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Heroes Community > Age of Heroes Coliseum > Thread: ICTC 3: The Darkwood
Thread: ICTC 3: The Darkwood This thread is 2 pages long: 1 2 · NEXT»
Orfinn
Orfinn


Supreme Hero
Werewolf Duke
posted February 10, 2008 04:45 PM
Edited by Orfinn at 01:23, 24 Mar 2008.

ICTC 3: The Darkwood


Introduction & Town Idea

Read through before voting

The Darkwood is a faction that are hidden deep in the dark, magical woods scattered on Ashan, only some of the High Druids from Irollan and a few Matriarchs from Ygg Chall have heard rumors about this faction's existance. Also some dwarves mumbles tales around mystical sightings of creatures in the spearhead like forests north of their territory on the surface. Some rumors from The Cities of The East hints at that the woods these mystical beings live in are imbued with great magics, greater than in any forest around Ashan.

Noone knows for sure what these Darkwooders plan on, what their purpose is or how they have survived all the wars that have ravaged the face of Ashan. They have been smart to stay so hidden, maybe for the best.




The Darkwood are a town type I have thought of for some time but never bothered doing much out of it, though the idea of this town tempts me time and time again to try to make something really original and creative out of it.
Just as you know there wont be any creature upgrades, but things like skill and magic systems are mostly the same as H5. I have always wanted to see every creature as unique (H2 & H4 made great examples of this with non upgrades and the thing to only choose and not upg creatures) not replaced by a trained or evolved version of itself.
Instead I'll make sure that there will be different creatures per tier. The great advantage of this are that, instead of trying to pick 7 of the most appealing creatures (and thats quite hard sometimes) and fit them into a town. Why not be able to have 7 tiers with 3 quniqe creatures on each level? You can say its a vast extension of the dwelling system of H4. Instead of 2 creatures for 4 tiers, there will be what I wrote before.
The cost will be the same for all creatures on each tier for balance sake. The price is the (IMO) first indicator on what is better
The stats will also be balanced, meaning none of the 3 creatures on each tier are better than the others.

When it comes to race-based "Huh! Why not mix sevetral races together?" Also more diversity in heroes for that town. Like 5 heroes for each one, 5 elven, 5 dwarf and 5 human. The model could be anonymus to make it simpler, allowing the idea to be more realistic Since Nival have been a bit slow on making unique models for each hero in existance for a peculiar town, male or female. So unless they decide to go more in detail when it comes to looks for every hero (campaign, standard, female and male) I stick with the anynumous hero model idea.

NOTE: Every piece of creature information/background are something I have thought out on the run, mostly each time I have edited this master post. Well except the Twilight Dragon's which background have been written long before I started this thread

Faction: Darkwood

Associated Colors: Crimson / Black / Sage / Silver

Flag Symbol and Colors: Silvery moon on a crimson-black background. The other symbol is a tree on a sage green-black background.






Hero Class: Beastmaster

The beasts and woods best friends. They are very wise guardians and the most fitting leaders for the Darkwood towns. Since they have not only knowledge about all of the towns creatures and Tha'Elet (which are the ancient, arcane trees and the only beings wiser and more knowledgable than the beastmasters), but can also call the beasts themself to aid in battle for what it costs to summon them.






Territory / Kingdom: Scattered Woods and Forests

Capitol and major fortress: Lyconder

Outpost: Wildar

Ancient City and last resort, safe haven fortress: Elet'Kandina

Terrain:
Darker forest/vegetation than usual with a purple glow (static or swirling among the trees). And some swamp in a few areas (shallow and deep).



Alignment: Neutral

Town Design: A black citadel somewhat hidden in a woodland forest
Woods and Forest

Faction races

The town consists of creatures and beings with mutual respect and understanding of each other and to protect the magical forests on Ashan and nature itself at all costs. The faction is lead by a trio race caste. Elves, dwarves and humans.

Preferred stats: Defense and Knowledge

Core Stats

Attack: 1
Defense: 2
Spellpower: 1
Knowledge: 1

Core Stats chance

Attack: 10%
Defense: 40%
Spellpower: 20%
Knowledge: 30%

Skill Chance

Racial 12%
Attack 8%
Defense 8%
Leadership 7%
Logistics 7%
Luck 8%
War Machines 6%
Enlightment 7%
Sorcery 10%
Dark Magic 8%
Destructive Magic 5%
Light Magic 5%
Summoning Magic 9%


Preferred schools: Summoning and Dark

Worship: The nature itself and and the magical woods are sacred to them. They dont worship any Dragon God.

Core Philosophy: "In arcane darkness we hide to protect what nature remain"

Racial Skill: Calling

The Calling racial skill summons a certain amount of creatures from all the 7 tiers from the Darkwood town, randomly. Depending on which Darkwood creatures you have in your army.
The costs are mana and/or rare resources. Like if it costs 30 mana and 3 of each rare resource but you dont have enough rare resources. It will cost you 10 (1/3) more mana, in this case 40. And if you have enough rare resources, but miss those 30 mana it will cost you 1 more of each rare resource (1/3), so that you have to pay 4 instead of 3. If you have like enough mercury and sulfur but miss those gems and crystals, it wont matter, you still have to pay extra if those are missing.
The creatures will stay after the combat, in exchange og such high cost demands and that its only base growth: +7,6,5,4,3,2,1.

Basic: 30% of the total creature base growth in town are summoned to your aid. Cost: 10 mana and 1 of each rare resource.

Advanced: 50%  of the total creature base growth in town are summoned to your aid. 20 mana and 2 of each rare resource.

Expert: 70% of the total creature base growth in town are summoned to your aid. 30 mana and 3 of each rare resource.

Ultimate: 100% of the total creature base growth in town are summoned to your aid. Cost: 40 mana and 4 of each rare resource.


Racial Abilities:

Join the Call!

You will be able to build dwellings and recruit 2/3 of the total amount of creatures in town. Which means that for each tier you be able to hire 2 of the 3 creatures.

Bloodlust

All creatures in heroes army will be under the effect of bloodlust permanently (can be dispelled by expert cleansing under combat, but resets bloodlust after the battle ends), which gains added +1 initiative and +3 attack.

Harmony

Hero will be able to move along the ATB bar 15% quicker. The creatures will get regeneration abilities (can be dispelled by expert cleansing under combat, but resets harmony after the battle ends). Those creatures that alredy have this ability, wont get any stacked effect, and this regeneration ability are cast at expert mastery.



Other important notes

-The player must choose wisely in the beinning of which 1st line of dwellings he will build for the tier. Because if she/he want to choose another set or all he need to unlock them as described above and below. This is set for balance reasons and to build up some exitement to see the rest. Remember he freely choose which dwellings of each tier he want to build at start, one for each tier (if he have the resources of course).

-When the Beastmaster hit level 20 he will be able to get the last line of creatures he didnt choose to build dwellings for at start. he can now get all, 3/3 of the creatures in town.

-Dwellings. There will be a total amount of 21 dwellings, 3 for each tier, to ensure that there wont be any weird occurences where like Werewolves share the same dwelling as Drakes. Creatures and their private dwellings.

 
]CREATURES



Tier 1:


Spooklights

Small magical beings bound to the arcane magics in the dark woods on Ashan. They heal the fauna in the forests and woods. They are attracted to lighted areas and objects and after they have stayed by the light source for some time, they shine up even more than usual  and swell to a greater size temporary. They love to fly around in the darkness afterwards to show off their temporary gifts from light. When daylight comes they hide inside hollow trees and such, until the night comes by and the moon shines. They are related to and reminds something close to Faeries and Dryads.

Abilities: Flyer, Group (there are shown 5 Spooklights on one square, but nothing to do with the gameplay, only graphical), Attuned to Light (works like the Pristine Unicorns, Child of the light, except cast on Advanced level instead of Expert)




Faeries

Tiny butterfly like humanoids. That love life to its fullest and trives in both light and dark. And to have fun, well thats something they are really good at, the elder Faeries are also some of the wisest (and smallest) beings in the dark, arcane woods scattered on Ashan.

Abilities: Group (group of 4 on one square) Flyer, Spray Attack, Group Symbiosis (the stack of Fairies get stronger by multiplying with 4 in every stat, except moral and luck, this lasts for 2 rounds, this is a activated ability that can be used twice per combat)




Forest Ravens

Birds of Darkwood. Almost completely black and any lost inhabitant of the factions best friend. Some of the Beastmasters call them Forest Guides. Which means that anyone friend of Darkwoods inhabitants or the inhabitants themself will be guided back to safety if they get lost in the dark forests. They are extremely agile in the air, have a natural talent of finding the quickest route out of any forest. Of course they wait for the lsot ones to catch up with them by landing in front of them and making sounds.
But if enemies are near, they trick them deeper into the dark woods by using their acrobatic skills and confusing agility.

Abilities: Flyer, Group (group of 3 on one square), Acrobatics (same as the Wind Dancers Agility, only exception is that the Ravens get +1 Def bonus instead of +2: Up to the next turn, this creature gains a +1 Defense bonus for every tile it flies.





Tier 2:


Timber Wolves

The Timber Wolves are some of the natural predators in these dark woods. Hunting deer and moose. They are fierce pack hunters and often howl to call others to the fray or to howl in sorrow to fallen pack members.

Abilities: Howl, Pack Hunter, Rage of the Wolves (works like battle rage)




Shadow Lynxes

Another natural predator from the dark woods are the Shadow Lynxes, the big majestic cats of Darkwood. They are swift to attack and swift to disappear. Like their Tiber Wolf friends, they have an ability to call on their own kind to overwhelm the enemy.

Abilities: Roar (works like Howl), Pack Hunter, Camoflague (similar to Invisibility)




Dryads

Beautiful girls that are "one" with nature which means they can look like they are encased in tree veins or look like a tree itself. They only show their pure, naked being and also bless them with protective magic in return, to those who have showed their worth as their protectors and empathy. They are only active in the day and dwell in their wooden forms ar night.

Abilities: Regeneration, Camoflague, Symbiosis (regenerate health twice as fast if on grass terrain)





Tier 3:


Mystics (Dark/Brown Dwarves)

Dwarves who have enchanted themself with advanced runic armors, garment and weapons instead of training themself into berserking brutes of great strenght or assisting the Darkwood by mining in caves, working at sawmills and work on constructions. Have made it possible to call forth lightning from their very own hands with imbued rings. Only the wisest dwarves can become Mystics but it does not depend on age, since even a young dwarf can be wise and intellignet enough to learn such runic magic and imbue different kind of stuff, though they are not as common in the dwarven population.
This runic magic are something they have had in generations from their ancestors up north in Grimheim, when some dwarves decided to migrate from there in secrecy, since they got tired of worshipping so called dragon gods, among them Arkath. And instead of focusing on fire magic, most of their magic abilities are from the source of air which includes among many, thunder and lightning.
Also the Darkwood Dwarves have a darker skin color than their northern relatives in which they are dubbed Dark Dwarves. A race name they are comfortable enough with. Though some of them prefer to be called Brown Dwarf, since thats the color spectre their skin color range in. Though a different brown than the light elves have.

In addition to runic lightning magic, they have imbued Thunder hammers to srike their foes with nasty shockwaves which have a chance of stunning the threat.

Abilities: No melee penality, Shockwave (kinda like flamewave but with a different visual effect), Lightning Bolt (works like Titans Call Lightning, but power reduced from 30 to 5 or 2.5)




Rangers (Light Elves)

Born to be trained in the use of bows, convincing other beings and stalking foreign territories. The Darkwood elves (also called light elves) have a habit to travel far and near to make sure the woods are safe. Sometimes they may travel out of Darkwood territories to get intel on how the situation are in other parts of Ashan. They sometimes stalk the woods of Irollan undetected, with ease. If they do get detected, they make sure to rely on their excellent convincing skills to make sure they dont get suspected of anything foul, since their skin color are much darker (brownish colors) than their Wood Elf and Dark Elf cousins, their hair color are also different ranging from crimson, purple and violet.
Their clotches, garments and such are also something that make them unique. If their convincing skill do fail, their last resort are to paralyze the threat with blinding light which also removes the memories from the being or those confronted with.
This ability do they have from birth and the name of their kind which is Light Elves, suits them perfectly.

Abilities: Shoots twice (range penality applies), Deadly arrow (works like deadly strike, but the chance is reduced from 25% to 10%, this counts for both arrows shot), Blinding Sight (when in melee combat, this creature has a 30& chance to blind the attacking stack(s) and they wont be able to do anything for 3 rounds if not attacked or healed (cleansing wont work since that is a light magic spell as Blinding Sight kinda are too)




Wardens (Humans)

Well protected in enchanted, silver armor. These humans have sworn to protect the woods by guarding the borders against invading threats and suspicious strangers.

Abilities: Shield Aliies, Adrenaline (activated ability once per combat, minimum and maximum damage is increased by +5 while attack +12, lasts for 4 rounds), Magical Ward (any spell except blessings wont affect this creature, its a 50% chance for that)





Tier 4:


Beast Guards (Humans)

Those who have sworn to take care of and protect the creatures of the woods are titled Beast Guards. Especially the wolves favor them and when the Guards call for help while in trouble the wolves of the dark woods will aid their beast Guards with unbreakable loyality.
As for the other beasts such as Panthers, Drakes, Wyverns and Lynxes. They gain additional morality while the beast Guards are in the army.

Abilities:

Call Wolves (summons double the amount of Beast Guards in stack, like if 15 Beast Guards are present, 30 wolves will summon, and the wolves will have the exact same abilities as the wolves you normally can hire in town),

Friend of Beasts (wolves will get +1 morale while all other creatures aligned with the Darkwood town, like Lynxes and Drakes will get +2 morale except humanoids like Mystics, Dark Dukes and other Beast Guard stacks. Short said, no humanoid of the race dwarf, elf or human. Why wolves only get +1 morale are because they are summonable for the Beast Guards while the other creatures are not)




Arcane Spirits

Arcane Spirits are the remaining souls of those dead elves, humans or dwarves who have died by defending the woods in the past. They wander in the forests at night, to guard and help getting home those allies who have gone missing. Like their Forest Raven Comrades they love to do foul play and lure or seduce potential threats deep into the woods until they are dead of starvation or being killed and eaten by predators, such as Night Wyrms or Panthers. Arcane Spirits appears larger than any of the humanoid leader races, but can also turn smaller than any of them too, making it difficult to point out if thats a soul shaped after a dwarven, human or elven being.

Abilities: Soul Saviour (if any fellow ally stack die, their number will add to the stack of Arcane Spirits. Its a 5% percent chance that the entire dead stack will turn into Arcane Spirits. If you have 6 other stacks consisting of dwarves, elves and humans, (even if hired from other towns who also have these races), while your seventh are Arcane souls. There will be a TOTAL 30% chance that these 6 stacks will return as Arcane Spirits. Along with creatures that are neither dwarf, elf or humanm, Arcane Spirits will not supply another stack of Arcane Spirits if that stack dies),

Incorporeal (maybe tuned down for 50% chance of triggering to 30%).




Panthers

The great black cats of the dark woods. They are fierce and territorial, but wont attack anyone who gives off a very good reason for trespassing. Though fierce, they are also very loyal. So mostly all of the Darkwood inhabitants are usually respected by the Panthers and wont be attacked unless they do something that would offend these mighty cats. When offended they will attack so swiftly that no retaliation will occour from the opposition. They especially love to do hit and run attacks with their powerful paws, which confuses enemies to such a degree that they wont get time to regain their full potential strenght.

Abilities: No Enemy Retaliation, Strike and Return, Paw Strike.





Tier 5:


Drakes

The Drakes of Darkwood. They are born in these magical woods and live in caves in the deepest corners of them and when the time comes and they are needed, they will aid the population with a fierce loyality. They may breath fire, but since they are from these magic imbued woods, that wont hurt neither the fauna, neither those who are allied with them.

Abilities: Large Creature, Liquid Flame Breath, Fiery Drake Bite (works like Lizard bite but will also give mark of fire), Friendly Fire (their Liquid Flame Breath wont hurt any allies)




Werewolves

Beast Guards who have participated in natural rituals, including extracts of the werewolf disease, Lycanthropy. Become Werewolves. The virus that causes Lycanthropy are found at dead wolf bodies which have been exposed for a fullmoon period. Complex changes in the decaying spit and blod contains the infectious virus, which are then extracted by samples of blood and spit, mixed in fresh meat that then gets eaten by the Beast Guards. Other ways of injecting the disease are simply spilling the infected spit or blood into the blood veins of the participant. Swallonging the infected blood or spit does not work and are somewhat more disgusting.

They who turn into Werewolves turns rabid, bloodthirsty in seconds and the transformation are somewhat uncomfortable and slighty painful. They who have turned are kept watched by and guarded by other members of the ritual (others if all at the ritual decides to embrace the power of the Werewolf) so no harm can be done outside their operational area. Before the Beast Guards turn they are placed in unbreakable but oxygen rich, magical barriers. Placed on them as a transparent, red like, half-sphere. The intelligence and memories of the past Beast Guards life are kept, but they cant fully control their newly aquired werewolf abilities and fierceness.
After 3 days of caretaking they are "tamed" which means that the newly born Werewolves can act like a Beast Guard in werewolf apperance but much stronger, faster, agile and adaptable than their former self.
All this comes at a cost. 1: They can never change back due to the high danger of that the transformation back to human form may cause severe injuries and disorders in anatomy. 2: The newly born werewolves are sworn to protect the Darkwood inhabitants and the woods they live in, a law that can only be broken if theres a very, very good reason for that. If broken they are either exiled or executed if they have caused several harm to other Darkwood inhabitants.

Abilities: Enraged, Werewolf Rage (acts just like the Berserker Rage), Agility and Immunity to Mind Control




Einherjars (Dark/Brown Dwarves)

Some dwarves who have strived for and aquired the title Einherjar, have under the training consumed regurarly the very common but hallucinate causing Fleinjsopp.
A fungus that are common all over Ashan but are at its highest growth rate in the Darkwood areas and turns you totally crazy (and dangerous) when eaten in large doses (more than 1/4 of one such mushroom). Wonder how they got through the training while eating such stuff? Well Fleinjsopp are a part of the training program, where you have to consume one such mushroom each day (and the training program lasts 9-12 months, depending on the present physical and mental strenghts of the dwarf trainee).
To avoid that the trainees turning berserk and wreack havoc in the Fighters Guild and on their Battle Masteers. The dwarves at the same time, consume large amounts of alchohol, in form of ale and moonlit (which are a stronger than ale but a bit viler in taste) which dampens the effect of fleinjsopp somewhat, enough so that the trainees can make through the training program without several mental injuries and physical ones...casued by smashing the environment to something that look likes a bombarded bordello.

Once when the trainees have become Einherjars they bring along with them over a dozen of these fleinsopps and a few flasks of moonlit (just in case, so there wont be a mess in the army lines) when entering battles.

Abilities: Enraged, Berserker Rage, Assault and Immunity to Mind Control





Tier 6:


Wyverns

Thes Wyverns are not related to the Wyverns who have allied themself with the orcs. But are from the far eastern parts of Ashan which have found their home among the inhabitants of Darkwood. They may look vile but are kind creatures which respects those who respects them. Also they are excellent fliers and defend themself with a stinging tail, filled with deadly venom.

Abilities: Large Creature, Flyer, Rush Dive, Venomous Tail Sting (works like venom but instead of power be 5, the power is 30).




Treewards

Tree-like giants who along with the Darkwooders, guard the woods. No matter the cost. They are born of the roots and imbued with magical protection, especially against the destructive kind. They are close relatives of the Tha'Elet and as the name implies the treewards are the Tha'Elets wardens and defenders, stalking strangers in the vincinity to make sure they wont harm their fellow Tha'Elet ancestors.

Abilities: Enchanted Wood (just like Enchanted Armor), Entangling Roots, Enraged.




Night Wyrms

The Night Wyrms are mystical creatures, mostly habitating the few large marsher which exist deep into the the woods The may look like oversized snakes with dragon like heads. But makes up for that by blending themself with the environment and they have a acidic, toxic bite.

Abilities: Camoflague (similar to Invisibility), Acid Bite (decrases defence by - 3 and causes toxication to the target which decrases maximum health by -1 per 2 round).





Tier 7:


Twilight Dragons

The mighty Twilight Dragons were once respected cousins of the Shadow, Black and Red Dragons and allied with the Dark Elves. But wisdom makes former friends allies and vice versa. The Twilight Dragons were quite displeased after the increasing suffering of some of the underground creatures under the command of the Dark Elves.Their cousins and their Dark Elf companions didnt care much of the creatures below their ranks and were comfortable enough (and egoistic) having them as lesser "pets" and slaves. The Twilight Dragons symphaty for the other beasts and manbeasts, made their former high ranking friends disgusted, so disgusted and tired of the constant complaining and good hearted advices the Twilight Dragons threw around, like that:

"Our so called lesser allies underground makes a much better part of our armies if they were treated with more respect and care than with the cruel methods you expose them to now, making them want to kill, want to be evil, just to please us higher beings!! Letting them starve and mistreat them this way is a disgrace and not a way of winning our position on Ashan!"

The Twilight Dragons were thrown out of the underground territories for such treason. The Twilight Dragons didnt mind that, since they finally got loose from the former bonds of their now past high ranking "friends and allies" But also the creatures they tried to "help out". They miss those creatures, even to this day, the poor beings are getting treated at worst possible methods, making them fierce instruments of war. After the dire abondoment the Twilight Dragons have now joined in secrecy the hidden forces of the Darkwood faction. And they show their sympathy for their long past, mistreated friends by taking themself into the skies above the Twilight Archipelago, in the magic hours before sunrise and after sunseth while whistling magical, calming melodies to all around. Waiting for an opportunity to avenge their "lesser" friends...

Twilight Dragons are the wisest of all dragons on Ashan and are a mighty creature for anyone unwise enough to offend it, even for other dragons. They live in the northern mountains not too far from the Dwarven homelands. There the dragons watch over the horizon to make might over those that disrespect creatures and allies that cant do much to strike back. Twilight Dragons are immune to any manupulative mind controlling since they regularly meditate to train their minds against such nuisance. Another one of their abilities are that any creature near them in battle feels more focsed and entrusting the dragons company with great awe and respect, the dragons strenghtens any army's morale indeed.

Abilities: Large creature. Flyer. Prismatic Breath. Aura Of Bravery. Battle Rage. Immune To Mind Control.

Used the mutare dragons picture here, for some orginality. Its look have never been used as a creature model before and I used another color set than which before was orange/red and colored the dragon purple




Frost Eagles

The Frost Eagles from the Darkwoods nearest mountains. Have made an agreement to watch over and guard the skies against invaders, threatening to expose and exterminate the Darkwooders. In return the Mist Eagles gets protection from the Darkwooders by killing anyone threatening the Eagles. "A fair deal" Many says.

Abilities: Large creature, Flyer, Immunity to Cold



Dark Dukes (High Elves)

The Elven Dark Dukes. By Dark its not that they are evil or twisted, in fact its a prefix that binds them to the Darkwood faction and also because they mostly dwell in the dark, studying arcane knowledge and take care of town duties, like force of law. These elves are the Darkwood factions only second in command to the Beastmasters (which consists of elves, dwarves and humans alike). Instead of gathering knowledge about beasts and the the deep woods fauna, they study arcane knowledge from the wise and magical trees in the forest. And they also train their powerful arsenal of spells which they have learned from that knowledge. They get the knowledge by getting imbued magically by the trees, also known as Tha'Elet. The high elves needs to pass the test of true neutrality that the trees offer. Since nature are on neither a good or bad side and thus the High Elves need to have a neutral mind. Only a few fails, due to unstable minds (moral) and instead of risking corruption and instability in towns as true Dukes, they get "degraded" to other titles, such as Assistants, Diplomats and Alchemists. Though this dosent mean that Every high elf must or want to be imbued with the arcane magics, but choose to go after those other proffesions at will.

After passing the test. These "chosen" high elves starts to glow cyanic by the imbued magics within their body. Only high elves are capable of being imbued with this magic, since high elves in general are attuned with natural magic. Its in their ancestry and genes. Also high elves are the only one of the three caste races to rise up to the rank of Duke. Since its quite a responsibility to keep order in town while the Beastmasters are busy with other tasks and assignments. And only the high elves have the cold, brilliant mind to take that responsibility.

In the later years the Elven Dukes have started to learn foul magic as well. Foul, since its about poisoning and making foes suffer and be cursed. They learn this by other sources than from the trees. The Beastmasters have provided toxic herbs and plants from the deepest woods, so that the Dukes can combine their arcane knowledge from the trees with the venomous abilities from the plants. Some Dukes have even been able to imbue themself with such magics and now in combination with the cyanic glowing arcane magic in their bodies, an outer layer of luminiscent green light indicates their success.
They are the pinnacle of the High Elven Dark Dukes and have now passed knowledge of what they have learned to mostly any other Duke so also they could add these new magical skills to the arcane magic they got imbued with from the Tha'Elet.
The Dark Dukes are also excellent melee fighters with their arcane blades. The arcane blades were once swords the high elves managed to imbue with the same arcane energies they possessed.

Abilities: Spellcaster - 50 Mana Points (Slow - 4 MP, Decay - 6 MP, Arcane Crystal - 8 MP and Arcane Armor - 20 MP), Fierce Blade (like the minotaur guards double attack)






Suggestions are welcome






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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted February 10, 2008 04:49 PM

The 14th post of this old old old thread will probably help you
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Orfinn
Orfinn


Supreme Hero
Werewolf Duke
posted February 10, 2008 04:58 PM
Edited by Orfinn at 17:07, 10 Feb 2008.

Thanks I didnt know you have proposed that town at all, funny to see some similarity, though IMO both are original. Nice proposal btw
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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted February 10, 2008 06:03 PM

Wait, Orfin, you're doing a werewolf town?  Omg, I did not see that one coming.
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How exactly is luck a skill?

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Wulfstan8182
Wulfstan8182


Famous Hero
, eh?
posted February 10, 2008 06:05 PM
Edited by Wulfstan8182 at 18:14, 10 Feb 2008.

i would reccomend calling for your racial, a hero could use mana and resources to summon creatures of the faction to the battlefield. they would stay after combat tho. other than that, great town Orffin.
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Orfinn
Orfinn


Supreme Hero
Werewolf Duke
posted February 10, 2008 06:34 PM
Edited by Orfinn at 19:49, 10 Feb 2008.

@ Daystar

Not really. Of course they are a part of the town

@ Wulfstan

Glad you like it

Nail on, great suggestion there. I'll consider it.

But can anyone help me out with a main race? (I have considered multirace instead, due to shortage of race ideas. But any suggestions welcome

First I considered "theme" but since the new HOMM games have stepped away from that and now focuses on races,
I thought Night Elves could be done or Dark Elves or Wood Elves. But then again why always elves and why something that have been used so many times over?


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flackmandan
flackmandan


Known Hero
Veni,Vidi,Vichi
posted February 12, 2008 12:15 PM

cool
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Orfinn
Orfinn


Supreme Hero
Werewolf Duke
posted February 12, 2008 11:11 PM
Edited by Orfinn at 23:45, 12 Feb 2008.

Thanks

Now I have spent some hours, updating minor stuff and creating creature portraits, since I couldnt find any fitting images on tha web (Like easy to find Wyrms, but pics of some kind of Night Wyrm on the other hand...) by using Hero Machine 2.0. Also added some other pics I easy found, to please curious eyes

Stats and other info will keep coming after I have posted pics for every creature

Stay tuned and good night fellow fans!

Signing off...
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Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted February 14, 2008 09:45 PM

So, you comment on me, I comment on you.

Do the beastmasters really start with 0 spellpower? That will mean they can't use any spell at the beginning of the game.

Summoning reminds me of Nature in Heroes 4 (druids). But that isn't bad. It fits.

Have I understanding right that you can build 7 out of 21 possible creatures? Sounds like a very low ratio and a big deal for balancing. I considered some types of choosing systems before. One was with 4 tiers and you have to choose 2 out of 3 from every tier and 1 on the fourth tier making it 7 out of 12.

Nevertheless I like your bunch of creatures. Sounds like a very capable war faction. Just with the right amount of nature mixed in.

Quote:
First I considered "theme" but since the new HOMM games have stepped away from that and now focuses on races,
I thought Night Elves could be done or Dark Elves or Wood Elves. But then again why always elves and why something that have been used so many times over?


I think we have quite the same approach. I miss this sort of themes too. They are however themes by the races too but - as I think - not nearly as charming as in the old games. While you went with a mix I went with humans. A race where you easily can build up different themes. Oriental, asian, medieval, renaissance, nomads, ancient, barbarians,... Funnily our two factions are both hidden.

So, that was my comment after first sight.
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Tobius
Tobius


Adventuring Hero
posted February 14, 2008 10:59 PM
Edited by Tobius at 23:09, 14 Feb 2008.

I'm having flashbacks to a concept Snatch, me, and others worked out which was presented at the "Altar of Wishes" some time ago. On the paper you may think it's great, but it's impossible to get the balance right. Any of the options the player can take will be superior and players don't chose creatures for RPG-reasons - they'll choose the best creature lineup.

If the player can choose 1 out of 3 creatures on each of the 7 tiers a town like that had 2187 various combinations. How do you want to balance that?

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Orfinn
Orfinn


Supreme Hero
Werewolf Duke
posted February 14, 2008 11:05 PM
Edited by Orfinn at 23:19, 14 Feb 2008.

Quote:
Do the beastmasters really start with 0 spellpower? That will mean they can't use any spell at the beginning of the game.



Thanks for you kind comments

Yes they do. You can cast spells at 0 SP but they are at min effect though. or Am I blind to something here?

Quote:
Any of the options the player can take will be the better and players don't chose creatures for RPG-reasons - they'll choose the best creature lineup.


Quote:
If the player can choose 1 out of 3 creatures on each of the 7 tiers a twon like that had 2187 various combinations. How do you want to balance that?


Yes! Any of them will be the best of what the player choose. But they are mosttly picked by how the players play their strategical and tactical role. There is no best creature line-up here, I'll make sure of that, though its hard to balance and have that as my goal If hes a rusher kinda type he could choose the Forest Ravens, Wolves, Human Squires, Panthers, Werewolves, Wyverns and Mist Eagles but thats just one kind of Rusher type, replacing just ONE of these may create totally different outcomes.

The player can choose any of the 3 on each tier as soon as he have built the required dwellings...damn I got an idea! A racial ability could make him able to choose up to 2 different creatures on each tier. To be able to choose all 3 on each tier, it could either be a bonus for Expert or the Ultimate Calling Racial Skill or it unlocks on a level between 20 and 30.


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Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted February 14, 2008 11:33 PM
Edited by Snatch at 22:21, 15 Feb 2008.

As far as I know the spells last for #spellpower rounds or deal #spellpower * x damage. Or why do you think even orcish barbarians have knowledge and spellpower of at least 1?

Oh, a question: Will the called creatures vanish after the battle? I think so but I haven't read it anywhere. But isn't the calling rather weak? If compared with gating you will get lesser troops on higher costs. And if they don't vanish I think it's overpowered.
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Orfinn
Orfinn


Supreme Hero
Werewolf Duke
posted February 16, 2008 01:59 PM
Edited by Orfinn at 14:06, 16 Feb 2008.

Sheeesh! You are right there. I could let the costs be, cause they are expensive indeed, and let the creatures gained be permanent. Or vice versa.
Hmm, need several hours on this twist.


BTW are the total of core stats points 5 or 6? To distribute on attack, defense, knowledge and spellpower?
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Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted February 16, 2008 03:27 PM

5 points in Heroes V. In Heroes II and III it was 6 points for might and 5 points for magic heroes.

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Orfinn
Orfinn


Supreme Hero
Werewolf Duke
posted February 16, 2008 03:49 PM

Alright. Thanks

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actionjack
actionjack


Promising
Famous Hero
posted February 18, 2008 08:10 PM

Bonues points for picture of Spooklight!


Seem interesting. The 3 differnt creature per tier system might be good for H6...assume they have upgrades.. and not like H4 again...

The line up seem good.. but I only have problem with Drake.. maybe make it Forest Drake or Fairy Dragon or something.  

Also can you unbold some of the text?  it would make for easier reading.

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Orfinn
Orfinn


Supreme Hero
Werewolf Duke
posted February 19, 2008 01:04 AM
Edited by Orfinn at 01:22, 19 Feb 2008.

Quote:
Seem interesting. The 3 differnt creature per tier system might be good for H6...assume they have upgrades.. and not like H4 again...



Thats were I hope Nival plan on something I here propose, no upgrades! So I have to dissapoint you but in this town, theres no upg fanatism I kinda see as upg, discriminating.. I mean each kind of creature should have a role, be unique and equal. After a while the basic units just waste space. Lets see... think of H5 Tribes of the east without the basic unupg units and put in a choice system between the past upgrades. Now wouldnt that be more interesting, instead of always have to need a "host" creature to get better ones. Sure I could stick to the basic even if there are upg, thats my chouice, but my army wouldnt stand a chance with just basic units in the long run.


Quote:
The line up seem good.. but I only have problem with Drake.. maybe make it Forest Drake or Fairy Dragon or something.


I agreed. I'll change proposal pick and the name to Forest Drake. Still the fire will be there.

Quote:
Also can you unbold some of the text?  it would make for easier reading.


Same frustration here. I just cant unbold it!.. I cant find the source to the problem, checked all the tags, everything should be fine..  unless I need a hawks eyes to see the bug



Quote:
The creature line-up is a little bit weird... Humans mixed with elves and dwarves and dragons and everything?


And THATS were originality strikes in! Everything weird stuff in the beginning turns out original when later creations have failed and got worse than the first example Got my point?


Quote:
Spooklights, werewolves and twilight dragons  are cool tho.



I had to come up with something fitting for the small balls of intelligent, glowing gas. Will O' The Wisp are used in other proposals here around so I searched Wikipedia for some another Idea, though for a similar being...erm beings.

Werewolves are in, cause I just love those beasts. The Twilight Dragon are my creation, well a mod in fact that is not yet ready for H5 Tribes of the East (and in honor to those who help me make that dragon come true!). And every written background story have I just wrote time on, no planning, just impulsive ideas and wishes that seemed fit and in which I quickly wrote down and formulated in what it is now.

Thanks for the responses fellow folks Keep your minds open for more suggestions, maybe there is something I could learn and think of thanks to you

But now Im going off to bed, I'll edit and struggle to create thsi town more and more unique tomorrow.





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Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted February 19, 2008 01:18 AM
Edited by Snatch at 01:31, 19 Feb 2008.

As I see it the error is here:

"Faction: Darkwood"

The tag after faction lacks the /

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Orfinn
Orfinn


Supreme Hero
Werewolf Duke
posted February 19, 2008 01:34 AM

Thank you alot!

I also scrapped the old idea of night/day based system for some of the creatures. That bonuses are given for creatures due to day/night functions in H6 (if that may ever exist, thought they planned that at Nival back in 2003) The beasts and beings of this faction should not depend on such a system...for now.

But good night everbody :zzz: no snore smily here
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Orfinn
Orfinn


Supreme Hero
Werewolf Duke
posted March 09, 2008 08:21 PM
Edited by Orfinn at 14:01, 19 Mar 2008.

*coughs loudly* Well! Now this is the time for me to take a well deserved rest, there have been some busy weeks with this town proposal and I dont have a clue on how many hours I have used or how many cups of coffee I have consumed (yeah without the coffees help, this work couldnt be completed, thanks o' precious brown - black, coffein infused liquid!) I have now roughly, finally completed my proposal... well there might be some tiny, minor changes until the 24th but oherwise my creation of this kind of faction is mostly fulfilled!
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