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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 · «PREV / NEXT»
ElectricBunny
ElectricBunny


Known Hero
Pimp My Box
posted February 13, 2008 06:17 PM
Edited by ElectricBunny at 18:18, 13 Feb 2008.

Quote:
Nemesis means an ultimate force. As defined by Dictionary.com...



But what does a Nemesis look like?

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Andrelvis
Andrelvis


Adventuring Hero
posted February 13, 2008 07:48 PM

Nemesis just means arch-enemy. The look could be almost anything you wish, but the name sure is nice.

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted February 14, 2008 12:54 AM

Good summary, Andrelvis. IF you've ever watched a certain episode of Hercules, then you may have seen her. But, as for the common known nemesis, its just a term like Andrelvis said.

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Andrelvis
Andrelvis


Adventuring Hero
posted February 14, 2008 01:01 AM

I've never seen that episode, unfortunately (good series though). I guess she is a roman or greek goddess too? I wouldn't find it strange if it were one, as names for deities in greco-roman mythology were often used for what they were associated it with, like Eris is both the goddess of discord, and discord itself as well.

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted February 14, 2008 01:04 AM

Nemesis just liked smiting.

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thehiddeneye
thehiddeneye


Adventuring Hero
posted February 14, 2008 08:31 PM

Castle Comments

Hi again, good to be back on the forums and hear yo folks comments. Now, for my comments on YOUR comments:

I'll post the full unit description for the other towns one by one once I'm done with them, like I did with the Necropolis. In the meanwhile, here are tidbits for the Castle factions specificially:

The Peasant upgrades are renamed Conscript (instead of Militia) and Scoundrel (instead of Redeemed). Conscripts are like in H5, peasants trained for combat with slightly better equipment. Scoundrels are former criminals given redemption by the Church of Elrath and a "liscence" to use their shady skills in the service of the Empire. They possess some sort of sneak attack (dealing additional damage to units who already spent their retliation), but have a chance to TAKE some of your gold instead of the regular Peasant Taxpayer ability.

Pipers carry a massive Scottish bagpipe, which they use to inspire  fellow nearby troops. Their shields are strapped to their backs, and they use a short sword to attack with.

Gunslingers are fast, lightly-armored shooters and represent the "next generation" of cavalry, carrying dual flintlock pistols (which breach armor) in addition to a sword for melee combat. They have a slight Westerner feel about them.

Witch Hunters are the most overzealous and devout followers of Elrath, and have anti-spellcaster abilities (but lack the Bishop's spellcasting).

Nemesii (plural for Nemesis) are the avenging Angels of Elrath, the immortal and merciless representives of His Judgement on the world of Ashan. Mighty flyers, they can use the Archangel power of Resurrection to instead smite their enemies for obscene amounts of damage. Visually, they appear as hovering, white-robed figures wearing  platinum brestplate and greaves, with 6 feathered wings whose edges are slightly bloodstained (Angels have 2 wings and Archangels 4). Holy writings are carved into their armor plates and their faces are obscured by blinding white light shining out of their hoods, and they carry a massive curved sword made of light and burning flame.

You see, my Castle is pious but has a shady, fanatical side. They fight for good, but do not hesitate to dirty their hands with the blood of their enemies. If you want harmony, play Rampart.

Next, the Stronghold, Coven and a bonus faction who fight for the side of Good!
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Orodruin
Orodruin


Adventuring Hero
posted February 14, 2008 09:09 PM

Quote:
Arggh, you almost had a perfect score from me, but a few things...

-Piper- I know where you were going with this, but it just doesn't snap together with the rest/
-Gunslinger- Tch, don't like it as a cavalry. Alright as a footsoldier, but not a cavalry.
-Witch Hunter- Will they burn witches?
-Excellent 5th tier. Nemesis is great, since few others are as pious as this faction. Templar is even greater.

Happily awaiting the Coven.


actually i thought this one interesting since this faction much represents some kind of religious power behind the scene, i mean that it is there to record what others did in the past, considering that christianity or the power of the church is similar to the idea for this creation.

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thehiddeneye
thehiddeneye


Adventuring Hero
posted February 15, 2008 06:03 PM
Edited by thehiddeneye at 18:04, 15 Feb 2008.

Surprise Faction- the Keep

The Keep

Alignment: Good
Deity: Arkath, Dragon of Fire (in his benevolent aspect) and the Dwellers in the Mountain Halls

How it looks:

The Keep is located on a vast highland tundra rising out of the thick white mist. The camera climbs from the rolling mists across the sheer mountain steppes and rolls over the snow-covered highland (which is dotted with the occasional alpine forest) until it reaches a set of trenches, dug deep into the ground and arranged in geometric order. The trenches are surrounded with sturdy-looking fortifications and spread the red light of the forge and the occasional burst of steam from the contact between fire and ice. There is a constant beating sound of picks and hammers emenating out of the trenches, and carts and rickety elevators go back and forth between them and the surface. The Dwarves dwell in these fortified, square structures of stone and metal (both above and below ground- although mainly below), which are built in harsh Norse style.
There are glowing runes carved into the buildings at strategic places, although otherwise they are plain and simplistic-looking. Their Halfling allies have their own village slightly further from the main Keep, and are more primitive and tribal in style (think Lapland or the Eskimos). Packs of white wolves occasionaly sprint across the tundra, and the occasional eagle flies in the sky. There is also a near-constant snowfall, which causes further steam to rise out of the fiery trenches.  

Hero Types:

Thane: Thanes are the fearless champions of the Dwarven race (although few Halflings join their ranks as well). Their armors are nigh-unpenetrable, to both sword and spell, and they are as skilled craftsmen as they are warriors.

Special Skill: Steelskin/Magic Defiance: Makes Dwarf units take reduced damage from spells. Associated abilities allow Thanes to increase mine production rates, counter other forms of magic (or even deflect it), prevent their enemies from escaping combat and create artifacts for themselves (for the steep cost of resources).

Runemage: Runemagi are priests of Arkath, keepers of Dwarven lore and users of the ancient and secret art of Runecraft. Unafraid to wield the hammer when magic fails, they are some of the most diverse spellcasters in Ashan, although Runecraft is their winning ace.
It is heavily resource-dependant, but very powerful.

Special Skill: Runecraft: Like in H5. Associated abilities are similar to H5, but new ones include the ability to inflict more damage with fire and ice spells and new Runes such as Rune Bombs
(which explode when the Runemages chooses/after a set amount of time).

Playstyle, Strengths and Weaknesses:

Keep buildings have a steep cost and require lots of Ore, Sulfur and Gems and some Wood and Crystal. Together with the high cost of units, Runecraft and the Thane's ability to craft personal artifacts, they are some of the more resource-dependant factions in the game (and their heroes have many economy-related skills).
Keep units have the best Defense in the game, good HP and high morale. Their weaknesses are slow speed and initiative, slightly below average Attack and Damage and lack of low-level fliers and efficient shooters. Nearly all their units are tanks of some sort, and once they reach the enemy it becomes a bloodbath- and they have Runes, spells and hero artifacts to enable them pass through the ranged vollies of their enemies. Ranged attacks are the only efficient way to take out a Keep army due to their resistance to damaging spells (this and an early-game rush). Another, indirect way to cripple the Keep is attacking their resource production- a poor Keep is a crippled faction.
The Keep are excellent besiegers and town defenders, although their skills at land and sea movement are very lacking. To summarize everything, the Keep is a sleeping giant- slow and weak early game, but once they gather their full strength and with abundant resources they are truly frightening.
Keep units have high cost and very low growth rates.

Common Buildings:

Village Hall- Town Hall- City Hall- Capitol
Fort- Citadel- Castle
Tavern
Blacksmith: Oil Cauldron, Balista and Siege Tower.
Marketplace
Resource Silo: Wood and Ore
Mage Guild Level 4
Shipyard

Special Buildings:

Treasury: Like H3's Treasury.

Guard Post: Allows you to position an 8th unit in your town garrison. If a Keep unit is placed in the Guard Post slot, gives a specific town bonus for that unit (additional line of sight for the Storm Eagle, for example).

Runeforge (levels 1-3): Allows Thanes to craft artifacts and allows Runemages to learn additional Runes.

Monument of Elder Might: Increases Steelskin/Magic Defiance by 5%.

Dwarven Masonry: Makes the Keep's walls, gate and towers sturdier during siege combat.

Mead Hall: 3rd level Horde building.

Grail: Anvil of Eternity: + 5000 Gold, increases town's creature growth by 50%, dramatically improves Runecraft and reduces magic damage by 45% during siege).

Creatures:

1st level:

Defender- Ax Brother OR Hammerer
Halfling Slinger- Halfling Stormbringer OR Halfling Skirmisher

2nd level:

Stone Golem- Runic Golem OR Volcanic Golem
Snow Ape- Yeti OR Tundra Ape

3rd level:

Bear Rider- Grizzly Rider OR Polar Rider
Veteran- Berserker OR Giant Killer

4th level:

Rune Priestess- Valkyre OR Hearthmother
Storm Eagle- Roc OR Thunderbird

5th level:

Iron Bull- Gorgon- Mighty Gorgon
Ancestor- Elder- Avatar

What do you say?
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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted February 15, 2008 10:29 PM

I think you've done it, hiddeneye. You've scored a perfect by me. Ingenuitive ideas, marvelous creatures, and an extremely impressive grasp on the spirit of the faction. Some honorable mentions.
- Hero: Thane - Love it. Absolutely.
- Creature: Runic Golem -
- Creature: Hearthmother - Probably the best name so far.

Nice work.

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ElectricBunny
ElectricBunny


Known Hero
Pimp My Box
posted February 16, 2008 07:56 PM

One word... WOW.

You have really put the effort into this thing and if you don't get a single QP for this I'm quitting HC forever.

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texasaggie
texasaggie


Hired Hero
posted February 17, 2008 03:35 AM

This is by far the best heroes 6 thread i have seen i love almost all of your ideas
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thehiddeneye
thehiddeneye


Adventuring Hero
posted February 22, 2008 07:18 PM
Edited by thehiddeneye at 19:38, 22 Feb 2008.

The Stronghold

The Stronghold

Alignment: Neutral
Deity: None. Most Orcs associate the Dragons with their ancient slavery to the humans and refuse to worship the gods of their former masters. They worship the spirits of their fallen ancestors instead, although the occasional tribe worships a Dragon (usually Sylath or  Urgash).

How it looks:

The Stronghold is located on a harsh landscape of weathered hills, jagged cliffs and craters, seemingly carved from rock and dust by the claws of some gigantic beast. The wastes are dotted with rolling bushes, cacti and campfires, and long rows of caravans make their way across the shattered roads and into town where the hordes of the East are gathering for war. Where the roads meet, the occasional stone head (a statue of the elders) stands firm. The beating of war drums and sound of the horn is constant. A range of cliffs loom over the edge of the screen, and a muddy river makes its way from its base.

The Stronghold town itself is a massive collection of tents and yurts, constructed in Mongolian style and surrounded by rows of spikes (but no wall). The few stone buildings are rough-looking and adorned with spikes, animal bones and the heads of the Orcs' enemies.
The occasional vulture flies in the sky, and packs of mangy grey and brown wolves sometimes run across the screen.
The sky is obscured by grey stormclouds, with the occasional crack of lightning- but also the occasional jutting ray of light reperesenting the hope for glory.

Hero Types:

Barbarian: Perhaps the mightiest and most fearless fighters in Ashan, Barbarians build upon their inner rage and strength rather than formal training to perform god-like feats. As courageous as they are bloodthirsty, they seek to match the glory of their fallen ancestors on the field of battle. However, Barbarians fear magic and are very very unlikely to learn magical skills (and have lousy Knowledge and Spell Power).

Special Skill: Bloodrage: Works similarly to H5, with some changes. Associated abilities include the ability to use Rage Points to resist hostile magic or increase unit morale, the ability to attack twice and ignore enemy armor (making the Barbarian a literal 8th unit), unlock a state of Ultimate Rage, attack battlefield objects and enter Bloodfrenzy (the Barbarian spends all his Mana to add his Defese to his Attack).

Shaman: Keepers of the old ways, Shamans speak the words of the wastelands and provide the visions which guide the hordes to war.
True masters of both might and magic, when time comes they stand side-by-side with their Barbarian brothers and lead their troops to spill their enemies' blood.

Special Skill: Blood Magic: When most Stronghold units in the Shaman's army attack, they also gain Rage Points (although at a slower rate than the Barbarian's troops). However, they don't enter a state of Rage. Instead, Shamans can use the collective Rage Points of their troops to empower their spells (although some Lores cannot be empowered by Blood Magic). Associated abilities include the ability to create a spirit clone of a unit (fueled by its Rage Points), steal the enemy's Rage Points and use War Chants (each one associated with some element or animal).    

Playstyle, Strengths and Weaknesses:

Stronghold buildings are cheap and require lots of Wood and Ore and some Gems and Crystal.
Stronghold units generally have great Attack and Damage (but slightly lower than the Inferno's), average HP but lousy Defense and low morale. Some are weak for their level, others mighty.

The Stronghold is built towards offense (with a preference for melee) above everything else, their numerous melee units rushing their enemies head-on with ranged and war machine support.
They must keep the battle going to gain Rage Points, because otherwise they are sub-par to units of other factions, cowardly and vulnerable to magic. Due to their low Defense, ranged attack is also a weakness for Stronghold units. They are also limited to only 3rd level magic, although the Shamans' existing spells are truly powerful due to Blood Magic.
Stronghold are perhaps the best besiegers in the game, with 5 available war machines and many siege-related skills and unit abilities. However, their town is also extremely vulnerable to siege (they have an extremely brittle wall of spikes and spears instead of the ordinary stone wall). They also have logistics-related abilites, including improved Caravan speed through the Hall of the Khan and the ability to relocate their town.  
Stronghold units are cheap and have high growth rates.

Common Buildings:

Village Hall- Town Hall- City Hall- Capitol
Fort- Citadel- Castle
Tavern
Blacksmith: Ammo Cart, Battering Ram and Battle Standard
(Balista and Siege Tower with Orcish Siegeworks)
Marketplace
Resource Silo: Wood and Ore
Mage Guild Level 3
Shipyard

Special Buildings:

Arena of Honor: Hero gains +1 attack skill.

Orc Siegeworks: Allows the purchase of Balistas and Siege Towers at the Blacksmith.

Escape Tunnel: Allows heroes to flee a Stronghold town during a siege.

Hall of Ancestral Wrath: Improves Bloodrage and Blood Magic by 3%/5%/8% for each level of Fort/Mage Guild in your town.

Hall of the Khan: Improves Caravan speed and allows Stronghold heroes to gain extra gold by destroying enemy stacks and heroes
(100 per stack, 220 per hero, +50 for each additional Hall built).
The gold is stored at the Hall nearest to the vanquished stack and may be taken by a visiting hero.  

Junkyard: 1st level Horde building.

Grail: Festival of Life: + 5000 Gold, increases town's creature growth by 50%, dramatically improves Bloodrage and Blood Magic and greatly increases Attack skill during siege).

Creatures:

1st level:

Wild Man- Savage OR Pillager
Goblin- Hobgoblin OR Goblin Sneak

2nd level:

Orc Warrior- Orc Ravager OR Orc Spirit Chanter
Centaur- Centaur Marauder OR Centaur Wastewalker

3rd level:

Wolf Rider- Worg Rider OR Wolf Raider
Ogre- Ogre Lord OR Ogre Mageslayer

4th level:

Wyvern- Vile Wyvern OR Pao-Kai
Orc War Chief- Orc Warlord OR Orc Khan

5th level:

Behemoth- Beast of War- Primordial Beast
Cyclops- Cyclops Firstborn- Cyclops King

What do you say?

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted February 22, 2008 08:04 PM

Kinda of a step down, because it seems this town isn't your strong point. Some little things.

-What are the other three siege engines available to the Stronghold?
-Good design, but are there really any innovative ideas?

Creature line-ups-
- Wild Man? Gotta say, a rather uncreative name. How about something more lavish, like Infidel or Miscreant?
- Orc Spirit Chanter? There's a reason why no creature in Ashan has more than two words in its name. Look up some words that involve spirtual magic, and put one that suits the Stronghold in.
- Wastewalker is kinda iffy. Its thematic, but its kinda, well, bland.
- Ogres? Good, but Mageslayer in the place of so many other more suitable words makes it rather debuffed.
- Behemoth's upgrades aren't very good.
- Cyclops King and Firstborn. As I understand the lore of Cyclopses, they don't exactly care about ancestry. The titles don't really pull out there native power and brute strangth. Consider revision.
- One final note, many of the creatures have the racial prefix "Orc". If its part of the town, we know its an orc unless its title says otherwise. Like if its a Stronghold Warrior, we know its an orc. Saying Stronghold Orc Warrior is redundant.

Slightly low marks from me, but you can work them out. Keep those ideas flowing and good job nonetheless. Making factions is not easy believe me.

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thehiddeneye
thehiddeneye


Adventuring Hero
posted February 23, 2008 03:15 AM
Edited by thehiddeneye at 16:52, 23 Feb 2008.

A few revisions and answers

-What are the other three siege engines available to the Stronghold?

Battle Standard, Battering Ram and Ammo Cart.

-Good design, but are there really any innovative ideas?

Well, I thought Blood Magic was kinda innovative (a different take on the same concept of the Necropolis Requiem), as was the Barbarian's role as a literal 8th creature.

Revised Creature line-up-

Creatures:

1st level:

Mongrel- Savage OR Pillager
Goblin- Hobgoblin OR Goblin Sneak

2nd level:

Warrior- Mauler OR Crimson Prophet
Centaur- Centaur Marauder OR Centaur Wasteswalker / Nomad
(I like Wasteswalker)

3rd level:

Wolf Rider- Worg Rider OR Wolf Raider
Ogre- Ogre Stonebreaker OR Ogre Glutton

4th level:

Wyvern- Vile Wyvern OR Pao-Kai
Chieftain- Warlord OR Khan

5th level:

Behemoth- Beast of War- Gargantua
Cyclops- Untamed Cyclops- Raging Cyclops

Also, Hall of Ancestral Wrath is renamed simply "Hall of Wrath".

How is it now?
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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted February 23, 2008 03:25 AM

Better, and good you dropped the "orc" prefix. Nice, hiddeneye.

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DarkShadow
DarkShadow


Legendary Hero
Cerise Princess
posted February 23, 2008 10:07 AM

why most new faction's have wolf and worg rider's?

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thehiddeneye
thehiddeneye


Adventuring Hero
posted February 23, 2008 11:42 AM

Wolves and Worgs

DarkShadow, what do you mean by that?

The Keep has winter wolves as town-screen decoration, while the Stronghold has (Goblin) wolf riders as units and mangy wolves as decoration for the town screen. What's wrong with that?
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thehiddeneye
thehiddeneye


Adventuring Hero
posted February 28, 2008 12:32 PM
Edited by thehiddeneye at 02:24, 02 Mar 2008.

The Coven

And now, here's the final faction of Evil, the Dark Elf Coven!

- The Coven -

Alignment: Evil
Deity: Malassa, Dragon of Darkness

Introduction: the Coven and the Dungeon

In their constant in-fighting over power and the favor of the Dark Dragon, the Dark Elf Houses failed to see the rebellion brewing amongst their slaves, hatched and planned by the cunning Banished.
The slave uprising caught them completely unprepared, and after several days of massacare they were banished a second time- this time out of the Dungeon and back to the surface. Arriving at their ancient homeland at Irollan, the Dark Elves descended upon their kin in a night of blood and shadow and claimed part of that realm for themselves, deep in the heart of the woods. Casting the vile Spell of Shadows, they engulfed the forest with the power of Malassa and transformed it into a place of darkness, terror and deceit. Allying with the twisted faeries of the Unseelie Court (instead of their old army of slaves), the Dark Elves formed the Coven faction. Through blood and shadow, they will reclaim Malassa's favor and crush the surface Elves, their own treacherous former slaves and their cunning Faceless massters.

On Mind-affecting Spells:

Nearly all mind-affecting spells (except the Grey Elder morale-reducing spells) belong in the Lore of Dark Ones now, making it one of the more powerful Lores. However, they all have a HP cap (except the highest level spells), don't work on Elementals, Constructs and Undead and are heavily Mana-reliant.  

How it looks:

The Coven is a creepy place indeed, drawn out of a madman's worst nightmare. It is a claustrophobic forest of pale and sickly-looking trees and vines, bent and twisted in impossible and predatory angles. Many of the trees are smeared with the blood of the Dark Elves' enemies, and a bank of fog hangs above the fallen leaf covered ground (occasionally breaking to reveal patches of Rampart ruins, bones or black roses). Broken dreamcatchers hang from many of the branches, and spirals are carved unto the trunks. What little moonlight escaping through the thick canopy together with scattered braziers of spectral purple flame illuminate the forest in strange and otherworldly light and create massive, constantly-flickering shadows of things that shouldn't be there. The sobbing of children (or child-like things) is constant, sometimes broken by some horrific lullaby.  
Amongst, below and above the trees, half-invisible and unreal, lie the Coven town itself, its twisting spires built in terrifying Gothic style (think 15th-16th century Germany, where the Brothers Grimm stories took place). The buildings are made of a mixture of wood, dark metal and crystalline glass, and include many balconies and courtyards- again, seemingly drawn out of a faerie tale gone wrong. The fringes of the structures fade into ethereal mists, and it gives the feeling of being and not being there at the same time. A pitch-black river floats deeper inside the woods, and black butterflies and misshapen faeries occasionally fly across the screen.

Hero Types:

Blackguard: Most Dark Elf males (and a few Unseelie fey) are raised into the ranks of the Blackguards, mastering the Path of Black Blood to better serve the Covey of Crones. Sneaky and treacherous, they know nothing of honor and literally show slave-like obedience to their mistresses, as expected- until they would turn their backs on them...  

Special Skill: Cloaking: The Blackguard moves undetected on the map screen, unless the enemy hero is close/has Scouting/uses certain spells, artifacts or map objects. Armies above a certain size (or including non-Coven units) prevent the use of Cloaking, although the unit cap is raised with skill level. Associated abilities allow units under the Blackguard's command to gain an initiative bonus when attacking from ambush, randomly poison their enemies before battle, do extra damage to mind-controlled units and hide the exact amount of their troops from enemy sight.  

Witch: Composed of Dark Elf and Unseelie fey females (with a single male Witch), Witches form the ruling caste in Dark Elf society. Cunning, merciless and cruel, they dedicate their lives to Malassa and the foul Lore of Dark Ones. Through lies, murder and mind control, they seek to cover the world in the eternal, beautiful night of the Dark Dragon's glory.

Special Skill: Mesmerism: Reduces enemy resistance to mind-affecting spells, cutting the enemy's HP cap and allowing Witches to influence normally-immune creatures. Associated abilities allow the Witch to perform a Dark Ritual to regain mana, drive off and even take control of a certain precentage of enemy troops before battle, create a resurrecting Shadow Stone, burn Mana to negate enemy mind control and regain Initiative after casting Dark Ones spells by reading their enemies' minds.  

Playstyle, Strengths and Weaknesses:

Coven buildings are expensive and require lots of Wood and Crystal and some Gems and Mercury.
Coven units have good attack and damage (but less than the Inferno or Stronghold), excellent speed and Initiative and average morale, but low HP and Defense, making most of them fragile and vulnerable to quick assault. Their sole tank is the 5th level Unseelie Giant.
In a fair fight, they cannot last long against units of other factions. However, Coven never play fair (a smart Coven player).
Masters of mind control and hit and run tactics, the Coven weaken their enemies with Dark One spells and use their own strengths against them. Once they are weak enough, they utilize their great speed and Initiative to strike and break distance over and over again until their enemies are dead. Many of their units also have annoying abilities like No Retaliation and Invisibility. They also posess some mastery over the Lore of Creators and its many destructive spells. Playing a Coven takes lots of micro-management, but is extremely satisfying.
Due to their frail nature, Coven units are extremely vulnerable to ranged attacks and offensive spells. Their healing is also sub-par, and they have to rely on their First Aid Tent and Shadow Stone.
They also require tons of Mana for an efficient battle (speaking of Witches), and are delayed by performing Dark Rituals. Coven are average besiegers and lame siege defenders, but will usually use mind control to let their enemies kill themselves beyond the castle's walls. Their logistics skill is quite good, however.  
Coven units are expensive and have low growth rates.

Common Buildings:

Village Hall- Town Hall- City Hall- Capitol
Fort- Citadel- Castle
Tavern
Blacksmith: Ammo Cart, First Aid Tent and Soul Engine
Marketplace
Resource Silo: Crystal
Mage Guild Level 5
Shipyard

Special Buildings:

Chamber of Stolen Dreams: Artifacts Merchant + another advantage (ideas?).  

Hall of Lies: Improves Mesmerism by 5% per each Hall built.

Hall of Intrigue: Hall of Lies upgrade. Places an extra Dark Ones spell in your Mage Guild and allows Witches to create a Shadow Stone.

Breath of Malassa: Works like H3's Cover of Darkness. Also hides the amount of troops in your garrison (can be negated by some spells) and improves Cloaking within its range.

Bleeding Trees: Gives +2 Attack skill for Defending heroes.

Sacrificial Glade: Sacrifice enemy units to increase Coven's growth rates for a week. Certain sacrifice formulae (especially ones involving Rampart units) might give permanent bonuses.  

Grail: Corrupted Guardian: + 5000 Gold, increases town's creature growth by 50%, eliminates HP cap on Cloaking and Mesmerism and greatly increases Initiative during siege.

Creatures:

1st level:

Changeling- Faun OR Redcap
Bloated Spider- Black Widow OR Creeping Spider

2nd level:

Sightless Sister- Iron Maiden OR Dominatrix
Darkling Warrior- Blademaster OR Kinslayer

3rd level:

Werewolf- Lycanthrope OR Wendigo
Shadow Moth- Blood Moth OR Nightwing

4th level:

Phooka- Kelpie OR Eclipse Unicorn
Midnight Wailer- Banshee OR Whisper Lady

5th level:

Shadow Child- Shadow Matriarch- Shadow Crone
Firbolg- Formorian- Nuckelavee

What's your responses? BTW- I want more responses on the Stronghold too...

Up next, the Wood Elf Rampart, human Citadel and Elemental Conflux...

Once I finish the factions (my H6 has no neutral units), I'll start doing unit descriptions. And after that, I'll be posting Lore and skill descriptions, and how the game plays...
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thehiddeneye
thehiddeneye


Adventuring Hero
posted February 28, 2008 03:05 PM
Edited by thehiddeneye at 21:52, 28 Feb 2008.

Associated Lores and War Machines for the towns already posted...

Here's a list of the associated spell Lores and War Machines buildable at each town. A little explanation:

Each town has a Major Lore (full access up to 5th level spells) and 2 Minor Lores (up to 3rd or 4th level). In addition, each town also has 2 Blocked Lores, which cannot be learned at their Mage Guild.

In addition, each town (besides Stronghold) may buy up to 3 War Machines at their Blacksmith.

The Lores are:

Cloud Philosophers: Spells which manipulate other spells and the battlefield.

Dark Ones: Mind control and illusion.

Eternity's Road: Adventure map spells.

Fiery Chaos: Damage spells, curses and buffs with some drawback.

Genesis: Elemental creation (summoning), damage spells and buffs. Note: Dungeon focus on the damage part while Conflux focus on summoning and buffs, but both have it as their major Lore.  

Grey Elders: Curses, death spells and undead-raising.

Radiant Glory: Buffs, healing and resurrection.

Wild Groves: Summoning, buffs and regeneration.  

The War Machines are (new ones described in the respective post):

Ammo Cart
Ballista
Battering Ram (Siege-only)
Battle Standard
Catapult (Siege-only, common- may be repaired at the Blacksmith if destroyed)
First Aid Tent
Oil Cauldron (Siege defender-only)
Siege Tower (Siege-only)
Soul Engine
Trebuchet (Siege defender-noly)

---

Without further note, here are the Lores and War Machines:

Necropolis:
Major: Grey Elders
Minor: Cloud Philosophers, Fiery Chaos
Blocked: Radiant Glory, Wild Groves
War Machines: Battering Ram, First Aid Tent, Soul Engine

Dungeon:
Major: Genesis (renamed Creators)
Minor: Dark Ones, Fiery Chaos
Blocked: Radiant Glory, Wild Groves
War Machines: Ballista, Siege Tower, Soul Engine

Fortress:
Minor (3rd level): Grey Elders, Wild Groves
Blocked: Cloud Philosophers, Fiery Chaos
War Machines: First Aid Tent, Oil Cauldron, Trebuchet

Inferno:
Major: Fiery Chaos
Minor: Grey Elders, Eternity's Road
Blocked: Dark Ones, Radiant Glory
War Machines: Ballista, Battering Ram, Oil Cauldron

Tower:
Major: Cloud Philosophers
Minor: Dark Ones, Genesis
Blocked: Grey Elders, Wild Groves
War Machines: Ammo Cart, Ballista, Soul Engine

Castle:

Major: Radiant Glory
Minor: Eternity's Road, Wild Groves
Blocked: Grey Elders, Fiery Chaos
War Machines: Ballista, Battle Standard, Siege Tower

Keep:

Minor (4th level): Fiery Chaos, Radiant Glory
Blocked: Eternity's Road, Grey Elders
War Machines: Ballista, Battering Ram and Trebuchet

Stronghold:

Minor (3rd level): Eternity's Road, Genesis
Blocked: Cloud Philosophers, Grey Elders
War Machines: Ammo Cart, Battering Ram, Battle Standard, Ballista, Siege Tower

Coven:

Major: Dark Ones
Minor: Cloud Philosophers, Genesis
Blocked: Radiant Glory, Wild Groves
War Machines: Ammo Cart, First Aid Tent, Soul Engine

What do you say?

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted February 28, 2008 09:05 PM

i'm pretty impressed!
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