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Heroes Community > Age of Heroes Coliseum > Thread: ICTC 3 - The Troll Burrows
Thread: ICTC 3 - The Troll Burrows
crepus
crepus


Adventuring Hero
Nuclear Power Plant
posted March 10, 2008 05:42 PM
Edited by crepus at 03:05, 24 Mar 2008.

ICTC 3 - The Troll Burrows

This Troll faction was first made in the create-lots-of-factions contest last year. Remodeled and made better now. Will Stealthify as soon as I'm free.
As this faction is theoretically for H6, I’m assuming it will be like I’ve suggested on some of the H6 forum(s).
My main new thing there is that some upgrade creature dwellings only can be built on special terrains, or only if a specific  Elemental Shrine has been built in that town. And only one upgrade per town, no possibility to choose between upgraded creatures, unless the building is razed and rebuilt. Oh, and we’re still on Ashan

************************************************************************

The Burrows(Troll faction)

Facts and Traits
AKA: The misfits, the abandoned
Associated colours: grey, beige, mustard yellow
Worship: power alone, they strongly dislike all dragon worship
Core Philosophy: Take care of yourself, for no one else will.
County/Kingdom: N/A
Capitol: N/A
Key symbols: A cracked animal skull
Motto: Eat, survive, reproduce.

History
The six elemental dragons did not immediately create their worshipping creatures when they started making life. Before the humans, elves, dwarves, nagas, angels and faceless they where experimenting with the nature that Asha had made for them, creating different grotesque beings that were discarded. These beings came to be known as the trolls. The trolls were abandoned by their creators and thus grew hateful against their successors and left the lands where these new creatures lived. The trolls wish nothing but to be left alone, something difficult in a world where both humans, elves and demons are expanding their territories.
Trolls - with their "subgroups" of goblins, elfins and ogres - are neither fully evil nor fully good, thus both Curse of the Underworld and Word of Light do 20% damage on troll troops.
Trolls strongly dislike their creators for abandoning them, and do not worship any dragon. They praise brute force, both by physical and magical means.
The hate trolls feel for their successors - and especially for all kinds of dragons - is seen in a more ferocious attack against the specific creature, where the minimum and maximum damage level is increased by two. Also, if that particular creature is in the same army as the troll, the troll suffers a morale penalty resulting in a morale no higher than -1.

Creatures

Level 1:
Wood elfin
– Dragon hater: all dragons
– entangling roots
– skewer: when in defensive stance, this creature is able to ignore 50% of enemy defense during retaliation.
Blackwood elfin
– Dragon hater, Treant hater
– entangling roots
– skewer
- Camouflage: when on grass, dirt or sand terrain the blackwood elfin can not be targeted by ranged attackers nor direct magic attacks while in defensive stance. Area effects, splash effects and mass curses still apply.
Birch elfin
– Dragon hater, Treant hater
– entangling roots
- Whipping vines: there is a large chance the attacked enemy loses 0.2 ATB and does not retaliate
- Slender: the thin body of the Birch elfin makes it almost impossible to hit with ranged weapons. 50% less damage to ranged attacks.

Stats:
Attack: 2/3/3
Defense: 2/3/1
Speed: 4/4/5
Initiative: 6/6/10
Damage: 1-2/1-2/1-2
Hit Points: 5/7/6

The elfins were the first draft made during the creation of the treant race. Wood and Blackwood elfins look like large tree stumps, spending their time hunting in forests. The birch elfins were a side track, being quite tall and slender. A weak and pretty slow unit, although the Birch variety is faster in both speed and initiative.


Level 2:
Shadowlings
– Dragon hater: all dragons
– teleport
– fear attack
Darklings
– Dragon hater, Lizard hater (Dark/Grim Raiders,Hydras, Wyverns and other serpentine creatures)
– teleport
– fear attack
- Night vision: hero sees two squares further on subterranean parts of the map if there are Darklings in the army.
Midnighter
– Dragon hater, Lizard hater
– teleport
- Dark Channel: Can remove a Dark Magic curse from friendly troop and transfer it to enemy troop (activated, twice per battle). Heroes effective spellpower in casting Dark Magic is increased if there are Midnighters in the army.
- Dark Mark: Each time the Midnighter deals damage to an enemy it is randomly cursed with decreased luck, morale, attack or defence (-2) for two turns. Cumulative with several attacks.

Stats:
Attack: 2/3/2
Defense: 2/2/3
Speed: 6/7/7
Initiative: 13/14/14
Damage: 2-4/3-5/3-5
Hit Points: 9/12/12

Small and scaly, Malassas first creations can use the shadows to move wherever they want, and their attack has the chance to chill the hearts of any living being. As there are no faceless left to hate, they have taken a strong dislike to other scaly creations of the lands. Even though they are not related to the Dark Elves, the Darkling troops are always female, very few know what happens to their males...
Fast and pretty weak melee unit.

Level 3:
Pond ogre
– Dragon hater: all dragons
– water resistant: take 50% damage from water and ice attacks and spells
– spray attack (only the “main” attacked creature retaliate)
– enraged
Marsh ogre
- Dragon hater, Naga hater (assuming a Naga faction, they are really hated like... all of them  
– water resistant
– spray attack
– enraged
– poison (damage equals 3*# of ogres for three turns)
Frost ogre
- Dragon hater, Naga hater
– water resistant
– spray attack
– enraged
- freezing attack: creatures attacked are frozen for 0.3 turns and do not retaliate.

Stats:
Attack: 4/5/5
Defense: 7/7/7
Speed: 5/5/5
Initiative: 6/6/6
Damage: 6-8/8-10/8-10
Hit Points: 12/16/16

The slimy creatures created by Shalassa exhale poisonous fumes on their prey and enemies. Unlike their successors the Naga they have four limbs, but their hind legs are small and rarely used other than standing on – or rather erecting their upper body, most weight is kept up by their large but rather short tail – while attacking. When they move the drag themselves forward with their sturdy arms. Pretty slow melee unit.

Level 4:
Cloud hunter
– Dragon hater: all dragons
– flyer
- large creature
- air resistant: take 50% damage from air and lightning attacks and spells
Sky hunter
– Dragon hater, human hater (all Haven troops except Griffins and Angels)
– flyer
- large creature
- air resistant
– rock drop: activated ability, can once per battle leave the scene, find a huge rock and drop it on enemy troops (damage is 30*(# of hunters)/(enemy defence)+ 5*(# of hunters) rounded up).
Soaring Nimrod
– Dragon hater, human hater (all Haven troops except Griffins and Angels)
– flyer
- large creature
- air resistant
- Scavenger

Stats:
Attack: 6/7/7
Defense: 5/6/6
Speed: 7/7/7
Initiative: 15/15/15
Damage: 7-9/8-11/8-12
Hit Points: 25/32/32

Even though most humans have shifted their faith from Sylath to Elrath the flying trolls still see them as the reason their god ignored them.  Their wings are large and bat-like, their mouths filled with more teeth one would deem necessary for any living creature. Fast but fairly weak for a lev.4 creature.

Level 5:
Ember Goblin
– Dragon hater: all dragons
– fire resistant: take 50% damage from fire attacks and spells
– shooter (ammo = 10)
Lava Goblin
– Dragon hater, Dwarf hater (all dwarven troops but the dragons)
– fire resistant
– shooter (ammo = 6)
- burning boulder: this creature throws large chunks of lava, causing damage in a 2x2 area.
Magma goblin
– Dragon hater, Dwarf hater
– fire resistant
– shooter (ammo = 6)
- No Melee penalty
- Searing Aura

Stats:
Attack: 12/14/16
Defense: 13/13/14
Speed: 5/5/5
Initiative: 9/9/9
Damage: 8-20/10-28/15-28
Hit Points: 43/54/54

First creations of Arkath, these monsters look much like a mix between red, beardless dwarves and huge imps (without the wings). They have fairly strong pitching arms and throw hot embers (or boulders) at their enemies.

Level 6:
Stone troll
– Dragon hater: all dragons
- large creature
– earth resistant: take 50% damage from earth attacks and spells
– immune to slow
Rock troll
– Dragon hater, Elf hater(dancers, hunters and druids with upgrades)
- large creature
– earth resistant
– immune to slow
– Stomp: activated ability, by sending a rattle in the earth beneath her feet, the rock troll can inflict a small amount of damage (approx. 40% of melee attack) to all enemies in the line of her attack. 50% chance of stunning each enemy, removing 0.3 initiative. Does not work on flyers, nor while on ships. Damages siege walls.
Mud Troll
– Dragon hater, Elf hater
- large creature
– earth resistant
– immune to slow
- mudslide: this creature can once per battle deform and flow over the eight squares in front of it, causing double damage to all creatures that happen to stand there. The surviving creatures suffer a -1 morale penalty for two turns from the horror of being buried alive. Mud troll then reforms in any squares available.

(ASCII example below, where two stacks of enemies (E) were killed in the slide, and troll reforms partially on one of their remains)
|____XX
|____XX    ->        ->       XX
|___ooEo       XXXX       ooXX  
|___EEEo       XXXX       EEoo


Stats:
Attack: 15/19/18
Defense: 30/22/22
Speed: 5/5/5
Initiative: 8/8/8
Damage: 21-33/28-35/28-33
Hit Points: 130/150/140

The first creations of Sylanna look nothing like their successors the elves. They are large and rocky creatures, looking like they were made from the mountains themselves. It is said the mages thought of animating golems when they first saw stone trolls in battle. Most stone trolls in public are female.

Level 7:
Crystal troll
– Dragon hater: all dragons
- large creature
– blinding attack
– Spellcaster (adv. eldritch arrow, bas. haste).
Diamond troll
- Dragon hater, Divine hater (Angels and Unicorns)
- large creature
– blinding attack
– spellcaster (exp. eldritch arrow, adv. haste, adv. vulnerability).
– dispelling attack (30% chance of removing blessing, 60% chance effective time of beneficial spells halved, 75% chance to remove Frenzy or Puppet Master on friendly creatures when retaliating against them).
Solar troll
- Dragon hater, Divine hater
- large creature
– blinding attack
- solar flare: A ranged attack, using 0.5 ATB to charge enough anbient light to shoot any enemy, completely ignoring their defense (ranged attack also has a chance to blind, activated ability)

Stats:
Attack: 28/30/30
Defense: 30/30/30
Speed: 6/6/6
Initiative: 10/10/10
Damage: 35-50/40-60/40-60
Hit Points: 180/200/200

Elraths first creations look much like Sylannas, only bigger and slightly transparent. Being able to channel ambient light through their body they have the ability to temporarily blind their opponents.

Faction specialty: Darwinism
It is assumed the dragon gods meant for their first creations to naturally wither away and die, but somehow they learned to adapt to their surroundings more and more. Named after the legendary marsh ogre D'Ahrweeen Lihk'Tτrn, who was the first to teach other trolls how to avoid enemies.

When fighting enemies with specific offensive abilities your hero will learn how to fight them and decrease the chance of these abilities being used or working.
For abilities that have a certain probability to trig, such as bash, blinding attack, whip strike etc, that probability decreases.
Abilities that always normally trig, such as weakening strike and vorpal sword have a chance to not trig. Exceptions are multiheaded attack, spray attack, no retaliation. For Entangling Roots and Harm Touch there is a small chance they do not trigger.
Abilities that cause splash damage on creatures near the target, such as war dance combo, acid breath, fire breath and death cloud do less damage on the "splashed" trolls. Damage of Fire Shield and Lava Shield are decreased.
The additional damage done by different types of charge and Battle Dive onto trolls is also decreased.

Basic Darwinism: 10% less chance of enemy ability to work. Second hand damage (acid breath, fire breath, war dance combo etc) and charge bonus do 10% less damage. Hero must defeat two whole populations of a creature before Darwinism against that creature works. Chance for Entangling roots and Harm Touch not to trigger is 3%.
Advanced Darwinism: 20% (6% ER & HT)
Expert Darwinism: 30% (9% ER & HT)
Ultimate Darwinism: 40% (15% ER & HT)

Abilities:

Regeneration: Trolls in heroes’ army get the ability to regenerate up to 30% of max HP each turn. No resurrection.
Giant Strengt: Hero can bless one of his troops for two turns, giving that troop an additional 20%HP, 3 Attack, increasing minimum damage with one and maximum with three. Can be done three times per battle, not cumulative.
Fast Hate: Trolls get a bonus to speed (+1) and Initiative (+2) as long as there is a hated enemy on the battlefield.
Devastating Hate: Ultimate ability. Trolls get +4 Attack and Defense when fighting a hated creature. Every time troll kills at least one hated enemy they automatically get the morale bonus. (Req. Fast Hate, Battle Vision, Troll Thrower, Death March, Healing)

Other abilities:


Light magic
Quickened Cleansing – Effective Hero level when casting Cleansing or Mass Cleansing is increased with 5 (capped at 41). Successful Cleansing adds 0.1 to own troops ATB-value and removes 0.1 of enemy troops ATB-value. Requires Master of Blessings.
Lifeliker – All troll troops under hero’s command get the Hate Undead ability. Req. Quickened Cleansing, Fast Hate.

Dark magic
Feeblemind – Hero can cause enemy creature to forget how to cast spells and use activated abilities for two turns (6 mana). Requires Master of Mind.

Destructive Magic
Sap Magic Requires Advanced Destructive Magic.
Discord Deprecation – All troll troops under hero’s command get the Hate Infernal ability. Req. Sap Magic, Fast Hate.

Summoning Magic
Elemental Enmity All troll troops under hero’s command get the Hate Elemental ability. Req. Master of Conjuration.

Sorcery
Erratic Mana Requires Mana Generation.
Technophobia - All troll troops under hero's command gets the Hate Mechanical ability (golems and war machines). Requires Erratic Mana, Strictness.

Leadership
Strictness – Trolls do not suffer morale penalty if there is a hated creature in own army. Requires Diplomacy.
Hatemonger – Hero can mark a specific enemy stack so that all heroes troll troops hate that stack until that stack is dead. When stack is destroyed another stack can be marked. Requires Strictness and Tactics.

Luck
Spoils of War Requires Resourcefulness.
Scavenging - Every time you win a town from an opponent you get up to 10% of his gold and rare resources. Requires Spoils of War.

Enlightenment
Stealing Spellbook – Enemy heroes’ spellbook is stolen when winning battle, giving your hero all spells he/she can learn therein. Requires Scavenging and Arcane Intuition.

Attack
Stunning Blow Require Tactics.
Battle Vision – Hero can see enemy troop formation already in tactics mode (enemy must always arrange troops first, if enemy also has Battle Vision it has a 50+Hero Level-Opponent Level % chance to trigger). Require Tactics.

Defense
Healing – Trolls regenerate up to 80% of max HP when in defensive stance. Requires Protection, Preparation and Regeneration.
Darwins Barrier - A chance enemy Master of Fire, Ice and Storms does not trigger on your creatures, (20%+Heroes' level of Darwinism). Requires Sap Magic.

Logistics
War Path
Death March

War Machine
Tremors Requires Catapult.
Trollthrower - When laying a siege hero is able to remove some Wood Elfins or Shadowlings (or respective upgrades) from their stack and place them out of combat, next to the ballista. Every time your ballista then hits enemy walls a few of them hangs on the projectile (a random number between 1 and ceil(0.3*Hero Level), given there are any left). If ballista hits wall there is a chance they land on enemies’ side of the wall (chance is 40% + Luck*10% - 40*{wall segments HP left}/{wall segments original HP}%, a modifier depending on luck and amount of HP of that section of the wall). If you hit the middle arrow tower they will always land on that side. Requires Tremors.

The Burrows - town setup

Creature dwellings

Deadwood
Allows you to recruit 20 Wood Elfins per week.
Upg. Blackwood (req. Deadwood)
Allows you to recruit 20 Wood Elfins/Blackwood Elfins per week.
Upg. Birchwood (req. Deadwood)
Allows you to recruit 20 Wood Elfins/Birch Elfins per week.


Shadow Pit (req. town level 3, Mages Guild level 1)
Allows you to recruit 16 Shadowlings per week.
Upg. Pit of Darkness (req. Shadow Pit)
Allows you to recruit 16 Shadowlings/Darklings per week.
Upg. Pit of Everlasting Night (req. Shadow Pit, Shrine of Darkness)
Allows you to recruit 16 Shadowlings/Midnighters per week.

Atrocious Bog (req. town level 6, House of Darwin)
Allows you to recruit 10 Pond Ogres per week.
Pestiferous Bog (req. Atrocious Bog)
Allows you to recruit 10 Pond Ogres/Marsh Ogres per week.
Frozen Pond (req. Atrocious Bog, Shrine of Water)
Allows you to recruit 10 Pond Ogres/Frost Ogres per week.

Hunter Tower (req. town level 9)
Allows you to recruit 5 Cloud Hunters per week.
Hunter Spire (req. Hunter Tower, Shrine of Air)
Allows you to recruit 5 Cloud Hunters/Sky Hunters per week.
Spire of Nimrods (req. Hunter Tower)
Allows you to recruit 5 Cloud Hunters/Soaring Nimrods per week.

Fuming hill (req. town level 9, Miners Guild)
Allows you to recruit 3 Ember Goblins per week.
Burning hill (req. Fuming hill)
Allows you to recruit 3 Ember Goblins/Lava Goblins per week.
Volcanic hill (req. Fuming hill, Shrine of Fire)
Allows you to recruit 3 Ember Goblins/Magma Goblins per week.

Crag of the Mighty (req. town level 12)
Allows you to recruit 2 Stone Trolls per week.
Crag of the Furious (req. Crag of the Mighty, Shrine of Earth)
Allows you to recruit 2 Stone Trolls/Rock Trolls per week.
Crag of the Vicious (req. Crag of the Mighty)
Allows you to recruit 2 Stone Trolls/Mud Trolls per week.

Shimmering Field (req. town level 15, Stone of Inhibition)
Allows you to recruit 1 Crystal Troll per week.
Glittering Field (req. Shimmering field)
Allows you to recruit 1 Crystal Troll/Diamond Troll per week.
Sparkling Field (req. Shimmering field, Shrine of Light)
Allows you to recruit 1 Crystal Troll/Solar Troll per week.

Special buildings

The Shrine is a special building that can be chosen among the six elements. Only one shrine can be built per town, and the choice of available shrines depends on terrain. All shrines require Mage Guild lev. 1 or higher to be built.

Shrine of Air (can be built on all terrains)
Puts the Summon Air Elemental in towns Mage Guild. Defending creatures take 5% less damage from ranged attacks. Enemies take more damage to Air and Lightning attacks and spells.
Shrine of Darkness (can not be built on desert terrain)
Adds a random lev. 1 or 2 Dark magic curse to towns Mage Guild. Effective spellpower of attacking creatures Dark spells is decreased by 5.
Shrine of Earth (can be built on all terrains)
Puts the Summon Earth Elemental in towns Mage Guild. Effect of Earthquake halved, no creatures stunned if enemy hero has Tremors ability or if attacked by enemy Rock troll (but they do take damage). Enemies take more damage to Earth attacks and spells.
Shrine of Fire (can not be built on snow or swamp/marsh terrain)
Puts the Summon Fire Elemental in towns Mage Guild. Moat does extra fire damage to enemies. Enemies take more damage to Fire attacks and spells.
Shrine of Light (can not be built on subterranean cave terrain)
Adds a random lev. 1 or 2 Light magic curse to towns Mage Guild. Effective spellpower of defending heroes and creatures Light spells is increased by 5.
Shrine of Water (can not be built on lava or desert terrain)
Puts the Summon Water Elemental in towns Mage Guild. Moat casts advanced Slow (3 turns) on enemy.
Enemies take more damage to Water and Ice attacks and spells.

House of Darwin (req. Village Hall)
Increases Darwinism with 5% for all Troll heroes, cumulative with several towns.
Stone of inhibition (req. Town level 5, Mages guild level 1)
Gives 20% magic resistance to allied troops within towns’ area of view. Causes enemy spells to cost 20% more during siege.
Summoning Horn (req. Town level 5, Citadel)
All external dwellings within one days journey from town can deploy their creatures within the town if defending hero so chooses and if there is room.
Miners guild (req. Tavern, Blacksmith)  
Each creature stacked in a mine within the towns area of view adds 0.2% of that resource each day (e.g. 50 creatures gives one extra gem every ten days or 100 extra gold every day).
Hunters Parapet (req. Hunter Tower)
Adds two cloud hunters per week and increases town area of view with three squares.
GRAIL building
5000 gold, 50% creature boost, defending trolls hate ALL non-troll enemies.


Heroes

Rah'Need
This Lava Goblin early learned that the happier his troops, the more likely they are to succeed in battle.

Specialty: Marantheas blessed - the chance that heroes creatures will have high morale (ATB to 0.5 after combat) is increased with 5% +0.5% per hero level (negative morale panic-freezing is decreased with same amount). All troops under hero's command get the Hate Enraged ability (all non-troll creatures with the Enraged ability).
Skills: Basic Darwinism, Basic Leadership, Diplomacy
Spells and War Machines: none

Le'Ak Gagoon
With a heart of stone this Stone Troll general pushes his troops to utterly destroy those that they hate.

Specialty: Agitator - the damage heroes troll troops do to Hated enemies is increased with 10% + 1% per hero level. All troops under hero's command get the Hate Large Creature ability (all large non-troll troops).
Skills: Basic Darwinism, Basic Attack, Fast Hate.
Spells and War Machines: Ammo cart

Nach'Tengut
With her great ability to wield Dark Magic this Shadowling quickly rose in power in the Troll community.

Specialty: Jinxer - the Weakness curse also decreases enemy luck by 1 for every 6 levels of hero (starting with first level). All troops under hero's command get the Hate Female ability (all non-troll female troops, i.e. Rakasha Rani, Blood Maidens+U, Shadow Witches+U, Angels+U, Succubus+U, Pixie+U, Shaman+U).
Skills: Basic Darwinism, Basic Dark Magic, Master of Curses
Spells and War Machines: Weakness

Lika S'meel
Having understood the drawback of being slow, something most troll troops suffer from, this Marsh Ogre uses magic to rush his troops into battle.

Specialty: Fast and Furious - the Haste spell increases Speed with 1 and grants creature the Enraged ability for as long as the spell is active. Effect of Haste is increased with 1% for every two levels. All creatures in hero's army get the Hate Speedster ability (all non-troll troops with an initiative of 12 or higher).
Skills: Basic Darwinism, Basic Light Magic, Regeneration
Spells and War Machines: Haste

Te'ram Tol'em
Having seen how the mages protect their golems from magic, this Stone Troll has learned to do the same.

Specialty: Grand Protector - troops under heroes command take less magic damage. 5%+1% per hero level. All hero's troops get the Hate Caster ability (all non-troll casters).
Skills: Basic Darwinism, Basic Defense, Protection
Spells and War Machines: First Aid Tent

Ramu'Ngo Tol
Drilling his fellow fiery trolls in the ranged arts Ramu'Ngo Tol has quickly built a reputation.

Specialty: Blazing Fury - Ember, Lava and Magma Goblins do 10% + 1% per hero level more ranged damage. Their initiative is increased with 1. All hero's troops get the Hate Ranged ability (all non-troll ranged troops).
Skills: Basic Darwinism, Basic Luck, Fast Hate
Spells and War Machines:Ammo Cart

R'Ihanne
Seeing greater potential in the tree trolls, R'Ihanne teaches her elfin troops to squeeze the enemies with their roots every time the enemy tries to move.

Specialty: Root Squeezer - Elfins do damage to Entangled enemies every time it's that creatures turn. Damage equals sqrt(# of elfins in stack)*(hero level)/(creature level). All hero's troops get the Hate Paws ability (all non-troll, four legged creatures i.e. Cerberus, Griffin, Unicorn, Centaur, Hydra).
Skills: Basic Darwinism, Basic Attack, Tactics
Spells and War Machines: Slow

Mah'Oldt Rak
Having lost one of his wings to gangreen in his youth this Soaring Nimrod now uses air magic to destroy his enemies.

Specialty: Electrocution - Enemy troops adjacent to troops hit by the Lightning Bolt or Chain Lightning spell suffer 5HP + 1HP damage per hero level. Damage to adjacent creatures can not exceed damage of lightning bolt (for 2nd, 3rd and 4th hit of the Chain Lightning the damage to adjacent creatures can not exceed those levels either, but a creature adjacent to several troops struck by the chain receives damage on all hits). All creatures under hero's command get the Hate Mounted ability (all mounted troops, such as Dark Raider, Paladin, Bear Rider)
Skills: Basic Darwinism, Basic Destructive Magic, Master of Storms.
Spells and War Machines: Lightning Bolt

Rai'Tan Tja
Believing her species to be the foremost among flyers this Sky Hunter Liutenant gladly gets her troops to kill of all other flying creatures.
Specialty: Flight Fright - Hunters and Nimrods under hero's command have their attack and defense increased with 1 for every second hero level, starting at first level. Hero's troops get the Hate Flyer ability (all flying non-troll troops).
Skills:Basic Darwinism, Logistics, Pathfinding
Spells and War Machines: Ballista

Gruh'Vlig Va'Odar
Having quite a knack for mining, this Ember Goblin always fines more resources than anybody else.
Specialty:Lord of Mines - Every time heroe flags a mine some of that mines resources will be added to treasury. Amount depending on hero level. For wood and ore: rnd{L, 2L} i.e. a random number between hero level and double hero level. For rare resources: rnd{1/2 L, L}. For gold mines 1000*rnd{1/2L, L}. Creatures under heroes' command get the Hate Fighter ability (all non-troll small melee units).
Skills: Basic Darwinism, Basic Luck, Resourcefulness
Spells and War Machines: Divine Strength, Ballista
____________
Mater tua criceta fuit, et Pater tuo
redoluit bacarum sambucus.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted March 10, 2008 06:03 PM

there's already a town with that name.
they seem really strong, maybe too much.

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted March 12, 2008 11:20 AM

Too many trolls...
____________

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nickkkk
nickkkk


Known Hero
Necro fan since 1988
posted March 19, 2008 07:15 PM

very nice faction, but I don't know if it will match the barbarians that are already in the game.
____________
Vampire Lord (Dracula)

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flackmandan
flackmandan


Known Hero
Veni,Vidi,Vichi
posted March 20, 2008 11:53 AM

i like  still good

____________

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Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted March 29, 2008 06:56 PM
Edited by Snatch at 18:58, 29 Mar 2008.

Cohesiveness: 5/10 (cohesive in terms of back story the faction itself is very mixed, slimy ogres and gog-like goblins don't do much to those who are familiar with the Heroes series, by the way is there any affiliation between this goblins and the Bastion ones? could be emphasize more on trolls for better coherence)

Imagination: 13/15 (the idea of a hate-all-faction is very creative but sadly it doesn't fully work for me, some other ideas are good too, there is some potential left)

Back story: 8/10 (short but adequate, the basic idea is very good)

Battle facets: 8/10 (ultimate seems a bit weak, the racial is a great idea, otherwise solid)

Discretionary: 5/5 (for a great, creative approach and for the building idea)

39/50

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Tobius
Tobius


Adventuring Hero
posted March 31, 2008 09:14 PM

The Troll Burrows

Cohesiveness(3+4)=7 I think a bit more description is needed
Imagination(4+3+3)=10 Good basic approach, but it could have been done better (e.g. the dwellings and the underground cuold have been a stronger aspect)
Back Story(1+1)=2 Well, I think there is not much of a 'story'
Battle Facets(3+3)=6 Solid, but nothing mind-blowing

Discretionary: +2 for the stats and the heroes; -1 for no emblem

Total Score=26

How I graded these:
Cohesiveness (Internal Coherence [1-5]+HoMM Compatibility [1-5])
Imagination (Creativity [1-5]+Innovations [1-5]+Originality[1-5])
Back Story (How well it expands on one of the HoMM universes [1-5]+How interesting it was to me [1-5])
Battle Facets (Variety [1-5]+Inventive Aspects [1-5])
Discretionary (Bonus for exceptional efforts[1-5])

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Momo
Momo


Promising
Famous Hero
posted April 01, 2008 12:18 AM

Cohesiveness: 6/10people already pointed out. They seem just a bunch of proto-versions of races that were to come, and it's fine, but does it really justifies for so unrelated creatures in your factions? Calling them under a single name (troll) that don't really reflects trolls in any way doesn't make things better, and in fact makes things worse than they would have been if you called them, say, the cavemen.

Imagination: 12/15 liked the idea of a "discarded race" and it's excellently traslated in a race bent on revenge toward the more evoluted relateds. I also liked to see this reflected in gameplay.

Backstory: 10/10 based on a good idea and properly narrated.

Battle facets: 6/10 mildly interesting racial skill, but not as effective as you seem to think - usually, the battles against your enemy aren't enough to "evolve" enough to counter his faction completely; so the faction would need to rush to meet the enemy early and then go mid/late-game to develop the skill enough... why bother? Apart from the racial, everything else is decent, but not distincive enough.

Discretionary: 4/5 I like a lot your idea of a retrograded society struggling for their place in the world, and some of your solutions to traslate this into gameplay. Needs more work, though.

Overall: 38/50

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friendofgunnar
friendofgunnar


Honorable
Legendary Hero
able to speed up time
posted April 12, 2008 07:05 AM


The Troll Burrows:

FriendofGunnar

cohesiveness 6/10 trolls, goblins, elfins, ogres are all one?
originality 11/15
backstory 7/10 for an intriguing story concept
battle facets 8/10 it looks like it would be fun strategy-wise.
discretionary 2/5 no pics

It's an alright faction, but the "21 flavors of troll" concept doesn't really captivate me.

34


Kookastar

Cohesiveness: 9 points
Imagination/creativity/originality/wow factor:  10 - maybe some non-trolls  or other creatures could spice up the lineup.
Back story: 6 points - seems insufficient, where did each creature come from?
Battle facets: 9 points
Discretionary: 3 points
Total 37

TDL

Cohesiveness(max 10) : 5
Creativity (max 10): 9
Backstory (max 10): 4
Battle Facets (max 15): 11
additional (max 5): 2

hard to think such a faction would do well in the game, too many races mixed, good racial skill and perks, funny name, balancing issues

Total (max 50):31

Guest Judge's Score : 34.33 (Judges grades are weighed differently depending on how many factions they graded)
Judges Score: (34 + 37 + 31) / 3 = 34.00

Final Score: 34.17

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