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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Xerox HoMM6 II
Thread: Xerox HoMM6 II This thread is 3 pages long: 1 2 3 · NEXT»
xerox
xerox


Promising
Undefeatable Hero
posted March 15, 2008 02:46 PM bonus applied by GenieLord on 03 Sep 2008.
Edited by xerox at 15:17, 02 Nov 2008.

Xerox HoMM6 II

Heroes of Might and Magic VI

Barely two months has past since Sareth released his demon father   Kha-beleth and became the true Dark Messiah.
Kha-beleth combined his powers with Sareth to destroy the beutiful continent of Paleadra.
Brave warriors fought the hordes of demons released by the Dark Messiah but lost everything.

The Demons ravaged the Unicorn Empire and humans deperatly tried to defend it but in the end Queen Freyda could not let her people stay in the old world, she could not see her people burn in front of her eyes. They were forced to sail across the ocean to a new world...
The Wood Elves and Dwarfs fought bravely for their lands but also them were forced to sail across the ocean to distant lands.
The Orcs in the far east fought their enemies with pride and honor but without good results. But the orcs refuse to leave their lands. Pride and honor has consumed them.
The Wizards themself flew away their magical cities to the far north, trying to escape all wars.
The Necromancers were scattered across the continent and many fled by boats to the mysterious Shrouded South, only to meet an enemy perhaps even worse then Demons...
The Dark Elves have been destroyed by an unknown force from deep below the earth - nothing is known about their fate.

Humans, Elves and Dwarfs now seek to successfully rebuild a new kingdom in a new world and then, in the final hour, strike back with full force to reclaim their old homes.
But even in distant lands evil lurks...

A Dark Age has come and the demons of Urgash are stronger then ever and have free entrace to Ashan.
With almost all races of Ashan shattered and almost destroyed, it seems impossible to defeat the evil demon Overlords.
But light cannot exist without darkness and evil cannot exist without good. Will the races of Ashan be able to defeat the ancient evil of Ashan once and for all before the demons destroy them?
Only time will tell - because this time Ashan is not united...


* This will be after Dark Messiah!

* 120 140 spells!

* Around 300 creatures!

* 11 factions & 4 minor factions!

* A new population system!

* Two new rescourses: Food (tied with the population system) for everyone and Runestone for Dwarfs.

* Five diffrent town types and sackable & destrutable towns!

* More focus on naval combat, with epic sea battles, three diffrent ship types, admirals, racial ships and lots of more!

* A new creature system!

* Many new skills!

* 4 new factions which has never been seen before, not counting some of the completly new minor factions!

* H4 styled hero Battle Mode - new option in the menu!

* Tavern mini-Games!

* "Living" towns!

* New Map-Types!

* Amazing realistic graphics!

* Awesome cinematics in-game!

* Grail Creatures!

* And lots of other features!



Magic
In HoMM6 there will be six magic schools.
I think that the magic system is fine and very easy to learn.
A 5-year old understands it.
The magic schools will be Light, Dark, Destruction, Summoning, Elemental and Arcane.
All factions master two diffrent spell schools.
For example, fortress are very experienced in Light and Arcane magic.
In HOMM6 spellpower and knowledge will not be that important anymore, but can still boost your spells A LOT.
Spellpower increases the effect and power of the spell and knowledge your mana and duration of your spells. Non duration based spell will also be affected by knowledge, instead of increased duration that spell wíll be cheaper to cast.

Each magic school is also splitted in three small sub-schools (for example, for Light Magic "Benediction" boosts defensive blessings, "Wrath" boosts damage spells and offensive blessings and "Life" increases healing spells).














Spell Descriptions

Light Magic...
is great for blessings. It makes your creatures stronger and tougher.
But Light Magic can also be used to counter evil factions and dark magic. Mostly good factions focus on the teachings of Elrath.
Light Magic can also heal, protect, cleanse and ressurect your creatures.
Splitted into Life, Wrath and Benediction.

Divine Strenght: Increses targets attack by 1/2/3 for 1/2/3 turns. Wrath spell.

Divine Protection: Increases targets defense by 1/2/3 for 1/2/3 turns. Benediction spell.

Heal: Heals 33/66/100% of the targets health points. Life spell.
With enough spellpower you will over heal, which may ressurect some creatures.

Hope: Increases morale of the selected creature by 1/1/2 for 1/2/3 turns. Benediction Spell.

Inner Light: Increases luck of the target by 1/1/2 for 1/2/3 turns. Benediction Spell

Level 2

Cleanse: Dispells 1/1/2 positive magic effects from enemy creatures or 1/1/2 negative magic effects from friendly creatures. Checks against caster level to dispell effects, so low level caster would be unlikely to dispel magic cast by high level mage.
Life spell.

Shadow Ward: Creatures gets a 20/30/40% chance to resist dark magic spells for 1/2/3 turns. Wrath spell.

Weaken Darkness: Weakens a evil creature, making him take +10/20/30% more damage from good creatures for 1/2/3 turns. Wrath spell.

Faith: Increases health points of a creature. Health points gained depends on creatures tier level. Lasts 1/2/3 turns. Life spell.
Tier 1 = 1/2/3 extra hp.
Tier 2 = 2/3/4 extra hp.
Tier 3 = 3/4/6 extra hp.
Tier 4 = 4/5/7 extra hp.
Tier 5 = 5/8/9 extra hp.
Tier 6 = 6/9/10 extra hp.
Tier 7 = 7/10/12 extra hp.
Tier 8 = 8/11/13 extra hp.


Divine Fury: Increas maxium damage of a creature. Extra damage depends on creatures level. Lasts 1/2/3 turns. Wrath spell.
Tier 1 = 1/2/3 extra dmg.
Tier 2 = 2/3/4 extra dmg.
Tier 3 = 3/4/5 extra dmg.
Tier 4 = 4/5/6 extra dmg.
Tier 5 = 5/6/7 extra dmg.
Tier 6 = 6/7/8 extra dmg.
Tier 7 = 7/8/9 extra dmg.
Tier 8 = 8/9/10 extra dmg.


Level 3

Health Regenration: Heals 40/60/80% of creatures health each turn. Lasts 1/2/3 turns. Life spell.
Good spellpower can over heal the creature, ressurecting some creatures.

Holy Wrath: Deals medium/high/enourmous direct damage to a evil creature. Wrath spell.

Exorcism:  Destroys 30/40/50% of a summoned creature stack. This included gated & ressurected units etc. Wrath spell.
High spellpower might kill ALL summoned creatures in a stack.

Truce: Enemy cant attack you and you cant attack the enemy for 1/2/3 turns. You will however be able to cast spells on your own creatures and so will the enemy be able to do.
Benediction spell.

Level 4

Destroy Evil: Deals very low/low/moderate holy damage to all the evil creatures on a battlefield. Wrath spell.

Guardien Angel: Summons a angel to guard a selected friendly target on the battlefield. The angel will heal the target and sometimes help it retailate against enemy attacks. Lasta 1/2/3 turns. Spell mastery depends on the amount of damage the angel deals and the amount of hit points it will heal. Guardien Angel cant be killed and only disappears if dispelled or exorcised, the protected creature dies or hero loses a fight and flees. Life spell.
With high spellpower the Guardien Angel can over heal, ressurecting some creatures in a stack.

Elraths Tear: Increases attack, defense, iniative and speed to a creature for 1/2/3 turns. Benediction spell.
Basic Mastery: 1+ on all those stats.
Advanced Mastery: 2 attack, defense and 1 of the other stats.
Expert mastery: 3 attack, defense and 1 of all the other stats.


Level 5

Resurrection: Resurrects creatures in target friendly stack permamently. Amount of creatures ressurected depends on creatures level, mastery and spellpower. Life spell.

Divine Venegance: Inflicts holy damage to selected creature that depends on the number of enemies selected creature killed from the beginning of combat. Extra damage depends on mastery. Wrath spell.


Dark Magic...
makes your enemies weak so you can kill them easier. Its the opposite of Light Magic. And focuses from curses to poisons.
At higher level dark magic will let you ressurect your enemies... as demons and make your enemy creatures frenzied, making them destroy each other. As i said before, its the opposite of dark magic and mostly evil factions use it plus it can be used well againat good factions. Dark magic is splitted into Blight, Death and Shadow spells.

Demolish Armor: Reduces a enemy creatures defense by 1/2/3 for 1/2/3 turns. Death spell.

Weakness: Reduces a enemy creatures attack by 1/2/3 for 1/2/3 turns. Shadow spell.

Sickness: Reduces a enemy creatures maximal damage. Lasts 1/2/3 turns. Cretaures level depends on the number of damage reduced. Blight spell.
Tier 1 = 1/2/3 less dmg.
Tier 2 = 2/3/4 less dmg.
Tier 3 = 2/3/3 less dmg.
Tier 4 = 3/4/5 less dmg.
Tier 5 = 3/4/5 less dmg.
Tier 6 = 4/5/5 less dmg.
Tier 7 = 4/5/6 less dmg.
Tier 8 = 5/6/7 less dmg.


Sacrifice: Sacrifices a friendly creature for mana or health. Mana or health gained depends on the creatures level and the number of creatures and mastery and spellpower.
You will be able to choose to sacrifice for mana or health on Battle Mode. Death spell.
Tier 1 = 0,1/2/3 mana or 0,5/6/7 health per creature.
Tier 2 = 0,3/4/6 mana or 0,7/8/9 health per creature.
Tier 3 = 0,6/7/8( mana or 0,9/100/1,1 health per creature.
Tier 4 = 0,8/9/10 mana or 1,1/2/3 health per creature.
Tier 5 = 1,1/2/3 mana or 1,3/1,4/1,5 health per creature.
Tier 6 = 1,3/4/5 mana or 1,5/6/7 health per.
Tier 8 = 60/70/80% of your health and mana per creature.
Tier 7 = 1,5/6/7 mana or 1,7/8/9 health per creature.


Accurse: Reduces a enemy creatures morale by 1/2/3 for 1/2/3 turns. Death spell.

Sorrow: Recues a enemy creatures luck by 1/2/3 for 1/2/3 turns. Death spell.

Level 2

Death Wail: Reduces creatures mana by 2/4/6 for 1/2/3 turns. Death spell.

Slow: Reduces creatures speed and iniative by 1/2/3 for 1/2/3 turns. Shadow spell.

Corrupt: Deals damage to the creature each turn. Damage is half of the creatures normal damage. Lasts 1/2/3 turns. Shadow spell.

Fever: Reduces creature maxium health points for 1/2/3 turns. Health points removed depends on the creatures level. Blight spell.
Tier 1 = 1/2/3 less hp.
Tier 2 = 2/3/4 less hp.
Tier 3 = 3/4/5 less hp.
Tier 4 = 4/5/6 less hp.
Tier 5 = 5/6/7 less hp.
Tier 6 = 6/7/8 less hp.
Tier 7 = 7/8/9 less hp.
Tier 8 = 8/9/10 less hp.


Blackout: Stuns the creatures for 1/1/2 turns, making him lose all iniative. Spellpower increases the duration and knowledge lowers mana  cost on this spell. Shadow spell.

Level 3

Soul Shield: Summons an invisble shield around the caster. Offensive spells and melee attacks will be reflected, harming the caster of attacker in progress. Damage depends on mastery. Lasts 1/2/3 turns. Death spell.
Basic = 15% of damage is reflected.
Advanced = 30% of damage is reflected.
Expert = 45% of damage is reflected.


Shadow Fire: Deals medium/high/enourmous direct damage to a good creature. Shadow spell.

Dark Vision: Blinds the target in darkness, making him lose all iniative for 2/4/6 turns. Damage may break this effect. Spellpower increases the duration and knowledge lowers mana  cost on this spell. Death spell.

Poison Cloud: Shoots a cloud of poison at an area, dealing damage to everybody except undead in that area. Damage is 15/20/25% of their own damage and there is a 5/8/12% chance that they will be inflicted by "Corrupt" on basic mastery. Blight spell.

Level 4

Plauge: Reduces attack, defense, iniative and speed to a creature for 1/2/3 turns. Blight spell.
Basic Mastery: -1 on all those stats.
Advanced Mastery: -2 attack, defense and -1 of the other stats.
Expert mastery: -3 attack, defense and -1 of all the other stats.


Destroy Good: Deals very low/low/moderate darkness damage to all the good creatures on a battlefield. Shadow spell.

Blood Bond: Selected friendly creature gets the ability to drain life just like vampires, however 20/25/30% of the health drained is converted to health on battle mode for might heroes and mana to magic heroes in battle mode. The damage drained on normal mode is converted to mana. Lasts for 1/2/3 turns.
The damage the creature who has this spell on it will convert 5/10/15% of the damage he deals to health points.
Blight spell.

Level 5

Frenzy: Drives target stack of creatures frenzy. Frenzied stacks attacks all other creatures and war machines and strikes the nearest one with 10/20/30%% more damage. Lasts 1/2/3 turns. Blight spell.
The spell does not work on undead, elemental and mechanical units or illusions.

Urgash Call: Ressurects a dead body of a non-demonic creature on the battlefield into a demon on your side.
The corpse will disappear and a demon of the same tier will appear.
15/20/25% of the stack is ressurected as demons. Shadow spell.
For example, i have expert mastery with my Wizard. I kill all of the enemies 100 Inquistors. Then i can ressurect them to my side as 25 Incubi.

Destruction Magic...
lives up to its name. Its all about destruction and magic.
With Arcane Magic you can kill the whole enemies army in two turns. Destruction can be used from slaugthering armies to shatter even the greatest walls. Destruction allows you to destroy and burn and freeze creatures. Yes, Destruction Magic is VERY VERY destructive.
Destruction magic is splitted into Cold, Energy and Chaos.

Burn: Burns the enemy for 1/2/3 turns, causing very low/low/moderate fire damage each turn. Chaos spell.

Wind Blast: Blasts the enemy with the powers of wind, pushing the enemy 1/1/2 tile(s) backwards and does very low/low/moderate direct air damage. Energy spell.

Freeze: Freezes a enemy creature, affected enemies will have a 2/4/6% chance to lose their turn for each tile they walk. Lasts 1/2/3 turns. Flyers, teleporters, swimmers etc are not affected. Cold spell.

Flame Arrow: Sends a arrow of fire at a enemy creature, causing low/moderate/high direct fire damage. Chaos spell.

Earth Shudder: Shakes the earth in a small area, causing low/moderate/high damage to building and underground creatures. Energy spell.
Affected area is 3x3 tiles.

Fire Traps: Summons 5/6/7 fire traps on the battlefield, causing very high fire damage to a enemy creatures if he steps on it. Lasts 1/2/3 turns. Chaos spell.

Level 2

Firewall: Creates a wall of fire dealing fire damage to anyone how steps through it. Lasts 1/2/3 turns. Chaos spell.
Area is 1x1/1x2/1x3.

Fire Ring: Creates a 1x1/2x2/3x3 ring of fire around a creature dealing fíre damage to anyone who steps out of it. Lasts 1/2/3. Chaos spell.

Ice Bolt: Sends a bolt of ice at a enemy creature, dealing moderate/high/lethal damage to the creature. Cold spell.

Ice Block: Imprions a creature of either side by a block of ice, making him lose all iniative for 1/2/3 turns. The Ice Block has 100/200/300 health points and 8/16/24 defense. Cold spell.

Lightning Bolt: Sends a bolt of lightning at an enemy creature, dealing high/lethal/enorumous damage to the creature. Cold spell.

Level 3

Fireball: Sends a great ball of fire to destroy an area on the battlefield. Deals moderate fire damage to all creatures in the area. Chaos spell.
Area is 2x2/3x2/3x3

Meteor Shower: Calls down some meteros in a small area to crush the enemies. After that there is also a 5/10/15% chance they will be stunned, making them lose all iniative for 1 turn. Chaos spell.
Area is same as fireball but improves with spellpower.

Storm: Summons a great storm over an area, sending down basic lightning bolts for 1/2/3 turns. Energy spell.
Area is 3x3/4x4/5x5

Ice Ring: Deals low/moderate/high ice damage to all units surrounding the target spot. Cold Spell.
Similar to fire ring except i deals fire damage and is a round version of fire wall.

Level 4

Chain Lightning: Deals moderate/high/lethal air damage to several adjacent creatures (up to 2/3/4), starting with the selected one. Every next creature in the chain gets 40/60/80% of the damage inflicted to the previous one. Energy spell.

Inferno: Causes a huge blast of fire to strike the selected area. Damage depends on the number of evil creatures you have in your army. Chaos spell.
Area is 3x3/4x4/5x5 and each evil creature is 1 damage, no mather what tier it is.

Avalanche: Summons a avalanche to a large area, causing everybody to take 15/30/45% increased damage from frost spells. Cold spell.
Area is 3x3/4x4/5x5.

Level 5

Implosion: Deals high/lethal/enourmous damage to a single targeted enemy unit. Energy spell.

Armageddon: Deals moderate/high/lethal fire and earth damage to all creatures and war machines on a battlefield and local physical damage in the point of impact.
And in addition 1/2/3% chance that they will get stunned for 1 turns, losing all iniative. Chaos spell.


Arcane Magic...

is the sorcers best friend. Arcane Magic can be used to both restore mana, destroy mana and empower your spells and add specials abilities to your creatures.
You can combo arcane magic with destruction magic for ultimate apocalypso.

Magic Missile: Sends a magical missile at a enemy creature dealing very low/low/moderate damage to it and destroys 3/4/5 mana.

Resistance: Reduces all magical damage taken by 10/20/30% for 1/2/3 turns.

Move Creature: Moves a creature 1/2/3 tiles backwards.

Restore Mana: Restores 2/3/4 mana.

Invisibility: Turns a friendly creature invisible for 1/2/3 turns. While invisible the creature cant walk, attack or cast spells.

Empower: Empowers a creature for 1/2/3 turns. If used on allies then that creature will deal 10/15/20% more spelldamage and regenrate 1/1/2 mana each turn. If used on an enemy spells on that creature will be empowered, making all creatures deal 5/7/10% more spelldamage against that target and destroys 1/1/2 mana per turn.

Level 2

Arcane Barrier: Creates a arcane barrier on the battlefield, blocking a small part of the battlefield. You can acctualy choose which spell rank you want to cast.
If a area is surroanded with árcane barriers then casters in there will get Empower spell on them with basic/basic/advanced mastery. Lasts 1/2/3 turns.
This is the affected areas. A = Arcane Barrier, X = Tiles
Basic: xxAAxx
     xxxxxxxx

Advanced:xAAAxx
        xxxxxx

Expert:xAAAxx
      AxxxAx    


Mana Shield: Creates a shield of arcane energies around a creature protecting the target against mana draining or mana destroying effects and the creature will restore mana equal to the damage gained from enemy attacks. Each 25 damage restores 1/2/3 mana. Lasts 1/2/3 turns.

Remove: Removes a small/normal/large sized object on the battlefield.

Mana Drain: Drains 2/4/6 mana from a enemy hero or caster. The mana can be transferred to a hero or a allied caster creature.

Mana Explosion: Creates a small explosion arcane powers, destroying 1/2/3 mana for all creatures in a area of 2x2/2x2/3x3 tiles. In addition, each mana drained will deal 20/40/60 damage.

Level 3

Teleport: Teleports the creature one thrid/half/anywhere on the battlefield. Cannot teleport past walls.

Confusion: Confuses the target, making them not know what they do on the battlefield.  For example the creature can stop retailating, casting spells, shooting or even attack there own allies or do nothing. Spellmastery and spellpower decides the power of the spell and the power of effects and reduces mana cost.
Lasts 1/2/3 turns.

Mana Regenration: Creature regenrates 1/2/3 mana each turn for 1/2/3 turns.

Empower Area: Empowers a area on the battlefield for 1/2/3 turns. If  allies stand in the empowered area then those creatures will deal 5/7/10% more spelldamage and regenrate 1 mana each turn. If enemy creatures stand on the empowered area your own creatures deals 2/3/5% more spelldamage against those creatures and destroys 1 mana per turn.

Level 4

Portal: Creates a portal on the battlefield for 1/2/3 turns. The portal can teleport friendly creatures over one third/half/anywhere on battlefield.

Reflection: Creature reflects all level 1/2/3 spells beign shoot at the creature. Including mass and area of effect spells. Spell mastery and rank depends on the success rate of reflecting a spell. 45/30/15% success rate for masteries and 22/15/7% chance for spell ranks.

Levitate: Gives the creature the flyer ability for 1/2/3 turns.

Level 5

Hypnotize: Hypnotizes a enemy creature, forcing him to fight at your side for 1/2/3 turns or when 500/1000/1500 damage has been dealt to it. Spellpower makes the creature be able to take even more damage before hypnotize breaks.

Arcane Armour: Encloses target stack with magical energy shield that partly drains all damage dealt to the stack.
The shield's Hit Points is moderate/high/enourmous.
It drains 20/30/40% of the damage dealt to the target.

Summoning Magic...
lets you summon creatures from your towns and summon neutral creatures. Summoning Magic will also allow you to gather rescourses on the battlefield.
For example, they can transform corpses to rescourses and steal gold from the enemy hero. It also allows you to summon objects on the battlefield (which you also can turn into rescourses )
In other words, almost adventure magic but on the battlefield.
Adventure Magic will just be like a normal spell school and some factions are better at it then others. Like all other spell schools it will have 15 spells and will be remade and fleshed out.
Wood Elves will have a racial skill similar to adventure magic, Enchanments of Nature. Summoning Magic is divided into Animation, Creation and Spellweaving.

Entangle: Entangles the creature, making him not able to move but may shoot, do commands, perform certain abilities and cast spells. Lasts 1/2/3 turns. Has a 50/40/30% chance to break on damage. Animation spell.

Wasp Swarm: Summons a horde of wasps to attack the selected enemy creature for 1/2/3 turns, making him take damage each turn. Damage depends on the iniative and speed of the creature, the higher speed and initive, the more enraged the wasps will be and do more damage each turn. Spellweaving spell.
1 Speed = 5/10/15 damage per turn. So a creature with 8 speed would get 120 damage per turn with expert mastery and without further buffs or spellpower.

Call Creature: Summons a tier 1 neutral creature which you can choose. The stats are +25/50/75% of the creatures normal stats. Animation spell.

Conjure Corpse: Conjures a dead corpse on the battlefield to rescourses. Rescourses gained depends on the level and number of creatures and mastery. Creation spell.
One Level 1 Creature = 0,1/0,2/0,3 Wood
One Level 2 Creature = 0,2/0,3/0,4 Wood, Mercury
One Level 3 Creature = 0,3/0,4/0,5 Wood, Mercury, Sulfur
One Level 4 Creature = 0,4/0,5/0,6 Wood, Mercury, Sulfur, Gem
One Level 5 Creature = 0,5/0,6/0,7 Wood, Mercury, Sulfur, Gem, Crystal
One Level 6 Creature = 0,6/0,7/0,8 Wood, Mercury, Sulfur, Gem, Crystal and 5/10/15 gold.
One Level 7 Creature = 0,7/0,8/0,9 of all Rescourses and 10/15/20 gold and 0,2 Runestone is you are Stronghold.
One Level 7 Creature = 0,8/0,9/1 of all Rescourses and 15/20/25 gold and 0,3 Runestone is you are Stronghold.



Summon Stone: Summons a stone which cant be moved or destroyed (only dispelled) at the size of 1x1 tile. Creation spell.
Conjures into 1/2/3 Mercury. Lasts 1/2/3 turns.

Steal: Steals 1/2/3% of the enemies gold. Spellweaving spell.

Level 2

Summon Net: Summons a net to imprison the creature for 1/2/3 turns, making him not able to move but may shoot, do commands, perform certain abilities and cast spells.
If the nets duration is finished or the spell is dispelled the net will turn into snakes. Damaging the creature for 5/10/15% of its own damage for 1/2/3 turns. Creation spell.

Call Lethal Creature: Summons a tier 2 neutral creature which you can choose. The stats are +25/50/75% of the creatures normal stats. Anímation spell.

Summon Large Tree: Summons a large tree at the size of 2x2 tiles and cant be moved or destroyed (only dispelled).
The tree conjures to 1/2/3 wood. Lasts 1/2/3 turns. Creation spell.

Summon Wisp: Summons a wisp to fool enemy creatures, making them attack it. The wisp has 100/200/300 health points, incorporeality ability and 5/10/15 defense but cant to anything. Lasts 1/2/3 turns. Animation spell.

Raise Dead: Reanimates creatures in target friendly stack. Undead creatures are ressurected, other creatures are re-animated for the duration of the battle only. After this spell has been cast the hit points of the creature is reduced by 30/20/10%.
Spellpower further increases the health points. Spellweaving spell.

Level 3

Summon Pond: Summons a pond on the battlefield covering 3x3 tiles. It cant be moved or destroyed (only dispelled). Conjures into 1/1/2 gems and crystal. The Palace factions aquatic creatures can swim through it, increasing their stats even further. Lasts 1/2/3 turns. Creation spell.

Call Powerful Creature: Summons a tier 3 neutral creature which you can choose. The stats are +25/50/75% of the creatures normal stats. Animation spell.

Fade: Fades away the creature, causing ranged attacks to do 30/40/50% less damage and both melee and ranged attacks has a 7/14/20% to miss the creature for 1/2/3 turns. Spellweavign spell.

Fog: Summons a fog around a area of 2x2/3x3/4x4 tiles. Enemy shooters who stand within it will do 10/20/30% less damage with ranged attacks. Spellweaving spell.

Level 4

Mist Warriors: Copies the selected friendly unit. The copy cant cast any spell or use any ability and disappears as soon as it receives any damage but has got the incorporeal ability. Lasts 1/2/3 turns. Spellweaving spell.


Incorporeality:
Creature gains the incorpreal ability for 1/2/3 turns. Spellweaving spell.
Mist Warriors stack with this, so it gains 100% incorporeality

Conjure Object: Conjures a object that is 1x1/1x1-2x2/2x2-4x4 tiles large on the battlefield to rescourses. Higher spellpower gives even increased size and effect. Creation spell.
Can be any object on the battlefield, from stones to big mushrooms.

Level 5

Summon Creatures: Summons allied creatures to the battlefield from anywhere on the map. Mana cost is the spells cast plus the amount of creatures summoned. With high spellpowe reduces mana even more. Animation spell.
Tier 1- 0,4/0,5/0,6 mana per creature.
Tier 2- 0,5/0,6/0,7 mana per creature.
Tier 3- 0,6/0,7/0,8 mana per creature.
Tier 4- 0,7/0,8/0,9 mana per creature.
Tier 5- 0,8/0,9/1 mana per creature.
Tier 6- 0,9/1/2
Tier 7- 1/2/3 mana per creature.


Fountain of Life: Creates a fountain of life at an area of 3x3, friendly creatures surroanding it will get 70/140/190% of their health healed each turn and 10/20/30% of their mana restored each turn. High spellpower can overheal, ressurecting some of the creatures. Lasts 1/2/3 turns or untill removed or conjured. Creation spell.
Conjures into 5 of each rescourse, including food. This is the only object which conjures to food.


Elemental Magic...

was the orginal magic school learnt by Asha to Sar-Elam, the first avatar but the Seveneth Dragon.
Elemental Magic is like a mix of all other magic schools. You can summon great volcanos, maelstroms, tornados and other elemental powers.
Elemental Magic will allow you to do everything from creating elemental shields, experiment with the forgotten element of time to raise gigantic volcanos from the very core of Ashan to damage enemies and summon Fire Elementals at the same time.

Water Shield: Creates a shield of water to protect a creature. The creature takes 30/40/50% less damage from air spells and abilities and restores 0,5/1/2 mana per turn for 1/2/3 turns.
Lightning sub-group doesnt count.

Stone Spikes: Raises stone spikes from the earth in a area of 1x1/2x2/3x3, impaling all creatures in that area with earth damage.

Flame Orb: Creates a orb of fire inside a enemy creatures corpse. The Flame Orbs damage increases by 3/6/9% for each turn untill the hero releases it and it explodes.
The Flame Orb will automaticaly explode if not released after 2/3/4 turns.

Storm Wind: Increases creatures iniative and speed by 1/1/2 for 1/2/3 turns.

Hurricane: Engulfs a enemy creature in a hurricane. Incrasing water and ice damage dealt to the creature by 25/50/75%.
While engulfed in the hurricane the creature cannot move with free will, the hurricane will automaticaly move him around the battlefield. Only spells and ranegd attacks can hit the target will in hurricane but ranged attacks have a 80/70/60& to miss and spells 60/50/40% to miss. Lasts 1/2/3 turns.

Quicksand: Transforms the terrain in an area of 3x3/4x4/5x5 to quicksand. Walking into quicksand ends a unit's movement for 1/1/2 turns and makes it visible to all. Lasts 1/2/3 turns.

Level 2

Earth Shield: Creature takes 40/50/60% less damage from time and arcane spells and gets 20/40/60% magic resistance for 1/2/3 turns.

Air Shield: Creature takes 40/50/60% less damage from fire spells and 30% less damage from Magma spells. All kinds of attacks except spells also have a 10/25/45% chance to miss the creature for 1/2/3 turns.

Rain: Calls rain from Shalassa, increasing the effect of water and ice spells by 10/20/30% and reduces the effect of fire spellls by 20/30/40% and magma spells by 10/15/20% for 1/2/3 turns.
Aquatic creatures also get 0/1/1 speed and iniative.

Sandstorm: Summons a fiercy sandstorm from the earth. The sandstorm is 3x3 tiles big and any enemy creatures who get 1/2/2 tiles close to it will get a 15/30/60% chance to be blind, losing all iniative, for 1/2/2 turns. Lasts 1/2/3 turns.
Moves automaticaly.

Heat: Summons heat from far benath the earth.
Increasing the effect of fire and magma spells by 10/20/30% and reduces the effect of water spells by 20/30/40% and ice spells by 10/15/20% for 1/2/3 turns.
Aquatic creatures also loses 0/1/1 speed and iniative.

Level 3

Time Shield: Creature takes 50/60/70% less damage from water and ice spells and creature is completly immune to any stun or slow spell. Creature has a 15/30/45% chance to reflect spells for 1/2/3 turns.

Fire Shield: Creature takes 30/40/50% less damage from water, íce and earth spells for 1/2/3 turns. Affectec creature also deals low/moderate/high damage to any attacking creature for 2/3/4 turns.

Summon Elementals: Summons elementals to aid the hero on the battlefield. The type of elementals are one of 4* diffrent elementals depending on terrain. The number of elementals depends on the heroes level, creatures tier, spellpower and mastery.
* in the Prequel to Destruction expansion the Time elementals will also be able for summon and become avaiable.

Fireblast: Summons a enourmous ball of fire to fire damage the enemy in a area of 2x2/3x3/4x4 and make them 30/40/50% more vurnuble to fire and magma damage. The duration lasts the whole battle.
The ancestor of the Fireball.

Level 4

Lightning Sphere: Calls out for the wrath of Sylath to execute enemies. Summons a slow traveling sphere of thunders at the size of 2x2/2x2/3x3 tiles to attack all enemies in the range of 1/1/2 tiles for lightning damage around it. The damage is moderate/high/very high. Lasts 1/2/3 turns.

Tornado: Sylath blows with his wings, causign a tornado to engulf enemies. The tornado, like Lightning Sphere and Sandstorm, automaticaly moves around on the battlefield and affects enemies with basic/advanced/advanced hurricane (which doenst move around).
All enemies that is 1/1/2 tiles away from the tornado will have a 20/45/60% to be affected.
Lasts 1/2/3 turns.

Time Rift: Creates a rift in time, moving a friendly creature 1/2/3 spots forward through the Iniative Bar or a enemy creature 1/2/3 spots backwards on the iniative bar..

Level 5

Shalassas Fury: Calls upon the fury of Shalassa, creating a 2x2/3x3/4x4 wide maelstrom.
The maelstrom will randomly spawn out 3/7/11 Water Elementals and will drain enemy creatures to it, drowning them for 1/2/3 turns.
Lasts 1/2/3 turns.

Arkaths Wrath: Calls upon the wrath of Arkath, creating a 2x2/2x2/4x4 wide volcano.
The volcano will randomly spawn out 4/8/15 fire elementals and send down meteors all over the battlefield, which has a 20/15/10% chance to hit your own creatures too and a 20/35/45% chance to hit enemy creatures.

Rescourses
In my HoMM6 some new rescourses and some that has been removed.

Main Rescourses

Stone: Replacing "Ore", stone is needed to construct buildings and other things. All factions need a lot of stone.

Wood: In addition to buildings, wood is also used for unit equipment and weapons. Many factions needs a lot of wood, but these are the ones that need the most wood: Grove, Castle and Ramparts.

Crystal: Crystals are used by spellcasters and for many religious and arcane stuff. Crystals are rather rare and most used by these factions: Sanctuary, Palace and Academy.

Metal: Metal used for various equipment, buildings and technology etc. These factions use metal a lot:  Inferno, Stronghold and Academy.

Gold: Gold is used for almost everything in trade. Gold is a main rescourse and further regenrated by the Food rescourse.

Secondary Rescourses

Food: Food is explained below however it has stuff to do with the population system. It helps you get gold and some food is automatically drained each turn (depending on how many units you have).

Runestone: Only used by Dwarves, Runestone is a special rescourse for their buildings. Runestone is a very, very rare but powerful rescourse. More about it on the Dwarven Stronghold post.

Favor: Only used by the Dragonic Sanctuary. The Sanctuary units are so expensive (but powerful) that they have an additional rescourse to help them. Favor can also increase Sanctuary unit stats even further.


HoMM6 Population System
Each town will have a population depending on the towns level.
The more population you have, the higher income you will come.
There are skills and buildings to further increase population.

Each day you gain gold depending on what town level, special buildings, skills and population you have.

Village Hall = 1000 Citizens = +10 gold per day.
Town Hall = 10.000 Citizens = +100 gold per day.
City Hall = 100.000 Citizens = +1000 gold per day.
Capitol = 200.000 citizens = +2000 gold per day.

Each town level adds 100 citizens which translates to +1 gold a day.

500.000 is max.
500.000 would give +5000 gold per day.
But 500.000 people is VERY hard to get.

But villagers need food, a empire, kingdom or faction cannot survive without it.
If you do not have enough food, your population will slowly die.
Food is generated by Farms and is a rescourse like wood and ore.
Each week, some of your food supply will disappear because you send it to your army and citizens.
The food taken away depends on the total population and number of creatures. Some factions have special skills which makes you dont need as much food as usually (like Necropolis or Inferno for example).
If your population dies, then your left without any good income, since the gold generated by town centers etc will be very reduced.

Each town shares the amount of gold your kingdom have.
You can sack enemy towns and get some of that towns gold or destroy it and kill 65% of the population and take the others to your town as slaves. If you sack 50% of the population will die of disease and starvation.

You can however spread out your kingdoms gold over different towns as you will. However, towns with lower gold will slowly get lower population.

More about this below.


Towns & Town Types
In my Heroes of Might and Magic 6 there will be five diffrent town types!
Normal towns, mercenary towns, neutral towns, settlements and outposts.

When you attack or capture a neutral town it will allow you to choose any town to transform it to.

Mercenary Towns are minor towns who no one can control.
Your heroes can train there and do additional services including do good trading at the marketplace or just seek a refuge from the enemy for up to four days and after that he cant enter it after one week.
In the mercenary towns you can also buy creatures which are more expensive and weaker then normal ones.
There are four tiers of creature to be bought, without upgrades.
Tier 1,3,5 and 7.
Mercenary Towns regenrates creatures per day like in H4.
Normal towns and settlements and outposts doesnt.
In the orginal game there are two mercenary towns, the Pyramid and the Conflux aka Lizardmen and Elementals.
In the two expansions there will be Coven and Nexus aka Dark Elves and void creatures.
There is usuly one mercenary town in the center of the map.


Outposts & Settlements are.... erm... outposts ;P
On many maps there are settlements and outposts spread out over the map. There each faction can build a very small bastion/town where they can do minor things, like trade, recruit a hero or hire some few creatures or just play mini games and relax for example.
But the real deal of these "towns" is that they increases the rescourses generated in nearby rescourse sites.

For example: My hero finds a outpost. Im Sanctuary faction so im able to build a Shrine on the outpost.
Now all nearby captured mines will get 1+ in there rescourses for every week and i will be allowed to use the Thiefs Guild, restore mana, trade and play mini games in the Shrine.

My other hero finds a settlement, even greater then outposts.
On the settlement he builds a Temple.
Now all nearby rescourses will gather +1 each day.
I will also be able to do all the things i can do in the outposts plus recruit creatures at a higher cost and in only tier 1-4 creatures plus send caravans with units to it and buy war machines and one hero per month.

Outposts and Settlements often boost your racial skill.
For example Sanctuary has the favor racial skill, they will regenrate more favor per week by buiding more Shrines on Outposts and Temples on Settlements.

List of Outposts and Settlements by faction:

Castle
Outpost: Watchpost
Settlement: Fort

Stronghold.
Outpost: Hall
Settlement: Vault

Hive.
Outpost: Burrow
Settlement: Nest

Grove.
Outpost: Preserve
Settlement: Sylvan

Lair.
Outpost: Maze
Settlement: Dungeon

Palace.
Outpost: Pavalion
Settlement: Altar

Necropolis
Outpost: Crypt
Settlement: Laboratory

Ramparts
Outpost: Bastion
Settlement: Tower

Inferno
Outpost: Hellcamp
Settlement: Hellgate

Academy
Outpost: Libary
Settlement: Spire

Sanctuary
Outpost: Shrine
Settlement: Temple

Towns are now also sackable and desturctable.

Destroy Town: Completly destroys the town, eradicating it and kills 65% of the population is slaugthered or totured to death.
The surviving 35% are kept as slaves which is spread through your towns and increases your population.
Usefull when another enemy hero is comming and you are low on creatures. You will also get 15% of the towns gold.


Sack Town: Sacks the town, killing 50% of the population. Either they do a revolt, needs to be killed or dies of disease and starvation or júst finish their lifes themself.
The surviving 50% will contiune to live in your town, but 20% of them will flee over time. The sacked town will not have any population except those 30% that is left and after a while people will slowly move in to it.
When sacking the town you take some of the enemies gold.

Naval Changes
In my HoMM6 the effectivness of boats will be better.
There will be sub-heroes for boats, the Admirals, and 3 diffrent types and tiers of boats. More about Admirals later.
All boats have stats.

Diffrent types of boats can do diffrent types of tasks.
Some boats cannot attack other boats and some can. Boats can upgrade through ship buildings in your town and through the Admirals skills and level

Just like in previous HoMM games you can battle with your ships. Some boats have weapons buildt on them like cannons or ballistas or greek (hell)fire.

Boats can be controlled by heroes but must not. However they must be controlled by some one. You can recruit Admirals from diffrent shipyards. Yes, there wont be one shipyard, but three, two are upgrades. From the shipyards you will be able to buy Admirals and troops to have on your ships.

You dont need to have troops on your ships but its very recommended to have some troops on your ships to guard them.
Like i said before some ships already have weapons on them to use.

If there is a ship battle with creatures in it then the creatures battle first and after the enemies or your own creatures are dead there is a battle between the boats.
If there is no creatures then its just ship vs ship.
I will give two examples.

1. My boat has 100 Imps, 50 Cultists, 50 Demoniacs and 10 Succubi in its Admirals army.
I attack the enemies war boat.
He has a admiral of course and 50 Footmen and 100 Longbowmen.
My boat has a ballista, his has a cannon.
So my creatures hits enemies creatures and vice versa. I kill all his creatures and win the first round.
Now my weapon/s on the ship plus my creatures are in combat against their boat and their cannons.
Before the second round, Boat VS Boat, begins i can choose to retreat or not. If i choose to not go on to the boat vs boat round the enemy ship retreats to the closest ship building and repairs plus gathers a new admirals and creatures etc.

Example 2.
I have no creatures on my boat. Just a Admiral, because some one must control the boat. I have four cannons on my boat against the enemies boat with no creatures.
My four cannons destroys his boat.
So in this case you start the second round when the combat starts, because you cant perform the first round since there are no creatures.

Here is a funny roleplaying thing you can do. As i said before you can have a hero instead of a Admiral on your boat.
If you have Battle Mode turned on then you can have duels between heroes on the boats!

You can combine Battle Boats with Transport Boats, so that they guard the transport boats, transported creatures do not join the first round and only one Admiral and its army can fight in a battle with many boats (but boats in a group can still attack enemy boats in a group battle with their weapons).

As you see boat battles can be epic and the campaign will really make them epic.

These are the three types of boats.
Through the Admiral you can upgrade your boat and add weapons and give them names etc.

TRANSPORT BOATS

Transport boats are boats for transport of course.
You transport units in them.
Please note that diffrent factions have diffrent kinds of boat types for example the naga uses giant turtles and the wizards hovering platforms. But stats are same.
Unlike creatures boats do not stack.
For example if a Emperor Leviathans growth is 2 and i dont buy it i will be able to buy 4 of them next week, this doesnt happen with boats. They reset. Always a number of boats per week.
Transport boats can even transport villagers between coast towns, effective when you know the enemy is going to attack.



GATHERING BOATS
Exploration and gathering boats are rescourse boats.
They can fish on some places, increasing your food income or dive for stone and crystal for a extra income. Yes, there are special "mining-like" building in the water too, but a gathering boat must be placed in them.
Gathering boats are the only boats that can pick up rescourses on water, rescourses which will reset, which will contiune to spawn each week. Gathering boats can even transport gold between coast towns, effective when you know the enemy is going to attack.
Note that gathering ships cannot transport creatures.



BATTLE BOATS
Battle Boats are used to attack enemy ships or guard your own ships from enemy attacks. Note that battle ships cant transport creatures.




Transport Boat Tiers and Stats

Tier 1 Transport
Attack: N/A
Defense: 10
Health: 250
Damage: N/A
Shots: N/A
Cost: 1000g 10 Wood
Construction: 3 per week can be constucted. Takes 1 turn.
Space: This boat can carry 6 stacks of creatures, up to 20 creatures per stack.
Iniative: N/A
Upgrade Cost: 1000g 10 Wood
Abilities: Transport Allied

Transport Allied: This boat can transport creatures over waters.

Tier 2 Transport
Attack: 5
Defense: 20
Health: 1000
Damage: 50-100
Shots: 5
Cost: 2000g 20 Wood
Growth: 2 per week can be constructed. Takes 2 turns.
Space: This boat can carry 7 stacks of creatures, up to 60 creatures per stack.
Iniative: 8. Please not that iniative on boats are only used in combat! Its their weapons who have the iniative thing.
Upgrade Cost: 2000g 20 Wood
Abilities: Transport Allied, Bridge

Bridge: This boat can put down a bridge to a enemy boat. Lasts forever, cannot be removed.
You can put down two bridges a battle.

Tier 3 Transport
Attack: 10
Defense: 30
Health: 10.000
Damage: 500-1000
Shots: 7
Cost: 3000g 30 Wood
Construction: 1 per week can be contsturcted. Takes 3 turns.
Space: This boat can carry 7 stacks of creatures, up to 60 creatures per stack.
Iniative: 8. Please not that iniative on boats are only used in combat! Its their weapons who have the iniative thing.
Upgrade Cost: N/A
Abilities: Transport Allied, Bridge

Transport Boat Tier and Stats


Rescourse Boat Tiers and Stats

Tier 1 Gatherer
Attack: N/A
Defense: 10
Health: 250
Damage: N/A
Shots: N/A
Cost: 1500g 10 Wood
Space: This boat can carry 2 stacks of creatures, up to 75 creatures per stack.
Rescoure Regenration: +0,5 per day.
Construction: 2 per week can be constucted. Takes 2 turns.
Iniative: N/A
Upgrade Cost: 1000g 10 Wood
Abilities: Collect Rescourses

Collect Rescoures: When this creature stands on a Underwater Volcano it can gather +1 Sulfur each day, if it stands on a Underwater Mountain it can gather +1 Stone each day, if it stands on a Crystal Reef it will gather +1 Crystal each turn and if they stand on a Fish Shoal they will regenrate some food each turn.
However, the Gathering Boat most stay 2 turns on the rescourse locatio before rescourses will begin to regenrate.

Tier 2 Gatherer
Attack: 5
Defense: 20
Health: 800
Damage: 25-50
Shots: 4
Cost: 2500g 20 Wood
Space: This boat can carry 3 stacks of creatures, up to 75 creatures per stack.
Rescourse Regenration: +1 per day.
Growth: 2 per week can be constructed. Takes 3 turns.
Iniative: 8. Please not that iniative on boats are only used in combat! Its their weapons who have the iniative thing.
Upgrade Cost: 2000g 20 Wood
Abilities: Collect Rescourses

Tier 3 Gatherer
Attack: 10
Defense: 30
Health: 8.000
Damage: 250-500
Shots: 5
Rescourse Regenration: +1,5 per day.
Cost: 3500g 30 Wood
Space: This boat can carry 4 stacks of creatures, up to 75 creatures per stack.
Construction: 1 per week can be contsturcted. Takes 3 turns.
Iniative: 8. Please not that iniative on boats are only used in combat! Its their weapons who have the iniative thing.
Upgrade Cost: N/A
Abilities: Collect Rescourses

Battle Boat Tiers and Stats

Tier 1 Fighter
Attack: 10
Defense: 10
Health: 200
Damage: 25-75
Shots: 5
Cost: 1500g 10 Wood 5 Mercury
Space: This boat can carry 4 stacks of creatures, up to 75 creatures per stack.
Construction: 2 per week can be constucted. Takes 2 turns.
Iniative: 9. Please not that iniative on boats are only used in combat! Its their weapons who have the iniative thing.
Upgrade Cost: 1500g 10 Wood 5 Mercury
Abilities: Guard Ships, Combine Ships

Guard Ships: This boat can guard other ships from enemy attacks. A ship can be guarded by two ships.

Combine Ships: This ship can combine itself with other battle ships but only one can have a army.
Up to 3 ships can be combined into a group.
So the third ship will not join the battle if a fight starts.

Tier 2 Fighter
Attack: 20
Defense: 20
Health: 600
Damage: 50-100
Shots: 6
Space: This boat can carry 5 stacks of creatures, up to 90 creatures per stack.
Cost: 2500g 20 Wood 10 Mercury
Growth: 2 per week can be constructed. Takes 3 turns.
Iniative: 10. Please not that iniative on boats are only used in combat! Its their weapons who have the iniative thing.
Upgrade Cost: 2000g 20 Wood
Abilities: Guard Ships, Combine Ships

Tier 3 Fighter
Attack: 30
Defense: 30
Health: 8.000
Damage: 800-1600
Shots: 7
Space: This boat can carry 6 stacks of creatures, up to 105 creatures per stack.
Cost: 3500g 30 Wood 15 Mercury
Construction: 1 per week can be contsturcted. Takes 3 turns.
Iniative: 11. Please not that iniative on boats are only used in combat! Its their weapons who have the iniative thing.
Upgrade Cost: N/A
Abilities: Combine Ships, Guard Ships


Skills of HoMM6
In my HoMM6 there will be lots of skills. Some new, many from H5 and few from previous HoMM games.

These are the skills:

Racial skill
Offense
Defense
Explortation
Luck
Leadership
Enlightenment
Artillery
Light Magic
Dark Magic
Destructive Magic
Summoning Magic
Elemental Magic
Arcane Magic
Adventure Magic
Sorcery
Settling
Nobility
Naval
Breaking
Astronomy
Survival (Battle Mode only)

Skills
Heroes can upgrade their abilities through skills. When a hero levels up after a special amount of experience, the hero can learn a new skill or improve a old one.
A hero can for example take the Offense skill, increasing the damage he and his army delas in combat or improve his Dark magic casting further. In heroes VI there are several new skills, and many also improves the hero further if you choose the H4 style "Battle Mode".

Offense
Offense is skill that increases the strenght of your creatures and hero. Offense sub-skills further improves damage of ranged, flying and cavalry (new creature type) creatures.
Its the clear opposite of Defense.
In addition they have several sub-skills, and some sub-skills leads to more powerful sub-skills.

Simple Offense: Increases damage dealt by your hero and creature by 10%.

Medium Offense: Increases damage dealt by your hero and creatures in melee combat by 20%.

Master Offense: Increases damage dealt by your hero and creatures in melee combat by 30%.

Sub-skills.

Archery Training: Increases damage dealt by ranged attacks of creatures and battle heroes by 30%.

Cavalry Training: Increases damage dealt from cavalry creatures by additional 10%.

Sky Training: Increases damage dealt from flyers by addintional 15%. Does not affect teleporters and hoverers.

Lesser Sub-Skills

Flaming Shots: All shooters (including the ballista and hero) ignores 50% of the enemies defense when attacking.
This does not affect creatures with the "Magical Attack" ability.

Wrath: Increases damage of retailation strikes by 30%.

Bloodthirst: The hero and his troops gain +2 min and maxium damage. Heroes without Battle Mode gains 2 attack, but creatures will only get +1 minium and maxium damage.

Offensive Formation: Each time a creature or hero turns on "Wait" his next attack will do 10% additional damage.


Defense
The clear opposite of offense, defense increases the vitality of your creatures and makes them tougher.
Defense sub-skills can instead protect against cavalry, shooters and flyers.

Simple Defense: Reduces damage dealt to your hero and creature by 10%

Medium Defense: Reduces damage dealt to your hero and creatures in melee combat by 20%.

Master Defense: Reduces damage dealt to your hero and creatures in melee combat by 30%.

Sub-skills.

Evasion: Reduces ranged damage dealt to your hero and creatures by 30%.

Defensive Stance: Reduces cavalry damage dealt to your hero and creatures by 10%.

Prepartation: Reduces flying damage dealt to your hero or creatures by 15%.

Lesser Sub-Skills

Dwarven Armor: Reduces all elemental damage taken by 20%.
This is does not protect against any spells.
Like the Flamming Shots lesser sub-skill does Fire damage and a dragon with "Fire Breath" does fire damage etc

Readiness: Reduces retailation damage taken by 30%.

Defensive Formation: Defensive stance increases defense by additional 25% untill the next turn.

Endurance: Increases the maxium health points of all creatures by 3. Very effective for low tier creatures.

Exploration
Exploration is almost the same skill as Logistics in H5.
Its all about speed. Its makes caravans, heroes and later creatures faster.

Simple Exploration Increases hero's movement speed over land by 15% and its speed in the battlefield by 1 if Battle Mode is activated.

Medium Exploration: Increases hero's movement speed over land by 25% and its speed in the battlefield by 2 if Battle Mode is activated.

Master Exploration: Increases hero's movement speed over land by 35% and its speed in the battlefield by 3 if Battle Mode if activated.

Sub Skills

Scouting: Hero receives +4 to his range of view and gets an ability to see precise number of creatures in neutral troops, in enemy armies, towns and garrisons within his range of view.

Pathfinding: Reduces penalty for moving through rough terrain by 50% and the hero will gain terrain bonus when moving on rough terrain, despite not beign ín the specific terrains faction.

Signposting: All caravans reach your towns one turns faster then normal and caravans now automatically gains some guards. The guards number depends on the population and the creatures rank on the town level of the city.

Lesser Sub-Skills

War Path: For each stack the hero defeats, movement speed points are increased temporary by 5%.

Windfightning: The hero and his troops gain +1 iniative.

Windwalking: The hero and his troops gain +1 speed (on Battle Mode hero gains speed).

Teleport Assault: Hero acquires Teleportation spell and he and his creatures increases the initiative of the creature being teleported by 50%. Same thing applies to creatures stepping through portals.

Luck
Increases the chance that your creature will do a lucky strike, a attack with double damage. The higher luck the higher chance. For each point of Luck you gain 10% chance to trigger it. Luck can also be used to trigger usefull abilities more often, find more resourses and give the hero and his army a second chance on Ashan if they lose in a battle. Luck is capped at +5/-5. Each point of -luck increases the chance that bad luck will trigger by 10%.
At 0 luck the creature only has a 5% chance to get bad/good luck.

Simple Luck Increases luck of all creatures in hero's army by 1 and the heroes luck if Battle Mode is activated.

Medium Luck: Increases luck of all creatures in hero's army by 2 and the heroes luck if Battle Mode is activated.

Master Luck: Increases luck of all creatures in hero's army by 3 and the heroes luck if Battle Mode is activated.

Sub Skills

Warriors Luck: Guarantees that useful combat abilities of creatures in hero's army (like Horned Grunts' Horn Butt, for example) will trigger more often.

Fortune: In the course of adventures the hero tends to find more gold and resources and be more lucky overall.

Critical Strikes: Increases the damage of your lucky strikes by and additional 15%.

Lesser Sub-Skills

Unholy Luck: Decreases enemy luck by 1 permantly, and each time bad luck triggers the affected enemy creature gains a random curse depending on how much -luck points they have.
So if I the enemy gets bad luck (and they have -3 luck) then the a random Dark magic rank 3 curse would affect them. However if they only had -1 luck, then they would get a random level 1 curse.
Curses are always on basic mastery.


Spoils of War: From each victorious battle, the hero will salvage some gold and resources as spoils of war. The rescourses gained depends on the number of enemies.
Each enemy gives 1 gold, and each 50 enemy one random basic rescourse (wood and stone), each 75 enemy killed gives one metal and each 100 enemy killed gives one rare rescourse like Sulfur or Crystal.
In addition, each 10 enemy gives 1 food.

Sixth Sense: The hero is now a lot more likely to dig up the Tear of Asha or Blood of Urgash, for example in normal cases the hero must be on the exact spot of the grails location but now they can stand beside it and still be successful etc.

Second Chance: If Hero loses a battle then there is a 25% chance that a few creatures will survive it, making the hero be able to flee with zero mana. On Battle Mode the hero will have a 50% to survive a lost battle but none of his creatures and with zero mana.
Artifacts etc will still be lost in both cases.


Leadership
Leadership boosts your armies morale and improves your tactics in combat. Leadership also boosts diplomacy with other races.
When morale triggers, the creature moves forward on the iniative bar.
Each point of Morale gives you a +10% chance for it to trigger. Morale is capped at +5/-5.
Each point of -morale increases the chance to trigger ad morale by 10%. 0 morale has both a 5% chance to gain both bad and good morale.
Morale decreases by -1 for every evil creature stack that joins a good hero and vice versa.

Simple Leadership Increases the Morale of your hero and army by 1.

Medium Leadership: Increases the Morale of your hero and army by 2.

Master Leadership: Increases the Morale of your hero and army by 3.

Sub Skills

Diplomacy: Increases chances and reduces costs of creatures that wish to join your army. In addition, this skill reduces the Morale loss when having mixed creatures by 1.
So lets say im a Knight and I have these creatures: x40 peasants, x70 Horned Grunts, x1 Devil and x3 Efreeti, then I would normaly gain a -3 morale. However with this skill it will only be a -2 morale loss instead of a -3.

Swift Combat: Increases the Iniative boost when morale triggers by 20%.

Tactics: Increases the area in which the hero can rearrange creatures before combat and all creatures gain +2 morale temporary on their first turns.

Lesser Sub-Skills

Glory: When morale is triggered, the damage of the creature or heroes next attack is increased by 15%.

Supreme Faith: Decreases enemy morale by 1 permantly, and each time bad morale triggers the affected enemy creature gains a random curse depending on how much -morale points they have.
So if I the enemy gets bad morale(and they have -3 morale) then the a random Dark magic rank 3 curse would affect them. However if they only had -1 morale, then they would get a random level 1 curse.
Curses are always on basic mastery in this case.


Blessed Morale: When morale triggers all curses, poisons etc are removed.

Empathy: Each time when the Morale effect is triggered with any of the creatures in the hero's army, the hero moves 10% percent forward along the ATB bar. (If the creature has a negative Morale effect, the hero is moved backwards).





Enlightenment
Enlightenment increases your spell-based stats like Knowledge and Spellpower. Enlightenment also increases the experience you receive. Enlightenment can be used to teach other heroes new abilities, learn spells from your enemies and increase your mana.

Simple Enlightment: Hero receives +1 to one of his primary stats for every four levels including the levels already got and +5% bonus to the experience gained.


Medium Enlightenment: Hero receives +1 to one of his primary stats for every three levels including the levels already got and + 10% bonus to the experience gained.


Master Enlightenment: Hero receives +1 to one of his primary stats for every two levels including the levels already got and +15% bonus to the experience gained.

Sub-Skills

Intelligence: Increases maximum mana by 30%.

Scholar: Allows the Hero to teach various spells to other heroes, effectively trading spells between spell books.

Know your Enemy: Allows hero to learn an unknown spell used by an enemy hero or by any creature in combat (hero must be able to learn the spell with regards to his level in this school of magic).

Lesser Sub-Skills

Mentoring: When this hero meets another friendly hero, the latter gains as much experience as he or she needs to have his or her experience become equal to 15% of that of the mentor's (this is only effective if that hero has less experience originally).

Arcane Mind: Permantly increases Knowledge by 5%.

Arcane Soul: Permantly increases Spellpower by 5%.

Graduation: Increases spellpower and knowledge by 5% and grants the hero a free level up.


THIS HOMM6 WISH AND IDEA CONTIUNES ON PAGE 3
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted March 15, 2008 03:26 PM

Why open a thread to be a placeholder? It's not like anybody is coming to grap it's place, you know.

Anyway, Invisibility seems slightly overpowered for a level 1 spell - don't you think?
____________
What will happen now?

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xerox
xerox


Promising
Undefeatable Hero
posted March 15, 2008 03:53 PM

Because i will soon start at this thread anyway and i want somewhere to post random stuff for my idea

Expert Invisbility makes them invisible for 3 turns, and they cant move or do anything. So i dont think its overpowered.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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arantir
arantir

Tavern Dweller
The Good Necromancer
posted March 16, 2008 09:48 PM

So what would be the effect of hypnotize?
____________
"There is no one left to seal away your father. You have beaten me, and murdered the world."

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xerox
xerox


Promising
Undefeatable Hero
posted March 17, 2008 12:13 AM

Hypnotize = Puppet Master


Dark Magic will be able to rise demons from corpses (for example if 50 of your enemies archangels dies, then you can ressurect them as 50 Arch Devils).
Dark Magic will get that and frenzy for level 5 spell.

ALL SPELL SCHOOLS WILL COME IN ONE HOUR!
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted March 17, 2008 07:23 AM
Edited by Warmonger at 07:30, 17 Mar 2008.

Quote:
or example if 50 of your enemies archangels dies, then you can ressurect them as 50 Arch Devils

Yep, all with Face Backstab! ability. That is exactly what all players dream about - balance and logic.

Seriously, I believe there is not much sense in rearranging already given content basing random rules and adding very little own conent to the game.
Quote:
Why open a thread to be a placeholder?

Exactly. I know it's nice to have your won thred, but it suffers from lack of content atm.
I would like to see some resonable spells, though I doubt it they could make any sense placed in a void.

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ElectricBunny
ElectricBunny


Known Hero
Pimp My Box
posted March 17, 2008 09:49 AM

Why all the negative responses? Making your own game idea takes a lot of work, especially the spells. I know from experience. I'm making my own now... a word of advice to idea-makers: first get it ALL wrapped up, then post it.

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MattII
MattII


Legendary Hero
posted March 17, 2008 10:18 AM

Quote:
Why all the negative responses? Making your own game idea takes a lot of work, especially the spells. I know from experience. I'm making my own now...


So am I, and I'm waiting on some replies for my second posted town, and have a couple more ready, but I don't want to double post.

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xerox
xerox


Promising
Undefeatable Hero
posted March 17, 2008 11:02 AM
Edited by alcibiades at 23:11, 17 Mar 2008.

I hope you understand that this is not complete and things may change. I will probably change the Urgash Call spell (ressurects enemies as demons on your side) a little bit.
Maybe so that 15/30/45% of the stack is ressurected as devils.


THE REAL THING WILL BEGIN AFTER THE ICTC IS COMPLETE.

I will start to show you the town from the last expansion, the Sanctuary, which is the town i enter the ICTC with.

But since that is compelte i will begin with Inferno (because i ****ing hate doing humans all the time).

The creature system looks like this.

1. Choose Creature 1-Upgrade OR Creature 2-Upgrade H4 style.
2. Creature-Upgrade/Alternate Upgrade H5 Style
3. Creature-Upgrade/Alternate Upgrade H5 Style
4. Choose Creature 1-Upgrade OR Creature 2-Upgrade H4 style.
5. Creature-Upgrade/Alternate Upgrade H5 Style
6. Choose Creature 1-Upgrade OR Creature 2-Upgrade H4 style.
7. Creature-Upgrade-Upgrades Upgrade H2 Dragon Style

8. Grail Creature, is not recruitable and will only appear when the enemy attacks a town with grail building in it.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted March 18, 2008 07:43 AM
Edited by Warmonger at 07:45, 18 Mar 2008.

Quote:
1. Choose Creature 1-Upgrade OR Creature 2-Upgrade H4 style.
2. Creature-Upgrade/Alternate Upgrade H5 Style
3. Creature-Upgrade/Alternate Upgrade H5 Style
4. Choose Creature 1-Upgrade OR Creature 2-Upgrade H4 style.
5. Creature-Upgrade/Alternate Upgrade H5 Style
6. Choose Creature 1-Upgrade OR Creature 2-Upgrade H4 style.
7. Creature-Upgrade-Upgrades Upgrade H2 Dragon Style


But does it really make any sense? Please explain what's your point. So far we can only say or .

Quote:
8. Grail Creature, is not recruitable and will only appear when the enemy attacks a town with grail building in it.

That is something I can definitelly agree. As WoG has proven, we need level 8 creatures, especially to place them in some challenging scenario.

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xerox
xerox


Promising
Undefeatable Hero
posted March 18, 2008 11:13 AM
Edited by xerox at 12:43, 28 Sep 2008.

Factions
Here i will post short information about towns and creature line-ups plus links to all eleven factions.
The Factions will be:

Fortress = Curious Humans and their Animals
Grove = Noble Wood Elves and their Allies
Lair = Intelligent Faceless and their Minions
Hive = Mindless Insectoids and their Spawns
Inferno = Rampaging Demons and their Killing Machines
Palace = Wise Naga and their Pets
Sanctuary = Brave Dragonknights, Blind Brothers and their Dragons
Necropolis = Evil Undead and their Twisted Experiments
Academy = Exiled Wizards and their Constructs
Ramparts = Proud Orcs and their Followers
Stronghold = Religious Dwarfs and their Mythological Beasts

NOTE THAT THE FOLLOWING CREATURE LINE-UPS ARE NO WAY NEAR FINAL AND MAY BE COMPLETLY CHANGED!

Fortess
The humans fled from the old continent of Paleadra in anger and hate. Led by King Duncan and his son Caerl they seek to build up a new empire in the new world. They may look peaceful, but in their mind they only have one thing - venegance.
Duncan saw his wife, Freyda, be carried away by demons and heard her screaming in front of his eyes.

But not even in Eracion could they find peace. Vicious Naga and Avians have estalished empries in Eracion.
Aided by only small forces of Wood Elves and Dwarfs the fate of humans seems dark and its not sure that there race will restore.
1. Medic-Alchemist or Conscript-Militia
2. Archer-Longbowman/Crossbowman
3. Pikeman-Halberider/Royal Guard
4. Shieldbearer-Vindicator or Griffin-Imperial Griffin
5. Cleric-Disciple/Inquisitor
6. Cavalier-Champion or Crusader-Paladin
7. Angel-Arch Angel-Seraphim

Grail Creature: Elrath

Inferno
The Age of the Chaos Lords has come for the demons. The Sovereigns must be gathered, and Urgash awakened.
Urgash the Dragon of Chaos have had a war against Asha the Dragon of Order for thousands of years.
Now he is ready to complete it.
With Paleadra destroyed, the Dark Messiah and the Sovereigns can start with the real plan.
The first goal is to asemble the demon cults.
The last one to eradicate Ashan and move on to other worlds.

The major races have fled over to the sea but almost all other  races of Ashan are against demons too.
The Sovereign Kha-beleth have found new allies and his agents might have found a controlable army to find and exterminate the survivors of Ashan.

Inferno is really split in lots of diffrent sub-factions.
Each Sovereign has there own cult, but Kha-beleth has of course a much bigger army then the others.
There are two major sub-factions.
Kha-beleth and his large cult and Urgash and his own hordes of demons. Kha-beleth says he tries to awaken Urgash, but its not true. Kha-beleth wants to drain Urgash powers to be his own, and rule the universe on his own.

1. Grunt-Horned Grunt or Imp-Familiar
2. Acolyte-Cultist/Demoniac
3. Bone Hunter-Cerberus/Orthus
4. Demolisher-World Eradicator or Shade-Efreet
5. Gog-Succubus/Incubus
6. Pit Fiend-Abyssal Lord or Hell Stallion-Infernal Nightmare
7. Devil-Arch Devil-Chaos Tyrant

Racial Ship: Hellburner

Grail Creature: Avatar of Urgash

Academy
1. Gremlin-Gremlin Tinker or Wisp-Mana Wraith
2. Stone Gargoyle-Obisdian Gargoyle/Marble Ward
3. Iron Golem-Steel Golem/Crystal Golem
4. War Bot-Kill-O-Matic or Mage-Archmage
5. Genie-Genie Adjunct/Genie Mystifier
6. Magic Consturct-Arcane Goliath or Rakshasa Rani-Rakshasa Raja
7. Colossi-Titan-Storm Titan

Grail Creature: Arcane-Powered Saucer

Necropolis
1. Skeleton-Skeleton Vanguard or Zombie-Plauge Zombie
2. Ghoul-Horror Ghoul/Flesh Golem
3. Ghost-Dark Phantom/Banshee
4. Soul Seeker-Soul Destroyer or Vampire-Vampire Noble
5. Lich-Archlich/Corpse Harvester
6. Wight-Revenant or Rotten Cyclop-Cyclop Abomination
7. Bone Dragon-Soul Dragon-Darkness Dragon

Grail Creature: Grim Reaper

Grove
1. Pixie-Sprite or Manikin-Leprechaun
2. Faun-Faun Bard/Satyr
3. Ranger-Mystical Ranger/Sharpshooter
4. Carnivorous Plant-Carnivorous Lurker or Naturalist-Shapeshifter  
5. Gryphon-Royal Gryphon/Dire Gryphon
6. Treant-Treant Guardien or Tree Nymph-Ancient Dryad
7. Green Dragon-Rust Dragon-Emerald Dragon

Grail Creature: Sylvanna

Stronghold
1. Sentry-Hill Defender or Dire Wolf-Fenris Worg
2. Rock Ape-Sasquatch/Yeti Chief
3. Ram Rider-Ram Charger/Cliff Leaper
4. Rune Priest-Flame Keeper or Troll-Ice Troll
5. Berserker-Einherjar/Thane
6. Giant-Elemental Giant or Roc-Thunderbird
7. Fire Wyrm-Magma Wyrm-Volcano Jormundur

Grail Creature: Arkath

Ramparts
1. Goblin-Goblin Swarmer or Harpy-Caladria
2. Warrior-Slayer/Elite
3. Holder-Protector/Sustainer
4. Centaur-Centaur Nomad or Werewolf-Alpha Werewolf
5. Shaman-Sky Daugther/Earth Daugther
6. Wyvern-Paokai or Behemoth-Rampaging Behemoth
7. Cyclop-Chaos Cyclop-Doom Cyclop

Mercenary Towns
Here are the mercenary towns with expansions.
No i didnt stole Nexus name, i had Nexus on my elemental town before ToK! I stole the idea from Starcraft! Protoss race, okey i was little bit inspired by Portal faction and ToK Nexus... but just little.

Conflux: Magic
1. Steam Elemental
3. Magma Elemental
5. Time Elemental
7. Phoenix

Spire: Might
1. Strider
3. Seer
5. Windwalker
7. Roc

Prequel to Destruction Expansion
PtD

Coven: Might
1. Fury
3. Night Rider
5. Shadow Witch
7. Hydra

Heroes of the Apocalypse Expansion
HotA

Nexus: Magic
1. Planar Walker
3. Rift Sorceress
5. Void Bat
7. Argus

____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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carcity
carcity


Supreme Hero
Blind Sage
posted March 27, 2008 09:53 AM

elemental and dark magic here i come.
____________
Why can't you save anybody?

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xerox
xerox


Promising
Undefeatable Hero
posted March 27, 2008 09:58 PM
Edited by xerox at 18:08, 28 Mar 2008.

Campaign
The campaign is about the new continent of Eracion and about the Humans, Wood Elves and Dwarfs that all struggle to restablish new empires there and escape the demons wrath.
But not even in Eracion they can find peace.
Our journey starts in the shattred lands of Paleadra, the western part of the old world.
It all begun some time after Kha-Beleth entered the world and the demons almost destroyed the whole continent of Paledrea.
We start with a tutorial, not long before the humans left Paleadra.

Tutorial. The Ashes of Paledra
The humans of the shattered Holy Unicorn Empire have begun to regroup after their land was destroyed in flames.
Demons appear everywhere but the real threath to the Sovereigns Demon Lords are to the north and south, there the Wood Elves and Wizards still stands. Sareth must construct Hellgates to establish a defense and to get reinforcements from Inner Sheogh.
Althougt the humans to the west are weak, they are still a big threat with their divine allies, the Angels of Elrath.

Sareth needs to summon Hellgates and Hellcamps to the north and the south to build up a defense against the Wood Elven offensive to the north and the Wizard attackers to the south.
But when Sareth completed the consturction of these buildings a army of humans and angel were discovered by a Shade scout.
Sareth returned to his main base and begun to build up the town and recruit troops.

They win the battle against the humans and their sacred allies.
At the same time Wizards and Wood Elves attacks, led by King Findan and Magister Zehir.
Zehirs daugther Extrana also joins the battle.
Findan retreats to his forces and Kha-beleth says that he will be happy to burn there forests, its inhabitants and even their beloved dragon god Sylvanna.
Zehir dies in battle, but hurts Sareth very much.
Extrana cries but a Archmage teleport her away, saying that she is there only hope and that she cant die.
Zehir says to her before his death to gather the remains of the Silver Citíes and flee far away from Paleadra and to never forgot how important allies is and how important it is to help your allies.

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xerox
xerox


Promising
Undefeatable Hero
posted March 30, 2008 09:28 PM
Edited by xerox at 22:14, 31 Mar 2008.

/cry no comments


If you post i will start on Inferno. Its really cool and will not be weak like in H5 (since H6 will be about Inferno, atleast in the expansion). Inferno is teh sex.

This is the order i will do the factions so far.

1. Inferno
2. Academy (they have arcane-powered spaceships that is not in space ;P )
3. Necropolis (their grail/guardian creature is the Grim Reaper itself)
4. Fortress, fortress is humans


Yes, my terrible ICTC sanctuary will be in this idea, but a little bit changed as i create other factions (to balance them) etc.

Humans can build walls, towers, garrisons, outposts and even a town on the map. Their racial skill is called Construction.


edit: dont you think the first expansions name, Prequel to Destruction is pretty kewl?

And the Builder creature will be replaced, instead humans racial skill will allow them to build on the map.
Similar to Age of Mythology, most human units can build stuff.


Conflux is the power cities were the Elementals gather to unite and merge together.

The Lizardmen have builded great Pyramids. They were in war with the Naga, who once used them as slaves.
The Lizardmen fled to the swamps and after many years their kingdom was completed. They have buildt Pyramids to show the Naga their power, to show "dont mess with us".

I stole this idea sorry.
When Asha batteld Urgash the powers between them was so strong that it opened a great rift in space.
The strangest creature begun to appear that.
After a long time they begun to construct planes to Ashan (they were connected with Ashan since Asha created it and Urgash has a strong connection to it).
Many yeats later some ventured out from Ashans solar system to explore new worlds and find new homes.
Those who stayed begun to come out of their created planes and explore Ashan. They created portals to Ashan.
But the portals strangely closed, making them trapped in Ashan.
They builded focus sites called the Nexuses to channel energies from the their distant planes. With enough energies they could maybe create a portal home again, but they stopped with these projects when they found themself in a war that would change the world forever.
And of course they just had to join and explore the races of Ashan, and because of their curiosity they have joined both the evil and good side.

The Coven is the place were the remaining and surviving Dark Elves lives and hides. Raelag abanoaded them with some other dark elves.
Led by 13 Witches how battle for power they seek venegance upon Raelag for leaving them and making them hid into these tiny places.
They will help both good and evil, just like any other mercenary faction.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted March 31, 2008 09:49 PM

I'm really eager to see how you will balance the construction racial.

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xerox
xerox


Promising
Undefeatable Hero
posted April 01, 2008 07:44 PM
Edited by xerox at 18:12, 11 May 2008.

Inferno
Our Unholy Crusade has only just begun... the Age of the Chaos Lords has only just begun.

Long ago there was the Void, from the void the entire universe would be birthed. Today space is still called the Void in planets like Ashan and other nearby worlds.
The void was a cosmic egg which would also birth the great Dragon of Order. When the egg hatched it exploded in energies.
This is called the Big Bang by us in this world.
But it would also give birth tothe later destructive Dragon of Chaos.
They were called Asha and Urgash.
These were very poweful beigns created by the explosion, by the energies that spread out after the explosion.
These twins would wage war on each other for thousands of years, but not in the begining. When these twins hatched from the cosmic egg, a great rift was created.
In some few hundreds these godlike dragons would be like siblings, always trying to be better then the others.

Then Urgash discovered this Great Rift and saw that it contained great power. Not knowing that the remains of the cosmic egg was chaos itself he drained chaotic powers from it.

But the energies corrupted him, making him very powerful but also became the source and father of all evil that would come on Ashan and the surroanding worlds.
He developed a hatred on almost all upcomming races but would be a wise evil overmind.

He started a war against Asha, showing that he was the ruler of the Void - of the universe, of everything that existed and ever would exist.

Asha was much weaker then him but understood his mistake. Instead draining its power she used some of its energies to create the world of Ashan, create the Elemental Dragons and throguh them create a army so that they one day together could defeat Asha.
Ashan was the first planet, others were born from the Rift later or created by other powerful beigns created from the egg or in other ways, often caused by this Rift.

A more detailed verison on the creation of the races of Ashan and Elemental Dragon Gods.
On Ashan the Elemental Dragons, avatars and incarnacations of Asha, creates the elder races to maintain peace and order on Ashan, but also to fight Urgash.

Urgash understood that time would pass, and her army would grow stronger under her protection.
The army grew faster than the number of races Urgash destroyed.
So to counter this he returned to the Great Rift, and since it was the source of the chaos energies from the very begining he used it to create a evil and twisted race.
The Demons.

Urgash legions of demons grows fast and soon he is ready to invade Ashas stronghold, the planet Ashan, to destroy her and crown himself to the King of the Void and of all that exists and will exist.

Asha doesnt win, but with the help of all the powers of the Elemental Dragons they jail him withing the very core of Ashan.
As said before Ashan was created by energies from the Rift.
Of course chaos energies from it could not be resisted and gathered in the inner parts of the planet.
These chaos energies makes the cores of all planets created or affected by energies from the Great Rift.
Because of the energies in the the core, Urgash gathers powers and is able to summon and unleash demons to Ashan.
He infuses six demons with enourmous power.
The Six Sovereigns of Chaos.
These will rule over the demons untill Urgash is released to spread destruction over the universe.
Urgash created them to counter Ashas Elemental Dragons, he had learnt from his mistakes.
A new generations of demons was born.
The Demons of Sheogh under the rule of the incarnactions and avatars of Urgash, the Sovereigns.
Six Lords to rule them all, Six Lords to find them, Six Lords to bring them all and in chaos destroy them.

The Sovereigns battled for power.
All were not present, like the Sovereing of Zoc-beleth who went to the Great Rift for unknown reasons, but under the command of Urgash.
All the Soveregins were then ruled by one single Sovereing called Kha-beleth.
Atleast one Sovereign died.
The armies of Urgash are much more active then the old armies of Asha, her Elemental Dragons sleeps, the Chaos Sovereigns

Demons begin to establish settlements in the dark corners of Asha, preparing a invasion.
But Asha has chosen a man of great knowledge and power, he will become the first Avatar.
Together with his mysterious disciples they seal the demons away.
But something went wrong... a unknown force far away from Ashan makes them be able to enter each lunar eclipse.
Its unknown who caused it, i know of course and you can guess.

Time passes and the demons fail to invade.
Instead they have a long break.
These age will be known as the White Age, a age of peace.
But then the demons are ready to strike and Queen Isabels War starts, they are now more prepared then ever.
Kha-beleth sends his top agent Biara to do most of the job.

Later a prophecy comes true.
A man called Sareth is the son of Queen Isabel and Kha-beleth.
He is the Dark Messiah and unleashes all demons to Ashan and hos father Kha-beleth.
In a terrible explosion the lands of western Palaeadra caused by the dark messiah Sareth and Kha-beleth the continent, is shattered and now looks like the outher demon kingdom of Sheogh.
Sareth will begin training from Urgash and the Sovereigns and be called "the Living Apocalypse".

The Age of the Chaos Lords begíns and its time for the Sovereigns wait to perish. Now its time to seal the fate of Ashan.
Now its time for the Infernal Apocalypso.

With the invasions of demons and the destruction of Paleadra the races there are forced to flee east or over the sea.
All races except orcs, some dwarfs and undead flee.
The plans of Urgash and his long planned projects begins.
Never has Ashan been so devastated.

The War between Order and Chaos contiunes, the war between Order and Chaos.
You decide what side that wins...
Ashans fate lies in your computer...


The Cosmic Egg hatching aka the Big Bang.


Basic Information. Inferno
Aka: The Demons - Spawn of Chaos
Worships: Urgash, the dragon of chaos. Some secretly worship Malassa - the Dragon of Darkness and Mother of Shadows.
Racial Colors: Red, Black, Dark Gray - Blood/War, Chaos/Space/Awakening, Destroyer of Hope/Bringer of Sorrow
Racial Symbols: The Black Pentagram - Pattern of the Rift
Motto: "Gods shall kneel before you."
Race Description: Demons of all speices and sub-races. But also cultists of almost all races except demons, orcs and elves.
Most cultists are dark elves closly followed by humans.
Where: Under the earth but also in the current destoyed Paleadra and they have settlements around the world, mostly in great caverns. Around 10-13% of all demons were in Paleadra when HoMM6 started.
Country/Empire: Outer and Inner Sheogh and the in the core of the planet called the Burning Heart, but technically they also own western Paleadra now.
Capital: Ur-Hekal, Gate of the Burning Heart.
Leader: Urgash and the Six Sovereigns.
Friends: Dark Citadel, Hive
Neutral: Necropolis, Palace
Suspicious: Academy, Sanctuary
Enemies: Stronghold, Fortress, Grove, Rampart, Sanctuary
Might Hero: Demon Lord
Magic Hero: Heretic
Good, Neutral or Evil: Very, very, very, very evil.
Magic School: Dark & Destruction.
Native Terrian: Ravaged Terrain
When Inferno creatures fight on destroyed terrian they get 1+ iniative and speed and number of gated creatures increased by 15%.

Relations
Inferno have very few good relations and the few they have they exploit and often betrayd or just use them as tools.
They are enemies of almost all factions loyal to Asha and the Elemental Dragons and swear to destroy them.

Grove
The Wood Elves are now mostly led by druids which has led them even closer to the Elemental Dragons and Sylvanna.
Wood Elves sees them self as protectors of Ashan but do not like war. The Sovereigns agreed that they are a very annoying race and that there leader Findan deserves to be totured for all eternity, in silence of course.
The Wood Elves have become close friends to the creatures of Eracion, the new world.
Thus they must be destroyed before they become a threat and so must there dragon godess be.

Rampart
Orcs!
Some of the top enemies of all demons!
They are demon hunters and stupid barbarians without brains... but they are still strong and deserve to be exterminated after all that they have done...
Fourtanly, it is easy to kill a race that thinks like a 3-year old human.


Stronghold

Like the elfs these are favored by the dragons and are guardians of Arkath, and was once the jailors of demons.
Without them the demons would have burned Ashan to ashes long ago... death is not enough for their race... when they die they shall get no rest at their beloved dragon god.
Foolish dwarves... does not even know what there god really is.

Palace
The Nagas have shown signs of hate against demons but they hide withing the ocean depths so not much is known about them.
Succubus and Incubus agents and cultists has been sendt to spy at them, and see what they do.
But after beign untouched for years, they might be a very powerful empire.

Fortress
Humans... dumber then orcs perhaps but very usefull.
It is them who are the reason for Ashans destruction which is good. But in the new continent their strenght grow up and they will be more ready then ever.
It will no longer work to use them as slaves, minions and tools.


Academy
Their leader Extrana is very dispressed.
The Sovereigs doesnt mind about the Academy.
Now on the mountain peaks of the north pole they can watch as their leader passes away and the world is destroyed and how they will be next. They are no threat at all.

Necropolis
With a new leader Necropolis have changed attitude.
Now united under a vampire lord they serve under Urgash. But you can never trust the dead.
Full of lies and mysteries you never know what they will do next. Even through it looks like the work under Urgash it can be in another way. We must keep an eye on them.

Dark Citadel
Faceless... we helped them to destroy the dark elven scum and now they will aid us in the apocalypse.
Perhaps the most intillgent creatures in Ashan we cant lose this alliance. But it will be hard to convince them about Malassa...

Insectoids
There leaders are controlled by us know. The gigantic swarm will soon be unleashed. Lets hope that there wise Queens and Overminds doesnt betrayd us... but then we shall burn the scales and drown them in their own desert.
If they betrayd us then the very sands of time they live in shall make them perish to exist.

Sanctuary
We dont know much about this faction... rumors say that Asha leads them. We shall see what this faction real are and does.
If the rumors are true, then we just got a strong enemy.
Then we atlast got a challenge...


In War and Peace

Inferno never have peace. They always prepare and do something.
Not much to say here. They are always in war in one way or another.

Inferno Creatures Info
Infenro creatures deals lots of damage in combat and doesnt survive much better then most other factions.
Althogut they deal amazing damage they are very, very slow.
Inferno troops doesnt cost very low or very high and have a moderate income of troops.
Inferno has cannon fodder/minor tank, a weak creature with good abilities, a shooter and damage dealer early.
Then they get another shooter or a melee caster that can fly and have a instant kill ability.
Later they get Incubuses and Succubuses who deal insane damage and can change the tide of the battle with "rape male/female" ability and "become homosexual/lesbian" ability.
After that they get heavy tank creature and a really fast good damage dealer.
In the end they get a very good creature which teleports, summons creatures to the battlefield and just pwns.

Attack: High
Defense: Moderare
Health: Moderate
Speed: Low
Iniative: Low
Cost: Moderate
Growth: Moderate

Moderate + Moderate = High

Low + Low = Moderate

High + High = Lol, dream on.¨

Many inferno creatures have this ability:

Demonic Creature: Belongs to Inferno and can gate. The Chain Fire does not trigger on demonic creatures.

Now you know what the ability does and i dont have to spam it.

Creature Line-Up

1. Grunt-Horned Grunt or Imp-Familiar
2. Acolyte-Cultist/Demoniac
3. Bone Hunter-Cerberus/Orthus
4. Demolisher-World Eradicator or Shade-Efreet
5. Gog-Succubus/Incubus
6. Pit Fiend-Abyssal Lord or Hell Stallion-Infernal Nightmare
7. Devil-Arch Devil-Chaos Tyrant

Grail Creature: Incarnaction of Urgash

Racial Ship: Hellburner

Lv1 Tank. Grunt
Grunts are demons native to Sheogh. They are mostly used as cannon fodder by the Demon Lords. The Grunts red skin is very thick that allows the Grunts to take much damage.
Grunts can fill themself with a hellish rage, making them very dangerous.
Attack: 2
Defense: 3
Damage: 1-1
Initiative: 7
Speed: 4
Hit Point: 6
Abilities: Wrath, Infernal Rage, Demonic Creature
Growth: 18
Cost: 26g
Element: Fire

Wrath: This creature's attack increases by 1 during combat when any friendly unit dies.
Except resurrected creatures or creatures summoned to battlefield by magic. This stacks.

Infernal Rage: Increases attack and speed by 1, hit points by 5, iniative by 2 and defense by 3.
Lasts 2 turns. Once per battle.

Comment: A rather nice creature, Grunts and their upgrades can help you protect Acolytes/Cultists/Demoniacs and when the enemy reaches your shooters they can activate Infernal Rage and slay them, but if you plan to use them as tanks, then upgrade them.

Grunt Upgrade. Horned Grunt
Horned Grunts are older Grunt demons who have large horns.
Horned Grunts are much stronger then normal grunts and can bash enemies with there horns.
Attack: 3
Defense: 6
Damage: 1-1
Initiative: 7
Speed: 4
Hit Point: 9
Abilities: Wrath, Infernal Rage, Horn Butt, Demonic Creature
Growth: 18
Cost: 36g
Element: Fire

Horn Butt: This creature has a 35% to stun a enemy creature when he attacks for 1 turn.

Comment: Also another great tank creature for your early shooters. When the enemy comes then stun them with Horn Butt instead of wasting the spell "blackout" from your tier 2 shooters and casters.


A old Horned Grunt, notice the horns. He looks angry... or horny...


Lv1 Walker. Imp
Imps are very small demonic creatures who live in small caves and holes in Sheogh. The holes and small caves are full of treasures and magical artifacts they have stolen.
Due there size they make excellent thieves, stealing gold from their enemies and eats mana from wizards restoring health.
Imps are very weak when they are alone and even a farmer could kill one, but when they are in great numbers they become a deadly swarm.
Attack: 1
Defense: 2
Damage: 1-1
Initiative: 10
Speed: 5
Hit Point: 3
Abilities: Mana Eat, Gold Steal, Demonic Creature
Growth: 24
Cost: 21g
Element: Fire

Mana Eat: When this creature attacks it will eat some mana restoring some health,
Each 20 Imp eats 1 mana and gets 0,5 health points from each mana point eaten.

Gold Steal: If this creature is one the enemies side on the battlefield it will destroy some gold from the enemies kingdom each turn.
1 Imp - 1 Gold

Comment: Imps are a very nice creature for end/middle-game when you begin to battle heroes etc. Then they can drain there mana and steal their gold. They die quickly, so buff them if you can.

Imp Upgrade. Familiar
Familiars are more experienced imps and lesser imps.  They work for their masters stealing gold and mana from their enemies and then gives it to their masters and allies.
Attack: 2
Defense: 2
Damage: 1-2
Initiative: 11
Speed: 5
Hit Point: 3
Abilities: Mana Siphon, Thief, Demonic Creature
Growth: 24
Cost: 36g
Element: Fire

Mana Siphon: When this creature attacks it will eat some mana restoring some health. 40% of the mana drained will be siphoned to the hero, 40% will be shared to all friendly mana using creatures and 20% will be used to restore health and ressurect imps.
Each 20 Imp eats 1 mana and gets 0,5 health points from each mana point eaten.

Thief: If this creature is one the enemies side on the battlefield it will steals some gold from the enemies kingdom each turn, increasing your own kingdoms wealth.
1 Imp - 1 Gold

Comment: Same as Imps but you can siphon mana to your tier 2 casters and tier 4 casters if you choose them.
You can do a great combo with these Efreets and Cultists and Pit Lord for tanking. Imps are more for end-game and grunts for early game.
Fourtanly, you can later swamp Grunts to Imps if you want to.


A Familiar in the new destroyed Paledra, waiting for a unlucky adventure to get all his money stolen and get his life doomed.


Lv2 Caster/Shooter. Acolyte
There has always been followers of chaos and demons, but never as many as now. Acolytes are followers of demons and not true members of the cults. People who have just started to worship demons becomes Acolytes. Many Acolytes are people who dont have a choice.
The life of the Acolyte is hard before he can become a true cultists. Sacrificing his friends and family, drinking blood, eating flesh, raping small girls, toture himself, burn himself and lots of other things. Acolyte look more dead then living.
On the battlefield they cast basic spells and sacrifices their allies - and themself.
Attack: 6
Defense: 6
Damage: 2-4
Initiative: 8
Speed: 4
Hit Points: 6
Mana: 12
Shots: 5
Abilities: Caster, Shooter
Growth: 8
Cost: 116g
Element: Time

Spellbook

Basic Corrupt: Deals damage to the creature each turn. Damage is half of the creatures normal damage. Lasts 1 turn.
3 Mana.

Basic Accurse: Reduces a enemy creatures morale by 1 for 1 turn. 6 Mana.

Basic Blackout: Stuns the creatures for 1 turn, making him lose all iniative. Spellpower increases the duration and knowledge lowers mana cost on this spell.


Acolytes are followers of darkness, chaos and desturction. They look more like they belong to the Necropolis then Inferno.

Comment: Good for creeping. Spam Blackout while you cast Corrupt, Horned Grunts will help you even more with their stun ability. Unlike in H5 this makes creeping easy without war machines. But for even better creature, look at their upgrade, which can restore mana.

Acolyte Upgrade. Cultist
Cultists are true members of the demon cults. Only heretics - their leaders, know more about chaos magic then them.
Cultists can gather life energy from enemies to sustain their own life energy (or soul).
Cultists can cast powerful spells of fire and desturction on the battlefield.
Attack: 6
Defense: 6
Damage: 2-6
Initiative: 8
Speed: 4
Hit Points: 8
Mana: 16
Shots: 6
Abilities: Caster, Shooter, Sacrifical
Growth: 8
Cost: 136g
Element: Time

Sacrifical: This creature can sacrifice itself or allies. Sacrificing allies restores mana. 10% of the sacrificed health is converted to mana and if many allies are sacrificed then all spells will be cast on advanced mastery for 2 turns plus restore 25% of the sacrifced creatures health to the caster, which can ressurect some of the creatures.
If sacrificing themself then 15% of their health will be converted to mana for the hero and he will have 2 extra spellpower and knowledge for the whole battle.
You can choose how many creatures to sacrifice.

Spellbook
Advanced Corrupt: Deals damage to the creature each turn. Damage is half of the creatures normal damage. Lasts 2 turns.
7 Mana.

Basic Accurse: Reduces a enemy creatures morale by 1 for 1 turn. 5 Mana.

Basic Blackout: Stuns the creatures for 1 turn, making him lose all iniative. Spellpower increases the duration and knowledge lowers mana cost on this spell. 5 Mana.

Advanced Flame Arrow: Sends a arrow of fire at a enemy creature, causing moderate direct fire damage.
7 Mana.

Comment: Great for creeping.
Creeping tactic:
1. Buy a secondary hero with many useless creatures.
2. Transfer them to your creature.
3. Get Horned Grunts and Cultists.
4. Fight.
5. Split Cultists into many stacks, protect them by Horned Grunts.
6. Cast Blackout and then cast flame arrow/corrupt. Sacrifice your useless but many troops from the secondary hero for mana. Repeat.
Blackout will keep the enemies out of your shooters and Horned Grunts Horn Butt helps even more.
You should be able to defeat almost any creature that is not a shooter or caster.
You can also use imps to restore mana, but i think it would be smarter with the grunts for early game.

Acolyte Alternate Upgrade. Demoniac
Demoniacs can be many kinds of creature, but they are all half demon but still not orc, like Sareth.
One kind of demoniacs are cultists who have transformed into a demonic shape.
Others are demons who have mated humans or other humanoid creatures. Sareth is the leader of the demoniacs. Demoniacs loses the power to cast more powerful spell but instead they can perform a chain fire attack, inspired from the spell succubusses used in the last war.
Attack: 6
Defense: 6
Damage: 2-6
Initiative: 8
Speed: 4
Hit Points: 10
Mana: 16
Shots: 6
Abilities: Caster, Shooter, Chain Fire
Growth: 8
Cost: 136g
Element: Fire

Chain Fire: This 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 affect Demonic creatures.
The Chain Shot does not trigger on Inferno creatures.

Spellbook

Basic Corrupt: Deals damage to the creature each turn. Damage is half of the creatures normal damage. Lasts 1 turn.
3 Mana.

Basic Accurse: Reduces a enemy creatures morale by 1 for 1 turn. 6 Mana.

Basic Blackout: Stuns the creatures for 1 turn, making him lose all iniative. Spellpower increases the duration and knowledge lowers mana cost on this spell.

Comment: If you have high attack then you might want to use these instead because they have chain shoot, and with great attack it will deal great damage so end-game might be better for these.


Lv3 Walker. Bone Hunter
Bone Hunters are also known as the Hellhounds. They are rather fast for a demonic creature. They look like twisted plauged wolfs.
Bone Hunters are pets and assasins of Inferno leaders.
Attack: 8
Defense: 6
Damage: 4-9
Initiative: 10
Speed: 6
Hit Points: 12
Mana: N/A
Shots: N/A
Abilities: Demonic Creature, Unlimited Retailation, No Enemy Retailation
Growth: 6
Cost: 166g
Element: Fire

Comment: 10 Iniative is fast for a Inferno creature... these does great damage and can help your creeping.


A Bone Hunter has just got his meal, a tasty fat peasant from the sunny Plains of Freydala.

Bone Hunter Upgrade. Cerberus
The Cerberus is a large three-headed kind of Bone Hunter. Some say that they are mutated ´by the demons through chaos magic other says that its just a sub-speices of Bone Hunters.
When they attack they will bite three targets at the same time making them a worthy foe.
Attack: 10
Defense: 6
Damage: 6-9
Initiative: 10
Speed: 7
Hit Points: 16
Mana: N/A
Shots: N/A
Abilities: Demonic Creature, Unlimited Retailation, No Enemy Retailation, Three-Headed Attack
Growth: 6
Cost: 206g
Element: Fire

Three-Headed Attack: This creature attacks three creatures at the same time.

Comments: The Cerberus is a real damage dealer. Run into the enemy, attack, teleport back and repeat and you will soon see the enemies army dead fast.


A Cerberus guarding the gate to one of the terrible Hellcamps, a place of evil and toture.

Bone Hunter Alternate Upgrade. Orthus
The Orthus is another speices of Bone Hunters. They are a little bit slower then their brother the Cerberus but are still some of the best manhunters of Ashan.
Attack: 9
Defense: 6
Damage: 5-9
Initiative: 10
Speed: 6
Hit Points: 16
Mana: N/A
Shots: N/A
Abilities: Demonic Creature, Unlimited Retailation, No Enemy Retailation, Unending Hunt, Two-Headed Attack
Growth: 6
Cost: 206g
Element: Fire

Two-Headed Attack: This creature attacks two creatures at the same time.

Unending Hunt: When this creature has attacked a creature it can focus on it. If it moves atleast two tiles away from the creature then this creature will automatically attack without losing a turn and follow the focuses creature all the time.
Lasts untill focuses creature dies, the creature with the ability dies, enemy creature moves more then the creatures movement range, the creature with the ability goes three tiles away from the selected creature or creature with ability focuses on another.
This is ability you need to click to activate. When you have attacked a creature once you can focus on it next turn by clicking on the unlocked button for the ability. Can only change focused creature two times a battle when focusing on another creature.

Comments: The stats of the Orthus sucks but it has a really good special. Use this to counter shooters, they can do their Unedning Hunt on them so that they cannot flee or shoot. It has great abilities but stats suck. You choose between the one with good stats and the one with good abilities.


A Orthus. Looks hungry doesnt he...


Lv4 Shooter. Demolisher
Demolishers are destructive mechanical killing machines who bring nothing else then destruction. Demolishers are large cannons which are mostly used to turn enemy cities into ashes.
Demolishers cant move and thats why the servants of Urgash must be careful were they place them.
Attack: 11
Defense: 8
Damage: 6-16
Initiative: 8
Speed: N/A
Hit Points: 32
Mana: N/A
Shots: 6
Abilities: Mechanical, Large Creature, Shooter, Demolish
Growth: 4
Cost: 260g
Element: Magma

Mechanical: This creature is not alive and its morale is always neutral. Its immune against all kinds of magic except damage dealing spells and freeze spells. These creatures cannot be resurrected or healed by anyone or anything, only repaired by some creatures.

Demolish: This creature can destroy walls, gates, towers, Fortress buildings etc on the battlefield.


A Demolisher. Notice that it has the shape of a dragons head, its is meant to look like Urgash head.

Demolish Upgrade. World Eradicator
World Eradicators... not exterminating only the races of Ashan but also worlds and planets. World Eradictors look rather diffrent then Demolishers. They can move and shoot gigantic boulders of fire and destruction. World Eradicators are feared all over Ashan, they destroy everything in there way, even their own allies sometimes.
Attack: 13
Defense: 9
Damage: 6-16
Initiative: 9
Speed: 5
Hit Points: 32
Mana: N/A
Shots: 6
Abilities: Mechanical, Large Creature, Shooter, Demolish, Explosive Shoot
Growth: 4
Cost: 386g
Element: Magma

Explosive Shoot: This creatures attack does area of effect fire damage in a area of 3x3.
Inferno creatures also get hurt by the attack but since most Inferno creatures have the fire element this attack will deal 50% less damage to them.


Lv4 Flyer. Shade
When the Demons toture people they dont let them rest in peace when they die. Instead they rip out the souls of the victims and infuses them with fiery chaos magic. When this is done, they become Shades.
Forever lost spirits of the underworld. Shades are enslaved by demonic sorcerors because of their powerful ability to infuse death at their enemies at the cost of their life.
Of course the demon lords and heretics control these creatures so that they cant kill themself if they wish.
Shades are no dead bodies, just twisted fallen souls infused by chaos magic so they are not considered undead.
Attack: 11
Defense: 6
Damage: 6-16
Initiative: 11
Speed: 6
Hit Points: 26
Mana: N/A
Shots: N/A
Abilities: Flyer, Death Touch, Fire Shield
Growth: 5
Cost: 315g
Element: Time

Death Touch: This creature can instantly kill enemies at the cost of its own life. Each shade destroys 0,3% of the attacked stack at the cost of its own stack. Does not affect tier 8 creatures.
For example: I have 50 Shades. The enemy has 150 Archangels. I use the death touch ability on the archangels. 15 Archangels die at the cost of 50 Shades.


Fire Shield: This creature is always affected by the advanced "fire shield" spell.
Cant be dispelled and will always be there.

Comment: Shades are great when fightning high tier creatures. If you have summoning magic then you can do the Mist Warriors spell on them, doubling the amount of Shades you will have.
They dont survive veyr well however and are expensive.
I suggest you to upgrade into Efreeti, they have the caster ability and can be used for not only sucide missions. Shades are also very fast creatures.


Two bodies has been riped from the peace of death by a evil demon lord or heretic. No they are nothing but useless, enslaved and lost souls, bound to walk on Ashan for all eternity.


Shade Upgrade. Efreet
Unlike Shades, Efreets are only ripped out from corpses of demons or creatures of chaos and fire. The fiery souls of those are not converted into shades, but Efreets.
Demon are born of chaos and so are their souls. Efreets are the demons shades. The Sovereign has turned fallen or failed lietuants into Efreets as punishment. One of those is Biara who is now one of them. You could say that Efreets are the demon liches, just as the Genies are the wizard liches.
Efreets still master the arts of chaos and use destruction spells to destroy their enemies.
Unlike Shades, Efreets are not lost souls but intillgent souls. Some of them are even proud of serving the chaos lords ones again.
Many old Inferno leaders are now Efreets and demon cultists are said to be able to transform themself to Efreets when they die.
Attack: 11
Defense: 8
Damage: 6-16
Initiative: 12
Speed: 6
Hit Points: 32
Mana:
Shots: N/A
Abilities: Flyer, Death Touch, Fire Shield, Caster
Growth: 5
Cost: 366g
Element: Fire

Spellbook

Advanced Shadow Fire: Deals high direct damage to a good creature. 7 Mana.

Advanced Fire Ring: Creates a ring of fire around a creature dealing fíre damage to anyone who steps out of it. Lasts 2 turns and there is also a 20% chance that the creature will get affected by the advanced burn spell. 4 Mana.

Advanced Fire Wall: Creates a wall of fire dealing fire damage to anyone how steps through it. Lasts 2 turns. There is also a 2030% chance that the creature will get affected by the advanced burn spell. 4 Mana.

Expert Flame Orb: Creates a orb of fire inside a enemy creatures corpse. The Flame Orbs damage increases by 6% for each turn untill the caster releases it and it explodes.
The Flame Orb will automaticaly explode if not released after 3 turns. 7 Mana.

Comment: Efreets pair rather good with Infenros tier 2 shooters and casters. They can create rings and walls of fire to protect them. The Efreet has mostly updated defensive stats.
It can cast some average spells. With Sorcery and/or Arcane magic they can almost cast inifine amount of Shadowfire to kill good monsters. Flame Orbs are also very nice as the damage & improves with the number of creatures.


Lv5 Walker. Gog
Gogs are the most intilligent demons and most humanoid ones. Many Demon Lords are Gogs. They are tall and wear a whip made of chains because they are seducers and agents of the Inferno faction. Some Gogs are even sexslaves, and they enjoy it.
Gogs like to shred their victims in sex, toture and melee combat and can almost always reach those they want to reach with their long whips they use for combat and sex.
Attack: 14
Defense: 10
Damage: 13-16
Initiative: 11
Speed: 6
Hit Points: 66
Mana: N/A
Shots: N/A
Abilities: Seduce, Whip Pull, Shred
Growth: 3
Cost: 506g
Element: Fire

Seduce: Once per combat this creature is able to gain control over any enemy creature. The ability's duration depends on the difference in power between the creatures and their victims, ranging from 4 turns (target is four times as weak as the creature) to the point where it can't be used (target is four times as strong as the creature). The creatures' initiative ATB value does not increase for the time of the effect's duration.
Mind control immunity or something like that cant protect against seduce. Because they dont seduce them throguh their mind, but with their bodies.

Whip Pull: Three times per battle this creature can pull a target two tiles closer to it and then attack it without suffering retailation if the creature is pulled next to the creature.
The enemy creature can at maxiumal be pulled from three tiles, but if pulled from three tiles away then it will not stand next to creature and there will be now free no enemy retailation attack.

Shred: This creture shreds enemies in melee combat, making them bleed. Bleed causes them to take damage for two turns.
Healing spells like "Heal", "Health Regenration" and "Guardien Angel" removes the bleeding effect.
Damage dealt each turn is 15% of the casters normal damage.

Comment: A very nice offensive creature. With more iniative it would be perfect. Seduce can turn the tide of the battle.
You can protect them with Pit fiends so that enemies dont kill them and interupt their seductions.
The upgrades completly depends on your play style. If you want a offensive melee creature then choose the mighty Succubi and if you want a more slow casting creature then choose the Incubi.


Gog Upgrade. Succubus
The Sucubbi are female gogs who are lovers of the Sovereigns and agents of them. They have seduced many of their enemies leaders so that they can control and shatter their kingdoms. But seduction is not their speciality. Its toture and fightning.
They tear apart enemy corpses with their mighty swords and their joy for battle is so good that they will strike twice sometimes.
A Succubus is not to play with, neither in bed or in combat.
Attack: 16
Defense: 12
Damage: 16-20
Initiative: 12
Speed: 6
Hit Points: 66
Mana: N/A
Shots: N/A
Abilities: Seduce, Whip Pull, Shred, Battle Joy
Growth: 3
Cost: 666g
Element: Fire

Battle Joy: This creature has a 25% chance to strike twice.

Comment: These hot naked chicks wearing only chains are one of Infernos best offensive creatures after Nightmares (devils are a little bit defensive).
The strike twice ability is excellent in combo with Shred.
This means you can get double Shred, which means double duration.
They are not very defensive however.
As i said before, depends on your playstyle if you choose the hot male supermodel gay pornstar Incubuses or these flamming Paris Hiltons.


A Succubus performing seduce to a strong Demon Lord. Its hard to have sex with chains and weapons, however when most Succubi have sex, they kill their partners for some reason.

Gog Alternate Upgrade. Incubus
The Incubi are male gogs who are loyal sefvants of Urgash. The Incubis attacks are dark and twisted and he prefers to seduce people then battle them. These naked hunks makes all the girls and boys dieing of orgasm.
Attack: 14
Defense: 16
Damage: 15-18
Initiative: 12
Speed: 6
Hit Points: 80
Mana: N/A
Shots: N/A
Abilities: Seduce, Whip Pull, Shred, Cursed Attack
Growth: 3
Cost: 666g
Element: Time

Cursed Attack: This creature does a random level 1-3 curse spell with advanced mastery when it attacks.

Comments: Survives better then the succubus but deals far less damage. In addtion to the damag over time abilitiy it also casts a dark magic spell on advanced mastery EVERY time it attacks. SA tip is to use these in late game when you have many of them. Then you split them into many stacks and you get many, but powerful, seduces.


Lv6 Tank. Pit Fiend
From the deepest parts of the world hails the Pit Fiends. These enorumous demons are the some of the toughest ones.
Pit Fiends dont like light, and therefore there only weakness is against light magic. They can bury themself, increasing their toughness even more.
Attack: 21
Defense: 24
Damage: 16-20
Initiative: 8
Speed: 4
Hit Points: 116
Mana: N/A
Shots: N/A
Abilities: Large Creature, Vulnerable to Light, Bury
Growth: 2
Cost: 1200g
Element: Magma

Bury: This creature can bury itself, increasing its defense by 10 and health by 15. While buried the creature cannot move then and takes addtional 50% damage from underground damage spells like Earthquake.

Vulnerable to Light: This creature is immune against light magic blessings and takes 50% extra damage from light magic spells.

Comment: With bury this makes perfect creatures for tanking. There only weakness is that they suffer a lot of damage from light magic. They are rather cheap too, but slow.
If you want something really offensive, then take the Hell Stallions. If you have Arcane magic then you can cast spells on them to reflect and counter light magic spells.
Oh, and they look awesome!


Pit Fiend Upgrade. Abyssal Lord
The lords of the underworld and the abyss are the Abyssal Lords. Not anyone knowm in history has survived their mighty blow because their blades are enchanted by the very flames of Urgash and the Burning Heart itself...
Attack: 21
Defense: 26
Damage: 16-23
Initiative: 8
Speed: 4
Hit Points: 136
Mana: N/A
Shots: N/A
Abilities: Large Creature, Vulnerable to Light, Bury, Hellforged Blade
Growth: 2
Cost: 1716g
Element: Magma

Hellforged Blade: This creatures always kills a random number of creatures when it strikes.
Randomly kills between 1-4 creatures. 80% to kill 1 creature, 60% to kill 2 creatures, 40% to kill 3 creatures and 20% chance to kill 4 creatures.

Comment: Great creatures! Again, iniative is low but that doesnt matter because they are tanks. Not even tier 7s can crush these tanks.
Think it like this.
1. 10 Abyssal Lords.
2. 5 Green Dragons attack.
3. Retailation, Hellforged Blade kills 4 Green Dragons and the Abyssal Lords 1!
4. Lol easy win.


A Abyssal Lords shouting over its triumph. Notice that their wings have burned down because of the heat in the Burning Heart (the core of Ashan and Urgash prison).


Lv6 Walker. Hell Stallion
The Slepiners where the orginal breed of horses. They lived far below the earth in a peaceful life - that would soon be shattred to pieces. The demons came. They enslaved the Slepiner horses as mounts and war creatures. The slepiners had many legs, but with the demons corruption and toture on them those extra legs faded away.
The Slepiners was changed. They had turned into something diffrent, something terryfing.
The Hell Stallions. These creatures would ride over the broken plains of Paleadra only to spread chaos and fear.
Some say that there are slepiners who survived, other says that the whole breed of Slepiners were destroyed.
Attack: 23
Defense: 20
Damage: 16-26
Initiative: 12
Speed: 6
Hit Points: 85
Mana: N/A
Shots: N/A
Abilities: Large Creature, Cavalry, Frightening Attack
Growth: 2
Cost: 1300g
Element: Time

Cavalry: Creature gets a 3% bonus to damage it inflicts during attack for each tile it covered on the battlefield before the attack.
Cavalry is a new type of creature in HoMM6.

Frightening Attack: When this creature attacks there is 33,33% chance that it will fear the target.
If this triggers then the creature will not be able to retailate because he will be frightened and run instead.
The amount of tiles the enemy creature runs are based on the number of creatures.

Comment: A very fast creature. Its upgrade is Infernos fastest creature, with a speed of 7 and iniative of 13.
Cavalry boosts damage even more so be careful about these, because they only thing that saves them from death is the Frightening Attack ability because it breaks retailation from enemies.
Buff them well or curse the enemies much, because you dont want to lose these.


A Hell Stallion of Sheogh. Notice how the skin has cracked, he was probably one of the first mutated Slepiners.

Hell Stallion Upgrade. Infernal Nightmare
The best and mightiest of the Slepihners were brutally transformed and mutated. Demons happily ripped out their skin so their blood splashed out and replaced the skin with infernal armour.
They also set fire in their blood. They look terryifying and human parents always say that the children should be nice or their horse would turn into a Infernal Nightmare and take them to Sheogh.
The terrifying and fiery look gives them the name Infernal Nightmare and they are probably the scariest thing you can see in Ashan.
Think yourself. You are in a forest. Its night and it rains. Suddenly you hear a terrifying bear. First you think its a bear but then you see the red glowing eýes in the dark and those mutated and broken horses charge at you.
Attack: 24
Defense: 20
Damage: 19-26
Initiative: 13
Speed: 7
Hit Points: 95
Mana: N/A
Shots: N/A
Abilities: Large Creature, Cavalry, Frightening Attack, Nightmarish Aura
Growth: 2
Cost: 1875g
Element: Fire

Nightmarish Aura: All creatures except mechanical, elementals, conjured, undead and demoic will have -2 morale if they stand next to the Nightmare.
In addition, all enemies around it will run to the next tile when this creature attacks a enemy creature.

Comment: This is the real big army killer for Inferno. They charge into the enemy army first in the battle, kill all the attacked creatures because of the cavalry bonus and then fear away all other creatures and repeat. However these creatures are really, really expensive but really, really great if you are not in a great need of tanks. Just remember, keep them alive!


A Infernal fiery Nightmare. Look at the head, you can almost see that there is only bones there, that the skin has been burned away long ago.


Lv7 Teleporter. Devil
Devils are generals of the Inferno troops. Only the Demon Lords, Heretics and Sovereings stand above them. They bring morale to the hordes of demons and helps them  crush the enemy.
Attack: 29
Defense: 28
Damage: 66-76
Initiative: 8
Speed: 6
Hit Points: 200
Mana: N/A
Shots: N/A
Abilities: Large Creature, Teleport, Captainship
Growth: 1
Cost: 2999g 1 Sulfur
Element: Fire

Captainship: All creatures in heroes army gain +1 attack, defense and morale.

Comment: Devils have a extermly good balance between defense and super offense. But they are however some of the expensivest creatures in game, so you better have good economy if you plan to spam recruit these powerful monsters! Only problem is iniative, but with Elemental Magic you can fix that.

Devil Upgrade. Archdevil
Even more poweful then the devils, Archdevils are champions of the Sovereigns. These are so feared on the battlefield that anyone would be willing to help them fight if they save their lives.
Only Hell Tyrants are stronger then Archdevils in brute force.
Attack: 33
Defense: 30
Damage: 66-86
Initiative: 8
Speed: 6
Hit Points: 210
Mana: N/A
Shots: N/A
Abilities: Large Creature, Teleport, Captainship, Enslave
Growth: 1
Cost: 4666g 2 Sulfur
Element: Fire

Enslave: Two times per battle this creature can enslave any creature that is not immune to mind spells and grail creatures. The number of turns enslaved depends on the number of creatures.

Comment: Same as the devils these are great but a little bit slow. Free hypnotize is great and you can enslave two creatures at a time. Think like this.
You seduce one creature, enslave two others, and many, many others if you split up in stacks. Now the enemies army is shattered and it will destroy itself. But do you have the rescourses to build these monsters? They cost like the average tier 7 third upgradde creature.

Arch Devil Upgrade. Hell Tyrant
Hell Tyrants does not wish to serve the Sovereigns. In their eyes they are weak mindless fools who are responsible for the failure of the demons previous invasions. They only serve Urgash and are able  to summon his elite troops ot the battlefield.
Hell Tyrants are the sons and champions of Urgash and almost no other creature are stronger then them.
Attack: 36
Defense: 33
Damage: 66-96
Initiative: 9
Speed: 6
Hit Points: 210
Mana: N/A
Shots: N/A
Abilities: Large Creature, Teleport, Captainship, Enslave, Gather the Hordes
Growth: 1
Cost: 5666g 3 Sulfur
Element: Fire

Gather the Hordes: This creature can summon creatures from your towns and heroes for free once per battle.

Comment: Not the greatest health in HoMM6, but the greatest damage of all recruitable town creatures. Save this for a hard battle. Because if your about to lose, then summon reinforcements from your towns and heroes.
They have improved iniative by 1 but it doesnt help much, you better have elemental magic if you want to use these without seeing them die before they can act.


Taken from Wc3: The Frozen Throne expansion. Illidan meets Kil'Jaeden because Illidan failed to destroy the Lich King and now Kil'Jaeden has found his hiding place and is really pissed.
Doesnt he look like Kha-beleth?
I bet Nival/Ubisoft copied Kha-beleth from Kil'Jaeden like everything else they copied from Blizzard!



Grail Creature. Incarnation of Urgash
A gigantic demon dragon with seven heads and lots of crowns and horns.
Attack: 46
Defense: 36
Damage: 366-1666
Initiative: 8
Speed: 5
Hit Points: 16.666
Mana: N/A
Shots: N/A
Abilities: Huge Creature, Seven-Headed Attack, Fire Breath, Flyer, Apocalypse, Aura of the Doom God
Cost: Free. Only appears during siege if you have turned in the Blood of Urgash.
Element: Magma

Seven-Headed Attack: This creature attacks seven targets at the same time. Attacks friends too.

Fire Breath: When this creature attacks it doesnt only attack the first creature but also the creature behind it fire damage.

Apocalypse: This creature can perform the Armegeddon spell on expert mastery two times per battle and summons 5 Hell Tyrants when it uses armegeddon spell.
Heroes spellpower scales with this creatures spell, making it even more powerful.

Aura of Doomsday: All demonic creatures in heroes army gain immunity to fire and magma damage.

Comment: A very slow but strong creature. Weak stats but excellent ability. Apocalypse ability is very powerful.
And he does seven fire breaths when he attacks. The aura makes your creatures immune to Apocalypse ability and his seven-headed attack.
Remember all grail creatures are immune to mind control and can only be used during a siege for one town.
Buff him well.


Racial Battle Ship. Hellburner
Hellburners are the mighty warships of the demon commanders. They are not very tough but deal enormous damage and shoots fire from Sheogh at their enemies. Hellburners explode when they díe making it pointless for enemies to destroy them. Hellburners doesnt work in group often and lacks to ability to combine itself with other ships.
Attack: 45
Defense: 10
Health: 4.000
Damage: 1000-2000
Shots: Unlimited
Space: This boat can carry 3 stacks of creatures, up to 20 creatures per stack.
Cost: 4000g 10 Wood 30 Mercury 5 Sulfur
Construction: 1 per week can be contsturcted. Takes seven turns.
Iniative: 10. Please not that iniative on boats are only used in combat! Its their weapons who have the iniative thing.
Upgrade Cost: N/A
Abilities: Hellfire, Explosive, Guard Ships

Hellfire: When this ship attacks the enemies ship or boat will begin to burn, taking 5% of the users normal damage for two turns.

Explosive: This ship explodes if destroyed, dealing double damage to the enemies ship when it sinks.

Guard Ships: This boat can guard other ships from enemy attacks. A ship can be guarded by two ships.

Comments: Hellburners strenght lies in combat. When it is destroyed, all crew die and it cant be restored. Upgrade Hellburners through the Admirals skill well, because otherwise they may just die all the time. Hellfire is a nice bonus.
If you want ships to take sucide missions, then get the "Disguised Boats" skill from the Admiral.



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ElectricBunny
ElectricBunny


Known Hero
Pimp My Box
posted April 05, 2008 12:00 AM

Prequel to Destruction does  sound a bit cheesy... but I REALLY like all the goodm work u've done. Keep it up!

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xerox
xerox


Promising
Undefeatable Hero
posted April 05, 2008 09:09 AM
Edited by xerox at 22:14, 06 Apr 2008.

Thanks!

I really thought Prequel to Destruction was a excellent expansion name myself
Because it really tells you what will happen in the expansion and what the last expansion will be about (total destruction).
In Prequel to Destruction the Demons have discovered a race of Insectoids to the south and taken control over them.
They use them to invade the new continent and to destroy the orcs, just to make it a lot more easier for the demon to find and destroy their real enemies, Asha and the Elemental Dragons.
But they also dont want to get disturbed when they try to release Urgash.


I added Elemental Magic, only the new complete adventure magic school to go, which will have a much larger role in my H6.

I have begun on Inferno as you can see.
You can find creatures on faction page.
At the same time im doing H6 changes on main page, i will begin on Population and the two new rescourses.

I changed creature line-ups.



Added town types, population, food and sackable and destructable towns.

Please say what you think.
I like critic, then you know what you need to improve.

Thats what i lacked in the ICTC and made me fail, i got no critic at all, no comments or anything.
No one said that i should change anything which led it to be one of my worst factions (Pyramid is my best faction, see bonus faction competition).


-----------------------


Inferno history and some other stuff added there.
I will begin on Inferno creatures soon.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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DIEGIS
DIEGIS


Supreme Hero
power of Zamolxis
posted April 08, 2008 08:47 AM

very good job xerox....
____________
dacian falx behind you
-knowledge itself is power-
www.cabinet-dentaire-malaunay.fr

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xerox
xerox


Promising
Undefeatable Hero
posted April 09, 2008 06:42 PM
Edited by xerox at 19:35, 09 Apr 2008.

Updated Inferno history.

There history is now related with Big Bang theory.


Adding creatures to Inferno.

Please tell me what you think.

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