent!
____________
How exactly is luck a skill?

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roy-algriffin
roy-algriffin


Supreme Hero
Chocolate ice cream zealot
posted December 24, 2007 03:40 AM

If you keep dark energy, Then wrights should by no means have a 10% chance per unit to kill the enemys ones (or whatever it was)
____________
"Am i a demon? No im a priest of the light! THE BLOODY RED LIGHT"

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thehiddeneye
thehiddeneye


Adventuring Hero
posted December 24, 2007 10:45 AM

My responses

About the gargoyles: Gargoyles as creatures still belong in the Academy. There are merely gargoyle statues in the Necropolis town screen(remember they were wizards once), and they are torn-down and disfigured (to cancel their evil-warding capabilities).

About Dark Energy- what does it has do with the Wraith's Reaping Touch?

* The Death Knight wears black plate mail with a dark, flapping cloak over it with a spider clasp. Its head is covered by a half-crushed helmet (remember most are undead themselves) and its eyes are two green pinpoints of light. The Necro looks like a dark, hooded figure. The edges of its robe are green with runes on them, and it wears a generic death mask instead of a face. The occasional spider can be seen crawling on its exposed, pale hands.
Both them (and the Black Knight) ride zombie black horses.

Creature Stuff-

Flesh Golem- Flesh Golems look like Frankenstein's monster- a big man stitched together from a number of different corpses. Flesh Collosi are even more massive and possess 3 heads and several more arms and legs, while Flesh Rippers are smaller, hunched-over and thinner and have multiple arms which carry hooks, cleavers and scalpels.
Ghost- Accepted it. The 1st Ghost upgrade is called Phantom now.
Mummy- Sorry, but don't like the Pharaoh idea much. Other suggestion?
Black Knight-Cursed Knights are slightly tougher than Dread Knights and gain Eternal Damnation- they reverse (Haste to Slow, Bless to Curse) beneficial spells cast on target if they have a direct counter, with SP depending on number of Cursed Knights in stack.
Lich- I like the name Power Lich from older Heroes games.
Bone Dragon- Glad you liked my idea. Bone Dragons are still the weakest dragon around, but gain annoying abilities like all Necro units.
Wight- Okay. Not good or bad, just okay.

Suggestion- Post your creature descriptions of appearance.


The full creature appearance description will come out shortly...
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thehiddeneye
thehiddeneye


Adventuring Hero
posted December 24, 2007 10:49 AM

Soon to come

The next towns I will post will be the Tower, Dungeon and Fortress.
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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted December 24, 2007 05:45 PM

I do this often. I think on the post to help me come up with something. Okay, Pharaoh's in life were leaders of their empires and held tremendous power...They are buried with their organs and all wordly wealth...So, aha! a couple ideas jumped in my head at once.

1) Will of the Pharaoh- The Pharaoh uses his dominating power to force the target stack to attack another enemy.
2) Demoralize- As they did in life, the Pharaohs use there power to strike fear into their enemies minds, giving a chance each turn Frighten them.
3)(okay i lied, a few jumped in my head)- King of Nether- The Pharaoh channels dark powers like the living breaths air. Whenever a spell is cast from the Necromancer/Death Knight, the Pharaoh can curse enemies or even frighten them.

IF those don't work, tell me and i'll think of some more.

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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted December 24, 2007 07:07 PM

Quote:
I wouldn't add gargoyles in the necropolis, Gargoyles were originally built to ward off evil.

Yeah but necroes don't have to be evil.
Take TotE for example.
____________
"Let me tell you what the blues
is. When you ain't got no
money,
you got the blues."
Howlin Wolf

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thehiddeneye
thehiddeneye


Adventuring Hero
posted December 24, 2007 07:22 PM

I got it

Mummy- Toughness (80% damage from physical attacks), Sap Strength
(-2 attack skill per attack, up to -6)

Mummy Pharaoh- Immortal (60% damage from attacks made by living creatures, excluding Dragons), Sap Strength, Vengeful Curse
(the unit killing the Pharaoh is struck by a random Expert-level  curse)

Mummy Priest- Sap Strength, Shooter, No Melee Penalty, Grey Acolyte (spend a turn to give hero increased spell power for casting Grey Elder magic only, the bonus remains for as long the Priest stack keeps spending turns- a Priest stack attacked while "praying" will not retaliate)

Mummies are recruited from the Black Pyramid structure, and have
a Death Knight hero (a Mummy himself) who gives them bonuses.

What do you think? Mummies are physically much more powerful than Vampires, to compensate the Vampire's Life Leech, flight and increased speed and initiative.
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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted December 24, 2007 08:01 PM

I like the immortal idea. And the Grey Acolyte. Nice job.

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted December 24, 2007 11:44 PM

Um, no offense Paraform, but Poltergeist to Haunt is a step backward. However, I've tried to convince him to change Power Lich. He won't.

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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted December 25, 2007 12:33 AM
Edited by Moonlith at 00:34, 25 Dec 2007.

For ghosts I personally went with the names:

Spectres, who get upgraded into either Phantoms or Haunters.


Btw, thehiddeneye, check your HC Messenger.

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thehiddeneye
thehiddeneye


Adventuring Hero
posted December 25, 2007 04:21 PM

The complete Necro list + More changes

Here's the complete and revised Necro creature list + descriptions:

Level 1:

Zombie: Undead, Toughness

Mutant Zombie: Undead, Toughness, Disease

Ghoul: Undead, Ghoul Feasting

The Castle's Peasant, except dead and bloated with decay, empty eyes shining green. Mutant Zombies are bulkier and covered with pulsating green growths, while Ghouls are near-naked and hunched over with overgrown claws and sharp, drooling teeth.

OR

Skeleton: Undead, Skeletal

Skeleton Legionaire: Undead, Skeletal, Chargebreaker
(deals 150% damage on retaliation while Defending to units who moved more than 7 squares to attack them)

Skeleton Bowman: Undead, Skeletal, Shooter

Skeletons are standard human skeleton, carrying a short spear and
a small round shield (with the spider symbol). Skeleton Legionaires wear heavy, rust-covered plate mail, torn red cloaks and carry large square shields and long pikes, while Skeleton Bowmen wear dusty leather armor and carry a short bow and quiver.  

Level 2:

Flesh Golem: Construct, Electric Charge, Fire Vulnerability,
Magic Resistance 20%

Flesh Ripper: Construct, Electric Charge, Fire Vulnerability, Rip

Flesh Collosus- Construct, Electric Charge, Fire Vulnerability, Magic Resistance 40%

Flesh Golems look like large burly bald men with crude lines of stitching, made from several different corpses. They occasionaly cackle with electricity and attack with massive fists. Flesh Rippers are thinner and smaller, with several grafted arms carrying hooks, scalpels and cleavers. Flesh Collosi are even more massive and have 3 heads (one of them feminine) and several more arms and legs, moving in a rickety fashion.

OR

Ghost: Undead, Flyer, Incorporeal

Phantom: Undead, Flyer, Incorporeal, Mana Leech

Haunt: Undead, Flyer, Steal Ammunition, Disrupt War Machines

Ghosts appear like Samara from the Ring- little, ethereal girls in
a torn white night gown, their faces covered with long black hair with green light shining through. They are covered in snake-like barbed chains they utilize to attack with. Phantoms wear black gowns and their hair slided backwards to reveal their skeletal faces, while Haunts wear a red gown and have small objects swirling around them like a halo.

Level 3:

Vampire: Undead, Flyer, No Retliation, Life Leech

Vampire Count: Undead, Flyer, No Retaliation, Life Drain

Nosferatu: Undead, Flyer, No Retaliation, Life Leech, Spells

OR

Mummy: Undead, Toughness, Sap Strength

Muumy Pharaoh: Undead, Immortal, Sap Strength, Vengeful Curse

Mummy Priest: Undead, Shooter, No Melee Penalty, Sap Strength,
Grey Acolyte

Mummies appear like your standard Egyptian mummies, except their eyes shine green like all Necro units. Mummy Pharaohs wear an ornate silver death mask, a massive crown and carry a rod and kkopesh (Egyptian sickle). Mummy Priests are slightly smaller than regular Mummies and Pharaohs and wear black robes and a broken ankh. When they attack, their mouths open to impossible sizes to unleash a swarm of locusts.

Level 4:

Black Knight: Undead, Curse Strike (30% Chance, Basic level)

Revenant: Undead, Curse Strike (30% Chance, Basic level), Defile
(as Eternal Damnation)

Dread Knight, Undead, Curse Strike (30% Chance, Basic level), Dreadful Strike

Black Knights wear a combination of tattered black silk and armor plates and carry a large shield and jagged, massive blades. Revenants are more lightly armored (but with more ornate silk robes) and wear a jagged crown, while Dread Knights are extremely heavily armored to the point they couldn't move if they were alive.

OR

Lich: Undead, Shooter, Death Cloud

Archlich: Undead, Shooter, Death Cloud, Spells

Power Lich: Undead, Shooter, Doom Cloud

Liches appear like tall skeletal figures, wearing robes and light armor and carrying a sword and spider-tipped staff. All sorts of shrunken skulls, trinkets and vile potions are strapped to their belts. Archliches are nearly covered with robes and carry books instead of swords, while Power Liches wear little armor or robes and burn with green fire.

Level 5:

Bone Dragon: Undead, Flyer, Breath Weapon, Bejeweled Bones,
Sorrow Breath (100% chance, Advanced level)

Ghost Dragon: Undead, Flyer, Breath Weapon, Incorporeal,
Sorrow Breath (100% chance, Expert level)

Blood Dragon: Undead, Flyer, Breath Weapon, Life Drain, Blood Haze

Bone Dragons look like skletal Red Dragons, their bones studded with emeralds, who breath foul green fire. Ghost Dragons appear like ethereal, green mist version of Bone Dragons, while Blood Dragons appear like albino, slightly-decayed Red Dragons surrounded by
a red haze.

OR

Wight- Undead, Aura of Death (only 30% effectiveness for healing and Resurrection spells around the Wight)

Wraith- Undead, Aura of Death, Reaping Touch

Grey Reaper- Undead, Aura of Death (completely negates healing and Resurrection spells around the Reaper), Reaping Touch, Hand of Death

Wights appear as massive hooded figures, wearing a necklace of skulls with skeletal hands carrying a huge scythe burning with green fire. Wraiths have green light shining out of their hood and runed robe edges, while Grey Reapers are crawling with tiny spiders and radiate green light and foul mist all around them.

Also, a little about the significance of Morale in H6:

Morale is much more significant in my version of H6. It is another stat now, like attack, defense or damage, and some towns have higher default morale (like Dungeon and Keep) while others are more cowardly (like Castle and Stronghold- humans have Leadership and spells and Orcs have Blood Rage to cover their naturally low morale). Creatures with low morale will outright lose turns and might sometimes randomly flee in terror around the battlefield. Creatures with high morale will get bonus turns and at maximum morale (20) will become immune to mind spells. There is no negative morale now- the lowest it can get is 0. Undead, Elementals and Constructs have Nil Morale, which means they are unaffected by it for both good and bad (although Death Knights have a Leadership ability called Hate of the Living which allows Undead to get morale bonuses from high Body Count).  
Morale is affected by things like losing a significant amount of allied troops, presence of undead amongst your forces, fighting on home turf, destroying a significant amount of enemies or a significant army strength difference between the two fighting sides.


What you say?
____________

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted December 25, 2007 04:46 PM

Sounds good!
____________
How exactly is luck a skill?

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thehiddeneye
thehiddeneye


Adventuring Hero
posted December 26, 2007 01:17 PM
Edited by thehiddeneye at 13:19, 26 Dec 2007.

My Dungeon suggestion

So, without further note, here's my version of Dungeon:

The Dungeon and the Coven:

The backstory for the seperation of the H5 Dungeon into two towns goes like this: in their in-fighting, the Dark Elven houses overlooked their slaves organizing a rebellion. Led by the ambitious Banished, a race of outcast humans, the coalition of Troglodytes, Minotaurs and Banished (the major slave races) managed to banish their Dark Elven masters to the surface once more and take control of the Dungeon towns for themselves. Slavery had been cancelled, and at least officially anyone has the right to make a grab for power.  
The banished Dark Elves took over a forest and made it a dark and twisted place of shadows, becoming the Coven faction. Dungeon and Coven towns both worship Malassa- the Dragon of Darkness- but in a different ways, and are usually rivals but occasionaly ally with one another.

How it looks:

The Dungeon town-screen opens with a peephole under a hill. The camera enters the peephole and descends into a deep underground chasm, its slimy walls drilled with tunnels with red eyes peering from the inside. At the chasm's bottom, elevated by a network of bridges above the darkness, lies the actual Dungeon town. The arhitecture style is grand Greco-roman, with the common motives of  dragons and pupiless unseeing eyes. Pale yellow crystals occasionaly provide some light, and whispers can be heard as you near the chasm's bottom. Swarms of pale lizard-things sometimes fly across the screen .

Hero Types:

Overlord: Overlords are the ambitious and amoral lords of the underground world. They use an iron fist to control their armies of monsters, and will stop at nothing to one day rule over the surface as tyrants. Most Overlords are Minotaurs or Troglodytes, with a few Banished.

Special Skill: ??? (suggestions)

Warlock: Warlocks are power-hungry spellcasters who made dark pacts with the Faceless and other elder things of the underground world in exchange for worldly power. Regarding mastery of destructive magic, few can equal a Warlock. Most Warlocks are Banished and all are males, with a few Minotaurs and Troglodytes.

Special Skill: Shadow Sorcery- Increases spell damage. Abilities allow to drain life from your own creatures to temporarily increase Spell Power and to breach magic resistance.  

Playstyle, Strengths and Weaknesses:

Dungeon buildings are expensive and requires lots of ore, crystal, mercury and sulfur. Dungeon armies are very powerful, with high stats and morale. Each Dungeon unit is dangerous, and together they become truly scary. The Warlock's mastery of destruction is the army's "heavy artillery". However, Dungeon troops are extremely expensive and have low growth rates, which means every unit counts and a Dungeon hero has to carefully plan his battles.  

Special Buildings:

Dig Site: As Artifact Merchant, provides 500-1000 Gold at the beginning of each week.

Gaping Maw: Sacrifice creatures to learn new spells.

Faceless Idol: Increases spell damage by 3%.

Mana Vortex: Doubles hero's mana.

Black Cloister: +1000 XP.

Slimy Tunnel: 1st level Horde building.

Resource Silo: Sulfur.

Grail: Mother of Darkness: + 5000 Gold, +50% creature growth and increases all heroes Spell Power by 3.

Creatures:

1st level:

Troglodyte- Spined Troglodyte OR Abyssal Troglodyte
Scout (Banished)- Stalker OR Hidden

2nd level:

Harpy- Harpy Hag OR Blood Harpy
Medusa- Medusa Queen OR Medusa Oracle

3rd level:

Minotaur- Minotaur Reaver OR Minotaur Captain
Tunnel Raider (Troglodyte)- Shadow Raider or Brisk Raider

4th level:

Beholder- Evil Eye OR Blind Eye
Chimera- Red Chimera OR Green Chimera

5th level:

Red Dragon- Black Dragon- Shadow Dragon
Hydra- Deep Hydra- Primal Hydra

So, what do you think about my Dungeon suggestion?

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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted December 26, 2007 05:32 PM

Perhaps it should stop surprising me - we have roughly the same outlook on faction backgrounds and styles In Dungeon's case, the strengths and weaknesses.

What I find difficult to master though is that you set medusa only at tier 2, and beholders even at 4?

Of course anything is possible depending on how you set the statistics, but it seemed to heavily break with tradition.

I also like seeing you draw heavily from Heroes 3. Nice! And I hope you will forgive that I am definately drawing inspiration from your posts - keep 'em coming!

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dadadeda
dadadeda

Tavern Dweller
posted January 02, 2008 03:13 AM

as long as the fortress if they made one again like the one in heroes three (hyrda) than hopefully this time they make everyone a lot more balanced because I have to say besides Might gorgon the whole stats of the town is too weak. I mean sure I'm not saying I'm good at heroes 3 cuz I am probably the worst player here on this site but if they made a new one hopefully this time around the creatures/units will be much stronger or at least they should balance everyone out.

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted January 02, 2008 03:29 AM

Well i haven't checked up on this thread for a while, so I'll go ahead. The first parts easy. Excellent work with the Necropolis. It gives my home a good name.

As for your dungeon...
1.Excellent town view, and good heroes.
2.Faceless idol- 3%? hmm, 100 damage 103 damage?
3. Funny- A big eye creature that's blind (Blind Eye)
4. Excellent work. Keep them coming.

@Paraform - Where'd you get Pyrohydra? That sounds awesome. Just rolls off the tongue. Pyrohydra. Pyrohydra.

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted January 02, 2008 03:34 AM

Believe me, fortress is not weak. You can get level 7s on Day 5 without scripting/mapping, and you can defeat two enemies in one week with only a weeks worth of creatures and a bit of cunning.
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How exactly is luck a skill?

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roy-algriffin
roy-algriffin


Supreme Hero
Chocolate ice cream zealot
posted January 02, 2008 03:40 AM

Necropolis is a very powerful faction in itself. Reaping touch is already kinda overpowered. And if you keep dark energy they can get the wraiths very very early, And they only need one .
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"Am i a demon? No im a priest of the light! THE BLOODY RED LIGHT"

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