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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Concept to a possible Heroes 6
Thread: Concept to a possible Heroes 6 This thread is 2 pages long: 1 2 · NEXT»
Brawlermatrix
Brawlermatrix


Thinking Outside the Box
posted March 12, 2008 07:14 AM
Edited by Brawlermatrix at 15:47, 14 Jul 2008.

Concept to a possible Heroes 6

If you read this post please post a reply on what you like and dislike and where improvement can be made in the structure of the design concept.

Core Format:
All below information is a basic concept based on my detailed workings and development. Any ideas or concepts would be welcome in helping me develop and define this concept.

My Concept Brief:

After many years playing Real Time Strategy and Tactical games, in particular for the collective understanding of this brief the Heroes of Might and Magic series developed from the now no longer in business New World Computing, starting at Heroes 1 and finishing at Heroes 5 now under ownership of Ubisoft / Nival, I have come to a conclusion of the structure of a game where the user is challenged more than most games of this class in the current market;

My Development Concept deals with the development ideas extracted from Heroes 4 and modified using the ideas extracted from Heroes 3 with a collective of other concepts gathered during my personal experience of a collective of game types and system classes, I have  generated a base line game that through development and analysis has generated the following construct;

The basic level of the game uses the following team structure and alliance structure:
Life; (Life, Order and Nature)
Death; (Death, Order and Chaos)
Order; (Order, Life and Death)
Chaos; (Chaos, Nature and Death)
Nature; (Nature, Life and Chaos)
Might; (Might, Neutral)

These above ideas utilize the concept of The Creative and The Destructive Cycle from the ideals of Feng Shui as demonstrated below;

Creative Cycle
Water feeds Wood
Wood fuels Fire
Fire creates Earth ( in the form of ash)
Earth creates Metal
Metal can flow like Water

Destructive Cycle
Water quenches Fire
Fire melts Metal
Metal cuts Wood
Wood exhausts Earth
Earth pollutes Water

Thus every team mentioned above is assigned an element of choice;
• Life; --> Water
• Death; --> Earth
• Order; --> Metal
• Chaos; --> Fire
• Nature; --> Wood
• Might; --> Balance of the 5 elements, or in other words Meta

With the addition of 2 more teams in the form of 2 additional expansions that develop the base structure and core ideas generated in the original placing the player to rethink there style of play and there approach to achieving there objectives; the following team structure and alliance structure;
• Dragon Legion; (Dragon Legion, Death and Chaos)
• The Ancients; (The Ancients, Life and Order)

These teams will also be assigned an element of choice that exists outside the cycle used in the aforementioned concept;
• Dragon Legion; -->Wind
• The Ancients; --> Celestial

In addition to the additional structure changes will be implemented in the game to “mix things up” so that the user does not get bored of the same development usage in the newer gamming style;
• Might; (Might; the Ancients)
• Nature: (Nature; Dragon Legion)


Team Format:

Life: The home of Life-aligned troops and magic guilds devoted to Life Magic.
Death: The home of Death-aligned troops and magic guilds devoted to Death Magic.
Order: The home of Order-aligned troops and magic guilds devoted to Order Magic.
Chaos: The home of Chaos-aligned troops and magic guilds devoted to Chaos Magic.
Nature: The home of Nature-aligned troops and magic guilds devoted to Nature Magic.
Might: The home of Might-aligned troops who have shunned magic in all its forms and have focused on enhancing there attributes.

Dragon Legion: The home of Dragon-aligned troops and magic guilds devoted to Draconic Magic.
The Ancients: The home of Ancient-aligned troops and magic guilds devoted to Ancient Magic.


Unit Format:
An example of the formula structure is as follows:
Core System:
Total Battle Exp. / Number of Stacks / Number of Units in stacks (Total) x Difficulty of Game

The Reference of Level is:
Easy: 10, Normal: 5, Hard: 2.5, Expert: 1.0, Impossible: 0.5

Formula breakdown:
Battle Experience: 1000
Number of Stacks: 3
Units in each stack: 20
Game Difficulty: as aforementioned

Easy: Eg. 1000 / 3 / 20 x 10 = 167 Exp (Rounded)
Normal: Eg. 1000 / 3 / 20 x 5 = 83 Exp (Rounded)
Hard: Eg. 1000 / 3 / 20 x 2.5 = 42 Exp (Rounded)
Expert: Eg. 1000 / 3 / 20 x 1 = 17 Exp (Rounded)
Impossible: Eg. 1000 / 3 / 20 x 0.5 = 8 Exp (Rounded)

Penalty guideless with consist of higher level units being reduced to the lower level in there class and unit type.

With all of the above in consideration an army will be consisting of the following structure;
An army with a maximum limit of 8 consisting of a hero will also introduce a structured makeup where there is an allowance of a maximum of 7 units in an active line of units with a reserve contingent of 7 units and a hero. With this considered an army can be constructed in any variation and formation to meet the needs of the map or the player method in play and approach in there playing. Other formats that are also considered in this setup is a army consisting of just dwelling units, under this system the army will maximize the experience development system aforementioned in the above sections related to the unit development system.



Unit’s structures for teamwork are as follows;

Life:
Tier 1 Skilled Warrior - Specialist Warrior / Archer - Marksman
Tier 2 Pikeman - Veteran Pikeman / Ballista - Mechanized Ballista
Tier 3 Guardian – Light Guardian / Griffin - Royal Griffin
Tier 4 Priest – Cleric / Monk - Elder Monk
Tier 5 Swordsman - Master Swordsman / Acolyte - Acolyte of Light
Tier 6 Cavalier - Champion / Dirigible - Zeppelin
Tier 7 Paladin - Crusader / Angel - Archangel
Temple Class Messenger of Life
Scout Class Pidgin
Special Class Catapult - War Catapult
Unique Class Peasant – Militia

Additional Units developed under the expansions;
Tier 1 Macemen – Elite Macemen / Poleaxe Welder - Halberdier
Tier 2 Longbowman - Elite Longbowman  / Footman - Squire
Tier 3 Monk Fighter - Monk Warrior / Scout Griffin - Hunter Griffin
Tier 4 Cavalry Archer - Heavy Cavalry Archer / Crossbow Archer - Elite Crossbow Archer
Tier 5 Archon - Astral Archon / Witch Hunter - Witch Slayer
Tier 6 Knight - Champion Knight / Flaming Archer - Elite Flaming Archer
Tier 7 Avatar - Avatar of Light / Inquisitor - Grand Inquisitor

As one can see my concept for Life is not that far from current models in the Heroes of Might and Magic model, but to take it as far to say as much that this model is simular in a lot of games of this style using the concepts I have gathered during my gameplay.


Death:
Tier 1 Skeleton Warrior - Skeleton Lord / Skeleton Archer - Skeleton Bowman
Tier 2 Executioner - Master Executioner / Venom Spawn - Toxic Venom Spawn
Tier 3 Wight – Wraith / Hell Hound - Cerberus
Tier 4 Vampire - Vampire Lord / Lich - Archlich
Tier 5 Dark Bladesman – Death Bladesman / Dark Priest - Elder Dark Priest
Tier 6 Black Knight - Dread Knight / Sky Knight - Sky Death Knight
Tier 7 Bone Dragon - Spectral Dragon / Devil - Arch Devil
Temple Class Messenger of Death
Scout Class Raven
Special Class Dark Hand - Dark Hand Elder
Unique Class Ghost – Spectre

Additional Units developed under the expansions;
Tier 1 Imps – Familiaries / Bone Scavenger - Bone Collector
Tier 2 Zombie - Plague Zombies / Skull Slingers - Skull Archer
Tier 3 Mummy - Royal Mummy / Banshee Sisters - Banshee Furies
Tier 4 Demon - Horned Demon / Flesh Golems - Putrid Flesh Golems
Tier 5 Incubus - Infernal Incubus / Succubus - Infernal Succubus
Tier 6 Pit Fiend - Pit Lord / Ravanger - Soul Ravanger
Tier 7 Dark Elder - Supreme Dark Elder / Wraith Dragon - Supreme Wraith Dragon

As one can see my concept for Death is also not that far from current models in the Heroes of Might and Magic model, with reference to my usage of the Venom Spawn for I was unable to come up with a unit that would have the same attributes and creative concept to replace it that would match the design structure that I have design for death, again this model is simular in a lot of games of this style using the concepts I have gathered during my gameplay.


Order:
Tier 1 Warrior Mage - Elite Warrior Mage / Mage Archer - Elite Mage Archer
Tier 2 Dwarf - Battle Dwarf / Gremlin - Master Gremlin
Tier 3 Droid - Sentry Droid / Shock Trooper - Thunder Trooper
Tier 4 Iron Golem - Steel Golem / Mage - Arch Mage
Tier 5 Automation - Reanimated Automation / Genie - Master Genie
Tier 6 Naga - Naga Queen / Gyro-Copter - Modified Gyro-Copter
Tier 7 Iron Spider Golem - Steel Spider Golem / Giant - Titan
Temple Class Messenger of Order
Scout Class Iron Bird
Special Class Mechanic - Master Mechanic
Unique Class Alchemist - Master Alchemist

Additional Units developed under the expansions;
Tier 1 Warforged Workers - Warforged Soldiers / Scarab - Shadow Scarab
Tier 2 Club Swingers - Mace Welder / Nightwatcher - Grand Nightwatcher
Tier 3 Dwarf Captain - Dwarf General / Stone Gargoyles - Obsidian Gargoyles
Tier 4 Ruby Spider - Ruby Spider Queen / Spectral Mage - Spectral Archmage
Tier 5 Janni - Ancient Janni / Marble Gargoyle - Onyx Gargoyle
Tier 6 Rakshasa - Rakshasa King / Enchantress - High Enchantress
Tier 7 Steel Dragon - Platinum Dragon / Harpoon Launcher - Heavy Harpoon Launcher

As one can see my concept for Order this is a little different from the current models in the Heroes of Might and Magic model, my design for Order is more towards the usage of magic and machine that represents a equality to there setup unlike the existing setups used in the many regenerations of the Order setup use in the past generations of Heroes of Might and Magic.


Chaos:
Tier 1 Amazon Warrior - Master Amazon Warrior / Amazon Archer - Master Amazon Archer
Tier 2 Gnoll - Gnoll Marauder / Medusa - Medusa Queen
Tier 3 Troll - War Troll / Beholder - Evil Eye
Tier 4 Minotaur - Minotaur King / Sorceress - Evil Sorceress
Tier 5 Witch - Chaos Witch / Efreet - Efreet Sultan
Tier 6 Nightmare - Frightful Nightmare / Fire Drake - Inferno Drake
Tier 7 Hydra - Chaos Hydra / Black Dragon - Darkness Dragon
Temple Class Messenger of Chaos
Scout Class Hawk
Special Class Mana Wagon – Mana War Wagon
Unique Class Shadow Walker – Shadow Stalker

Additional Units developed under the expansions;
Tier 1 Kobold Sentry - Kobold Warrior / Smuggler - Pirate
Tier 2 Lizardman - Lizard Warrior / Scorpion  - Monarch Scorpion
Tier 3 Salamander – Salamander Lord / Minotaur Guard - Minotaur Royal Guard
Tier 4 Maiden of Chaos - Maiden of Primal Chaos / Basilisk - Greater Basilisk
Tier 5 Gorgon - Mighty Gorgon / Sand Worm - Sand Storm Worm
Tier 6 Manticore - Scorpicore / Seductress - Enchanted Seductress
Tier 7 Drider - Drider Queen / Ragnarok Dragon - Armageddon Dragon

As one can see my concept for Chaos this is also a little different from the current models in the Heroes of Might and Magic model, my design has aspects of the style of Chaos from Heroes of Might and Magic 4, but I felt that the teams structure was unfitting to my design criteria and the objectives I considered into the setup of the team. This team does though have a collective of advantages and its setup has gone about to consider it in its design.


Nature:
Tier 1 Elven Warrior - Elite Elven Warrior / Elven Archer - Elite Elven Archer
Tier 2 Pixie – Sprite / Waspwort - Poisoned Waspwort
Tier 3 Dendroid Guard – Dendroid Soldier / Serpent Fly -Dragon Fly
Tier 4 Treant - Treant Guardian / Druid - Druid Elder
Tier 5 Stone Giant - Ancient Stone Giant / Elemental Chanter - Elementalist
Tier 6 Unicorn - War Unicorn / Pegasus - Silver Pegasus
Tier 7 Phoenix - Sacred Phoenix / Green Dragon - Emerald Dragon
Temple Class Messenger of Nature
Scout Class Parrot
Special Class Leprechaun - Leprechaun Elder
Unique Class Nature Tamer – Master Nature Tamer

Additional Units developed under the expansions;
Tier 1 Satyr - Mystical Satyr / Dark Elf - Dark Elf Archer
Tier 2 Air Elementals – Storm Elementals / Poison Spider - Giant Poison Spider
Tier 3 Water Elementals – Ice Elementals / Hunter - Master Hunter
Tier 4 Fire Elementals - Energy Elementals / White Wolf - Spirit Wolf
Tier 5 Earth Elementals - Magma Elementals / Eagle Rider - War Eagle Rider
Tier 6 Psychic Elementals – Magic Elementals / Hill Giant - Mountain Giant
Tier 7 Faerie Dragon - Mystical Faerie Dragon / Chimera - Dragonne

As one can see my concept for Nature is also not that far from current models in the Heroes of Might and Magic model, with reference to my usage of the Waspwort for I was unable to come up with a different name that would convey the same image as it did in Heroes of Might and Magic 4.


Might:
Tier 1 Orc Warrior - Black Orc Warrior / Orc Archer - Black Orc Archer
Tier 2 Goblin - Hobgoblin / Centaur - Centaur Captain
Tier 3 Wolf Rider - Wolf Raider / Harpy - Harpy Hag
Tier 4 Ogre - Ogre Lord / Ogre Mage - Blood Ogre Mage
Tier 5 Cyclops - Cyclops King / Marauder - Blood Marauder
Tier 6 War Elephant - Elite War Elephant / Arial Archer - Elite Arial Archer
Tier 7 Roc - Thunderbird / Behemoth - Ancient Behemoth
Temple Class Messenger of Might
Scout Class Eagle
Special Class Beast Lord - Greater Beast Lord
Unique Class Shielder - Veteran Shielder

Additional Units developed under the expansions;
Tier 1 Berserker - Enraged Berserker / Slaver - Slaver King
Tier 2 Nomad - War Nomad / Ogre Grunt - Ogre Guard
Tier 3 Bandit – Raider / Orc Raider - Black Orc Raider
Tier 4 Scout – Assassin / Centaur Mage - Centaur Grand Mage
Tier 5 Warlord - Grand Warlord / Bulette - Berserker Bulette
Tier 6 Tarrasque  - Armoured Tarrasque / War Elephant Archers - Elite War Elephant Archers
Tier 7 Wyvern Rider - Great Wyvern Rider  / Runic Solider - Runic Guardian

As one can see my concept for Might is has a historical feel to is setup simular to models used in the past generations of Heroes of Might and Magic; though with this team I have decided to develop a setup that differs this from is historical references and generated a team that be able to stand on its own when it come to usage of the team in combat.

Below are my designs for my “Unique” setups and the core additions to the games framework and story development;

Dragon Legion:
Tier 1 Drake - Ancient Drake / Dragon Tamer - Lord Dragon Tamer
Tier 2 Brass Dragon - Ancient Brass Dragon / Rust Dragon - Ancient Rust Dragon
Tier 3 Bronze Dragon - Ancient Bronze Dragon / Topaz Dragon - Ancient Topaz Dragon
Tier 4 Ruby Dragon - Ancient Ruby Dragon / Sapphire Dragon - Ancient Sapphire Dragon
Tier 5 White Dragon - Ancient White Dragon / Silver Dragon - Ancient Silver Dragon
Tier 6 Red Dragon - Ancient Red Dragon / Gold Dragon - Ancient Gold Dragon
Tier 7 Amethyst Dragon - Ancient Amethyst Dragon / Black Dragon - Ancient Black Dragon
Temple Class Messenger of Dragons
Scout Class Parrot Dragon
Special Class Dragon Rider - Dragon Raider
Unique Class Dragon Servant - Dragon Nobles

Additional Units developed under the expansions;
Tier 1 Dragon Hatchling  - Dragon Offspring / Blue Dragon - Ancient Blue Dragon
Tier 2 Crystal Dragon - Ancient Crystal Dragon / Copper Dragon - Ancient Copper Dragon
Tier 3 Diamond Dragon - Ancient Diamond Dragon / Yellow Dragon - Ancient Yellow Dragon
Tier 4 Dragon Mage - Dragon Mage Elder / Dragon Warrior - Elite Dragon Warrior
Tier 5 Sky Dragon - Ancient Sky Dragon / Jade Dragon - Ancient Jade Dragon
Tier 6 Wyvern - Great Wyvern / Azure Dragons - Supreme Azure Dragon
Tier 7 Homunculus Dragon - Dracolich / Dragon Flesh Golem - Dragon Bone Golem

As one can see my concept for Dragon Legion is quite unique in its setup and usage of unit deployment; this team though looks to be setup to its own advantages against all other; this is not the case, for this team my represent a overwhelming strength and growth it will not have it in either, which has always been the downfall in the usage of such a concept in games. Deployment of a team with the same stats in relation to its growth rates has made usage of this team the sole objective of any player of a user made map to obtain and control for it strength and its other decisive advantages.


The Ancients:
Tier 1 Axeman - Heavy Axeman / Spearman - Elite Spearman
Tier 2 Valkyrie - Elite Valkyrie / Arbalester Archers - Elite Arbalester Archers
Tier 3 Zealot - War Zealot / Arcane Sage - Elder Arcane Sage
Tier 4 Mounted Crossbowman - Heavy Mounted Crossbowman / Illusionist Mage - Master Illusionist Mage
Tier 5 Djinn - Djinn Sultan / Chariot Archer - Heavy Chariot Archer
Tier 6 Mithril Golem - Adamantine Golem / Elephant Behemoth - Elite Elephant Behemoth
Tier 7 Energy Dragon - Force Dragon / Shadow Dragon - Spirit Dragon
Temple Class Messenger of Ancients
Scout Class Carrier Pigeon
Special Class Clockwork Workers - Clockwork Soldiers
Unique Class Enlightened Sage - Ascended Sage

Additional Units developed under the expansions;
Tier 1 Thought Devourer - Thought Slayer / Slingers - Fire Slingers
Tier 2 Javilineers - Elite Javilineers / Legionary - Legionary General
Tier 3 Mind Distorter - Mind Crusher / Githyanki - Blackguard Githyanki
Tier 4 Hippogriff - Imperial Hippogriff / Charioteer - War Charioteer
Tier 5 Goliath - Forbidden Goliath / Dreadnought - Juggernaut
Tier 6 Criosphinx – Androsphinx / Pegasus Rider - Noble Pegasus Rider
Tier 7 Kraken - Legendary Kraken / Shielded Catapult - Shielded War Catapult

As one can also see my concept for The Ancients is also quite unique in its setup; representing a structure simular to that used within the game itself and this is a key aspect to the team’s setup to the games development and storyline.

Advance levels for usage in an optional advancement system that is yet to be fully worked on but I have considered the usage of this system in the expansions plan for the development of the story.

Here is a list detailing the advance evaluation system for my concept;
Life:
Warrior - Skilled Warrior  - Specialist Warrior
Archer - Marksman - Sharpshooter
Spearman - Pikeman - Veteran Pikeman
Ballista - Heavy Ballista - Mechanized Ballista
Guardian - Light Guardian - Supreme Light Guardian
Griffin - Royal Griffin - Guardian Griffin
Prophet - Priest - Cleric
Monk - Master Monk - Elder Monk
Swordsman - Apprentice Swordsman - Master Swordsman
Acolyte - Acolyte of Light - Divine Acolyte of Light
Cavalier - Cavalier Knight - Champion
Blimp - Dirigible - Zeppelin
Paladin - Crusader - Holy Avenger
Angel - Archangel - Principality
Catapult - War Catapult - Siege Catapult
Peasant - Militia - Mercenaries

Additional Units:
Macemen - Elite Macemen - War Macemen
Longbowman - Composite Longbowman - Elite Longbowman
Monk Fighter - Monk Warrior - Elite Monk Warrior
Cavalry Archer - Light Cavalry Archer - Heavy Cavalry Archer
Archon - Lunar Archon - Astral Archon
Knight - Royal Knight - Champion Knight
Avatar - Avatar of Light - Supreme Avatar of Light

Poleaxe Welder - Halberdier - Partisan Knight
Footman - Squire - Knights Apprentice
Scout Griffin - Hunter Griffin - Tracker Griffin
Crossbow Archer - Heavy Crossbow Archer - Elite Crossbow Archer
Witch Seeker - Witch Hunter - Witch Slayer
Torch Archer - Flaming Archer - Elite Flaming Archer
Inquisitor - High Inquisitor - Grand Inquisitor

Death:
Decaying Bone Warrior - Skeleton Warrior - Skeleton Lord
Decaying Bone Archer - Skeleton Archer - Skeleton Bowman
Executioner - Master Executioner - Veteran Executioner
Venom Spawn - Noxious Venom Spawn - Toxic Venom Spawn
Wight - Wraith - Phantom
Black Dog - Hell Hound - Cerberus
Vampire - Vampire Lord - Vampire Elder
Lich - Archlich - Demi Lich
Dark Bladesman - Death Bladesman - Soul Bladesman
Dark Disciple - Dark Priest - Elder Dark Priest
Black Knight - Dread Knight - Death Knight
Sky Knight - Sky Death Knight - Sky Phantom Knight
Zombie Dragon - Bone Dragon - Spectral Dragon
Devil - Arch Devil - Supreme Arch Devil
Ghost - Spectre - Shade
Dark Hand - Dark Hand Elder - Deaths Hand

Additional Units:
Imps - Familiaries - Essence Familiaries
Ghoul - Zombie - Plague Zombies
Mummy - Cursed Mummy - Royal Mummy
Demon - Horned Demon - Demon Lord
Incubus - Infernal Incubus - Incubus Emperor
Pit Fiend - Pit Lord - Pit Overlord
Dark Elder - Grand Dark Elder - Supreme Dark Elder

Bone Scavenger - Bone Collector - Bone Master
Skull Slingers - Skull Archer - Skull Marksman
Banshee - Banshee Sisters - Banshee Furies
Flesh Golems - Putrid Flesh Golems - Festering Flesh Golem
Succubus - Infernal Succubus - Succubus Empress
Ravanger - Soul Ravanger - Essence Ravanger
Wraith Dragon - Dark Wraith Dragon - Supreme Wraith Dragon

Order:
Warrior Mage - Neophyte Warrior Mage - Elite Warrior Mage
Mage Archer - Neophyte Mage Archer - Elite Mage Archer
Dwarf - Battle Dwarf - Battle Dwarf Captain
Gremlin - Gremlin Apprentice - Master Gremlin
Droid - Scout Droid - Sentry Droid
Shock Trooper - Thunder Trooper - Lighting Trooper
Iron Golem - Steel Golem - Ancient Steel Golem
Mage - Arch Mage - Supreme Arch Mage
Automation - Reanimated Automation - Iron Automation
Genie - Master Genie - Mystic Genie
Naga - Naga Queen - Naga Warrior Queen
Gyro-Copter - Modified Gyro-Copter - Modernized Gyro-Copter
Iron Spider Golem - Steel Spider Golem - Platinum Spider Golem
Giant - Titan - Tempest Titan
Alchemist - Alchemist Apprentice - Master Alchemist
Mechanic - Master Mechanic - Engineer

Additional Units:
Warforged Workers - Warforged Soldiers - Warforged Golem
Club Swingers  - Mace Welder - War Hammer Knight
Dwarf Captain - Dwarf General - Dwarf War General
Gem Spider - Ruby Spider - Ruby Spider Queen
Janni - Greater Janni - Ancient Janni
Rakshasa - Rakshasa Noble - Rakshasa King
Iron Dragon - Steel Dragon - Platinum Dragon

Scarab  - Gold Scarab - Shadow Scarab
Nightwatcher - Master Nightwatcher - Grand Nightwatcher
Ivory Gargoyles - Stone Gargoyles - Obsidian Gargoyles
Spectral Mage  - Spectral Archmage - Dark Mage
Marble Gargoyle - Onyx Gargoyle - Jet Gargoyle
Enchantress - High Enchantress - Grand Enchantress
Harpoon Launcher - Heavy Harpoon Launcher - War Harpoon Launcher

Chaos:
Amazon Warrior - Master Amazon Warrior - Elite Amazon Warrior
Amazon Archer - Master Amazon Archer - Elite Amazon Archer
Gnoll - Gnoll Marauder - Gnoll Assassin
Medusa - Medusa Queen - Medusa Empress
Troll - War Troll - Chaos Troll
Beholder - Evil Eye - Floating Eye
Minotaur - Minotaur King - Minotaur Warlord
Cultist - Sorceress - Evil Sorceress
Witch - Coven Witch - Chaos Witch
Efreet - Efreet Prince - Efreet Sultan
Hell Steed - Nightmare - Frightful Nightmare
Ember Drake - Fire Drake - Inferno Drake
Hydra - Chaos Hydra - Abyss Hydra
Black Dragon - Darkness Dragon - Ancient Darkness Dragon
Mana Wagon - Armoured Mana Wagon - Mana War Wagon
Shadow Walker - Shadow Stalker - Shadow Assassin

Additional Units:
Kobold Scout - Kobold Sentry - Kobold Warrior
Lizardman - Lizard Warrior - Elite Lizard Warrior
Salamander - Salamander Lord - King Salamander
Maiden of Chaos - Maiden of Primal Chaos - Maiden of True Chaos
Gorgon - Mighty Gorgon - Armoured Gorgon
Manticore - Scorpicore - Venom Scorpicore
Drider - Drider Queen - Drider Empress

Smuggler - Pirate - Pirate King
Scorpion  - Monarch Scorpion - Matriarch Scorpion
Minotaur Guard - Minotaur High Guard - Minotaur Royal Guard
Basilisk - Greater Basilisk - Crimson Basilisk
Sand Worm - Sand Storm Worm - Whirlwind Worm
Temptress  - Seductress - Enchanted Seductress
Ruin Dragon - Ragnarok Dragon - Armageddon Dragon

Nature:
Elven Scout - Elven Warrior - Elite Elven Warrior
Elven Guard - Elven Archer - Elite Elven Archer
Fairy - Pixie - Sprite
Waspwort - Poisoned Waspwort - Waspwort Constrictor
Dendroid Guard - Dendroid Soldier - Dendroid Warrior
Larva Fly - Serpent Fly - Dragon Fly
Treant - Treant Guardian - Ancient Treant Guardian
Druid - Druid Elder - Druid Mystic
Stone Giant - Greater Stone Giant - Ancient Stone Giant
Elemental Chanter - Elementalist - Elemental Summoner
Unicorn - War Unicorn - Majestic Unicorn
Pegasus - Silver Pegasus - Gold Pegasus
Phoenix  - Majestic Phoenix - Sacred Phoenix
Green Dragon - Emerald Dragon - Jade Dragon
Leprechaun - Leprechaun Elder - Leprechaun King
Nature Tamer - Master Nature Tamer - Shaman

Additional Units:
Fauns - Satyr - Mystical Satyr
Air Elementals - Storm Elementals - Tempest Elemental
Water Elementals - Ice Elementals - Frost Elemental
Fire Elementals - Energy Elementals - Inferno Elemental
Earth Elementals - Rock Elementals - Magma Elementals
Thought Elementals - Psychic Elementals - Magic Elementals
Faerie Dragon - Ancient Faerie Dragon - Mystical Faerie Dragon

Dark Elf - Dark Elf Archer - Dark Elf Assassin
Poison Spider - Giant Poison Spider - Poison Spider Queen
Hunter - Master Hunter - Grand Hunter
Wolf - White Wolf - Spirit Wolf
Eagle Rider  - Great Eagle Rider - War Eagle Rider
Valley Giant - Hill Giant - Mountain Giant
Chimera - Gorgimera - Dragonne

Might:
Orc Warrior - Black Orc Warrior - Blood Orc Warrior
Orc Archer - Black Orc Archer - Blood Orc Archer
Goblin - Hobgoblin - Goblinoid
Centaur - Centaur Charger - Centaur Captain
Wolf Rider - Wolf Raider - Wolf Marauder
Harpy - Harpy Hag - Harpy Crone
Ogre - Ogre Brute - Ogre Lord
Ogre Mage - Blood Ogre Mage - Rune Ogre Mage
Cyclops - Cyclops Sentry - Cyclops King
Raider - Marauder - Blood Marauder
War Elephant - Plated War Elephant - Elite War Elephant
Arial Archer - Elite Arial Archer - Arial Marksman
Roc - Stormbird - Thunderbird
Behemoth - Elder Behemoth - Ancient Behemoth
Beast Tamer - Beast Lord - Greater Beast Lord
Shielder - Veteran Shielder - Runic Shielder

Additional Units:
Brawler - Berserker - Enraged Berserker
Nomad - War Nomad - Nomad Warlord
Brigand - Bandit - Raider
Scout - Infiltrator - Assassin
Warlord - Tribal Warlord - Grand Warlord
Tarrasque  - Plated Tarrasque - Armoured Tarrasque
Wyvern Rider -   Black Wyvern Rider - Great Wyvern Rider

Slaver  - Slave Trader - Slaver King
Ogre Grunt - Ogre Guard - Ogre Defender
Orc Raider - Black Orc Raider - Blood Orc Raider
Centaur Mage - Centaur High Mage - Centaur Grand Mage
Bulette  - Berserker Bulette  - Armoured Bulette
War Elephant Archers - Plated War Elephant Archers - Elite War Elephant Archers
Runic Solider - Runic Warrior - Runic Guardian

Dragon Legion:
Drake - Greater Drake - Ancient Drake
Dragon Tamer - Lord Dragon Tamer - Master Dragon Tamer
Brass Dragon - Greater Brass Dragon - Ancient Brass Dragon
Rust Dragon - Greater Rust Dragon - Ancient Rust Dragon
Bronze Dragon - Greater Bronze Dragon - Ancient Bronze Dragon
Topaz Dragon - Greater Topaz Dragon - Ancient Topaz Dragon
Ruby Dragon - Greater Ruby Dragon - Ancient Ruby Dragon
Sapphire Dragon - Greater Sapphire Dragon - Ancient Sapphire Dragon
White Dragon - Greater White Dragon - Ancient White Dragon
Silver Dragon - Greater Silver Dragon - Ancient Silver Dragon
Red Dragon - Greater Red Dragon - Ancient Red Dragon
Gold Dragon - Greater Gold Dragon - Ancient Gold Dragon
Amethyst Dragon - Greater Amethyst Dragon - Ancient Amethyst Dragon
Black Dragon - Greater Black Dragon - Ancient Black Dragon
Dragon Rider - Dragon Raider - Dragon Marauder
Dragon Servant - Dragon Nobles - Draconic Lords

Additional Units:
Dragon Hatchling  - Dragon Offspring - Dragon Broodling
Crystal Dragon - Greater Crystal Dragon - Ancient Crystal Dragon
Diamond Dragon - Greater Diamond Dragon - Ancient Diamond Dragon
Dragon Mage - Dragon Grand Mage - Dragon Mage Elder
Sky Dragon - Greater Sky Dragon - Ancient Sky Dragon
Wyvern - Great Wyvern - Ancient Wyvern
Homunculus Dragon - Dracolich - Dark Dracolich

Blue Dragon - Greater Blue Dragon - Ancient Blue Dragon
Copper Dragon - Greater Copper Dragon - Ancient Copper Dragon
Yellow Dragon - Greater Yellow Dragon - Ancient Yellow Dragon
Dragon Warrior - Elite Dragon Warrior - Veteran Dragon Warrior
Jade Dragon - Greater Jade Dragon - Ancient Jade Dragon
Azure Dragons - Ancient Azure Dragon - Supreme Azure Dragon
Dragon Flesh Golem - Dragon Bone Golem - Dragon Soul Shard Golem

The Ancients:
Axeman - Heavy Axeman - Battle Axeman
Poleman - Spearman - Elite Spearman
Valkyrie - Elite Valkyrie - Valkyrie Assassin
Arbalester Archers - War Arbalester - Elite Arbalester Archers
Zealot - War Zealot - Master Zealot
Arcane Priest - Arcane Sage - Elder Arcane Sage
Mounted Crossbowman - Light Mounted Crossbowman - Heavy Mounted Crossbowman
Apparition Mage - Illusionist Mage - Master Illusionist Mage
Djinn - Djinn Guard - Djinn Sultan
Chariot Archer - Heavy Chariot Archer - War Chariot Archer
Alchemist Golem - Mithril Golem - Adamantine Golem
Elephant Behemoth - Elite Elephant Behemoth - Ancient Elephant Behemoth
Energy Dragon - Force Dragon - Rift Dragon
Shadow Dragon - Spirit Dragon - Phase Dragon
Learned Sage - Enlightened Sage - Ascended Sage
Clockwork Workers - Clockwork Soldiers - Clockwork Golem

Additional Units:
Thought Reader - Thought Slayer - Thought Devourer
Javilineers - Master Javilineers - Elite Javilineers
Mind Controller - Mind Distorter - Mind Crusher
Hippogriff - Imperial Hippogriff - Guardian Hippogriff
Goliath - Greater Goliath - Forbidden Goliath
Criosphinx - Androsphinx - Astrosphinx
Kraken - Ancient Kraken - Legendary Kraken

Slingers - Fire Slingers - Explosive Slingers
Legionary -   Legionary Captain - Legionary General
Githyanki - Githyanki Guard - Blackguard Githyanki
Charioteer -   Heavy Charioteer - War Charioteer
Airship - Dreadnought - Juggernaut
Pegasus Rider  - Noble Pegasus Rider -   Pegasus Knight
Shielded Catapult - Shielded Heavy Catapult - Shielded War Catapult

Building Format:

Castle Development will consist of the follow key aspects:
• Tier 1 – Tier 7 Unit Buildings with upgrade building to advance units and offer a extra feature to the unit development cycle; concept in unit development and advancement will be a key aspect to the usage of upgrade buildings not just for purchasing of straight upgraded levels of units, this will be mentioned later in this article.
• Special and Unique Unit Building with upgrade building to advance units and offer a bonus advantage to each team
• Warmachine Buildings; Common, Siege and Field class Warmachines for usage by the hero in the combat field, designed to the teams key ethos and core ideas.
• Shipyard with upgrade building to advance ship class and type, allowing larger unit movement, speed increase, armaments and defensive articles to the ships primary hull.
• Fortifications will be starting an empty lot marked with an Tent and upgrading through the levels (Fort, Citadel, Castle and Fortress) (NOTE: One of two starting building must be current for town to develop: Fortification or Hall))
• Hall will be starting at an empty lot marked with a Tent and upgrading through the levels (Village Hall, Town Hall, City Hall and Capitol) (NOTE: One of two starting building must be current for town to develop: Fortification or Hall)
• Magic Guild consisting of 5 Levels of upgrade to the Magic Guild structure
• 2 Magic Altars related to the alignment structure and advanced at the level of the Magic Guild
• Shop class building will provide Potions and other selective article to visiting Heroes
• Blacksmith class building will produce Weapons and Armour for the heroes and units, the blacksmith will also be the key requirement of the purchasing of Warmachines for the usage of the Heroes.
• Marketplace that allows resources to be traded for resources or with other teams
• Resource Silo provides additional resources in relation to the teams key resource requirement and is developed after the marketplace has been developed
• Food Production provides Food resource for your teams units
• Caravan provides access to transfer units from one location to another
• Tavern provides the ability to recruit heroes, hear rumours, and visit the Thieves' Guild
• Captain's Quarters provide a temporary hero for a siege with access to the Magic Guilds current levels of magic
• Castle Addition adds a increase to a aspect of the teams stats
• Hero Skill Bonus will teach basic class skills to heroes
• Hero Stats Bonus will add a statistical bonus to heroes
• Creature Boost will increase the growth rate of base level units
• Defence Enhancing will increase the defence stats of creature type and classes
• 2 Unique Buildings will increase aspects of the town structure and/or characteristic of the fighting for make-up
• Special Building will add a special advantage in relation to each town
• Holy Temple is a prerequisite for the usage of tier 7 creatures and the placement of the Grail
• Grail Building (when grail is in town) will be build after the prerequisite of the Holy Temple is constructed
• Prison will be the placement of enemy heroes after being captured

Units will be constructed and developed with 7 levels of dwellings with a selection of 2 per level; these levels are fixed to the maximum of 7 selections one per level and each unit with an advanced upgrade of its self.

Common Buildings;

Fortifications:
Fort: Building a fort adds walls to a town and Produce Scouts.

Citadel: This upgrade to the fort adds a moat and the primary arrow tower to a town. Presence of a citadel increases the production of creature dwellings by 50% and adds a dry moat, where creatures that enter the moat will endure a movement penalty

Castle: When a castle is built, it adds two arrow towers at half strength of the primary tower, and the standard walls are strengthened to fortified walls. Further, production of creature dwellings is increased by 100% and adds a wet moat, where creatures are restricted in entering; only access to a castle will be by flying, teleporting or the draw bridge

Fortress: When a Fortress is built, it upgrades the two arrow towers to same strength of the primary tower, and the standard walls are strengthened to fortified walls. Further, production of creature dwellings is increased by 100% and adds a wet moat, where creatures are restricted in entering; only access to a castle will be by flying, teleporting or the draw bridge

Halls:
Village Hall: The village hall, being minimum defining building of a town, is automatically a part of all towns. It provides an income of 500 Gold per day.

Town Hall: This upgrade to the village hall provides 1000 Gold per day.

City Hall: This upgrade to the town hall provides 2000 per day.

Capitol: This upgrade to the city hall provides 4000 Gold per day. You may only build a capital if you don't already have one.

Magic Guild:
Level 1: When the level one mage guild is built, nine level 1 spells become available for heroes to learn. Heroes are able to purchase a spell book from the guild for 500 Gold.

Level 2: When the level two mage guild is built, an additional eight level 2 spells become available for heroes to learn.

Level 3: When the level three mage guild is built, an additional seven level 3 spells become available for heroes to learn. This is the highest level mage guild you can construct in Stronghold and Fortress towns.

Level 4: When the level four mage guild is built, an additional six level 4 spells become available for heroes to learn. This is the highest level of the mage guild you can construct in Castle towns.

Level 5: When the level five mage guild is built, five level 5 spell becomes available for heroes to learn.

Other buildings use in common to all team setups;

Prison: Holding cells for captured Heroes

Farms: Produces Food for the usage of the town

Marketplace: Allows resources to be traded.

Resource Silo: This upgrade to the marketplace provides additional resources in relation to the teams key resource requirement

Blacksmith: Produces Weapons and Armour and is the pre-requirement for Field and Siege Warmachines

Caravan: Movers heroes and creatures to and from distant locations

Tavern: Provides the ability to recruit heroes, hear rumours, and visit the Thieves' Guild

Captain's Quarters: Provides a temporary hero for a siege

Team Unique Buildings and Unit Dwellings;
The following titles for building are designed and titled for each team’s setup and design;

Life:
Unit Dwellings;
Tier 1 Keep - Specialist Keep / Archery Range - Marksman Tower
Tier 2 Guardhouse - Veteran Guardhouse / Ballista Works - Mechanize Ballista Works
Tier 3 Pillar of Light - Pillar of Heaven / Griffin Tower - Griffin Bastion
Tier 4 Holy Sanctum - Inter Sanctum / Monastery - Ancient Monastery
Tier 5 Barracks - Garrison / Enclave - Light Spire Enclave
Tier 6 Jousting Arena - Champion Arena / Dirigible Armoury - Zeppelin Armoury
Tier 7 Cathedral - Cathedral of the Crusader / Altar of Light - Altar of Heaven
Scout Class Fort
Special Class Catapult Range - War Catapult Range
Unique Class Peasant Hovel - Militia Hut
Common Warmachine Ammo Cart Workshop
Siege Warmachine Siege Tower Workshop
Field Warmachine Healer

Unique Buildings;
Magic Altar Order of Enchantment
Magic Altar Order of Nature
Castle Addition Fortifications
Hero Skill Bonus Seminary
Hero Stats Bonus Abbey
Creature Boost Fields
Defence Enhancing Brotherhood of the Sword
Unique Building Hospital
Unique Building Stables
Special Building Angelic Gates
Holy Temple Holy Temple of Life
Grail Building Holy Shrine

Notes:


Death:
Unit Dwellings;
Tier 1 Cursed Temple - Desecrated Temple / Graveyard - Boneyard
Tier 2 Cabal - Master Cabal / Spawning Pit - Toxic Spawning Pit
Tier 3 Tomb of Souls - Tomb of Lost Souls / Kennels - Cerberus Kennels
Tier 4 Mansion - Estate / Mausoleum - Great Mausoleum
Tier 5 Hall of the Sword - Hall of the Dark Blade / Dark Cathedral - Cathedral of Death
Tier 6 Hall of Darkness - Hall of Eternal Dread / Sky Knight Temple -  Dark Sky Knight Temple
Tier 7 Dragon Graveyard - Dragon Vault / Temple of the Damned - Forsaken Palace
Scout Class Fort
Special Class Ruined Spire - Ruined Tower
Unique Class Dark Hand Temple - Elder Dark Hand Temple
Common Warmachine Skull Pile Workshop
Siege Warmachine Battering-ram Workshop
Field Warmachine Dark Blacksmith

Unique Buildings;
Magic Altar Annex of Wizardry
Magic Altar Chaos Annex
Castle Addition Shroud of Darkness
Hero Skill Bonus Necromancy Amplifier
Hero Stats Bonus Unholy Temple
Creature Boost Unearthed Graves
Defence Enhancing Cursed Tombstone
Unique Building Undead Transformer
Unique Building Spirit Channeler
Special Building Death Totem
Holy Temple Holy Temple of Death
Grail Building Obelisk of Confined Souls

Notes:


Order:
Unit Dwellings;
Tier 1 Warrior Mage Tower - Elite Warrior Mage Tower / Mage Archer Tower - Elite Mage Archer Tower
Tier 2 Dwarven Mines - Battle Dwarf Mines / Workshop - Master Workshop
Tier 3 Droid Factory - Sentry Factory / Academy - Higher Academy
Tier 4 Golem Forge - Golem Foundry / Mage Tower - Archmage Tower
Tier 5 Mechanized Lab - Re-Mechanized Lab / Altar of Wishes - Pinnacle of Wishes
Tier 6 Silver Pavilion - Golden Pavilion / Gyro Lab - Gyro Pad
Tier 7 Spider Factory - Steel Spider Factory / Cloud Temple - Thundercloud Temple
Scout Class Fort
Special Class Alchemist Lab - Master Alchemist Lab
Unique Class Scrap Yard - Workshop Scrap Yard
Common Warmachine Mana Shard Cutter
Siege Warmachine Gatling Crossbow Works
Field Warmachine Battlefield Armoury

Unique Buildings;
Magic Altar Clerical Library
Magic Altar Necromantic Library
Castle Addition Observatory
Hero Skill Bonus University
Hero Stats Bonus Wall of Knowledge
Creature Boost Sage Stone
Defence Enhancing Arcane Forge
Unique Building Artefact Merchant
Unique Building Treasury
Special Building Library
Holy Temple Holy Temple of Order
Grail Building Skyship

Notes:


Chaos:
Unit Dwellings;
Tier 1 Pillar of Sword - Ancient Pillar of Sword / Pillar of Bow - Ancient Pillar of Bow
Tier 2 Gnoll Hut - Gnoll Marauder Hut / Statuary Garden - Queen Statuary Garden
Tier 3 Troll Cave - War Troll Cave / Pillar of the Beholder - Pillar of Eyes
Tier 4 Maze - Labyrinth / Sorceress Tower - Evil Sorceress Tower
Tier 5 Blood Altar - Blood Memorial / Volcanic Vent - Enraged Volcanic Vent
Tier 6 Black Wood - Burning Black Wood / Fire Drake Cave - Inferno Drake Cave
Tier 7 Hydra Pond - Hydra Swamp / Black Dragon Lair - Darkness Dragon Cave
Scout Class Fort
Special Class Mana Cave - Deep Mana Cave
Unique Class Shadow Guild - Deep Shadow Guild
Common Warmachine Ballista Workshop
Siege Warmachine Trebuchet Workshop
Field Warmachine Mana Pool

Unique Buildings;
Magic Altar Hall of the Dead
Magic Altar Witch Hall
Castle Addition Brimstone Clouds
Hero Skill Bonus Battle Academy
Hero Stats Bonus Thieves Gauntlet
Creature Boost Ritual Altar
Defence Enhancing War Academy
Unique Building Order of Fire
Unique Building Altar of Sacrifice
Special Building Mana Vortex
Holy Temple Holy Temple of Chaos
Grail Building Eye of Chaos

Notes:


Nature:
Unit Dwellings;
Tier 1 Treetop Quarters - Treetop Barracks / Treetop Lodge - Treetop Terraces
Tier 2 Faerie Trees - Faerie Woods / Hothouse - Poison Hothouse
Tier 3 Dendroid Arches - Dendroid Soldier Arches / Serpent Fly Hive - Dragon Fly Hive
Tier 4 Treant Alcove - Treant Guardian Alcove / Ring of Stones - Stonehenge
Tier 5 Stone Mine - Ancient Stone Mine / Elemental Stone - Elemental Chamber
Tier 6 Unicorn Glade - Unicorn Arena / Shimmering Spring - Enchanted Spring
Tier 7 Pyre - Enraged Pyre / Dragon Cliffs - Emerald Dragon Cliffs
Scout Class Fort
Special Class Enchanted Rainbow - Magic Rainbow
Unique Class Tamer Hut - Master Tamer Hut
Common Warmachine Gemstone Pool
Siege Warmachine Treant Catapult Alcove
Field Warmachine Healer

Unique Buildings;
Magic Altar Conservatory of Chaos
Magic Altar Conservatory of Life
Castle Addition Crystal Spire
Hero Skill Bonus Rainbow
Hero Stats Bonus Sacred Grove
Creature Boost Orchard
Defence Enhancing Winter Garden
Unique Building Arcane Tower
Unique Building Creature Portal
Special Building Mystic Pond
Holy Temple Holy Temple of Nature
Grail Building Guardian of Gaia

Notes:


Might:
Unit Dwellings;
Tier 1 Orc Tower - Black Orc Tower / Orc Fields - Black Orc Fields
Tier 2 Goblin Quarters - Goblin Barracks / Centaur Stables - Centaur Captain Stable
Tier 3 Wolf Pen - Raider Pen / Harpy Peak - Harpy Nest
Tier 4 Ogre Fort - Blood Ogre Fort / Battle School - Battle Academy
Tier 5 Cyclops Cave - Cyclops King Cave / Marauder Camp - Blood Marauder Camp
Tier 6 War Elephant Armoury - Elite War Elephant Armoury / Arial Range - Elite Arial Range
Tier 7 Cliff Nest - Thunder Cliff Nest / Behemoth Lair - Ancient Behemoth Lair
Scout Class Fort
Special Class Caverns of Might - Greater Caverns of Might
Unique Class Ancient Cave - Lost Ancient Cave
Common Warmachine Field Cannon Workshop
Siege Warmachine Catapult Workshop
Field Warmachine Blacksmith Yard

Unique Buildings;
Magic Altar Breeding Pens
Magic Altar Escape Tunnel
Castle Addition Engineers Guild
Hero Skill Bonus Arena of Combat
Hero Stats Bonus Wrestling Pits
Creature Boost Mess Hall
Defence Enhancing Arena of Stone
Unique Building Hall of Honour
Unique Building Freelancer's Guild
Special Building School of War
Holy Temple Holy Temple of Might
Grail Building Warriors Shrine

Notes:


The following is the expansion teams for discussion;
Dragon Legion:
Unit Dwellings;
Tier 1 Drake Cavern - Primordial Drake Cavern / Dragon Tamer Hut - Lord Dragon Tamer Hut
Tier 2 Sand Dunes - Sand Dune Caves / Sulphurous Lair - Ancient Sulphurous Lair
Tier 3 Coastline Caves - Coastline Grotto / Coastal Outcrop - Coastal Reef Outcrop
Tier 4 Gem Caverns - Ruby Caverns / Subterranean Caverns - Deep Subterranean Caverns
Tier 5 Snowline Peak - Blizzard Peak / Mountain Peak - Cloud Shrouded Peak
Tier 6 Red Dragon Cave - Ancient Red Dragon Cave / Gold Dragon Cliffs - Ancient Gold Dragon Cliffs
Tier 7 Mountain Lake - Mountain Glacier  / Black Dragon Lair - Black Dragon Throne
Scout Class Fort
Special Class Dragon Rider Peak - Dragon Raider Peak
Unique Class Dragon Servant Quarters - Dragon Noble Quarters
Common Warmachine Spirit Flame Cavern
Siege Warmachine Dragon Fire Catapult Range
Field Warmachine Dragon Ballista Yard

Unique Buildings;
Magic Altar Altar of Strength
Magic Altar Altar of Justice
Castle Addition Statue of The Dragon Eye
Hero Skill Bonus Draconic Spire
Hero Stats Bonus Ancestral Dragon Statue
Creature Boost Dragon Fire Crystal
Defence Enhancing Ancient Dragon Scale
Unique Building Egg Hatchery
Unique Building Ancient Bone Shrine
Special Building Council of Dragons
Holy Temple Holy Temple of Dragons
Grail Building Draconic Mines

Notes:


The Ancients:
Unit Dwellings;
Tier 1 Axeman Cabin - Axeman Lodge / Spearman Gatehouse - Elite Spearman Gatehouse
Tier 2 Valkyrie Fields - Elite Valkyrie Fields / Arbalester Range - Elite Arbalester Range
Tier 3 Zealot Abbey - War Monastery / Arcane Sage Tower - Ancient Arcane Sage Tower
Tier 4 Crossbow Cavalry Range - Heavy Crossbow Cavalry Range / Illusionist Tower - Illusionary Tower
Tier 5 Elemental Plane - Higher Elemental Plane / Chariot Blacksmith - Heavy Chariot Blacksmith
Tier 6 Ancient Golem Forge - Ancient Golem Foundry / Elephant Behemoth Armoury - Elite Elephant Behemoth Armoury
Tier 7 Pillar of Energy - Obelisk of Force / Shadow Lair - Shadow Sanctum
Scout Class Fort
Special Class Clockwork Forge - Clockwork Foundry
Unique Class Enlightened Enclave - Ascended Enclave
Common Warmachine Ammo Cart Blacksmith
Siege Warmachine Siege Armour Workshop
Field Warmachine Armoured Ballista Yard

Unique Buildings;
Magic Altar Arcane Order Library
Magic Altar Library of Celestial Harmony
Castle Addition Fortifications
Hero Skill Bonus Altar of The First One
Hero Stats Bonus Duelling Arena
Creature Boost Warriors Guild
Defence Enhancing War Council Chambers
Unique Building Treasure Cave
Unique Building Artefact Merchant
Special Building Magic University
Holy Temple Holy Temple of The Ancients
Grail Building Great Library

Notes:



Hero Format:
HERO CLASSES
The 12 starting hero classes are associated with certain town types:
Life: Knight & Priest
Death: Death Knight & Necromancer
Order: Lord & Mage
Chaos: Thief & Sorcerer
Nature: Archer & Druid
Might Barbarian & Battle Mage

Dragon Legion: Dragon King & Half-Dragon
The Ancients : Planeswalkers & Transcended

UNIQUE SKILLS

Life
Divination
Weapons Forge
Swordsmanship
Expertise
White Circle of Protection

Death
Undead
Undead Lord
Dark Renewal
Howling Banshee
Black Circle of Protection

Order
Mental
Artificer
Harness Energy
Mana Purifier
Teal Circle of Protection

Chaos
Force
Burning Skies
Critical Strike
Ritual of Blood
Amber Circle of Protection

Nature
Elemental
Stonemason
Thunder Strike
Shamanism
Jade Circle of Protection

Might
Meta Force
Training
Weapons Master
Propaganda
Red Circle of Protection

Dragon
Dragon
Forging Flames
Dragon Rage
Genealogy
Green Circle of Protection

Ancient
Ancient
Arcane Training
Ancient Forge
The Ascended Path
Blue Circle of Protection

Skill development will be based on the level of the hero and the skills that they know or can learn. Each skill will follow the same advancement structure.
(Basic – Advanced – Expert – Master – Grandmaster)

Skills:
Each team will have a native skill to align with there ethos and team makeup, in breakdown except for Might these skill sets will be Magic aligned. Along with Magic skill set there will also be a selection of Melee skill sets to advance key aspects of the Heroes development. Below is a list of these skill sets;

Life
Life Magic
Healing
Spirituality
Resurrection

Life: Guardian Angel
Death: Fallen Angels
Order: Sanctity of Life
Chaos: Rebirth by Flames
Nature: The Eternal Spring
Might: Devine Writ
Dragon Legion: Sprit of Ancient Dragon
The Ancients: Light Arcane

Death
Death Magic
Occultism
Demonology
Necromancy

Life: Lord of Death
Death: Consume Fallen
Order: Forbidden Arts
Chaos: Death Ritual
Nature: Portal of Darkness
Might: Art of Death
Dragon Legion: Dracolich
The Ancients: Dark Arcane

Order
Order Magic
Enchantment
Wizardry
Charm

Life: Knights Templar
Death: Dark Arts
Order: Sacred Arts
Chaos: Dominate Mine
Nature: Astral Projection
Might: Illusionary Force
Dragon Legion: Draconic Acceptance
The Ancients: Illusion Arcane

Chaos
Chaos Magic
Conjuration
Pyromancy
Sorcery

Life: Knights Frenzy
Death: Demonic Rites
Order: Mana Shield
Chaos: Inferno Firewall
Nature: Firestorm
Might: Blood Rites
Dragon Legion: Inner Combustion
The Ancients: Shadow Arcane

Nature
Nature Magic
Herbalism
Meditation
Summoning

Life: Four Winds
Death: Dark Rift
Order: Master of Elements
Chaos: Corrupted Soil
Nature: Elemental Storm
Might: Call of Elements
Dragon Legion: Meditating Dragon
The Ancients: Elemental Arcane

Tactics
Tactics
Offence
Defence
Leadership

Life: Wall of Shields
Death: Emerald Aura
Order: Age of Metal
Chaos : Burning Glory
Nature: Stone Defence
Might: Art of War
Dragon Legion: Dragon Haste
The Ancients: Arcane of War

Combat
Combat
Melee
Archery
Magic Resistance

Life: War Veteran
Death: Retribution
Order: Precision Strike
Chaos: Rain of Fire
Nature: Rain of Arrows
Might: Master of War
Dragon Legion: Arrow Breath
The Ancients: Infused Arrow

Scouting
Scouting
Pathfinding
Logistics
Field Tactician

Life: Holy Crusade
Death: March of Death
Order: Orb of Visions
Chaos : Trailblazer
Nature: Voice of the Winds
Might: Reconnaissance
Dragon Legion: Dragon Fields
The Ancients: Arcane Tracker

Nobility
Nobility
Estates
Mining
Diplomacy

Life: Holy Land
Death: Call of the Fallen
Order: Artificial Charisma
Chaos : Beast Mastery
Nature: Natures Wealth
Might: Recruitment
Dragon Legion: Dragon Noble
The Ancients: Lord Arcane

Learning
Learning
Scholar
Eagle Eye
Stealth

Life: Religious Scriptures
Death: Forbidden Texts
Order: Ancient Writings
Chaos : Lost Tomes
Nature: Forgotten Signs
Might: Rules of War
Dragon Legion: Draconic Writings
The Ancients: Ascension Rites

War Machines
War Machine
Artillery
Ballistics
First Aid

Life: Triple Ballista
Death: Skull Reaper
Order: Field Repairs
Chaos : Greek Fire
Nature: Call of the Earth
Might: Triple Catapult
Dragon Legion: Dragon Strike
The Ancients: Healing Touch

Seamanship
Seamanship
Navigation
Man of Arms
Landing

Life: Full Sail
Death: Ghost Ship
Order: Steam Driven
Chaos : Sea Fog
Nature: Favourable Winds
Might: Man of War
Dragon Legion: Dragon Boat
The Ancients: Night Skies

Draconic Arts
Draconic
Dragon Heart
Dragon Breath
Dragon Hide

Life: Divine Dragon
Death: Undead Dragon
Order: Dragon Illusion
Chaos : Dragon Fire
Nature: Elemental Dragon
Might: War Dragon
Dragon Legion: Dragon Blood
The Ancients: Dragon Arcane

Ancient Arts
Ascended
Arcane
Ancient Arts
Lord of Time

Life: Divination Arcane
Death: Undead Arcane
Order: Arcane Mechanic
Chaos : Force Arcane
Nature: Druid Arcane
Might: War Arcane
Dragon Legion: Draconic Ascension
The Ancients: Ascended Arcane

Luck
Luck
Resourcefulness
Soldier's Luck
Spoils of Battle

Life: Divine Fortune
Death: Dead Mans Fate
Order: Artificial Luck
Chaos : Conjured Luck
Nature: Natures Fortune
Might: Lucky Charm
Dragon Legion: Dragon Fortune
The Ancients : Providence

Faction Skills:
Each team will have a unique faction skill that will be used to advance key aspects and provide unique abilities to the Heroes makeup. My concept for this skill set I will use a setup where the unique faction skill will be used like a standard skill simular to that of the Melee or Magic class skill sets. These unique sets will be treated as a skill and thus advance under a selection system, where the user will have to select wether or not they desire the skill now or later. These skills though will affect what the user can access and how much they can access in relation to the advancement of the Key Characteristic skill portion of the skill set.

The faction’s skill will be broken down to 5 key aspects, they are;
• Key Characteristic: Gives hero the ability to cast unique class of magic
• Castle: Adds additional advantages when in a siege situation or other castle related aspects, such as income, training and production
• Combat: Adds additional damage based on the level of the skill
• Special: Adds a feature that aligns itself with the teams ethos
• Unit Protection: Adds additional protection to native units by enhancing there defence and hit point stats by the level x 2

Alliance - Primary - Secondary - Secondary - Secondary - Special
Life - Divination - Weapons Forge - Swordsmanship - Expertise - White Circle of Protection
Death - Undead - Undead Lord - Dark Renewal - Howling Banshee - Black Circle of Protection
Order - Mental - Artificer - Harness Energy - Mana Purifier - Teal Circle of Protection
Chaos - Force - Burning Skies - Critical Strike - Ritual of Blood - Amber Circle of Protection
Nature - Elemental - Stonemason - Thunder Strike - Shamanism
- Jade Circle of Protection
Might - Meta Force - Training - Weapons Master - Propaganda - Red Circle of Protection
Dragon Legion - Dragon - Forging Flames - Dragon Rage - Genealogy - Green Circle of Protection
The Ancients - Ancient - Arcane Training - Ancient Forge - The Ascended Path - Blue Circle of Protection


Racial Ability:
For reference the following is the assignment of elements given to each team;
Life: Water
Death: Earth
Order: Metal
Chaos: Fire
Nature: Wood
Might: Meta

Dragon Legion: Wind
The Ancients: Celestial

Each team as mentioned earlier has an assigned element, each of there elements now relates to the existence of a set of skills that will provide advantages to the heroes play style. Along with the assigned Racial Ability the player will also be able to learn additional “Racial” Ability that exists outside the assigned abilities. Below is a chart of the abilities list;

HERO ELEMENTS

Earth (Death)
Master of Earth
Master of Tremors
Master of Mineral
Master of Terrain

Life: Gaia Terra Firma
Death: Dark Empowerment
Order: Mana Earth
Chaos : Abyss of Flames
Nature: Raging Earth
Might: Strength of Earth
Dragon Legion: Dust Storm
The Ancients: Earth Arcane

Metal (Order)
Master of Metal
Master of Ore
Master of Repair
Master of Forge

Life: Forge of the Devine
Death: Darkstone Ruins
Order: Armour Enchantment
Chaos: Striking Flames
Nature: Mineral Veins
Might: Iron Fist
Dragon Legion: Iron Claw
The Ancients: Metal Arcane

Water (Life)
Master of Water
Master of Ice
Master of Tranquillity  
Master of Extinguish

Life: Regenerative Waters
Death: Landslide
Order: Liquid Ore Forge
Chaos: Concealment of Strength
Nature: Tsunami Strike
Might: Purity of Water
Dragon Legion: Breath of Searing Cold
The Ancients: Water Arcane

Wood (Nature)
Master of Wood
Master of Forest
Master of Seasons
Master of Regeneration

Life: Quenching Rains
Death: Dark Woods
Order: Natural Order
Chaos: Firestorm
Nature: Oracle of the Forest
Might: Concealment Woods
Dragon Legion: Ancient Woods
The Ancients: Wood Arcane

Fire (Chaos)
Master of Fire
Master of Energy
Master of Heat
Master of Blazing

Life: Suppression of the Flames
Death: Jade Fire
Order: Forging Flames
Chaos: Heat Wave Aura
Nature: Phoenix Enforcer
Might: Agility of Fire
Dragon Legion: Breath of Fire
The Ancients: Fire Arcane

Wind (Dragon)
Master of Wind
Master of Lightning
Master of Storms
Master of Rejuvenation

Life: Divine Winds
Death: Chilling Bones
Order: Winds of Justice
Chaos: Lightning Vortex
Nature: Tornado Winds
Might: Vitality of Air
Dragon Legion: Flight of the Dragon
The Ancients: Wind Arcane

Light
Master of Light
Master of Benevolence
Master of Illumination
Master of Liberty

Life: Blessings of Light
Death: Raging Spirits
Order: Elegancy of Balance
Chaos : Renunciation of Darkness
Nature: White Phoenix
Might: Shielding Light
Dragon Legion: White Fire Strike
The Ancients: Ascension to Light

Shadow
Master of Shadows
Master of Neutrality
Master of Eclipse  
Master of Silhouette

Life: Guiding Shadows
Death: Twilight
Order: Shadow Rift
Chaos : Shadow Stalker
Nature: Night Shadows
Might: Shifting Shadows
Dragon Legion: Shadow Wing Enforcer
The Ancients: Shadow Arcane

Dark
Master of Dark
Master of Malevolence
Master of Obscurity
Master of Suppression

Life: Dark Divinations
Death: Blight of the Dammed
Order: Master of the Mind
Chaos: Master of Pain
Nature: Black Phoenix
Might: Strike to Darkness
Dragon Legion: Dark Fire Breath
The Ancients: Dark Ascension

Mana
Master of Mana
Mana Chrysalis
Master of Power
Master of Knowledge

Life: Water Chrysalis
Death: Earth Chrysalis
Order: Metal Chrysalis
Chaos : Fire Chrysalis
Nature: Wood Chrysalis
Might: Rune Chrysalis
Dragon Legion: Wind Chrysalis
The Ancients: Celestial Chrysalis

Ritual
Ritual
Rites of Passage
Ceremony
Sacrament

Life: Ritual of Life
Death: Ritual of Death
Order: Ritual of Order
Chaos : Ritual of Chaos
Nature: Ritual of Nature
Might: Ritual of Might
Dragon Legion: Ritual of the Dragon
The Ancients: Ritual of the Ancient

Celestial (Ancient)
Celestial
Sun
Moon
Cosmos

Life: Star of Divination
Death: Dark Moon Rising
Order: Celestial Balance
Chaos : Empowerment of Force
Nature: Nature's Wrath
Might: Rising Star of Victory
Dragon Legion: Celestial Dragon
The Ancients: Celestial Trinity

Mind
Mind
Psyche
Thoughts
Intelligence

Life: Clarity of Mind
Death: Concealment of Mind
Order: Scales of Mind
Chaos: Chaos Mind
Nature: Elemental Insight
Might: Thoughts of the Enemy
Dragon Legion: Dragon Telepathy
The Ancients: Mind Collective

Body
Body
Evasion
Vitality
Protection

Life: Spirit of Protection
Death: Bones of the Enemy
Order: Forged Body
Chaos: Mark of the Flames
Nature: Aura of the Elements
Might: Strength of One
Dragon Legion: Double Scale Hide
The Ancients: Ancient Arts of War

Spirit
Spirit
Soul
Essence
Heart

Life: Spirituality
Death: Spirit Chain
Order: Meditation of Spirit
Chaos : Ancestral Ritual
Nature: Inner Tranquillity
Might: Rites of the Fallen
Dragon Legion: Inner Spirit of the Dragon
The Ancients: Spirit Walk


Elemental
Elemental
Elemental Sight
Elemental Chain
Elemental Strike

Life: Enlightenment of Gaia
Death: Dark Visions of Gaia
Order: Spell Empowerment
Chaos : Fists of Flaming Force
Nature: Elemental Order
Might: Gaia Empowerment
Dragon Legion: Elemental Breath
The Ancients: Arcane of Gaia

Meta (Might)
Meta
Rune Master
Battle Frenzy
Critical Strikes

Life: Blade Runes
Death: Bone Runes
Order: Arcane Armour
Chaos: Cyclone Strike
Nature: Elemental Warrior Orbs
Might: Runemage
Dragon Legion: Clan Markings
The Ancients: Runestone Engravings

Back History Reference:

Historical Reference to HoMM History

For discussion we shall expand on my concept of the Ancients being related to in part to the conclusion to Heroes of Might and Magic III --> Heroes Chronicles --> The Sword of Frost.

My primary story is related to a historical war where there is a prophesy where one "true" leader will arise to end the war. (Concept being a "prophesy" lineage driven story)

The origins of the story of the Ancients would take place after the results of the Sword of Frost saga, where the survivors prosper till conflict arises and splits the society into factions leading to a war where the game starts in the middle of but get concluded after the final expansion is added to the story to conclude a circular storyline and allows for a aspect of replay ability.

To Be Posted Late:
Magic Lists
Adventure Objects
____________
Think outside the box and see
true potential, stay inside the
box and say the same.

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arantir
arantir

Tavern Dweller
The Good Necromancer
posted March 20, 2008 06:21 PM

Nice but strange ideas.
____________
"There is no one left to seal away your father. You have beaten me, and murdered the world."

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Orfinn
Orfinn


Supreme Hero
Werewolf Duke
posted March 21, 2008 03:58 PM

Inteeeeresting, yet complex proposal.
____________


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EPAmonkey
EPAmonkey

Tavern Dweller
Earth Elemental
posted March 24, 2008 01:42 AM

I am liking this, but where would the story take place? the faction of the ancients makes me think of the old homm universe.

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted June 22, 2008 04:42 PM

You've got a lot going on, any chance of a bit more organization? I like some of what I saw.
____________
How exactly is luck a skill?

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Darkshadow
Darkshadow


Legendary Hero
Cerise Princess
posted June 23, 2008 11:00 AM

Are factional creatures going to be fused again? Inferno and necropolis don't really get along.
____________

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Isabel
Isabel


Known Hero
Dragonblessed
posted June 23, 2008 11:11 AM

Argh.... I hate Death city containing Nightmares and Afreets...

Having seven tiers and 2 creatures in each tier with its own upgrade to choose from is cool, and makes even the same town has much more variety.

Will it end up having five shooters in a faction?


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Brawlermatrix
Brawlermatrix


Thinking Outside the Box
posted June 23, 2008 03:30 PM
Edited by Brawlermatrix at 04:49, 28 Aug 2008.

DarkShadow: To your raised view of "Are factional creatures going to be fused again? Inferno and necropolis don't really get along.", my designed concept is based on a balance that is obtained between Life and Death, Angels and Demon, good and evil ect. also along the concepts of Death using ideologically "The Dark Arts" in direct opposition to Life utilization of a ideal Holy approach to there development.
The factional creatures theory was developed for Heroes 5, and broke down the concept of creature type down to a "Elemental" view, thus giving Death and Inferno different teams and as i have posted previously in my concept that Death and "Inferno" are 2 side of the same coin, Death and Demons are part of the ethos of Death in my concept.

Isabel: To your raised view of"Argh.... I hate Death city containing Nightmares and Afreets...

Having seven tiers and 2 creatures in each tier with its own upgrade to choose from is cool, and makes even the same town has much more variety.

Will it end up having five shooters in a faction?"

First of all yes that is what i am trying to develop, a town structure that can be used and reused and customized to the need of the battlefield and map to obtain final Victory.

Would you in fact be meaning Chaos for death contains nether of those units in its context, my theory for the above mention units is as follows and can be used against most units in opposing teams;
Nightmare is to Naga (Though in this case there is no real montage between the two creatures) as is Genie is to Efreet. This theory also has a base in the Heroes series, so i felt that it was a sound dissension to maintain that structure usage.

Yes in theory one could indeed develop a large aspect of there army consisting of shooters, but there would be a down fall to not having a balance between the different class types.

For Reference: Class Type Advantage/Disadvantage Chart

Type - Strong Against
Infantry - Cavalry - Magic
Ranged- Infantry - Flying
Cavalry- Ranged - Magic
Magic- Ranged - Flying
Flying - Infantry - Cavalry


Advanced Hero Types
Primary/Secondary - Advanced Class
Tactics/Tactics - Knight/Death Knight
Tactics/Combat - General
Tactics/Scouting - Field Marshal
Tactics/Nobility - Lord Commander
Tactics/War Machine - Field Technician
Tactics/Seamanship - Commodore
Tactics/Learning - Commander
Tactics/Life - Crusader
Tactics/Order - Illusionist
Tactics/Death - Reaver
Tactics/Chaos - Pyromancer
Tactics/Nature - Warden
Tactics/Draconic - Dragon Knight
Tactics/Ascended - Ancient Knight
Tactics/Luck - Tactician of Fortune
Combat/Tactics - General
Combat/Combat - Barbarian
Combat/Scouting - Ranger
Combat/Nobility - Warlord
Combat/War Machine - Barbarian General
Combat/Seamanship - Captain
Combat/Learning - Arcane Archer
Combat/Life - Paladin
Combat/Order - Battle Mage
Combat/Death - Assassin
Combat/Chaos - Fireguard
Combat/Nature - Beastmaster
Combat/Draconic - Dragon General
Combat/Ascended - Ancient General
CombatLuck - General of Chance
Scouting/Tactics - Field Marshal
Scouting/Combat - Ranger
Scouting/Scouting - Thief
Scouting/Nobility - Guildmaster
Scouting/War Machine - Battery Commander
Scouting/Seamanship - Navigator
Scouting/Learning - Rogue
Scouting/Life - Prophet
Scouting/Order - Seer
Scouting/ Death - Ninja
Scouting/ Chaos - Fire Diviner
Scouting/ Nature - Bard
Scouting/ Draconic - Dragon Scout
Scouting/ Ascended - Ancient Prophet
Scouting/ Luck - Scout of Destiny
Nobility/ Tactics - Lord Commander
Nobility/ Combat - Warlord
Nobility/ Scouting - Guildmaster
Nobility/ Nobility - Lord
Nobility/ War Machine - Siege King
Nobility/ Seamanship - Rear Admiral
Nobility/ Learning - Aristocrat
Nobility/ Life - Cardinal
Nobility/ Order - Wizard King
Nobility/ Death - Dark Lord
Nobility/ Chaos - Witch King
Nobility/ Nature - Beast Lord
Nobility/ Draconic - Dragon King
Nobility/ Ascended - Ancient Lord
Nobility/ Luck - Lord of Fate
War Machine/ Tactics - Field Technician
War Machine/ Combat - Barbarian General
War Machine/ Scouting - Battery Commander
War Machine/ Nobility - Siege King
War Machine/ War Machine - Field General
War Machine/ Seamanship - Midshipman
War Machine/ Learning - Gunnery Sergeant
War Machine/ Life - Militia Guard
War Machine/ Order - Dwarven Defender
War Machine/ Death - Blackguard
War Machine/ Chaos - War Master
War Machine/ Nature - Naturalist
War Machine/ Draconic - Dragon Guard
War Machine/ Ascended - Ancient Defender
War Machine/ Luck - Defender of Luck
Seamanship/ Tactics - Commodore
Seamanship/ Combat - Captain
Seamanship/ Scouting - Navigator
Seamanship/ Nobility - Rear Admiral
Seamanship/ War Machine - Midshipman
Seamanship/ Seamanship - Admiral
Seamanship/ Learning - Sea Scholar
Seamanship/ Life - Water Monk
Seamanship/ Order - Sea Sage
Seamanship/ Death - Death Captain
Seamanship/ Chaos - Pirate King
Seamanship/ Nature - Sea Master
Seamanship/ Draconic - Dragon Captain
Seamanship/ Ascended - Ancient Captain
Seamanship/ Luck - Captain of Fate
Learning/ Tactics - Commander
Learning/ Combat - Arcane Archer
Learning/ Scouting - Rogue
Learning/ Nobility - Aristocrat
Learning/ War Machine - Gunnery Sergeant
Learning/ Seamanship - Sea Scholar
Learning/ Learning - Scholar
Learning/ Life - Cleric
Learning/ Order - Loremaster
Learning/ Death - Dark Scholar
Learning/ Chaos - Shadowdancer
Learning/ Nature - Elementalist
Learning/ Draconic - Dragon Scholar
Learning/ Ascended - Ancient Scholar
Learning/ Luck - Scholar of Fortune
Life/ Tactics - Crusader
Life/ Combat - Paladin
Life/ Scouting - Prophet
Life/ Nobility - Cardinal
Life/ War Machine - Militia Guard
Life/ Seamanship - Water Monk
Life/ Learning - Cleric
Life/ Life - Priest
Life/ Order - Monk
Life/ Death - Dark Priest
Life/ Chaos - Heretic
Life/ Nature - Summoner
Life/ Draconic - Dragon Acolyte
Life/ Ascended - Ascended Acolyte
Life/ Luck - Monk of Blessing
Order/ Tactics - Illusionist
Order/ Combat - Battle Mage
Order/ Scouting - Seer
Order/ Nobility - Wizard King
Order/ War Machine - Dwarven Defender
Order/ Seamanship - Sea Sage
Order/ Learning - Loremaster
Order/ Life - Monk
Order/ Order - Mage
Order/ Death - Shadow Mage
Order/ Chaos - Wizard
Order/ Nature - Enchanter
Order/ Draconic - Dragon Templar
Order/ Ascended - Ascended Templar
Order/ Luck - Mage of Providence
Death/ Tactics - Reaver
Death/ Combat - Assassin
Death/ Scouting - Ninja
Death/ Nobility - Dark Lord
Death/ War Machine - Blackguard
Death/ Seamanship - Death Captain
Death/ Learning - Dark Scholar
Death/ Life - Dark Priest
Death/ Order - Shadow Mage
Death/ Death - Necromancer
Death/ Chaos - Lich
Death/ Nature - Demonologist
Death/ Draconic - Dragon Lich
Death/ Ascended - Ancient Lich
Death/ Luck - Lich of Misfortune
Chaos/ Tactics - Pyromancer
Chaos/ Combat - Fireguard
Chaos/ Scouting - Fire Diviner
Chaos/ Nobility - Witch King
Chaos/ War Machine - War Master
Chaos/ Seamanship - Pirate King
Chaos/ Learning - Shadowdancer
Chaos/ Life - Heretic
Chaos/ Order - Wizard
Chaos/ Death - Lich
Chaos/ Chaos - Sorcerer
Chaos/ Nature - Warlock
Chaos/ Draconic - Dragon Warlock
Chaos/ Ascended - Ancient Sorcerers
Chaos/ Luck - Sorcerer of Fate
Nature/ Tactics - Warden
Nature/Combat - Beastmaster
Nature/Scouting - Bard
Nature/ Nobility - Beast Lord
Nature/ War Machine - Naturalist
Nature/Seamanship - Sea Master
Nature/ Learning - Elementalist
Nature/ Life - Summoner
Nature/ Order - Enchanter
Nature/ Death - Demonologist
Nature/ Chaos - Warlock
Nature/ Nature - Druid
Nature/ Draconic - Dragon Mystic
Nature/ Ascended - Mystic Druid
Nature/ Luck Druid of Luck
Draconic/ Tactics - Dragon Knight
Draconic/ Combat - Dragon General
Draconic/ Scouting - Dragon Scout
Draconic/ Nobility - Dragon Lord
Draconic/ War Machine - Dragon Guard
Draconic/ Seamanship - Dragon Captain
Draconic/ Learning - Dragon Scholar
Draconic/ Life - Dragon Acolyte
Draconic/ Order - Dragon Templar
Draconic/ Death - Dragon Lich
Draconic/ Chaos - Dragon Warlock
Draconic/ Nature - Dragon Mystic
Draconic/ Draconic - Dragon King
Draconic/ Ascended - Ascended Dragon
Draconic/ Luck - Luck Dragon
Ascended/ Tactics - Ancient Knight
Ascended/ Combat - Ancient General
Ascended/ Scouting - Ancient Prophet
Ascended/ Nobility - Ancient Lord
Ascended/ War Machine - Ancient Defender
Ascended/ Seamanship - Ancient Captain
Ascended/ Learning - Ancient Scholar
Ascended/ Life - Ascended Acolyte
Ascended/ Order - Ascended Templar
Ascended/ Death - Ancient Lich
Ascended/ Chaos - Ancient Sorcerers
Ascended/ Nature - Mystic Druid
Ascended/ Draconic - Ancient Dragon
Ascended/ Ascended - Planeswalkers
Ascended/ Luck - Ancient of Destiny
Luck/ Tactics - Tactician of Fortune
Luck/ Combat - General of Chance
Luck/ Scouting - Scout of Destiny
Luck/ Nobility - Lord of Fate
Luck/ War Machine - Defender of Luck
Luck/ Seamanship - Captain of Fate
Luck/ Learning - Scholar of Fortune
Luck/ Life - Monk of Blessing
Luck/ Order - Mage of Providence
Luck/ Death - Lich of Misfortune
Luck/ Chaos - Sorcerer of Fate
Luck/ Nature - Druid of Luck
Luck/ Draconic - Luck Dragon
Luck/ Ascended - Ancient of Destiny
Luck/ Luck - Warrior of Chance

I wish for some feedback on the following idea:
Dragon Legion though at current consists of primarily Dragon type units will now also consist of "Human" class units, list as follows;
Tier 1: Legion Infantry / Elite Legion Infantry
Tier 2: Legion Archer / Elite Legion Archer
Tier 3: Dragon Wing Conscript / Dragon Wing Infantry
Tier 4: Legion Caster / Grand Legion Caster
Tier 5: Horde Guard / Fortress Guard
Tier 6: Dragon Wing Knight / Elite Dragon Wing Knight
Tier 7: Legion Monarch / Legion Matriarch
Special Class: Legion Scout / Legion Huntsman
Unique Class: Legion Sympathizer / Legion Follower

Dragon Legion Advance List:
Legion Infantry - Plated Legion Infantry - Elite Legion Infantry
Legion Archer - Elite Legion Archer - Legion Marksman
Dragon Wing Conscript -Dragon Wing Infantry - Dragon Wing Captain
Legion Caster -Master Legion Caster - Grand Legion Caster
Horde Guard -Fortress Guard - Shrine Guard
Dragon Wing Knight -Plated Dragon Wing Knight -Elite Dragon Wing Knight
Legion Monarch - Legion Matriarch - Legion Deity
Legion Scout -Legion Huntsman - Legion Assassin
Legion Sympathizer -Legion Follower - Legion Disciple

This advancement of the concept regards the Dragon Legion will be combined along with the current town structure. Unit selection will consist of now 3 unit choices per tier thus allowing a balance between dragon and "human" unit types and takes into consideration growth rates of each type of tactic and also take consideration that "dragon" units have a slower growth rate compared to there non-dragon counterparts.

I am playing around with the following resource arch-type's to enhance the range and wealth of the Kingdoms;

Wood
Ore
Stone
Crystal
Gems
Gold
Mercury
Sulphur
Mana Crystal
Leather
Steel

This construct takes into consideration of all aspects of Hero and Unit amour and weapon types using resources that are associate to there creation. Along with more accurate materials using in building constriction.



Creature Abilities
Definition of Terms

3-Headed Attack - With the 3-Headed Attack all enemies standing to the left, front and right of the creature are attacked simultaneously.

Acid Blood - Every time this unit takes damage, it expels some acidic blood, covering four tiles in the direction of the attack. The damage of the acid is classed physical and the damage is equal to 25% of the creatures normal attack damage capabilities

Acid Breath - During attack this unit damages not only the target but other units positioned directly behind it with acid.

Agility - Units with agility gain +2 Defence for the next turn per tile walked.

Aging - This creature's attack has a chance of temporarily aging the enemy. An age target has its Attack and Defence skill reduced by 25% and its Speed and Movement reduced by 50%

Ammo Steal - A creature can steal ammunition from a chosen shooter in its movement range. The amount of removed ammunition is equal to the creature's weekly growth.

Anti-Giant - When fighting against large creatures, this unit receives a +4 bonus to attack and defence

Arc Breath Attack - This creature's arch-shaped breath attack allows it to attack with a blast of fire that may also harm creatures behind its target

Archer Class - Units obtain the ability of Precision and a 25% increase in a chance of dealing X2 damage from there ranged attack

Area  Attack - This creature's Area Attack allows its ranged attacks to strike all targets, friendly or hostile in a small area around its target.

Armoured - This creature is resistant to all spells and effects that decrease defence/

Ascended Ward - Ascended Ward makes this creature 50% resistant to Ascended spells, and its Melee and Ranged Defence is increased by 50% against Ascended-aligned opponents.

Assassin Class - Units have the ability to sneak up on enemy units and deal additional damage to there standard attack

Aura of Bravery - For all friendly units located on tiles adjacent to this creature get there morale increased by +3

Aura of Magic Resistance - For all friendly units located on tiles adjacent to the creature get there magic resistance increased by 50%

Avenger Class - Units increase there attack strength based on the number of aligned units kills within the avenger stack

Avenging Flame - When a units with Avenging Flame is killed there soul of fire escapes and deals fire damage to every enemy in the surrounding tiles. Level of damage depends on the amount of units in the stack at the start of combat.

Avian - Avian creatures take half damage from melee attacks and obtain no retaliation status
Axe of Slaughter - Attack damage that this unit deals is increased by 5% for each creature in the target stack

Bash - After every attack this creature has a change to stun the enemy that attacked then and reduce there initiative. (mechanical creatures are not affected). Stunned units are unable to retaliate against any attack for the duration of Stuns effects

Battle Cry - Battle Cry rases the attack of all friendly units by +1 for the duration of 3 turns

Battle Dive - Creatures that preform a Battle Dive double there damage they deal in combat. After Battle Dives resolves this unit returns to a random location on the battlefield.

Battle Frenzy - Units with Battle Frenzy deal 1.5 time there normal damage in retaliation attacks

Battle Rage - Each time this units receives damage its receives a +5 bonus to attack for two turns.

Beast - Beast creatures when attack a target, there target is also attacked by all other stack of the same type who are within 2 adjacent tiles of them

Berserk - A Berserk creature must move or attack every turn. They cannot wait. They are also immune to all forms of fear.

Berserker Class - Units deal X2 damage when attacking but suffer a halving of there defence

Berserker Rage - When this ability is used, the creature's Defence drops temporarily to zero, Offence increases by the same amount, and it attacks the nearest enemy automatically without suffering the retaliation strike. However if there is no enemy in the movement range of this creature it will attack a nearest friendly unit instead of the enemy (activated ability).

Binding - Binding allows the creature to Bind the last creature it attacked. Bound creatures cannot move, though they can still attack, retaliate and cast spells. Bound creatures do half damage when they attack. If the attacking creature moves, the Binding is also removed.

Blind - Naturally blind creatures are immune to visual attacks. All abilities that influence vision (like Blind and Stone Gaze) do not affect it.

Blinding Attack - When this creature attacks its enemy, there is a chance that it will blind it in addition to inflecting regular damage. Blinded creatures cannot move or attack, but regain sight if attacked.

Block - Block give this creature a 30% change of completely blocking any melee, ranged or area effect attack.

Bloodlust - This creature can cast the Chaos Magic spell Bloodlust

Bolt Strike - Stuns its target and knocks back the remaining units in the stack

Bonuses at Sea - Bonuses at Sea make this creature faster and allows it to do more damage when fighting on the deck of a ship. Its Melee and Ranged Defence also increases.

Bravery - Creature always has positive moral (no less than +1)

Breath Attack - This creature's Breath Attack allows it to attack with a blast of fire that may also harm creatures directly behind its target

Call Lightning - Creature first a lightning bolt causing magical damage to its selected target. Can be used for ranged attack when regular shooting attack is impossible or will only cause reduced damage

Call Storm - Units can summon 3x3 tile sized cloud to an place on the battlefield. Every creature that is under the cloud receives 10 points of damage for each unit with this ability.

Caster - This creature can use a set of magical spells similar to those cast by heroes. Mana reserve is limited but always set to maximum at the beginning of combat. Spellpower depends on the number of creatures in the stack.

Caster Class - Units have the ability to cast spells from the heroes Spellbook and cast them as there own

Cavalry - Cavalry deal X2 damage to Ranged and Spellcaster Types
Chain Shot - Creature inflicts damage to selected target and the three other targets nearest to it. Each successive enemy struck receives half the damage of the previous one. The Chain Shot does not trigger on Demonic creatures.

Chaos Ward - Chaos Ward makes this creature 50% resistant to Chaos spells, and its Melee and Ranged Defence is increased by 50% against Chaos-aligned opponents.

Charge - Charge allows this creature to do more damage after it charges for a long distance before attacking.

Cleave - If this creature's attack kills at least one creature in the target stack, it is able to preform an additional strike.

Cold Attack - In combat, this creature's normal attack is a Cold Attack, so targets with Cold Resistance will take less damage.

Cold Resistance - Cold Resistance makes this creature immune to cold-based spells. It also takes half damage from enemies with cold-based attacks.

Construction - (Mechanical) - Mechanical creature are not affected by morale, or by spells or abilities that only work on living creatures. These creatures cannot be resurrected or healed by First Aid Tent.

Crippling Wound - If a attack is successful, this creature has an additional change of decreasing the targets Speed (-50%) and Initiative (25%). The target is wounded for 2 turns.

Crossfire - The creature attacks area has the shape of a cross. This attack only hurts enemy stacks.

Crystal Scale - Creatures with Crystal Scale are immune to direct creature killing abilities such as Harm Touch, Vorpal Sword, Deadeye Shot ect.

Crystal Core - Units with Crystal Core are immune to all non-damaging spells. Direct damage spell, instead of dealing magical damage, heals and resurrects fallen units. The amount of restored HP is equal to 50% of the normal spell damage.

Cursing Attack - During attack a curse is put on the target, reducing the damage it can inflict.

Darkness Breath - Darkness Breath Maximises negative luck and moral for 5 turns

Deadly Strike - There's a 25% change that this creature's attack will kill half the units in the enemy stack.

Death Cloud - Ranged attack damages not just the target by all non-Undead creatures covered by the Death Cloud (3x3) appearing at the target area. The main target receives normal damage and non-Undead stacks around it receive 50% each

Death Wail - The Morale of all enemy creatures is decreased by 1.

Death Ward - Death Ward makes this creature 50% resistant to Death spells, and its Melee and Ranged Defence is increased by 50% against Death-aligned opponents.

Demonic - Demonic units have the ability to shift from one spot on the field to another, demonic units are unaffected by Chain Effects but are vulnerable to Holy Word spell.

Devouring - This creature's Devouring ability gives it a chance of swallowing an enemy whole when it attacks.

Double Attack - Double Attack allows this creature to attack twice in melee combat. The second attack occurs after the enemy's retaliation.

Double Shot - Double Shoot allows this ranged creature to fire twice each time it attacks. The second attack occurs after any enemy retaliation.

Dragon - Dragon creatures take half damage from ranged attacks

Dragon Ward - Chaos Ward makes this creature 50% resistant to Dragon spells, and its Melee and Ranged Defence is increased by 50% against Dragon-aligned opponents.

Earth Attack - Earth Attack deals X2 damage to Water but deals half damage on Metal Element creatures

Earth Resistant - Units with this trait receives 50% less damage from Earth but receive X2 damage from Wind based attacks

Element Resistant - Units with this trait receives 50% less damage from Element but receive X2 damage from Magic based attacks

Elemental - Elemental creatures are immune to negative spells such as Poison that effect living creatures. Elemental creatures can not be resurrected or healed by war machines

Elemental - Elemental units are unaffected by there elemental type and cannot be affected by Poison-, Blind- or Mind-related magic. Nor can it be resurrected or healed with First Aid Tent.

Elemental - Elementals are immune to certain spells (such as Poison) that only work on normal, living creatures. Nor can it be resurrected or healed with First Aid Tent.

Elemental Aura - For all friendly units located on tiles adjacent to this creature become immune to elemental attacks

Elemental Breath - Elemental Breath deals random elemental damage (Earth, Wind, Water, Fire) to a enemy.

Elemental Vulnerability - Any creature vulnerable to elemental magic receives 50% more damage from earth, wind, water and fire based spells

Energy Channel - A unit with Energy Channel increase there attack strength by +2 per turn in guard before attacking

Enraged - This creature's attack increases during combat when any friendly unit dies (except resurrected creatures or creatures summoned to battlefield by magic).

Entangling Roots - Creature's attack entangles enemy with its roots and immobilises it. Creature can immobilise several enemies simultaneously, but the effect only lasts while the creature remains in direct contact with its victims.

Explosion - Creature damages all creatures around itself, but not itself (activated ability).

Fear - This creature's attack sends out a wave of Fear that keeps its opponent from retaliating. After the attack, tries to run to the edge of the arena to get as far away from the creature as possible, losing all initiative accumulated by this time.

Fiend - Fiend creatures have the ability to shift from one spot on the field to another.

Fire Attack - Fire Attack deals X2 damage on Metal but deals half damage on Earth Element creatures

Fire Breath - During attack, creature damages not only the target buy any other unit positioned directly behind it

Fire Resistance - Fire Resistance makes this creature immune to fire-based spells, and to damage from breath attacks if the creature is a secondary target. The creature also takes half damage from enemies with fire-based attacks.

Fire Resistant - Units with this trait receives 50% less damage from Fire but receive X2 damage from Water based attacks

Fire Shield - Fire Shield surrounds this creature in a wall of fire, allowing it to do fire damage in addition to tis normal attack to an enemy. The attacker suffers 25% of the damage dealt to tis target as returned damage.

First Strike - First Strike allows this creature to strike an opponent in melee combat before it can retaliate.

Flam Breath - When the dragon attack, they leave a fire wall for 2 turns, that deals 10 point of damage for each dragon in the stack

Flame Wave - Once per battle units with this ability can deal 1.5 times standard damage to any creature

Flying - Flying allows this creature to fly over obstacles, creatures, heroes, and castle walls and Flying units receives 50% less damage from land base units

Flying - Flying deal X2 damage to Infantry and Cavalry Types
Force Arrow - Force Arrow ignores 75% of its target's defence and this shot can throw the target back by one tile

Fortune - Fortune allows this creature to cast the Nature Magic spell Fortune.

Freezing Attack - This creature's Freezing Attack has a chance of freezing an enemy in a block of ice for two turns.

Fright Aura - All enemies positioned on tiles adjacent to this creature get their morale reduced by -3 (doesn't affect creatures whose morale is always neutral).

Giant - Giant creatures deal 10% more damage when attacking all other creature types

Giant slayer - Giant slayer allows this creature to do extra damage to 4th level creatures.

Greek Fire - This creature's Area Attack allows its ranged attacks to strike all targets, friendly or hostile near the target, with deadly fire. 9x9 yard area of damage.

Harm Touch - When this creature attacks, it always kills one unit in any enemy detachment. It also dispels all positive magical effects currently affecting the unit (activated ability). The normal creature attack is unchanged. When Harm Touch is used instead, exactly one target creature is killed.

Harpoon Strike - Units with harpoon strike deal standard damage in there attack but also are able to pull there target closer to them

Hexing Attack - After a successful attack, the target creature also suffers the effect of one of the following damnations: Weakness, Slow, Suffering and Vulnerability. All the effects are equal to those of Expert-level spells.

Hold Ground - When this unit is in defence/guard there defence is doubled when attacked
Humanoid - Humanoid creatures obtain a +1 moral boost when there are more than one stock of alike creatures.

Hypnotize - In addition to this creature's normal attack, its Hypnotize ability has a chance of taking control of an enemy opponent for one turn.
Ice Breath -

Immune to Air - Air Magic spells cannot harm this creature.

Immune to Blind - This creature cannot be blinded.

Immune to Cold - Cold Magic spells cannot harm this creature.

Immune to Earth - Units with this trait are immune to Earth but receive X2 damage from Wind based attacks

Immune to Elements - Units with this trait are immune to Elements but receive X2 damage from Magic based attacks

Immune to Fire - Units with this trait are immune to Fire but receive X2 damage from Water based attacks

Immune to Lightning - Lightning cannot harm this creature.

Immune to Magic - Units with this trait are immune to Magic (including spells cast by friendly troops) but receive X2 damage from Melee based attacks.

Immune to Mind Control - This creature is immune to mind-affecting spells.

Immune to Slow - This creature cannot be slowed down.

Immune to Visual Attacks - Naturally blind creature are Immune to Visual Attacks. All abilities and spells that influence vision (like Blind and Stone Gaze) do not work on it.

Immune to Water - Units with this trait are immune to Water but receive X2 damage from Fire based attacks

Immune to Wind - Units with this trait are immune to Wind but receive X2 damage from Earth based attacks

Immunity to Blind - Units with this trait are immune to Blinding attacks or spells

Immunity to Mind Control - Units with this trait are immune to Mind Control techniques

Immunity to Slow - Units with this trait are immune to speed reducing spells
Incinerate - the Dragon can soar up and give the target a specifically powerful blow of its fiery breath. The ability can only be used on a target that stands close to the Dragon. The damage inflicted is 50% greater, and the Dragon suffers no retaliation from its target.

Incorporeal - This creature is incorporeal so any non-magical attack against it has only 50% chance of inflicting damage.

Infantry - Infantry deal X2 damage to Cavalry and Spellcaster Types

Insect - Insect creatures have a 50% chance of not taking damage from Melee and Ranged attacks

Insubstantial - Insubstantial increases this creature's Melee and Ranged Defence by 100%. Also grants immunity to "Binding".

Invisibility - When activated this unit becomes completely invisible form enemy vision and is able to preform an attack or take a position in a tile next to an enemy unit. The ability only works once per battle and last for three rounds. The stack attack by an invisible stack can not retaliate. An invisible unit cannot be targeted by any target specific effects or mass effect spells (But area effect spells and area effects still work).

Jousting - Creature gets a 10% bonus to damage it inflicts during attack for each tile it covered on the game field before the attack.

Lancer Class - Units have the ability to kill all damaged units outside of the units killed as a result of combat

Large Creature - Large Creature Units have slow speed but have high damage

Large Shield - Creature receives only 50% of damage from all non-magical shooting attacks.

Lay Hands - The creature can completely heal one unit from the target friendly stack and dispel all negative magical effects from this stack.

Leap - This creature can attack a target jumping towards it, over any obstacles, provided there is a free spot near the target. The damage dealt by the attack increases with the distance of the jump (10% per tile)

Life Draining - This creature's Life Draining attack sucks the life force from its enemies. This life force will heal damage received in combat and even resurrect those who have died. Life drained is half the damage inflicted.

Life Ward - Life Ward makes this creature 50% resistant to Life spells, and its Melee and Ranged Defence is increased by 50% against Life-aligned opponents.

Light Breath - Light Breath Maximises positive luck and moral for 5 turns

Lightning Attack - This creature's Lightning Attack summons a bolt of lightning that strikes its opponent immediately after its normal attack. 30 Lightning damage per Thunderbird.

Living Creature - This creature is alive so it can be resurrected

Lizard Bite - Creature attacks the enemy who is attacking neighbouring creature (provided it's within range), and inflicts half the regular damage.

Long Range - Long Range allows this creature to ignore all ranged attack damage penalties for distance.

Long Weapon - Long Weapon allows this creature to attack enemies that are at a short distance out of reach of normal melee attacks.

Luck Gambler - Luck Gambler can increase the luck of a friendly creature of decrease the luck of an enemy creature, this effect can only be activated 3 times per battle but only one time per target. (The does not effect Undead)

Machine - Machine units receives 50% less damage from ranged and melee attacks. Machine units cannot be affected by Poison-, Blind- or Mind-related magic. These creatures cannot be resurrected or healed by First Aid Tent and can not get there morale altered from neutral.

Magic Attack - Creature hits all creatures in the line of attack with its shot, including friendly ones.

Magic Mirror - This creature's Magic Mirror ability allows it to reflect hostile spells back upon the caster like the Magic Mirror spell.

Magic Resistance - This creature's Magic Resistance gives it a chance of resisting most hostile spells. The creature also takes less damage from spells that cause direct damage. All creatures have 50% of Magic Resistance, except Gold Golem, which has 75%.
Magic Resistant 100% - Units with this trait get a 100% chance of resisting a magic attack. The creature also takes 100% less damage from spells that cause direct damage.

Magic Resistant 25% - Units with this trait get a 25% chance of resisting a magic attack. The creature also takes 25% less damage from spells that cause direct damage.

Magic Resistant 50% - Units with this trait get a 50% chance of resisting a magic attack. The creature also takes 50% less damage from spells that cause direct damage.

Magic Resistant 75% - Units with this trait get a 75% chance of resisting a magic attack. The creature also takes 75% less damage from spells that cause direct damage.

Mana Destroyer - Creature destroys some of the enemy hero's mana at the beginning of combat. The amount of destroyed mana depends on the number of creatures. 0.25 Mana are destroyed per creature in the stack (rounded).

Mana Drain - When attacking enemy units, this creature can drain their mana and use it to restore its own health, or even to resurrect some killed creatures. Mana drained is equal to the number of Spectres in the stack, capped to the actual Mana amount of the target. Additionally, as many Spectres are resurrected as the Mana drained (ie. Life drained is up to 19*Mana drained).

Mana Feed - Creature can transfer its reserve of mana to own hero (activated ability).

Mana Leech - Mana Leech allows this creature to drain mana from enemy spellcasters each turn and transfer it to a nearby friendly spellcasters.

Mana Siphon - Creature takes mana from all enemy spellcasters and transfers it to the hero and other spellcasters

Mana Stealer - Creature takes some of the enemy hero's mana at the beginning of combat and transfers it to own hero. The amount of stolen mana depends on the number of creatures. 0.25 Mana are stolen per creature in the stack (rounded).

Mechanical - Mechanical creature are not affected by morale, or by spells or abilities that only work on living creatures. These creatures cannot be resurrected or healed by First Aid Tent.

Mechanical - Mechanical deal X2 damage to all other Types
Medium Creature - Medium Creature Units have moderate speed and moderate damage

Metal Attack - Metal Attack deals X2 damage on Wood but deals half damage on Water Element creatures

Mirth - Mirth allows this creature to cast the Life Magic spell Mirth.
Multiple Attack - Multiple Attack allows this creature to attack all nearby enemies simultaneously.

Nature Ward - Chaos Ward makes this creature 50% resistant to Nature spells, and its Melee and Ranged Defence is increased by 50% against Nature-aligned opponents.

Negate First Strike - Negate First Strike allows this creature to counter First Strike abilities or spells.

No Melee Penalty - This creature doesn't suffer the melee combat damage penalty suffered by most ranged creatures.

No Obstacle Penalty - No Obstacle Penalty allows this creature to do full damage to targets behind castle walls and other obstacles.

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

No Retaliation - This creature's No Retaliation ability allows it to attack without any chance of retaliation.

Order Ward - Order Ward make this creature 50% resistant to Order Spells and its Melee and Ranged Defence is increased by 50% against Order-aligned opponents.

Plant - Plant creatures obtain 10% regeneration of HP per turn

Poison - In addition to normal damage the enemy attacked will also be poisoned. Poisoning will cause a certain amount of damage until combat ends. Poison damage is proportional to the number of creatures in the attacking stack (at the time of poisoning).

Power Feed - Power Feed can transfer magical power to the hero, increasing the heroes Spellpower. The effect last unit there are no more creatures with this effect alive.
Precise Shot - When shooting at close range (less than 3 tiles from target), creatures inflict heavier damage because the target's defence is not effective.

Rainbow Breath - Rainbow Dragon's fire attack can affect one to five tiles, depending on luck.

Random Caster - Creature casts a random spell at the selected target. Spells can be cast at both friendly (positive effect spells) and enemy (negative effect spells) creatures (activated ability).

Random Harmful Spells - This creature attacks with Random Harmful Spells, casting a random damaging spell on its enemy

Ranged - Ranged deal X2 damage to Infantry and Flying Types

Ranged - The Ranged ability allows this creature to attack enemies at a distance, but in melee combat this creature does half damage unless it has the Normal Melee ability.

Ranged First Strike - Ranged First Strike allows this creature to strike a target in ranged combat before its target can retaliate.

Ranged Penalty - Shooter inflects only half the amount of damage to targets at long range

Ranged Retaliation - Creature retaliates after enemy ranged attack with its own ranged attack, provided it is not blocked by enemy and has not used up all its retaliation attacks.

Rebirth - This creature can use the Rebirth ability to return to life after it is killed in combat. If all are killed before they have used this ability, a portion will automatically be reborn.

Regeneration - This creature's Regeneration ability allows it to completely heal all of his wounds at the end of each turn. Regenerates up to 50 hit points per turn.

Repair - This creature can repair friendly mechanical creatures (Golems) and war machines once per combat (activated ability). Repaired hit points are equal to 5 times the number of creatures in the repairing stack.

Resurrection - Creature can resurrect killed units during combat, provided the location where the unit was killed is not occupied by other creatures (activated ability).

Retaliation - Units attacking with this trait will retaliate against melee attacks

Ride-by-Attack - when attacking a distant target, if while moving towards its attack target the rider passes very close to any other enemy creatures it inflects damage equal to 25% of its normal damage without retaliation and continues its movement/manoeuvre.

Rider - Units with this skill are unaffected by ground type

Rider Charge - For each battlefield tile covered by this creature during attack, the target's Defence is reduced by 20% (all the way down to zero).

Sabre Class - Units deal additional Melee damage in Hand-to-Hand Combat

Sabotage - Can paralysed any mechanical unit on the battlefield (golems, ballista, catapult, tents, town towers) for one turn, if the target's total hit points are lower than the gremlins'.

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

Seduce - Once per turn this creature can seduce an enemy stack, making it fight for its own army. The effect last as long as Seduce is not cast on any other unit

Shield Allies - All friendly creatures located on neighbouring tiles get only 50% of damage from non-magical shooting attacks.

Shield Bash - At every attack creature has a chance to stun the enemy so they won't be able to retaliate and lose initiative (mechanical creatures are not affected).

Shield Wall - Damage suffered by this creature from enemy attack is reduced by 10% for every tile the attacker walked to hit. The maximal reduction is 90%.

Shooter / Archer - Units with this skill have the ability to use ranged weapons. This creature can inflict damage from a distance but when distance to a target is longer than half the arena, the target suffers only half the normal damage. Shooter cannot use ranged attack when blocked by enemy creature. If there's no Ammo Cart in the army, the number of shots is limited by available ammo. But in melee combat this creature does half damage unless it has the Normal Melee ability.

Short Range - Short Range dramatically decreases the damage of this ranged creature's attack at long range.

Short Weapon - Short Weapon restricts this creature to only being able to deal damage to melee damage to units 1 tile around them but gain 25% chance of dealing X2 damage in there attacks

Siege Capable - This creature ignores all ranged attack damage penalties for distance and does full damage to targets behind castle walls and other obstacles.

Six-headed attack - Creature attacks six adjacent tiles simultaneously, causing damage to all enemy creatures positioned there.

Skeletal - Units can reform after being delta melee damage and Skeletal increases this creature's Ranged Defence by 100%.

Sleeping Strike - Units with Sleeping Strike have a chance to be put to sleep for 3 turns

Small Creature - Small Creature Units have fast speed but reduced damage

Spellcaster - Spellcaster deal X2 damage to Ranged and Flying Types

Spellcaster / Caster - Units with this skill have the ability to use spells and magical artefacts similar to the hero. Mana reserve is limited but always set to maximum at the beginning of combat. Spellpower depends on the number of creatures in a stack
Spray Attack - Creature simultaneously attacks three adjacent tiles occupied by the enemy.

Stealth - With Stealth, this creature is invisible at a distance on the Adventure Map to 2nd level creature and heroes with Basic Scouting. The creature is invisible to adjacent 1st level creature and heroes with no Scouting.

Stone Gaze - This creature's Stone Gaze has a chance (depending on the strength of the creature) of killing enemies instantly by turning them into stone.

Stone Skin - This creature's Stone Skin increases its Melee and Ranged Defence by 20%. The Stone skin spell has no additional effect.
Storm Bolt - Once per battle, this creature can attack any chosen target with Storm Strike (activated ability).

Storm Strike - Besides usual damage, this creature strikes the target with lightning (non-magical damage), which then hits another enemy creature if there is one standing next to the target, and further on, until the chain interrupts. The lightning's force is equal to that of the attack.

Strength - Strength increases the creature's combat damage.

Strike and Return - Strike and Return allows this creature to fly back to its starting point after attacking.

Stun - This creature's Stun ability gives it a chance of stunning enemies with it attacks in melee combat. Stunned enemies cannot take any action or retaliate for one turn.

Summon Minions - Summon Minions allows this creature to summon lower level demons

Summon Other - the creature can teleport any stack on the battlefield, in the radius of its movement area, to itself in a straight line.

Take Roots - When the creature receives Wait\Defend command, it gets 50% bonus to Defence plus ability to retaliate after all enemy attacks until the next turn.

Taxpayer - As a Taxpayer, this creature generates 1 gold per creature per day in taxes.

Teleport - Teleport allows this creature to move instantly to any point on the battlefield.

Terror - Terror allows this creature to cast Terror on an opponent. Enemies who are frozen by Terror cannot take any actions for two turns.

Toughness - Toughness increases this creature's hit points.

Undead - Undead creatures can not be effected by morale. Undead creatures regain HP when negative spells are cast on them such as poison.

Unlimited Retaliation - Unlimited Retaliation allows this creature to retaliate against any number of attacks in a single turn, except when attacked by creatures with No Retaliation Ability

Unlimited Shots - Unlimited Shots assures that this creature never runs out of ammunition when making ranged attacks.

Vorpal Sword - Each attack or counter-attack by this creature is guaranteed to kill at least one unit in the enemy army.

War Cry - War Cry rases the moral of all friendly units by +1 for the duration of 3 turns
Warding Arrows - This creature shoots charmed arrows: in addition to normal damage, there's a chance they might stun the enemy and delay their turn.

Water Attack - Water Attack deals X2 damage on Fire but deals half damage to Wood Element creatures
Water Resistant - Units with this trait receives 50% less damage from Water but receive X2 damage from Fire based attacks

Weakening Strike - With each successful attack, the attacked enemy's Attack and Defence is reduced by 2 until 0, reduction can not fall below 0

Weakening Aura - All nearby units adjacent non-Undead creatures suffer -2 Attack and Defence and -1 Morale

Weakness - Weakness causes this creature's attack to cast the Weakness spell on its target. Weakened creature do less damage in combat. Does not work on Undead, Mechanical and Elemental.

Whip Strike - When this creature attacks there is 25% chance that this creature will stun its target

Whirlwind - Creature simultaneously attacks enemies located on all eight adjacent tiles. The targeted enemy gets normal damage, all others affected get half the normal damage

Wind Resistant - Units with this trait receives 50% less damage from Wind but receive X2 damage from Earth based attacks

Wood Attack - Wood Attack deals X2 damage of Earth but deals half damage on Fire Element creatures

Wound - units with this trait attack they deal a small wound in the stack that deals 5% damage per turn for 5 turns

I have more to add but will add at a later day as i have been coming up with more as I work through creature abilities.
____________
Think outside the box and see
true potential, stay inside the
box and say the same.

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razor5
razor5


Famous Hero
Freezing...
posted August 27, 2008 12:24 PM
Edited by razor5 at 12:25, 27 Aug 2008.

Well,the creature ideas are very good,but a problem:too much
to be a complete army of each factions must be a huge battlefield
And a question at the factions:
In what faction is Inferno:
Chaos or Death
Please if is not Inferno here,make a faction,or introduce it in one of them,but I don't like to be the Demons with Necros or with the Chaos

Except this thing,all is very good

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Brawlermatrix
Brawlermatrix


Thinking Outside the Box
posted August 27, 2008 12:29 PM
Edited by Brawlermatrix at 02:37, 28 Aug 2008.

Quote:
Well,the creature ideas are very good,but a problem:too much
to be a complete army of each factions must be a huge battlefield
And a question at the factions:
In what faction is Inferno:
Chaos or Death
Please if is not Inferno here,make a faction,or introduce it in one of them,but I don't like to be the Demons with Necros or with the Chaos

Except this thing,all is very good


Thanks for the feedback, my concept was utilizing the template of Heroes 4 and earlier where Necromancers and Demons work together rather than the Inferno faction.
As stated in a previous post that my design concept is based on a balance that is obtained between Life and Death, Angels and Demon, good and evil ect. also along the concepts of Death using ideologically "The Dark Arts" in direct opposition to Life utilization of a ideal Holy approach to there development.
The factional creatures theory was developed for Heroes 3 and revisited in 5, and broke down the concept of creature type down to a "Elemental" or "Characteristic" view, thus giving Death and Inferno different teams and as i have posted previously in my concept that Death and "Inferno" are 2 side of the same coin, Death and Demons are part of the ethos of Death in my concept.

The battlefield will be similar to existing models but for a model change in Siege combat and there will also be some new features in general battlefield combat.

Could you expand on your statement of "To Much" and could you tell he how many it should be?
Could you also tell me, where "Inferno" creatures are in Chaos and if your are referring to Nightmare then why not see where I have taken my references from Heroes 3 and 4 not so much 5.
Why cant death summon demons or have demons in there army? Where is it written that says that Demons and Necromancers have to be two separate teams? Given the design ethos I am using following the universal understanding of the dark arts in historical and modern culture as the powers of dark magic are the result dealings with demonkind and it is also interpreted in may games where necromancers (mages) summon the power of demons to do there bidding or to drain there powers for there own needs.

Faction Guide's

Faction: Life
Hero Types:
• Might: Knight
• Magic: Priest
Magic Skill:  Life Magic
Racial Skill: Religious Scriptures
Unique Skill: Divination

Native Terrine: Grass
Alignment: Lawful Good
Element: Water

Creature List:
• Base: Human
• Army Type: Humanoids / Beasts / Magical Beasts

Facts and Traits:
Associated Names: Heaven / Castle / Knight
Associated Colours: Violet / Plum

Leader:
Worship: Messenger of Life;
Core Philosophy/Motto:
Country/Kingdom: Kingdom of Life
Capital City:
Key Symbols: Sword / Shield

Description / Summary:
The structure of Life is structured around the ideal of “To grow and to follow that path given by the powers that be one will find there true destiny”. Life structure consist of mostly Human and Nobel Breast that are groomed by there faith to fight and to die for the cause for they shell be raised upon the battlefield by Angels and be reborn upon the promised lands.

Background and History/Timeline:
The Origins:
The foundations of the rise of the Kingdom of Life are shrouded in secrets and myth. The tale reads; “The heavens opened and the great one breathed life upon the barren land, bringing life into existence. The foundation of the Kingdom of Life was created to honour and celebrate the event of creation and assist its followers on the path to returning to the great one and embrace the ones true will and power.”

The Current Age:
Key Characters:

Faction: Death
Hero Types:
• Might: Death Knight
• Magic: Necromancer
Magic Skill: Death Magic
Racial Skill: Forbidden Texts
Unique Skill: Undead

Native Terrine: Dirt
Alignment: Lawful Evil
Element: Earth

Creature List:
• Base: Skeleton
• Army Type: Undead / Spirits / Demons

Facts and Traits:
Associated Names: Necropolis / Graveyard / Necromancer
Associated Colours: Black / Gray

Leader:
Worship: Messenger of Death;
Core Philosophy/Motto:
Country/Kingdom: Kingdom of Death
Capital City:
Key Symbols: Sceptre / Orb

Description / Summary:
The structure of Death is structured around the ideal of “To gain power and knowledge you first must sacrifice your greatest gift of a noble death to understand all”. Death structure consists of mostly of the living dead in all there forms from Skeletons to Walking Flesh and harness the powers of the abyss, the fire of the Demon army to wage war upon the infertiles of the Kingdom of Life and there abomination of faith and a belief in a greater power above that of ones self.

Background and History/Timeline:
The Origins:
The foundation of the Kingdom of Death was brought about after the downfall of the lost ages, where many where lost in a great upheaval between a great and powerful force and those who sought its power for domination of all in existence and all that would exist, to gain power for power, wealth and greed. This age was sealed by the founder of the Kingdom of Death, the only words to remain that speaks about the lost ages reads; “the Age fell and was removed from histories pages never to be repeated, never to temp one with the promise of great power capable of destroy worlds if you so wished it. This age brought chaos and death to all it touched and the world was forever changed because of it.”

The Current Age:
Key Characters:

Faction: Order
Hero Types:
• Might: Lord
• Magic: Mage
Magic Skill: Order Magic
Racial Skill: Ancient Writings
Unique Skill: Mental

Native Terrine: Snow
Alignment: Lawful Neutral
Element: Metal

Creature List:
• Base: Humanoids
• Army Type: Humanoids / Aberration / Mechanical (Animates)

Facts and Traits:
Associated Names: Academy / Tower / Mage
Associated Colours: Blue / Teal

Leader:
Worship: Messenger of Order;
Core Philosophy/Motto:
Country/Kingdom: Kingdom of Order
Capital City:
Key Symbols: Scales / Tome

Description / Summary:
The structure of Order is structured around the ideal of “The understanding of Magic is the understanding of Science and the order of the realm, its position in the universe and the truth of all.” Orders’ structure consists of Human and Mechanical constructs that are forged and controlled by magic to forward the kingdoms understanding of existence itself.

Background and History/Timeline:
The Origins:
The foundation of the Kingdom of Order came about during the separation of understanding and the disbandment of the single school of thought that was to become the founding ethos of the Kingdom of Order and there driving force towards themselves achieving there ultimate goal of understanding the world, realm and the order of existence.

The Current Age:
Key Characters:

Faction: Chaos
Hero Types:
• Might: Thief
• Magic: Sorcerer
Magic Skill: Chaos Magic
Racial Skill: Lost Tomes
Unique Skill: Force

Native Terrine: Swamp
Alignment: Chaotic Neutral
Element: Fire

Creature List:
• Base: Humanoids
• Army Type: Humanoids / Aberration / Beast

Facts and Traits:
Associated Names: Chaotic / Stockade / Sorcerer
Associated Colours: Orange / Light Orange

Leader:
Worship: Messenger of Chaos;
Core Philosophy/Motto:
Country/Kingdom: Kingdom of Chaos
Capital City:
Key Symbols: Pendent / Ring

Description / Summary:
The structure of Chaos was born from the heart of war, born from the flames of ancient hatred that burns deep within the darkness of the abyss.  Chaos’s structure consists of Human and Beast bread for war, burning with the desire for victory over all adversity and to strive towards an honourable death on the battlefield of glory.

Background and History/Timeline:
The Origins:
The foundation of the Kingdom of Chaos originates in the favoured tale of glory and death, of a great war where chaos was born on the battlefield of the final solution to an intangible end and a power that was driven to conquer all. This tale though old has been passed down from generation to generation and speaks to the heart of all, that the means must define the ultimate end for victory over a common enemy and toward a common goal.

The Current Age:
Key Characters:

Faction: Nature
Hero Types:
• Might: Archer
• Magic: Druid
Magic Skill: Nature Magic
Racial Skill: Forgotten Signs
Unique Skill: Elemental

Native Terrine: Grass
Alignment: Chaotic Good
Element: Wood

Creature List:
• Base: Humanoids
• Army Type: Humanoids / Magical Beasts / Animals / Elemental

Facts and Traits:
Associated Names: Preserve / Rampart / Elementalist
Associated Colours: Green / Dark Green

Leader:
Worship: Messenger of Nature;
Core Philosophy/Motto:
Country/Kingdom: Kingdom of Nature
Capital City:
Key Symbols: Bow / Arrow

Description / Summary:
The structure of Nature is that of Nature itself, life and death hold balance on the ancient thrones of twin judgement, bound by ancient law and governed by the forces that bound existence into actuality. Nature’s structure consists of Humanoid, Beasts and Elementals bound by the laws of nature that binds all together as one.

Background and History/Timeline:
The Origins:
The foundation of the Kingdom of Nature came about to preserve harmony within the greater whole of the realm and uphold the ancient laws written in the skies, spoken in the wind and governed by the binding elements of creation.

The Current Age:
Key Characters:

Faction: Might
Hero Types:
• Might: Barbarian
• Magic: Battle Mage
Magic Skill:  -
Racial Skill: Rules of War
Unique Skill: Meta Force

Native Terrine: Rough
Alignment: Chaotic Evil
Element: Meta

Creature List:
• Base: Aberration
• Army Type: Aberration / Animals / Magical Beasts

Facts and Traits:
Associated Names: Wasteland / Stronghold / Barbarian
Associated Colours: Red / Dark Red

Leader:
Worship: Messenger of Might;
Core Philosophy/Motto:
Country/Kingdom: Kingdom of Might
Capital City:
Key Symbols: Breastplate / Helm

Description / Summary:
The structure of Might discarded all reliance on magic and instead focused on the development of the personal traits of Strength and Skill over Mana and Magic. Might’s structure consist of Humanoid and Beast driven to self improvement of skills to forward themselves to the ultimate goal of perfection in both Mind and Body.

Background and History/Timeline:
The Origins:
The foundation of the Kingdom of Might was established as a result of a change in ideals between those who worship magic and those who worship might, held to a strong belief the Kingdom of Might spilt themselves from the factions driven by there core ideals of magical understanding and drive to wage war in the name of there faith and instead focused themselves towards achieving perfection of self over all else in faith and in strength.

The Current Age:
Key Characters:

Faction: Dragon Legion
Hero Types:
• Might: Dragon Lord
• Magic: Half-Dragon
Magic Skill: Draconic
Racial Skill: Draconic Writings
Unique Skill: Dragon

Native Terrine: Subterranean
Alignment: Neutral Evil
Element: Wind

Creature List:
• Base: Dragon
• Army Type: Dragon / Humanoids

Facts and Traits:
Associated Names: Draconic / Fortress / Dragon Legion
Associated Colours: Brown / Olive Green

Leader:
Worship: Messenger of Dragons;
Core Philosophy/Motto:
Country/Kingdom: Kingdom of The Dragon Legion
Capital City:
Key Symbols: Gem of the Hilt / Throne

Description / Summary:
The structure of the Dragon Legion holds its origin in the ages of darkness where the strong strived for power and the weak survived at the will of the strong. The Dragon Legion’s structure consists of Dragons and Humans that service there masters to protect and gather resources to assist the growth and expand the power to achieve there ultimate goal to rule the realm and to become gods in there own right.

Background and History/Timeline:
The Origins:
The origins of the Dragon Legion predates the ages and stands before kingdoms where forged in the name of faith and religions reasoning, the empire of the Dragon Legion spaned the realm of myth and legends driven to conquer and destroy anything that stood in there path to become gods to be worshiped by all deemed beneath them.

The Current Age:
Key Characters:

Faction: The Ancients
Hero Types:
• Might: Planeswalkers
• Magic: Transcended
Magic Skill: Ascended
Racial Skill: Ascension Rites
Unique Skill: Ancient

Native Terrine:
Alignment: Neutral Good
Element: Celestial

Creature List:
• Base: Humanoids
• Army Type: Humanoids / Aberration / Animates

Facts and Traits:
Associated Names: Origin / Utopia / The Ancients
Associated Colours: Dark Blue / Indigo

Leader:
Worship: Messenger of Ancients;
Core Philosophy/Motto:
Country/Kingdom: Kingdom of The Ancients
Capital City:
Key Symbols: Crown / Robes

Description / Summary:
The structure of the Ancients is the founding faith that once stood for order, knowledge and power to protect those who resided within there once great and bountiful empire that stood as a testament to creative minds and the idealism of the creation of a new age based on the founding principals that sit as a corner stone to the foundation of there great empire. The Ancients structure consists of Human and Mechanical constructs that are forged and controlled by magic to forward the kingdoms role to serve and protect its subjects from all forces that wish to destroy harmony and balance for its own purpose and ends.

Background and History/Timeline:
The Origins:
The origins of The Ancients lays in the mist of time founded before the earliest know written records that speak of a kingdom that stood for order and for the pursuit of knowledge to ascend to the ideals of a utopia founded to strive towards the creation of a better life for all who reside within its grand borders dedicated to the protection of its inhabitant from those who wish to create disharmony within the utopia within its borders.

The Current Age:
Key Characters:


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razor5
razor5


Famous Hero
Freezing...
posted August 27, 2008 12:34 PM

But Inferno is my favourite,Necro is one who I don't like so much(only Arantir,one of my fav heroes makes me to easily like Necro)
So I will be tired if in Heroes 6 the demons will work with the undead

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Brawlermatrix
Brawlermatrix


Thinking Outside the Box
posted August 27, 2008 02:03 PM
Edited by Brawlermatrix at 09:10, 30 Oct 2008.

MORE CONTENT TO COME

I have been thinking for a while of some tavern games (mini games) that would go along with the base theme of this concept;
I have at current some up with the following:
War
Chess (Golem Chess / Golem War)

Tavern Game 1: War
War for two players
In the basic game there are two players and you use a standard 52 card pack. Cards rank as usual from high to low: A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2. Suits are ignored in this game.
Deal out all the cards, so that each player has 26. Players do not look at their cards, but keep them in a packet face down. The object of the game is to win all the cards.
Both players now turn their top card face up and put them on the table. Whoever turned the higher card takes both cards and adds them (face down) to the bottom of their packet. Then both players turn up their next card and so on.
If the turned up cards are equal there is a war. The tied cards stay on the table and both players play the next card of their pile face down and then another card face-up. Whoever has the higher of the new face-up cards wins the war and adds all six cards face-down to the bottom of their packet. If the new face-up cards are equal as well, the war continues: each player puts another card face-down and one face-up. The war goes on like this as long as the face-up cards continue to be equal. As soon as they are different the player of the higher card wins all the cards in the war.
The game continues until one player has all the cards and wins. This can take a long time.
Most descriptions of War are not clear about what happens if a player runs out of cards during a war. There are at least two possibilities:
1. If you don't have enough cards to complete the war, you lose. If neither player has enough cards, the one who runs out first loses. If both run out simultaneously, it's a draw. Example: Players A and B both play sevens, so there is a war. Each player plays a card face down, but this is player B's last card. Player A wins, since player B does not have enough cards to fight the war.
2. If you run out of cards during a war, your last card is turned face up and is used for all battles in that war. If this happens to both players in a war and their last cards are equal, the game is a draw. Example: Players A and B both play sevens, so there is a war. Player A plays a card face down, but player B has only one card, so it must be played face up. It is a queen. Player A plays a card face up and it is also a queen, so the war must continue. Player B's queen stays (B's last card) while player A plays a card face down and one face up, which is a nine. Player B wins the war and takes all these seven cards (the five cards that A played and the two cards that B played) and the game continues normally.

Heroes bid resources. The winner of the game takes all waged resources.

Tavern Game 2: Golem Chess / Golem War
If you know Chess then you should know the basics;
King - Hero can move 1 space in any direction, as long as they are not blocked.

Queen - Archer can move any number of squares in any straight line direction (forward, backward, sideways or diagonally), as long as they are not blocked.

Bishop - Caster can move any number of squares in any diagonal direction, as long as they are not blocked.

Knight - Cavalry move in a different way from other pieces, going 2 squares in one direction and then 1 more move at a 90 degree angel. Just like the shape of an "L", Cavalry are also the only pieces that can move over there pieces.

Rook - Flying can move any number of squares in any straight line direction (forward, backward or sideways) as long as they are not blocked.

Pawn - Infantry can move only move forward 1 square at a time, expect for their very first move where they can move forward two squares. Infantry can only capture one square diagonally in front of them. They can never move or capture backwards. If there is another piece directly in front of a Infantry he cannot move past or capture that piece.

Bishop - Spellcaster
White Bishop
Heal - Fully heals one friendly piece
Resurrect - Brings back any one defeated friendly piece
Protect - Protects any friendly piece from attacks and spells for a duration of three turns
Teleport - Teleports any friendly or enemy Infantry, Flying or Archer anywhere on the board

Black
Kill - Kills any enemy Infantry or Flying
Sacrifice - Kills any friendly piece in order to fully heal another friendly piece
Imprison - Make any enemy piece unable to move or cast spells for duration of three turns
Exchange - Switches any two friendly or enemy Infantry, Flying or Archer

Heroes bid using there Units rather than resources. The winner of the game takes all units.
Waged units will be the same for ease of the winner merging them into his/her army"


Thief's Guild
All Thief's guilds are connected by the honour amongst thief's
Making any thief's guild a potential target for access for sabotage or espionage.
Sabotage:
Sabotage Construction:
Poison Water Reserve:
Garrison Disband:
Resource Steal:

Espionage:
Intelligence Report:
Locate Hero/Forces:
Locate Controlled Town:
Locate Controlled Resources:


Thief's Guild Level System
Level 1 - Village Hall
Intelligence Report
Resource Steal

Level 2 - Town Hall
Poison Water Reserve
Located Hero/Forces

Level 3 - City Hall
Garrison Disband
Located Controlled Resources

Level 4 - Capitol
Sabotage Construction
Locate Controlled Towns


Combat System;
Heroes are able to control 16 spaces consisting of 1 Hero and 15 Unit Stacks maximum under hero control, this allows the hero to carry both base and upgraded forms of the same unit stack.

Field Combat:
During combat the hero starts battle with only use 8 units including itself on the battlefield at a time, if the hero has no other units on the battlefield or wishes to reinforce its forces the hero can call upon there reserve forces equalling up to 8 unit/hero stacks on the battlefield at any one time. Where both forces no longer have reinforcement or wish no to use there reinforcement the battle is completed and the defeated hero will be transported to the victorious heroes castle or if the hero has been killed in combat there body will remain on the battlefield till being retrieved by friendly forces.
In combat the hero does not need the hero to use all of its forces, the hero can retreat/surrender with its remaining forces at a cost depending on method;
Retreat: The hero losses a percentage of its forces in the retreat
Surrender: The hero pays the enemy a percentage of gold calculated on the level and number of surviving units and hero level.
Navel Combat:
In this system there will be 3 types of combat:
1. Ship to Ship (Boarding)
2. Ship to Landing or Ship to Sea
3. Ship to Ship (Distance)

1. Ship to Ship (Boarding)
This battlefield is the standard of all battlefields. The primary objective of this battlefield is control and treated simular to ground combat.
2. Ship to Landing or Ship to Sea
This battlefield is for unique situations where the hero is unable to move after boarding (Ship to Landing) and when the heroes vessel is attacked by aquatic units (Ship to Sea).
Ship to Land and Ship to Sea works simular to Ship to Ship (Boarding) expect there is no other ship involved. During this combat the hero on the ship gains a hight advantage and is also able to use deck guns to eliminate there threats

3. Ship to Ship (Distance)
This battlefield is different to Ship to Ship boarding. The primary objective of this battlefield is to utilize the ship armaments, Ranged, Spellcaster and Flying units compared to Ship to Ship (Boarding) where its primary focus is the use of Melee and Calvary units over other classes.


Conclusion of battle:
At the conclusion of battle and a vessel is destroyed over the army, the survivors are transported to the nearest moveable/passible land tile where they suffer from maximum negative moral and movement penalty for the remainder of the week.
The number of survivors that are transported as effected by there classification, if a class has a greater chance of the unit drowning then these unit will have a high percentage of loss compared to units that are not effected or have less of a chance of drowning will have a low percentage of loss.

Units highly effected by drowning:
Breast (Calvary)
Humanoids (Infantry, Ranged)
Plant

Units Moderately effected by drowning:
Construct (Warmachines)
Elemental (Earth, Fire)
Fiend
Humanoids (Spellcaster)
Insect

Units Not effected by drowning:
Avian
Construct (Non-Warmachines)
Dragon
Elemental (Water, Air)
Giant
Undead

Siege Combat:
Siege Combat is set up into 4 Field Types and 3 Sizes;
Fort
Citadel
Castle,
Fortress

Fort Field:
Fort field combat is the first and the smallest of battlefields.
The Defences consist of Timber Walls, Towers and City Gate (Gatehouse) with a Native Fortification that reduces enemy movement and damages them as they move closer to the Forts fortifications
Citadel Field:
Citadel field combat is the second and is treated as the same size as the fort field.
The Fort defences are upgraded to Stone Walls, Towers, Gate House and Dry Moat fortifications while an additional line of defences are placed in front of the Forts original fortifications doubling the area of fortifications in play.
Castle Field:
Castle field combat is the third and is a second largest of the battlefields.
The Defences are again upgraded, but this time the fortifications are reinforced. The ""Citadel"" defences turn the existing Dry Moat into a Wet Moat while reinforcing these defences with another line of Native Fortifications between the Citadels Walls and Moat.
Fortress Field:
Fortress field combat is the last and the largest of battlefields.
The Defences get another upgrade in reinforcement, where the ""Fort"" defences section of the castle gain a Dry Moat while the Fortress aspect adds another level of Towers (Outside the battlefield) adding to the offensive capabilities of the fortifications.
Fortress is limited to one per Team and can only be access by completing its base requirements.
All Towers (Offensive) Warmachines are treated as "creature" stacks and are controlled by the hero, when a "Offensive" Warmachines is destroyed (HP level drops to 0) the weapon becomes inactive, incapable of any offensive actions and is removed from the attack phase.
These Warmachines can be "repaired" to continue there offensive actions.


Training Methods
Training methods consist of 2 different forms of training;
1. Building Training (Forced Evolution)
2. Combat Training (Fluid Evolution)

Building Training ( Forced Evolution)
Building Training is the classification given to the method of training units to there upgraded froms.
For Example:
Skilled Keep to purchase the Base Unit Skilled Warrior but is ""Forced Evolved"" by the Specialist Keep to upgrade the Skilled Warrior to a Specialist Warrior at the cost of resources.

Combat Training (Fluid Evolution)
Combat Training  is the classification given to the method of traing units by combat experience simular to how heroes gain levels, this also applys to units.
For Example:
A Skilled Warrior needs (26) experience points per unit in its stack to ""Fluid Evolve"" to a Specialist Warrior

Stack Merging
Stack Merging is a unique method of growing forces that are at different levels of Evolution.
How this works is when (Stack A) is merged into (Stack B) what ever stack is the lowest in experience level the other stack drops to that level.
(Experience Level: Novice, Skilled, Apprentice, Master, Grandmaster and Elite)

For Example
Stack A: Skilled Warrior with 100 units in its stack at Novice
Stack B: Specialist Warrior with 100 units in its stack at Master
So when these forces are ""Merged"" together the Specialist Warriors (Master) are reduced to Skilled Warrior (Novice) to increase the number of units in Novice, but the experience points gather by the Specialist Warriors are not lost, but re-distributed amongst the new stack, thus there is a mathematical chance that the Skilled Warriors will actually gain a extra level due to the merge.

I am interested in the communities views on my design, and if there is things to be changed or reworks like, is the design for creature levels to much, or is there to many units? Does the combat systems work or unrealistic? What is considered of the merging (level) system design template. I think it is my finest work.

I am also considering adding images to depict my direction but I still need to acquire and define a few before I start posting.


Artifacts:
I will start posting my artifact list soon but for now a taste of a new artifact set I have been considering:

Creation Set:
Key of Creation
Lock of Time
Chest of Destruction
Gem on Control

The Creation Set is a unique set the will contain some "unique" features the will enhance your army and affect enemy forces. Sill working on the details.

Also current count is at 355, this consists of a number of set and single items that will be explained at a late date.

____________
Think outside the box and see
true potential, stay inside the
box and say the same.

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Instants
Instants


Adventuring Hero
of adventuring
posted March 19, 2009 09:23 PM
Edited by Instants at 18:58, 06 Apr 2009.

Three things:
Farms are a BAD idea. If you have to include them, then make them an adventure map thing, like ore mines or lumber mills.
Do Arial Archers count as flying or ranged?
Some of the upgrades lack creativity i.e. frightful nightmare.

Aside from that, all I see are good Ideas

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Multivision
Multivision

Tavern Dweller
posted March 24, 2009 05:59 AM

As said by a poster above, I don't like the idea of fusing factions. I'm not one of these convoluted guys who thinks good and evil is impossible to determine. But having a nice assortment of good and evil makes the game more varied and interesting.

I don't think I want to see Necro + Inferno. They're two different concepts that have worked well separately. Most of the lineup created in H3 is exactly my thinking in terms of what we should use as a standard for faction building. The exception was Conflux, being that it's just not a faction. It's neutral creatures that were dumped into a new town.

Mostly the idea that these factions are built around mythologies, environments and cultures. These are the things that are really interesting.

On a side note, I don't think that dragons should be accessible through towns. I think they should be purely and entirely neutral level 8 creatures. The same with Tarrasque and pheonixes. In fact, I think they should be totally devoid of dwellings. Really make some rare and powerful creatures in the game. Not just a matter of having more stats than a lvl7. But really being a significant force all on it's own.

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Brawlermatrix
Brawlermatrix


Thinking Outside the Box
posted February 08, 2010 02:21 PM

it has been a long time since i have up dated and its good to see a few replys have been posted since last time and i also see the conversion of necro-inferno still rages on;

to put it simply, necro are practioners of the dark arts who use these powers to summon demons to serve them who in essence provide the might of there force over the weaker skeletal forces.

i also understand that i have several units that lack creativeity but take into consideration the number of units including the usage of evolved units, i would offer you the chance then to create names that would be both reconisable, empothetic to the ethos of the army and have a flow with them.

Level 8 classes are limited to 1-2 per week phase and resources wise are very costly and apart from the mega dragon in HoMM4 every other unit has dwellings.

Farms are a resource productor from both the field and within the town to support the grown of the town and the purchaseing of units.

Arial Archers like many units in my concept are dual attribute but given its a arial unit the primary attribute is classed thus its a flying unit.

But please everyone please do not take preconceptions of what should be or not should be given its a possible design for HoMM6 and who says thats the rules of HoMM5/3 or HoMM4 even apply to this new land, why not open your mind to the potential of creating something different rather than a clone of the past.
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Think outside the box and see
true potential, stay inside the
box and say the same.

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MattII
MattII


Legendary Hero
posted February 09, 2010 01:03 AM

Badly organised, overly complex, too many units, not enough explanations. I wish I could actually understand the concepts you're trying to portray because it sounds interesting, but the aforementioned factors (especially the organisation and explanation bits) make it a struggle.

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Brawlermatrix
Brawlermatrix


Thinking Outside the Box
posted February 09, 2010 06:47 AM

Quote:
Badly organised, overly complex, too many units, not enough explanations. I wish I could actually understand the concepts you're trying to portray because it sounds interesting, but the aforementioned factors (especially the organisation and explanation bits) make it a struggle.


If you could provide me with more detail to where you feel it badly organised, overly complex and what needs additional explanation and i will endevour to provide the details you seek, but please note that this concept was designed some time ago and since then i have expanded it beyond the basic bref stated here for it was only my intention to provide basic ideas and concept forgroup annalysis and from what other readers have discussed with me they have not found it overly complex, badly organised and found the addional units a inhancement but please also take the time to look over all the information as i have made it as simple and logical to understand as i could possible do without getting bogged down in to much detail limiting myself to how much information i can provide per reply with the text limits of a reply.
____________
Think outside the box and see
true potential, stay inside the
box and say the same.

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MattII
MattII


Legendary Hero
posted February 09, 2010 12:14 PM

Quote:
If you could provide me with more detail to where you feel it badly organised, overly complex and what needs additional explanation and i will endevour to provide the details you seek, but please note that this concept was designed some time ago and since then i have expanded it beyond the basic bref stated here for it was only my intention to provide basic ideas and concept forgroup annalysis and from what other readers have discussed with me they have not found it overly complex, badly organised and found the addional units a inhancement but please also take the time to look over all the information as i have made it as simple and logical to understand as i could possible do without getting bogged down in to much detail limiting myself to how much information i can provide per reply with the text limits of a reply.
Okay, first things first, organisation. I feel for a proposal this deep that it ought to be set out with the generalities first (as you've done), then the skills, then the buildings, then the neutral units and finally the factions (units first, then heroes, but keep the units and heroes of a faction together).

On closer inspection your proposal is somewhat more simple than it first appears, it's just the length that makes it appear complex.

In terms of too many units, your 'original game' lineups were alright (althought I must admit to bafflement over the Temple, Scout, Special and Unique Class units), but they you went and overloaded the factions with another whole lineup. 4 base units to choose from is IMO a but much really.

Finally, explanation, or lack of it. The first thing I can't fathom is your 'experience' system, is this for creature experience, hero experience, or scoring? After that, you give no explanation for those 4 special unit tiers, how you get them, why you should get them, what level they're at etc. What's the advanced level BTW, and why does each unit get an extra upgrade because of it? Your unique buildings need explanation, what do they actually do? The same goes for your skills, half the effects I'm having to guess at because they aren't really that clear, especially Faction Skills and Racial Abilities.

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Brawlermatrix
Brawlermatrix


Thinking Outside the Box
posted February 11, 2010 11:27 PM

Quote:
Quote:
On closer inspection your proposal is somewhat more simple than it first appears, it's just the length that makes it appear complex.

In terms of too many units, your 'original game' lineups were alright (althought I must admit to bafflement over the Temple, Scout, Special and Unique Class units), but they you went and overloaded the factions with another whole lineup. 4 base units to choose from is IMO a but much really.

Finally, explanation, or lack of it. The first thing I can't fathom is your 'experience' system, is this for creature experience, hero experience, or scoring? After that, you give no explanation for those 4 special unit tiers, how you get them, why you should get them, what level they're at etc. What's the advanced level BTW, and why does each unit get an extra upgrade because of it? Your unique buildings need explanation, what do they actually do? The same goes for your skills, half the effects I'm having to guess at because they aren't really that clear, especially Faction Skills and Racial Abilities.


I am sorry you do not like my organisation but please take into not this is a basic bref and not my completed workings - i am only posting up the ideas and concepts i have put together to see what peoples reactions would be to them, i am also sorry that you find it complex, if you take your time and read it with basic unstanding of the Heroes Of Might and Magic series under your belt every concept is easly understandable.

As for the units, eg. Caslte/Life will only be able to produce there units in there fortification, there will be no given field dwellings, these additional dwellings are what replaces what would usualy be those dwellings, now to make it simple to understand this is where the usage of the Unique Creature come into play besides there natural boost to the team eg. Peasant produce income (gold) when teamed up with a hero can convert any dwelling after being captured to there equlivlent within the fortification, eg. Keep is equal to the field dwelling Macemen Barracks.
These special units that you are so interested in understanding are quite simple, firstly are produce by a dwelling within the forifcation and seconldy apply to the ethos of the team;
Holy Temple     Messenger of Life
Scout     Pidgin
Special Creature     Catapult --> War Catapult
Unique Creature     Peasant --> Militia
Holy Temple unit is a unit that will effect the final story line - there is a particular story that is designed to explain who and what they are, but fair to say they are the "Gods" of each allince that can be hired but they do not level up like other units.
Scout Class units are the eyes for advance team movement able to move fast and can only be able attacked by another scout class unit but with limited sight range. with larger scout numbers there sigh range is multiplyed to a maximum sign range - maximum unit count for scounts is 5 that can either be used as 5 seperate unit stacks or 1 stack of 5 with a maximum sight range - unit is effected by hero stats and abilites
Special Creatures are a unit unique class warmachine
Unique Creature are a unit that provides a team saspicifice ability like income, resources or recovery and as explained when used with heros can convert dwellings from the field.

The eperience system implys to both creatures/units and the hero. units gain eperience and for this experience gains levels and gains new skills plus once they make there new class eg. Skilled Warrior --> Specialist Warrior the dwelling Specialist Keep will gain the ability to train these units (if i remember the concept when i designed it - take not that i have not posted and worked on this concept for a little while)

The advanced level is a level obtained once the unit maxes its experiecne stats, they gain a addiontal boost and additional abilites that is only obtainable by there level - it is a way to define and reward the player for there skilled usage of there units.

If there is anything else that you are finding hard to understand please dont hesitate to comment, if there is anything i have not expained that you already questions, i have either a basic template or unfinished workings on these guidelines

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MattII
MattII


Legendary Hero
posted February 12, 2010 07:49 AM

Quote:
if you take your time and read it with basic unstanding of the Heroes Of Might and Magic series under your belt every concept is easly understandable.
A good understanding of HoMM4 maybe, which was never particularly common down here in NZ, and is devilishly difficult to find more than basic information about it on the web (I've yet to find the various hero's starting stats for example).

Quote:
Holy Temple unit is a unit that will effect the final story line - there is a particular story that is designed to explain who and what they are, but fair to say they are the "Gods" of each allince that can be hired but they do not level up like other units.
Scout Class units are the eyes for advance team movement able to move fast and can only be able attacked by another scout class unit but with limited sight range. with larger scout numbers there sigh range is multiplyed to a maximum sign range - maximum unit count for scounts is 5 that can either be used as 5 seperate unit stacks or 1 stack of 5 with a maximum sight range - unit is effected by hero stats and abilites
Special Creatures are a unit unique class warmachine
Unique Creature are a unit that provides a team saspicifice ability like income, resources or recovery and as explained when used with heros can convert dwellings from the field.
See, this is the sort of stuff you need to put in the intro, or the first faction list, to explain to us what's going on with them.

Quote:
The eperience system implys to both creatures/units and the hero. units gain eperience and for this experience gains levels and gains new skills plus once they make there new class eg. Skilled Warrior --> Specialist Warrior the dwelling Specialist Keep will gain the ability to train these units (if i remember the concept when i designed it - take not that i have not posted and worked on this concept for a little while)
The experience system looks flawed to me then, because units in a stack of 10 units bill gain twice the experience of those in a stack of 20, which means that higher-level units get more experience than lower-level units. Also, battles provide such terrible experience (for any reasonable experience gain you're going to lose units, for any bloodless victory your experience will be absolutely piddly) you'd be better not reducing it in any way except game difficulty.

Quote:
The advanced level is a level obtained once the unit maxes its experiecne stats, they gain a addiontal boost and additional abilites that is only obtainable by there level - it is a way to define and reward the player for there skilled usage of there units.
Again, that's the sort of stuff you need to explain, because from the way to describe it in the main article it looks like you have the option of choosing between a simple (1 upgrade) or advanced (2 upgrades) game before you start to play.

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