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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Lexxan's new h6 proposal
Thread: Lexxan's new h6 proposal
Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted March 26, 2008 07:38 PM
Edited by Lexxan at 11:41, 30 Jun 2008.

Lexxan's new h6 proposal

Hello People,

I'd like to sujest a version of heroes6 2u

There can be some mistakes in it, (I haven't played m&m) so please correct me if I say something stupid

The big Idea: 9 factions and magic schools
            30 units per faction + additionnal neutrals
            18 hero classes and 8 heroes per class
            9 unique skills
            17 spells per school !
            9 campaigns: setting is between Queen Isabels war and Dark messiah

NEW: Unit system: Upgradesystem equals the one in TotE but with one major difference: There is a Bonus level a level eight, which can only be achieved by completen all other buildings (exclusive are mageguild 4-6, the Grail Builing and the schipyard
Similar to this is the spell system; there are 16 standard spells and one ultimate spell a level 6

Hero skills: might heroes start with the unique faction skill which they can upgrade to ultiate level from lvl 20 on. Magic heroes can reach the ultimate level of the faction magic school (enabling them to learn lvl 6 spells) and the expert level of the faction unique skill. Both magic and might heroes have bonusses when casting spells from their magic school


the Standard factions are: The Humans: Paladin & Priest; divine magic; Castle/Haven; Holyness
                          The Elves: Ranger and Druid; nature magic; Preserve; Nature
                          The Half-Elves:Bard & Enchantress; Astral magic; Grove; Enigma
                          The Dark-elves: Overlord & Warlock; Earth Magic; Dungeon; Dread
                          The Wizards: Wizard & Alchemist; air magic; Academy; Knowledge
                          The Barbarians: Barbarian &
Shaman; battle magic; Stronghold; blood
                          The Swamplings (fortress h3): Bounty hunter & witch ; water magic; Keep; Survival
                          The Demons: Avenger & heretic; fire magic; Inferno; Hell
                          The Undead: Necromancer & Death Knight; death magic; Necropolis; Death

Factions:

House of Holyness (Humans) Chaotic Good

1) Peasant => Men-at-Arms/Militia    
2) Bowman => Crossbowman/Marksman    
3) Squire => Assaulter/Scavenger      
4) Footman => Swordsman/ Temple Guard
5) Cleric => Inquisitor/Cardinal      
6) Cavalier => Champion/Templar      
7) Knight => Crusader/Vindicator      
8) Angel
Heroes: Paladin/Priest
Magic: Divine Magic
Native Terrain: (no penalty and + 1 Speed): Grassland
Known terrain: (no penalty): Dirt
Town name: Castle

House of Hell (Demons) Chaotic Evil

1) Imp => Mephit/Quasit                
2) Gog => Magog/Incinerator              
3) Ghoul => Daemon/Familiar            
4) Succubus => Veela/Temptress          
5) Fire Elemental => Efreet/Salamander  
6) Pit Lurker => Pit Lord/ Abyss Lurker
7) Hellhound => Cerberus/Blazehound    
8) Devil                                
Heroes: Avenger/Heretic
Magic: Fire Magic
Native terrain: Volcanic
Known terrain: Underground
Town name: Inferno

House of Dread (Dark-Elves) Lawfull Evil

1) Troglodyte => Trapper/Headhunter            
2) Spy => Stalker/Ninja                        
3) Beholder => Evil Eye/Gauth                  
4) Medusa => Gorgon/Maenad                    
5) Nightmare => Phooka/Cauchemar              
6) Earth Elemental => Sentinel/ Malassan Idol  
7) Manticore => Scorpicore/Chimaera            
8) Black Dragon                                
Heroes: Warlock/Overlord
Magic: Earth Magic
Native terrain: Underground
Known Terrain: Barren
Town Name: Dungeon

House of Death (undead) Lawfull Neutral

1) Skeleton => Skeleton Warrior/Skeleton Archer                
2) Corpse => Zombie/Abomination                                
3) Ghost => Phantom/Poltergeist                                
4) Wight => Wraith/Revenant                                    
5) Lich => Power Lich/Mummy                                    
6) Vampire => Nosferatu/ Vampire Princess (Vamps are female !)  
7) Nuckelavee => Dullahan( Headless Nuckelavee)/ Reaper Cavalry
8) Dragon Avatar (= Spectral Dragon)                            Heroes: Necromancer/Death Knight                
Magic: Death Magic
Native terrain: Dirt
Known terrain: Volcanic
Town name: Necropolis

House of Nature (Elves)
True Neutral
1) Pixie => Sprite/Nixie
2) Wolf => Greywolf/ Winter Wolf
3) Archer => Scout/Sniper
4) Staffwielder => Sylvanist/Elder
5) Unicorn => Bicorn/Silver Unicorn
6) Ancient => Treant/Treeherd (Ent)
7) Lunar Dragon => Solar Dragon/Eclyptic Dragon  
8) Phoenix
Heroes: Ranger/Druid
Magic: Nature Magic
Native Terrain: Grassland
Known Terrain: Marsh
Town Name: Preserve

House of Enlightement (Wizards) Lawfull Good
1) Halfling => Formling/Master Halfling
2) Gargoyle => Waterspitter/Warden
3) Golem => Colossus/Construct
4) Fakir => Mage/Sage
5) Air Elemental => Djinn/Sylph
6) Sphinx => Criosphinx/Lamussu
7) Rakshasa => Raja/Rani
8) Titan
Heroes: Wizard/Alchemist
Magic: Air Magic/
Native Terrain: Snow
Known Terrain: Desert
Town name: Academy

House of Blood (Orcs) Neutral Evil
1) Goblin => Hobgoblin/Goblin Stinger
2) Centaur => Centaur Skirmisher/Centaur Lancer
3) Warrior => Grunt/Executioner
4) Ogre => Battle Mage/Chieftain
5) Roc => Thunderbird/Garuda
6) Cyclops => Gnasher/Blood Cyclops
7) Giant => Gargantuan/Leviathan
8) Behemoth
Heroes: Barbarian/Shaman
Magic: Blood Magic
Native Terrain: Barren
Known Terrain: Dirt
Town name: Stronghold

House of Survival (Swamplings) Chaotic Neutral

1) Gremlin => Gremlin Saboteur/Master Gremlin
2) Gnoll => Marauder/Brute
3) Lizardman => Witch-Doctor/Swamplord
4) Harpy => Kenau/Hag
5) Water Elemental=> Steamer/Ice Demon
6) Wyvern => Pao-Kai/Foul Wyvern
7) Hydra => Chaotic Hydra/Lernaean Hydra
8) Basilisk
Heroes: Bounty Hunter/Witch
Magic: Water magic
Native terrain: Marshes
Known Terrain: Sea (cumulative with Navigation)
Town name: Keep

House of Enigma (Half-Elves) Neutral Good
1) Brownie => Faerie/Fae
2) Leprechaun => Green Leprechaun/Golden Leprechaun
3) Mermaid => Siren/Mermain Princess
4) Nymph => Dryad/Nereīd
5) Amazone => Bladewind/Valkyrie
6) Griffin => Battle Griffin/Royal Griffin
7) Chrystal Dragon => Gemstone Dragon/Diamond Dragon
8) Kraken
Heroes: Bard/Enchantress
Magic: Astral Magic
Native Terrain: Grassland
Known Terrain: Sea (cumulative with Navigation)
Town Name: Grove



I) The Humans

Known as: The house of Holyness (the factions will be called houses from now on)

aka: the humans, the Elrathians
town type: Castle or Haven (i couldn't choose)

symbols: the Templar cross; The Cross of Hope (will be uploaded later

Country: The Holy Griffin Empire, later the Holy Greyhound Empire ande even more later, The Holy Elrathian Empire

Head of state: Queen Isabel, later Empress Freyda

Units: 1) Peasant: weak and numerous; overall typically peasant
         Spec: Taxpayer, living, Cowardice
      1a)Militia: More offensive than peasant, still weak lvl upg
         spec: taxpayer, living, polearm
      1b)Man-at-Arms: more defence, high hp but still low offence
         spec: taxpayer, living, missile shield
      2) Bowman: Lethal in large numbers, but vulnerable in small ones  
         spec: shooter, no range penalty, living
      2a)Crossbowman: last much longer, but are slower.
         spec: shooter, no range penalty, armor crush, living
      2b)Marksman: More powerfull than marksman, but still lacking hp. has only half shots !
         spec: shooter, no range penalty, precision  , living
      3) Squire: Armored, missile shield, living
         spec: slow but sturdy
      3a)Scavenger: more sturdy, opposite of wolf
         Spec: armored, missile shield, living, spoils of war, recieve and stun
      3b)Assaulter: those of you who play Stronghold (the Game) will know...
         spec: missile shield, living, stunning blow, bash wall climb lose armored
       4) Footman: like squire slow, but sturdy; high dammage
         spec: Armored, missile shield, livning, parry
       4a)Swordsman: Assaulter's defencive brother, no exrta specialtities !
          spec: armored, living, missile schield, parry
        4b)Temple soldier: a templar (shall be explained later)
           spec: armored, living, missile shield, parry, Templar
       5) Cleric: The typical Monk/Priest type hallelujah
      Spec: Shooter, no melee penalty, caster*
      5a)Inquisitor: More oriented towards shooting
         spec: shooter, caster*, no melee penalty, templar, hate**  
      5b)Cardinal: More oriented toward spellcasting, and No he's not a war maschine
         spec: shooter, caster*, no melee penalty, canonized, lay hands  
    6) Cavalier: Typical cavalier creature, Flyer's understudy
        spec: Jousting,large, obstackle jump
      6a)Champion: Even more deadly. Fastest Holy crature
         spec: jousting, large, obstackle jump, Rhino carge
      6b) Mounted cleric: like the paladin in h6, but weaker
         spec:Large, jousting, obstackle jump, valiant, lay hands, templar
      7) Knight: h2's Crusader is back wreaking havoc  
         spec: twice strike, valiant, Armored
      7a)Crusader: Scavenger meets Knight, let's Rock
         spec: twice strike, valiant, armored, spoils of war
      7b)Vindicator: Necro and Demo beware ! very strong lvl 7 upg
         spec: twice strike, valiant, armored, canonized, immunity to unholyness
      8u) Angel: Holy's only flyer is the ultimate assault unit
          Spec: large, flyer, caster***, hate****, canonized, aura of bravery , immunity to restricions.

Creature skills: Taxpayer (1gp tax a day is collected per cr in the stack)
-cowardice (the cr doesn't dare to attack stacks with larger numbers, when attacking a stack with more toal hit points the melee dammage of the cr is halved)
-polearm( cr can attack from 1 tile distance, disabling enemy melee retaliation. Shooters and other polears crs retaliate)
-missile shield (dammage from ranged attacks do 25% less dammage to the cr and all crs standing behind the cr)-
no range penalty (see h4 and h5)-
Armor crush (like the artifacts the wizard created in h5)-
Precision (the cr permanently affected by the precision spell AND has the same skill as the crossbowman in h5)-
Armored (see h5 HoF + negated by armor crush)-
Spoils of War-
(same as hero skill, if hero has this skill it will be enhanced)-
stunning blow(cr has 20% chance to stun the target. stunne cr cannot at for 1 turn -[
b]Bash (15% chanc cr completely ingnores enemy defence)-
Recieve and Stun(cr is immune to twice strike)-
wall climb (cr can climb walls; uses 2 turns)-
Parry( 15% chance to completenly evade an enemy attack)-
Templar (double dammage vs undead and demons; double affectiveness of Unholyness )-
canonized (immune to unholyness and gets healed by holyness; +1 morale if facing demons or undead)-
Lay Hands( see paladin h5)-
jousiting (+ 5% to dammage for every tile walked)-
Rhino Charge (-5% defence per tile walked; equals Rider charge in h5)-
Obstacke jump (creature can leap over obstacklesas rocks, craks, moats and dragons ; it is impossible to jump atop walls, let alone to jump over them )-
Valiant (see h5 bravery)-
Twice strike (cr strikes twice, enemy retalialates between strikes)-[
b]aura of bravery (see h5)-
Hate  (cr does + 150% dammege vs hated enemy; hate is all ways mutial)
immunity to restrictions(every spell from the " restriction sphere" and all abilities that limit the cr's abilities; this invudes retalittion limits// the cr allways retalialates)

Pfew... what a list

But keep in mind: the best is yet to come! Enjoy !

LEXXAN



____________
Coincidence? I think not!!!!

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted March 26, 2008 07:59 PM
Edited by Lexxan at 19:31, 27 Mar 2008.

Now the Asteriscs (*)

* the clerics and Inquisitor spells are Bless, Hope and holy word; the spells of the cardinal are Bless, Hope, Holy Word, Exorcism and Mirth
** Inquisitors hate Demons
*** The Angels cast Ressurrection (of course)
**** The Angels hate Devils (even more logic)

Now the Humans magic school: Divine Magic

First lvl: Bless
          Exorcism
          Holy Word
New 1:     Hope : Negates cowardice, intimitation and sorrow effects +one extra hp and max dammage
          Hell shield : Hell forces do 20% less dammage vs target

Second lvl: Mirth
      new  Shield of light : increases missile protection
      new  Ceasefire: everyone can only more and cast beneficial spells until duration
      new  Death ward: same as hell shield, by applies to undead only
third lvl: Divine Guardian: a weaker version of the H5 Summoning Arcane Armor spell
Invulerability: cr is completely protected vs physical dammage
          Draw upon holy might: give the target the canoized ability
Fourth circle: Prayer: same as in h3
              Divine Intervention (a weaker version of the h4 lvl 5 life spell
Fifth Circle: Ressurection: same as in h5, but is only temporal to undead. Ultimate divine magic casters can ressurect elementals

Ultimate Divine:Guardian Angel at the start of the cr turn a portion of its fallen are ressurrected. The ressurection is only permanent if the hero is Expert or Ultimate in Divine Magic or alighnted to Holyness

Skill: Chivalry: Gives additional morale in battle and additional expirience from battle. Experience from letting foes flee and completing secondiary objectives is doubled

whoa !

The holyness campaign will be the final campaign is the game

Other interesting things about holyness


Alighntement: between neutrak and good
Native terrain: Grass



Now the campaign setting!

956 ysd: END of queen Isabel's war Zehir and Thieru's spirit lock Kha-beleth away in a cave on the island of Ongaluck

Then an year of Peace (956 ysd)During which the Demons are regrouping under the leadership of the Avenger Alastor (campaign 1 demons). About the same time the Griffin number in the Empire start to dwindle. Queen Isabel sends Freyda to track them. She was never seen again...

957 Ysd: Alastor attacks Yggchal and chases the Dark-elves from Ygg-chall. Raelag is killed. Then he exopses himself as a Demon Lord and in a defiant attempt manages to save the demon lord Neribos, and due to his cunning intrique Isabel and Findan accuse eachother of attacking eachothers troops. As the Elves and the humans are plunged in to this war, a secret order named the Templars, settles itself in Talonguard.(End Campaignh 1)

Alastor has more plans though; he sends the Avenger Neribos, son of Veyer, to release Kha Beleth from the Isle of Ongaluck. Amaltheia (a wizard) however learns the real truth by accidentally eavesdropping Alastor. She tracks Neribos (camp 2 wizards), but is unable to stop him opening the Gate after whicH Kha-Beleth is imprisoned. Amaltheia is captured, by manages to escape and flees to Al-Safir, with Neribos at her heels. She reaches the city and informs Zehir of what had happenend. The next day Al-Safir is stormed by Neribos's Army and completely destroyed. Zehir and Amaltheia manage to flee to Irollan, while Neribos, attack and destroys the Silver cities one by one
(end camp 2)

Meanwhile Alastor tries to meet Khabeleth's and Neribos's Armies. He must pass through Heresh to reach the Armies. Arantir refuses to let Alastor pass through and is attacked. (camp 3 undead) Arantir regroups and decides to attack The demon Lord. That night The Spider Godess appears and tells him the he must not engage the demons. Instead he must find a Tear of Asha and take it to where his real destiny lies. Arantir obbeys and while he's busy to find it Alastors army Marches through Heresh and Meets Kha-Beleth Army (end camp 3)

Meanwhile Amaltheia and Zehir reached Irollan and tell King Findan the thruth. Findan consults Thieru's spirit who tells him that only a Demon can break the Demon Ranks. Findan, who understands what Thieru is saying, summon's the former Demon Lord Aggrael (who is now a Ranger) to him. Aggrael accepts to attack Kha-Beleths Army and Rescue Isabel (camp 4 elves)

Aggrael eventually manages to break the siege of Talonguard and save Isabel. But Kha-Beleth sends a emprisoned elf to delay Aggrael, while he takes Aggraels form and seduces Isabel. The Profecy has come True: Isabel is pregnant of the Demon Sovereigns child!!

Kha-Beleth then kidnappes Agrael and turns him into stone. (end camp 4)

Ignorant of all these happenigs are the Half-elves, who live west of the Twighlight arcipelago. Yet Karola seems nervous. how come there are suddenly Griffing popping up on every island in their archipelago. Karola consults the great Oracle (who is in fact Thieru's spirit) who tells her that the answer can be found on the Isle of Ongaluck.(camp 5 half-elves) The curious nymph reaches the Island, and fights off some remaining demon forces. She discoveres a Cave and she finds inside the cave Freyda alive and kicking Suddenly Neribos appears and lets the sealing of the cave collapse. Freyda (in Karola's inventory and Karola fight their way throug hordes of demons and reach another exit to the cave. Freyda kills Neribos in an act of vindictive fury. Both women head for Irollan. Before departing Shalyssa appears and tells Karola she should help Arantir finding the Artefact, While Freyda must head for the ruins of Al_Safir and wait there untill the saviour arrives. end camp (5)

958YSD: Arantir finds the Tear of Asha and he and Karola head for Irollan. camp (6 Necromancers, humans and half-elves) But then Shalyssa again appears and Orders then to go to the ruins of Al-Safir straightaway !. There the two heroes find Freyda and bury the tear of Asha in the ground were Cyrus's tombstone once stood. Immeadeatly an complete (human) town arises from the ashes of Al-Safir and Even the late Archmage Cyrus is ressurected as a spirit (like Thieru). He gives Arantir, Karola and Freyda three powefull artifacts andmales them swear to be eachother allies forever. Arantir becomes a mage, but stays loyal to the Spider Godess. The three heroes depart. Arantir goes to the east to muster as many allies as he can get, Karola does the same in the south, while Freydo goes to the west. The three heroes meet eachother near Talonguard, where Isabel is kept prisoner. Findan, Gotai and Wulfstan (here as a human, whereas there arent any dwarves in the game (yet)) join them. The armies assault Talonguard, murder Alastor in a very cowardly way, capture Kha-Beleth and free the pregnant Isabel. Isabel the gives birth to a son, but die in childbirth, but not before proclaiming Freyda as her heir. Freyda the takes care of the boy and names him Sareth, hope, not knowing that this is the boy that will once unleash Urgash himself...

So an overview of the main campains

1)The Ghouls of Yggchall: Hell campaign
2)The Portal of Kha-Beleth: Knowledge Campaigh
3)The Redeemer: Death Campaign
4)Aggrael's Defiance: Nature Campaign
5)Turning the Tide: Enigma Campaign
6)The Prophecy Forfilled: Holyness campaign

non- main campaigns

7) The Exodus of Ygg-Chall: Dread Campaign
Unlocked when completing "the Ghouls of Ygg-Chall"

With Alastor taking controll of the caves of Ygg-Chall, the Dark- Elves are forced to leave. with Realag dead Yalya, his spouse decides to lead the race towards the East. In the east between the Holy Greyhound Empire and the Barbarian Hordes, she finds a new home, untill the Orcs attack the Dark-Elves. Yalya defeats them and the Dark-elves found a new home at last.

8) The Order of the Temple: Holyness campaign
unlocked when completing "the Ghouls of Ygg-Chall"

Phenrig, a Wizard, who adopted Elrath, senses that the ancient Prophecy about he Dark Messiah is about to take place. Phenrig, interested in the potency of such a messiah, founds the Temple Order and settles himself in Talonguard, offering his services to the Messiah's mother-to-be: Queen Isabel; The course of this campaingh will take place during the whole war. In the last scenaroi Phenrig kidnaps the boy Sareth from it's mentor and guardien, Empress Freyda. in the end Freyda retalialates by completely destroying the Order and executing the leaders (exept Phenrig, who flees with Sareth), who didn't know what the wickd wizards plans were at all. Freyda proclaims herself owner of the Orders wealthy goods (a parody of the French king Philip le Bel and the real Knights Templar.)

9)Ascencion: Blood campaign
unlocked when completing "The Order of the Temple", "The Exodus of Ygg-Chall" and "Turning the Tide"

The Campaign is about the rise of Cargak,(a cross between carjeck and Crag Hack) a human who was found and raised by orcs. His foster familiy klled by orc roamers, Cargak chases them and discovers that they were soldiers of the Warlord, Gotai. Cargak head for Gortai's Tent and demands satisfaction. Gotai merely mocks the young man. Furious Cargak musters an army of renegade orcs and storms Gotai' Camp. A bloodbath is just prevented by the arrival of Arantir a fried of Gotai's, who comes to muster the Barbarian troops. Gotai Forgives Cargak and, since he is childless, adopts him to compensate the loss of the young man. The campaign endes when Gotai and Cargak ride out, to meet the demon Army at Talon Guard (btw it is Cargak who slays Alastor, who is killed in a Ceasar-like way)



To be continued... later

LEXXAN







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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted March 26, 2008 09:17 PM
Edited by Warmonger at 21:17, 26 Mar 2008.

Another one...
This is actually nothing new, but the next set of creatures, spells and factions to vote for. Nobody objects against presenting your own vision of this game, but please explain your choices and why they could be better than anything else.

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted March 27, 2008 12:13 AM
Edited by Lexxan at 14:31, 28 Mar 2008.

Dear Warmonger and HC Creatures, I am designing alterative Heroes versions since I was nine years old. I don't show my h6 desighn to you and HC to brag about it or even to say my version is superior. I do it because I allways did this and I would like to share it with you and HC. If our Russian friends (from Nival) are interested though,the may contact me if they want.

And now back to work.

Wednesday the 26th if March 2008 at 23.48 in the evening I start to reveal the secrets of my next faction

The Half Elves were completely self-desighned and completely uninfluenced by other desighners in this whirlpool of talent (a touch of poetry)anyway I was too late to enter then in ICTC

The Half-elves: The house of Enigma
aka: the Half-Elves, The exiled, the Forgotten, the Mystics of the Past as the Elves call them.

town is called: the Grove

Units: Faeries
      Lepracauns
      Mermaids
      Nymphs
      Amazones
      Griffins
      Dragon Constructs
      Kraken


In detail

a Lepracaun


1) Brownie:ye ol' peasants trick: fast and numerous flyers
att:1  def:1  dam:1-2  hp:4  sp:6  in:12  gr:21 cost:20gp
   Spec: Flyer, Faerie Fire (when attacking the cr's target will suffer a -1 penalty on minimal dammage and defence for three round. multple faerie fires are cumulative.)
1a) Faerie: high on defence, otherwise below average. very cheap
att:1  def:3  dam: 2-2  hp: 6  sp:6  in:12  gr:21  cs:30gp
  spec: flyer, faerie fire, dodge(cr has 20% chance to copletely evade an enemy randged attack)
1b)Fae: the typical tooth faerie: high attack and dam, otherwise weak
att: 3 def:1 dam:1-3 hp: 5 sp:6 in:12 gr:21 cs:30gp
spec: flyer, faerie fire, caster (hope, bless, inner fire), call woodland Ally (cr can summon a cr to aid it's army in battle. the cr is of Nature or Enigma alightement. the lvl and number of crs depends of fae stack size
2)Lepracauns: ye ol' slow, bu' stu'dy formulah: very slow, but when they reach the eneny they are very leathal)
att:4   def:3  dam:2-4  hp:8  sp:4  in:8  gr:15  cs:35gp
 Spec: Spraying attack, No enemy retaliation (from now on writtenas no ret), lucky (allways positive luck)
2a)Green (or Irish )lepracaun: Looking like an Irish lepracaun, an being a little faster in initiative.
att:5  def:5  dam:2-6  hp:10  sp:5  in:9  gr:15  cs:60gp
  spec: no ret, lucky, rainbowspray/prismaticspray(same as the prismatic breath, but then with spray attacks)
2b)Golden Lepracaun: Very shiney probably the best lvl 2 upg. remains slow
att:6 def:4 dam:3-6 hp:12 sp:4 in:8 gr:15 cs:60
  spec: no ret, lucky, Goldspray ( when attacking, the cr will hit all evil enemy units standing next to the target as well. evil units have 20% to be blinded and 10% to lose all initiative; only one of them occuring of course. if attacking an evil enemy the attack roll is ALLWAYS LUCKY
3) Mermaid large and average. slightly to expensive and too rare for what you get
att:6  def:6  dam:3-5  hp:20 sp:5 in:10 gr:11 cs:160gp
 spec: Large, seduce (20% to hypnotize the cr) Child of Shalyssa (+1 to every statt exp hp, shots and mana when at sea. unaffected by whirlpools)
3a)SirenNice on att and in. def could be better
att:9 def:6 dam:3-7 hp:24 sp:5 in:12 gr:11 cs:260
 spec: large, child of the sea ,seduce, immune to mind controll,Song of Dicord(cr gives the target an 20% penalty on dammage, in and speed for 5 rounds)
3b) Mermaid Princess: astonishingly beatifull. wears jewerly. is therefore expensive
att:8 def:8 dam:4-6 hp:28 sp:5 in:10 gr:11 cs:305
spec: large, seduce, child of the sea, immunity to Mind controll and water
4) Nymph: an even more beatifull woman/elf, dressed in a sexy toga. low hp and def
att:10 def:5  dam:5-8  hp:25  sp:5  in:10  sh:10  ma:15  gr:8  cs:250
spec; shooter, caster(eldritch arrow, confusion, righteous might), ranged ret.
4a) Dryad: more defensive. tends more towards shooting
att:11 def:8 dam:6-8 hp:32 sp:5 in:10 sh:16 ma:15 gr:8 cs:360
spec: shooter, caster (same nymph), ranged ret, Stone skin(75% less dam from earth attacks and 30% less from ranged attacks), no melee penalty
4b) Nereīd: dressed as an Eastern Bellydancer. more offensive. tends towards spellcasting
att:13 def:6 dam:7-12 hp:28 sp:5 in:11 sh:10 ma:25 gr:8 cs:350
spec: shooter, caster, ranged ret, energy channel(hero spell cost -2 mana), resistance to water (50%)
5) Amazone: a pegasus rider. high attack, low defence. Expensive
att:16 def:12 dam:10-16 hp:56 sp:6 in:13 gr:5 cs:550
spec: large, flyer, Magic Damper( enemy spellcasters and heroes pay 20% more for their spells)
5a)Bladewind: even more dammage and attack. higest speed of all
att:18 def:12 dam:12-17 hp:65 sp:9 in:13 gr:6 cs:750
spec: flyer, large, magic Damper, Bladestorm (when activated, it gives the cr the ability to attack all surrounding enemies without retaliation; like the hydra at only 75% of the normal dammage AND the Rhino Charge Ability; when Bladestorm is ativated the cr gets a +2 bonus to its initiative, but a -2 penalty of defence)
A Dryad

5b) Valkyrie: The offencive flyer now becomes a spell caster; weaken you enemies and then charge!! Decent defence.
att:16 def:15 dam:12-16 hp:73 sp:6 in:14 ma:10  gr:3 cs:750
spec: flyer, large, caster( Mirth, Fortune, Lightning bolt, Stone Skin), Rallying call (the cr that uses this ability gives a + bonus to the initiative, defence, morale, luck, and dammage of all allies for 5 rounds, while the cr itself suffers an initiative penalty of -2 for 5 rounds; if the rallyer is killed before the end of the call, every unit affected by it gets a -5 penalty to all statts enhanced by the call for another 3 rounds)
6) Griffin: this were the Griff fled to. very balanced, slightly above average. very cheap for its level
att:24 def:22 dam:16-20 hp:90 sp:6 in:15 gr:2 cs:1200
spec:Beast flyer, large, unlimited retaliation
6a) Battle Griffin: very offensive unit. has an enormous dammage range and the highest initiative of all Enigma crs
spec:Beast, flyer, large, unlimited retaliations, Battle Dive (see h5)
att:26 def:22 dam:12-29 hp:104 sp:6 in:16 gr:2 cs:1750
6b) Storm Griffin: while having very balaced statts, the griffin is obvious an attacking unit. statistically stronger than Battle Griffin
att:25 def:25 dam:17-22 hp:126 sp:6 in:14 gr:2 cs:1750
Spec:Beast, flyer, large, unlimited retaliations, Stromstrike(the cr has 10% chance to summon a lighting bolt that will attack the target. the lightning bolts strength is 10* # crs), lightning resistance (50)
7) Chrystal Dragon: slowest lvl 7 walker, with the higest defence
att:28 def:35 dam:25-35 hp:180 sp:5 in:8 gr:1 cs:2250 + 1Chr
spec: large; Elemental, Magic Resistance (50), Stone Skin
7a) Gemstone Dragon: a little bit faster. a downgrade in defence to gain additional attack and dammage
att:32 def:31 dam:35-41 hp:190 sp:5 in:9 gr:1 cs:2500 +1Chr +1 Gem
spec: large, elemantal, magic resistanc (50) Magic Mirror(30% chance to mirror an enemy spell to another cr) Mirror Other(the crs allies get the Magic Mirror ability), stone skin
7b) Diamond Dragon. Defence has even increased more. high hp and an ability that can counter the horribly low initiative or enhance it
att:30 def:36 dam:37-38 hp:225 sp:5 in:8 gr:1 cs:2750 + 2 Chr
spec: large, elemental, magic Immune, Mark of Speed (the cr is allways affected by Speed and initiative altering spells, even when its magically immune. Haste, Slow, Terrain Walk and other spells in the movement sphere have a double effect on this cr)

8u) Kraken: a large sea monster.like most Enigma cr attack-oriented
att:36 def:32 dam:40-60 sp:5 in:12 gr:1/2 cs:4500 + 2 Sul
spec: large, child of the Sea, intimidation(all enemies suffer a -1 penalty on morale), devour(after each attack the Kraken could devour some enemy units. if the enemy doesn't succeed in killing the Kraken stack, the units are lost forever. If they do manage to kill the Kraken stack, some units will be ressurrected from all partially devoured stacks)

about the Race

Ancient Manuscripts dating from 6Ysd tell the tale of matings between Demons and Sprites, thus creating the first Faeries. Little is known about the time of creation of the Other Half-Elven Races, though we know of which races the Different half-Elf types originated. As said above the Faeries are crosses between sprites and Demons. The Nymphs, as the protagonist Karola are crosses between Elves and Humans. Humans and Elves never wanted to acknowledge that the races ever mixed themselves exiled the Nymphs and the Faeries. Amazones are a pure blood Elf Race, but The are crosses between Dark and Wood Elves. Merpeople are the children of both Nymphs and Amazones, While Lepracauns are Half-Halfling, half Dwarf. The Dwarves exiled the Lepracauns because of this, so they were welcome in the Half-elf Society, though they aren't part Elf at all !

Around 650ysd the Community of Half-Elves and Lepracauns moved to the The Isles west of the Twilight Archipelago, The Isles of Dawn . There the Half-Elves developped an enormous rich culture of Art. Half-Elves, being mixes of all dominant races, succesfully combined the main advantageds of each culture to create an Utopia.
Though having no real leader, it is clear that both Amazones and Nymphs are dominant to the others. The Soldiers coming from these classes are the best soldiers possible (only surpassed by some human and some Orcisch warriors).
Another typical phenomenon is that Females are the dominant sex. They are the soldiers, the workers or the harvesters, while the men are the Artists, the Educators, the ones that create than rather protect. With the Lepracauns however, the system is backward; Female Lepracaun births are very rare, so the men are the soldiers, while the precious women stay behind.

Half-elven communities (or Groves as they call them) are found On the twilight Archipelago, The Isles of Dawn and on the coasts of West Irollan. The half-Elves worship Shalyssa, the Dragon of Water

Motto: Combine peace, love, life, fun, lol, and sarcasm and rejoice
Words of wisdom: Let it be

Heroes of the House

Might: Bard: Bards have allways been keen travellers. How long they've been roaming around Ashan no-one knows, but as the only half-Elves that reached Ashan they very respected entertainers. As constant travellers bards must be on their guard for robber and thieves. Therefore they train both mind and Body and have learned to use their entertainment skills in battle.

Starting Skills: Att: 1 (30%), later (20%)
                Def: 2 (30%), later (30%)
                SPp: 1 (20%), later (20%)
                Kno: 1 (20%), later (30%)
Unique Skill: Entertainment: Learning Bardsongs and using them in battle. Spp +2 when casting Astral Spells. Bardsong explained later.

Magic: Enchantress:Enchantresses were trained in the highest and best Magic school troughout the Groves. They are Specialized in Astral Magic, the school of magic centered around manipulation. It is said that even them mightiest sorcerers and the most powerfull Titan could be controlled by an averagely skill Enchantress. Definately a powerfull foe.

Starting skills: Att: 0 (15%), later (15%)
                Def: 1 (15%), later (20%)
                Spp: 2 (40%), later (35%)
                Kno: 2 (30%), later (30%)
Unique Skill: Enchantement: Astral magic is learned more powerfull than in Astral Magic. Can learn Entertainment untill expert Level.

Astral magic (Originally Called Summon/Mind Magic, but that is SUCH a stupid name)

first Circle:

Visions: kind: Summoning; Sphere:Adventure; Effect: same as Visions in h2,3 and 4
Fist Of Wrath : kind: Dammaging sphere: Astral effect: Physical dammage to the target, while ignoring magic resistance. Does double dammage to Dragons
Restrition:kind: Curse sphere:Restriction Effect: terget is unable to retalialate. If it is a spellcaster, he'll take Eldritch dammage when casting a spell (like the h4 chaos spell "spellshackles")
Dispell: kind summoning; spere: cleansing: effect: well, what would you expect ?

Second Circle

Banishment: kind:: summoning; sphere: Cleansing; effect: Dammages summoned units
Summon random Element:kind::summoning; sphere: Elemental; effect: summons either Fire, Water, Earth or Air Elementals
Wasp Swarm:kind::summoning; sphere:: nature; effect: Summons of Swarm the will dammage the unit for the duration of the spell. The target must use a whole turn to shake of the swarm, if it wants to speed ut the proces
Summon Death:kind::summoning; sphere:eath; effect : Dammages living, elementals, Beasts, Dragons, demons, Mechanicals and heals undead
Summon Life:kind::summoning; sphere::Life; effect: heals living, elementals, beasts, dragons, demons and mechanicals, and dammages undead

Third Circle

Cowardice kind: Curse; Sphere: Mind; effect: cr get the Cowardice ability
Blind kind: Curse; sphere: Mind; effect:cr is blind, thus unable to act for the duration of the spel
Magic Mirrorkind: Blessing; Sphere: Abjuration; effect: craeture get the magic mirror ability

Fourth Circle

Confusion:
kind: curse; sphere: Mind; effect: Cr get a penalty on its initiavie and dammage from range attacks an retaliatons
Pain Mirror: kind: blessing; sphere: Abjuration; effect: Mirrors a portion of taken dammage to the dammager. Completely independent from retaliation. the Dammage, unlike fire shield is Psychological and thus only units unaffected by mind controll resist the dammage

Fifth Circle

Hypnotize:kind: curse; sphere: mind; effect: ythe caster gains controll over the cr

Ultimate Circle

Backfiring: kind Curse: sphere: Chaos; effect: 50% of all spells cast in the remainder of the battle will backfire

=> Blessings/curses with Counter => The opposite spell wil be cast
=> Blessings/curses w/o Counter => the spell wil be cast on a Ramdom (both enemy and ally) cr
=> Dammagings => will be mirrored
=> summoning will result in banishments (if there aren't any summoned Cr at the battle, nothing will happen )

The Bardsongs

There are 15 of them, without levels or circles, and each of them is invoked randomly in the Conservatory (see Buildings). Instead on spells, the songs don't sap the magical energy from the character (aka the mana) but us the casters initiative. So if Bards sing their songs, their initiative is decreased for one turn. the effect of some song are similar, if not equal to  other songs. Songs aren't magical. Everyone is affected by the song

Two of them are known for Heroes fans (as you all are)

Song of Peace:
: same as the h4 life "Song of peace" Spell
and Warchant of Shalyssa: sames as the h5 "Benediction" Skill

Player of the Baldur's gate II wil recognise

Call of Dawn (false dawn) a song that dammages al undead and gives additional luck to all living.
Melodic cage (maze): transports the cr to another dimesion for the  duration of the song (aka cr disappears, fight goes on, cr appears, sees that army is destroyed and is crushed)


the other 11 songs are

Shalyssa's Proctection hand the song will make place a sphere  around the cr protecting it from further harm. The cr cannot act during the sing (aka this is a combo between blind and Melodic Cage)

Carryaway: the target is distracted, so it's attacks have 70% chance to miss. Attack vs a distracted cr can't be evaded, dodged, missed, or blocked and do double dammage

Liberation Hymn: All movenemt limiting and all mindcontrolling CURSES are dispelled from every cr

The Riddle of the Dead: Same effect as the "raise dead" spell but now works on mechs and elementals as well

Rallying call: same as the Rallying call ability but called by the hero, who, of course, can't be killed

Lullabye: The cr's is entranced by the song, losing sight and hearing. spells cast by this cr have a chance of 70% to fail. The cr cannot retalialate or shoot while entranced.

Air Invocation, Beg for Earth, Waternag, Fireneed andEldritchmight: a magic arrow of the corresponding element is launched at the target, ignoring resistance. Water Freezes the enemy, while Fire paines it, air stuns it, eldritch entrances it, while earth kills some additional enemies


The Buildings:

Standard: Halls, fort, citadel, mage guild, siege workshop (the former blacksmith), shipyard, marketplace, tavern

Special:
Resource Silo: Produces 1 Christal and 1 Sulphur a day
Grail Building: Aurora Borealias: double growth + 5000 gold a day + 2 of Gems, Christal and Sulphur a day, + 3 luck for defenders and + 1 luck and morale for all Heroes + all bardsongs available in the Conservatory
Conservatory lvl 1-3: Here the Bard and the Enchantress can learn 3, 6 or 10 bardsongs.
Gamblers inn: the heroes can gamble for money



Dwellings

Fae Trees => Faerie Castle/Fae Lantern
Lepracaun Cottage => Clovergarden/Rainbow
Mermaid lake (a sea if it is a coastal village) => Lighhouse/Underwater Palace
Enchanted Spring=> Bewitched Spring/Salty Spring
Cliff Houses=> Bloodstream/Waterfall
Griffin Nest=> Griffin Aviary/Griffin Bastion
Christal Clearing=> Gem Grove/ Diamond Grove

The heroes

Karola: Campaighn hero: WORDRATTLER: the hero loses less initiative when singing songs

Standard:Bard

Irina: A year ago Irina was the last descendant of the Falcon Family left in the Holy Griffin Empire. But Griffins were her real passion. When the GRiffins departed, she followed, thus joining the Half-Elves
Griffin Trainer: Specialises in Griffins

Lohengrin: Lohengrin may look rather womanly, he still is a male. Due to his unusual physique Lohengrin managed to travel as a Bard. He also discovered his skill to disguise himself so well that even his mother wouldn't recognise him. Hence he's more a spy than a Bard
Master Of Disguise: The Hero can hide his army for other enemies. Chance of succesful hiding depends on hero level

Unthold: Because Lepracaun Females, Are rare, the Males took oover their duties. But no one can lead them as well as Unthold. His ability to motivate even the most desperate amry to participate in a though battle, provided him with his surname "Platinum Tongue"
Lepracaun Leader: hero specialises in Lepracauns

Elyssa: Elyssa allways was very good a seducing, and she herself seems to resist even the most powerfull seduction. It was only a matter of time that she would lead Mermaid and their kin on the battlefield
Seductor: specialises in Mermaids

Branwen: Branwen grew up in one of the highest families in her Grove. She used to walk on the beach and swim in the sea wether there was an occasion. She decided to combine her passion for water with her Education as an Enchantress. Now she wanders of, telling peolpes stories about her passion with water
Invocer of Ice: Ice/cold spells do extra dammage, depending on hero level

Faldorn: Though Faldorn grew up in Irollan, her physique is definately not Elven. Being found by an Elven noble, and spending the childhood with the Elves, she know them better than any other Half-Elf. When she discovered that she was an amazone, she left for the Grove, where she still leads both Elven and Half-Elven armies
Elven Ally: Enigma and Nature forces can mix under the heroes command w/o penalty. Additional speed bonus to all allies depending on hero level  

Beatrice: Beatrice (not to confuse with beatrice the abbot) soon learned that words could overpower both in qualitiy as in quantity. Being a very talkative person, she chose the latter, a very atypical choise. But yet her songs are rattled out of her, which such speed that she significantly uses less words than other Bards
Wordrattler: the hero loses less initiative when singing songs

Enchantress

Leia: Leia has allways been facinated by the wornderful Faeries and Brownies. Her curiosity became a passion and a Passion became a speciality. No one can Controll them better than Leia
Faerie Queen: Specialises in Faeries

Marlena: When Marlena was a student she allways talked about agic with more passion than anyone else. Even today Magic seems to be her passion, as she can enhance it  with such strength that easiliy bypasses her own.
Sorceress The hero casts Astral Spells with additional Spellpower, depending on hero level

Anaīs:
: Due to her rich and powerfull father, Anaīs easily and unwanted gained a position of power herself. Accepting her fate, she decided to male the best of it. She used her power position to help less fortunate Half-Elves to have a share, a gesture that gave her respect and even more responsability. As one of the most powerfull Enchantresses Anaīs is the one to rally the Nymphs in case of war.
Nymph Enchantress hero specialises in Nymphs

Yalenka: Yalenka was facinated by the Elven mind in her childhood, most of all if she was able to controll it. Yalenka used this talent from that point on and is is now on of the most powerfull encghantresses in Ashan
Mindreaver Hero specialises in the Confusion Spell

Malaika: When she was young Malaika feared magic. But as a nymph she was forced to learn how to use it, and slowly her fear went away. What did remain however was her defence mechanism versus the spells, a way of mirroring the spell by just using her mind, a talent the served her well ever since
Spellturner specialises in the Magic Mirror Spell

Milena: Milena merely laughs when asked if she approves the worshipping to Shalyssa. She thinks that all elements should be worshipped, and not only the nearest. This point of view granted her many enemies, but Milena didn't care. She Eventually understood more about elemental lore than anyone else
Elemental Maiden: Specialises in the Summon Random Elemental spell

Yacintha: It is unusual for a Nymph to mingle directly in warfare, especially for Enchantresses, but Yacintha doesn't care. Her fascinattion for the noble Pegasi, made her a specialist in upgrading their armor. Henceforth Pegasi were made more resilient and though, some thing that is mirrored to those under her controll
Pegasi Tendress: Specialises in Amazones

Braelynn: Brealynn was allways a bit shorttempered. If something didn't work, she would et extremely furious. Her Educator decided to use that anger to an advantage and for now on Braelynns spells refect that anger, even ignoring magical resistances!
Magical Avenger : Specialises in the Fist of Wrath spell


Well the this town is finished. If something still is issing please notify me.


The Next House will be "The House of Hell" (demons)

LEXXAN

____________
Coincidence? I think not!!!!

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Drunk_Lord
Drunk_Lord


Known Hero
very happy hero :)
posted March 27, 2008 04:50 PM

Warmonger has the point here(no offense). It has nothing to do with the quality of ur work though.
____________

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted March 27, 2008 05:02 PM

none taken Drunk-Lord, I allready explained MY point as well

But hey, you've got TWO points

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Drunk_Lord
Drunk_Lord


Known Hero
very happy hero :)
posted March 27, 2008 05:10 PM

interesting approach
____________

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted March 27, 2008 07:33 PM

better interesting than copied I supposed(see signature)

Stay tuned, since the best is yet come !!!

LEXXAN
____________
Coincidence? I think not!!!!

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted March 28, 2008 04:45 PM
Edited by Lexxan at 22:55, 25 May 2008.

Next: Hell

The House of Hell

aka: The Demons, the Infernal
City name: Inferno
Aligntement: Lawfull Evil

The Demons are back and even more raging
After been driving the Dark-Elves from Ygg-Chall, the Demons settled themselves in their Caves: Thein native terrain REMAINS BRimstone, but the have no terrain penalty when being subterran.

Units: Imps
      Gogs
      Ghoul Demons
      Succubi
      Firespawn
      Pit Creeps
      Hellhounds
Ult:   Devil


In detail

1) Imp: slight above average unit. Very fast, but slight on defence
att:2  def:1  dam:1-2  hp:4  sp:5  in:13  gr:18    
Spec: Demon, obstackle jump

A Quasit

1a) Quasit: tougher, but no increase in dammage
att:2  def:2  dam:1-2  hp:6  sp:5  in:13  gr:18  
spec: Demon, obstackle jump, Mana Syphon
Mana Syphon: unit steals the hero's mana, doubles it and distributes THAT amount it equally over all spellcasters (incl; heroes) in the allied heroes army
1b) Mephit: More offensive the Quasit, but more or less the same
att:3  def:1  dam:2-2  hp:5  sp:5  in:13  gr:18  
spec: Demon, Mana steal, obstackle jump
Mana steal: cr steals mana from enemy spellcaster and delivers it directly to the hero.

2) Gog: more durable than the standard Bowmen ,but lower on dammage
att:3  def:3  dam:1-3  hp:10  sp:4  in:9  sh:12  gr:16  
Spec: Demon, Shooter, no melee penalty
2a) Magog: thougher and stronger, but at the expense of additional specials
att:4  def:3  dam:2-3  hp:14  sp:4  in:10  sh:12  gr:16  
spec: Demon, shooter, no melee Penalty
2b) Incinerator : The fireball Throwing gog has arrived. Hugh attack and dammage range
att:5  def:2  dam:1-5  hp:12  sp:4  in:9  sh:16 gr:16  
spec: Demon, shooter, no melee penalty, Fireballshot
Fireballshot: when shooting, the shot of this cr will explode in a fireball (3X3 fire dammage- tagert suffers full, other half dammage). Fire immune cr are only affected by this if they were the target.
3) Ghoul: a competely new creature, introduced as an overlooked cave-dwelling creature. large attack
att:7  def:4  dam:3-6  hp:22  sp:5  in:10  gr:10
spec: Taxpayer, Repair, Demon Ally
Demon Ally: though not being a demon itself, the cr can mix with demons without penalty. doesn't suffer from Chain shot, but is also safe from demon dammaging effects (like the holy ability)
3a) Daemon: By poisoning the ghouls with suphur, they evolved into daemons huge attack, but still lacks defence
att:9  def:5  dam:5-7  hp:26  sp:6  in:11  gr:10    
spec: Taxpayer, Demon, Enraged, bash

the head of a Daemon; the ghoul wouldn't have the horns, and will be slimy green of colour

3b) Familiar: This time the Ghouls were poisonnned with mercury. Much more defencive, and rather slow
Att:7  Def:7  Dam:4-6  Hp:26  Sp:6  In:9  Gr:10  
Spec: Demon, Taxpayer, Repair, Supplier
Supplier: the cr can once per combat replenish the Ammmo of a ranged cr. If an ammocart is present it will have double hp and a double ranged attack supplybonus. attack of all shooters is +1 per 65 familiars

4) Succubus: She-Demons are the female counterparts of the Daemon. They hurl balls of hellfire at enemies
Att:9   def:10  dam:6-9  hp:33  sp:5  in:10 Sh:10  gr:5  
Spec: Demon, shooter, ranged retaliation
4a) Veela: Looking fair and being like an Elf the Veela transformes into an extremely frighting and hideous bird-woman when attacking
Att:11  Def:12  dam:6-12  hp:35  sp:5  in:11  sh:10  gr:5  cs:330    
Spec: demon, shooter, ranged retaliaton, seduce, resilience
Resilience: Like the enraged ability, the cr attack and dam will increase when the cr ITSELF takes dammage. The cr's retaliations do 40% more dammage than normal attacks.
4b) Temptress: She-demons with an extra sadistic twist. Purely offensive, though in could be better
att:13  def:10  dam:8-12  hp:33  sp:5  in:10  sh:10  gr:5  
Spec: demon, shooter, ranged retaliation, demonic chain, torture
Demonic Chain: same as the h5 chain shot ability
Torture: cr can torture another cr (which is not undead or mechanical). Tortured cr will run away when attacked by the torturer and will take 70% more dammage in melee combat. The torturer does double dammage to the cr. this ability can only be used once and must be activated. Torture doesn't work on cr with fear/mind immunity

5) Fire Elemental: Yes, you get it, it will evolve into an efreet. Looks like an incorporeal efreet carrying a huge scimitar.
att:14  def:13  dam:11-14  hp:50  sp:3  in:10  gr:3  
spec: Elemental, flyer, demon ally, spawn of Fire
Spawn of Fire: the cr is immune to Fire and Vulnerable to Water; the cr also has a Fire attack
5a) Efreet: Looking like the customised efreet in H5 (a red djinn) huge dammage
att:17  def:14 dam:14-19  hp:66  sp:6  in:15  gr:3  
spec: Elemental, Flyer, Demon ally, Spawn of Fire, Fire Shield
5b) Salamander: Fire Elemental shrouded in flames. more balanced
att:15 def:15  dam: 11-15 hp:60 sp:7  in:10  gr:3  
spec: Elemental, demon ally, flyer, Spawn of Fire, Fire Aura Patience
Fire Aura: All enemy creatures standing next to the cr will suffer fire dammage every time the cr starts it turn. all adjescent allies are resistan to fire (including allies)
Patience: When the cr waits, it gains a +1 to its initiative. Initiative bonusses are cumulative, but are lost after the cr moves, defends, casts a spell or attacks.

6) Pit Lurker: The Pit Fiend. Large Daemon. High defence, but a bit slow.
Att:19  def:25  dam:12-22  hp:106  sp:5  in:8  gr:2  
Spec: Large, Demon, Shadowcaster
Shadowcaster: when the cr defends there is a chance that it will cast a random curse on the most dangerous enemy stack. If that cr is immune to magic, the Pit Lurker will cast Fist of Wrath of that stack. SpP equals the number of Pit Lurkers in the stack.
6a) Pit Lord: Do I have to explain ? PIT LORD, but even more evil Miror increase in all statts
att:20  def:27  dam:13-25  hp:110  sp:6  in:9  gr:2  
Spec: Large, Demon, Shadowcaster, Sword of Judgement
Sword of Judgement: the renamed Vorpal sword ability
6b) Abyssal Lurker: Flaming and horny Pit Lurker. Opposite of Pit Lord
Att:260  Def:22  dam:18-22  hp:128  Sp:5  in:8  ma:25  gr:2  
Spec: Large, Demon, Caster, Flaming Rage
Flaming Rage: When the cr attacks, there is a chance that extra fire dammage will be preformed, dammage depending on the power of the first strike. Fire dammage is cumulative with Hellfire. Thsi cr is also immune to Fireshield.

7) Hellhound: Th typical evil hellhound. more powerfull than ever. Purely offencively rated.
Att: 30 Def: 26 dam: 20-35 hp: 180 sp: 7 in: 14 gr: 1
Spec: Demon, no enemy retaliation, blood sniffler.
Blood Sniffler: The cr can smell the blood of other organisms. When an enemy non-Elemental, non-Mechanical stack is injured, the dammage of the cr vs this enemy will increase dependant on the injuries of the enemy. Larger injuries provide larger dammage).
7a) Cerberus: Our typical three-headed hound, but this time more powerfull than ever.
Att: 30 Def: 30 Dam: 20-35 Hp: 200 Sp: 7 In: 14 Gr: 1
Spec: Demon, No ret., Bloodsniffler, Three-headed attack
7b) Blazehound: Renamed and one-headed Fire-hound. Faster, but lower on Defence than Cerberus
Att: 33 Def: 28 Dam: 30-46 Hp: 200 Sp: 7 In: 14 Gr: 1
Spec: Demon, No ret., Bloodsniffler, Firebreath

8u) Devil:Typical Devil, balanced flyer with average initiative and blazing speed.
Att: 34  Def: 34 Dam: 36-66 Hp:266  Sp:8  In:10  Gr:1
Spec:Large, Demon, Teleport, Luck upsurper, hate: Angel
Luck Upsurper: the cr steals one luck from every enemy stack and gives it to himself (The Devil can't gain more than 3 luck though, the other stolen luck is wasted)


That are the creatures...

So what do you think ?

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Seraphim
Seraphim


Supreme Hero
Knowledge Reaper
posted May 25, 2008 01:59 AM

Quote:
The House of Hell

aka: The Demons, the Infernal
City name: Inferno
Aligntement: Lawfull Evil

The Demons are back and even more raging
After been driving the Dark-Elves from Ygg-Chall, the Demons settled themselves in their Caves: Thein native terrain REMAINS BRimstone, but the have no terrain penalty when being subterran.

Units: Imps
      Gogs
      Ghoul Demons
      Succubi
      Firespawn
      Pit Creeps
      Hellhounds
Ult:   Devil


In detail

1) Imp: slight above average unit. Very fast, but slight on defence
att:2  def:1  dam:1-2  hp:4  sp:5  in:13  gr:18    
Spec: Demon, obstackle jump

A Quasit

1a) Quasit: tougher, but no increase in dammage
att:2  def:2  dam:1-2  hp:6  sp:5  in:13  gr:18  
spec: Demon, obstackle jump, Mana Syphon
Mana Syphon: unit steals the hero's mana, doubles it and distributes THAT amount it equally over all spellcasters (incl; heroes) in the allied heroes army
1b) Mephit: More offensive the Quasit, but more or less the same
att:3  def:1  dam:2-2  hp:5  sp:5  in:13  gr:18  
spec: Demon, Mana steal, obstackle jump
Mana steal: cr steals mana from enemy spellcaster and delivers it directly to the hero.

2) Gog: more durable than the standard Bowmen ,but lower on dammage
att:3  def:3  dam:1-3  hp:10  sp:4  in:9  sh:12  gr:16  
Spec: Demon, Shooter, no melee penalty
2a) Magog: thougher and stronger, but at the expense of additional specials
att:4  def:3  dam:2-3  hp:14  sp:4  in:10  sh:12  gr:16  
spec: Demon, shooter, no melee Penalty
2b) Incinerator : The fireball Throwing gog has arrived. Hugh attack and dammage range
att:5  def:2  dam:1-5  hp:12  sp:4  in:9  sh:16 gr:16  
spec: Demon, shooter, no melee penalty, Fireballshot
Fireballshot: when shooting, the shot of this cr will explode in a fireball (3X3 fire dammage- tagert suffers full, other half dammage). Fire immune cr are only affected by this if they were the target.
3) Ghoul: a competely new creature, introduced as an overlooked cave-dwelling creature. large attack
att:7  def:4  dam:3-6  hp:22  sp:5  in:10  gr:10
spec: Taxpayer, Repair, Demon Ally
Demon Ally: though not being a demon itself, the cr can mix with demons without penalty. doesn't suffer from Chain shot, but is also safe from demon dammaging effects (like the holy ability)
3a) Daemon: By poisoning the ghouls with suphur, they evolved into daemons huge attack, but still lacks defence
att:9  def:5  dam:5-7  hp:26  sp:6  in:11  gr:10    
spec: Taxpayer, Demon, Enraged, bash

the head of a Daemon; the ghoul wouldn't have the horns, and will be slimy green of colour

3b) Familiar: This time the Ghouls were poisonnned with mercury. Much more defencive, and rather slow
Att:7  Def:7  Dam:4-6  Hp:26  Sp:6  In:9  Gr:10  
Spec: Demon, Taxpayer, Repair, Supplier
Supplier: the cr can once per combat replenish the Ammmo of a ranged cr. If an ammocart is present it will have double hp and a double ranged attack supplybonus. attack of all shooters is +1 per 65 familiars

4) Succubus: She-Demons are the female counterparts of the Daemon. They hurl balls of hellfire at enemies
Att:9   def:10  dam:6-9  hp:33  sp:5  in:10 Sh:10  gr:5  
Spec: Demon, shooter, ranged retaliation
4a) Veela: Looking fair and being like an Elf the Veela transformes into an extremely frighting and hideous bird-woman when attacking
Att:11  Def:12  dam:6-12  hp:35  sp:5  in:11  sh:10  gr:5  cs:330    
Spec: demon, shooter, ranged retaliaton, seduce, resilience
Resilience: Like the enraged ability, the cr attack and dam will increase when the cr ITSELF takes dammage. The cr's retaliations do 40% more dammage than normal attacks.
4b) Temptress: She-demons with an extra sadistic twist. Purely offensive, though in could be better
att:13  def:10  dam:8-12  hp:33  sp:5  in:10  sh:10  gr:5  
Spec: demon, shooter, ranged retaliation, demonic chain, torture
Demonic Chain: same as the h5 chain shot ability
Torture: cr can torture another cr (which is not undead or mechanical). Tortured cr will run away when attacked by the torturer and will take 70% more dammage in melee combat. The torturer does double dammage to the cr. this ability can only be used once and must be activated. Torture doesn't work on cr with fear/mind immunity

5) Fire Elemental: Yes, you get it, it will evolve into an efreet. Looks like an incorporeal efreet carrying a huge scimitar.
att:14  def:13  dam:11-14  hp:50  sp:3  in:10  gr:3  
spec: Elemental, flyer, demon ally, spawn of Fire
Spawn of Fire: the cr is immune to Fire and Vulnerable to Water; the cr also has a Fire attack
5a) Efreet: Looking like the customised efreet in H5 (a red djinn) huge dammage
att:17  def:14 dam:14-19  hp:66  sp:6  in:15  gr:3  
spec: Elemental, Flyer, Demon ally, Spawn of Fire, Fire Shield
5b) Salamander: Fire Elemental shrouded in flames. more balanced
att:15 def:15  dam: 11-15 hp:60 sp:7  in:10  gr:3  
spec: Elemental, demon ally, flyer, Spawn of Fire, Fire Aura Patience
Fire Aura: All enemy creatures standing next to the cr will suffer fire dammage every time the cr starts it turn. all adjescent allies are resistan to fire (including allies)
Patience: When the cr waits, it gains a +1 to its initiative. Initiative bonusses are cumulative, but are lost after the cr moves, defends, casts a spell or attacks.

6) Pit Lurker: The Pit Fiend. Large Daemon. High defence, but a bit slow.
Att:19  def:25  dam:12-22  hp:106  sp:5  in:8  gr:2  
Spec: Large, Demon, Shadowcaster
Shadowcaster: when the cr defends there is a chance that it will cast a random curse on the most dangerous enemy stack. If that cr is immune to magic, the Pit Lurker will cast Fist of Wrath of that stack. SpP equals the number of Pit Lurkers in the stack.
6a) Pit Lord: Do I have to explain ? PIT LORD, but even more evil Miror increase in all statts
att:20  def:27  dam:13-25  hp:110  sp:6  in:9  gr:2  
Spec: Large, Demon, Shadowcaster, Sword of Judgement
Sword of Judgement: the renamed Vorpal sword ability
6b) Abyssal Lurker: Flaming and horny Pit Lurker. Opposite of Pit Lord
Att:260  Def:22  dam:18-22  hp:128  Sp:5  in:8  ma:25  gr:2  
Spec: Large, Demon, Caster, Flaming Rage
Flaming Rage: When the cr attacks, there is a chance that extra fire dammage will be preformed, dammage depending on the power of the first strike. Fire dammage is cumulative with Hellfire. Thsi cr is also immune to Fireshield.

7) Hellhound: Th typical evil hellhound. more powerfull than ever. Purely offencively rated.
Att: 31 Def: 26 dam: 20-35 hp: 180 sp: 7 in: 14 gr: 1
Spec: Demon, no enemy retaliation, blood sniffler.
Blood Sniffler: The cr can smell the blood of other organisms. When an enemy non-Elemental, non-Mechanical stack is injured, the dammage of the cr vs this enemy will increase dependant on the injuries of the enemy. Larger injuries provide larger dammage).
7a) Cerberus: Our typical three-headed hound, but this time more powerfull than ever.
Att: 31 Def: 30 Dam: 20-35 Hp: 200 Sp: 7 In: 14 Gr: 1
Spec: Demon, No ret., Bloodsniffler, Three-headed attack

7b) Blazehound: Renamed and one-headed Fire-hound. Faster, but lower on Defence than Cerberus
Att: 36 Def: 28 Dam: 30-36 Hp: 200 Sp: 7 In: 14 Gr: 1
Spec: Demon, No ret., Bloodsniffler, Firebreath

That are the creatures...

So what do you think ?


A hound as level 7 for inferno?


The would make me hate inferno even more in HoMM history.

All their creatures up to some of h5 are ugly and now you make a lvl 7 a dog!

I would add something like a dragon,no legs,no arms,like a snake with wings,engulfed with fire called sentinel of abyss.Sounds better than a dog in my opinion but anyway that is your idea.





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Darkshadow
Darkshadow


Legendary Hero
Cerise Princess
posted May 25, 2008 08:50 AM
Edited by Darkshadow at 08:52, 25 May 2008.

Quote:
House of Death (undead) Lawfull Neutral

1) Skeleton => Skeleton Warrior/Skeleton Archer
2) Corpse => Zombie/Abomination
3) Ghost => Haunting/Poltergeist
4) Wight => Wraith/Revenant
5) Lich => Power Lich/Mummy
6) Vampire => Nosferatu/ Vampire Princess (Vamps are female !)
7) Black Knight => Deathhoarder/ Nightbringer
8) Dragon Avatar (= Spectral Dragon)
Heroes: Necromancer/Death Knight
Magic: Death Magic
Native terrain: Dirt
Known terrain: Volcanic
Town name: Necropolis




3.how about spook instead of haunting?

4.okay, whats with so low level wights and wraiths?Necropolis really needs the reaper insteand of black knight

5.Power lich? not good name, try demilich as it suits better.

6.what was wrong with vampire lord?

7.totally unjustified, if you use black knights you SHOULD use blood/death knights too.

8.we need get rid of bone dragons, permamently.

So this is another "lets march back to H3 WoG"?Why why why?why there is never anything new?
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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted May 25, 2008 09:14 AM
Edited by VokialBG at 09:22, 25 May 2008.

Quote:
Necropolis really needs the reaper


You said it - the reaper, there is only one reaper not 1 thousand , thats why they can have him as general (like in WoG).

Quote:
8.we need get rid of bone dragons, permamently.


They were in H2, H3, H4 and H5 (+KB and the M&M series)... there is no place for novices like the Wights as level 6 or 7 (they were in only in H3 as level 3 and in H5 as level 6, anyway typical bad idea, Nival )

Quote:
Why there is never anything new?


Cuz we will have another Heroes 4

Quote:
5.Power lich? not good name, try demilich as it suits better.


You probably know that Demilich means Half lich

Anyway Half-elves? Am I the only one who hate elves we already have 2 elf races...

P.S.

Nosferatu is just the romanian word for vampire
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted May 25, 2008 04:09 PM

Quote:
Quote:
House of Death (undead) Lawfull Neutral

(...)



3.how about spook instead of haunting?
Nah, Spook sounds a bit too childish. I do want to change the name hauting though... How about phantom ?

4.okay, whats with so low level wights and wraiths?Necropolis really needs the reaper insteand of black knight
My idea of wraiths/wights is a cross between the H5 and H3 version. Their level reflects this (between 3 and six is 4)

5.Power lich? not good name, try demilich as it suits better.
Agreed

6.what was wrong with vampire lord?
Vampires are female in my game And I think Vampire Princess sounds better than Vampire Lady

7.totally unjustified, if you use black knights you SHOULD use blood/death knights too.
The might hero already is called Death Knight. The names would be too similar... But they can be changed if more people are in favour

8.we need get rid of bone dragons, permamently.
Disagree. They are in it since... ever! If you can give me more info about this "reaper" (like the H5 Banshee ?), I'll reconsider it.
Evenso, the Bone Dragon will return as a Neutral.

So this is another "lets march back to H3 WoG"?Why why why?why there is never anything new?
Excuse me, but I never played WoG. These Ideas are genuinely mine, but of course are familiar-looking.




Quote:





Anyway Half-elves? Am I the only one who hate elves  we already have 2 elf races...
I really would like to have a race that I had created completely by myself. The Half-Elves is actually an old Idea, (since I was 13) and I wanted to have a faction that would suit me 100%. Now I have one. I will NOT delete them.

Nosferatu is just the romanian word for vampire  
Is it? That's even better ! Now I have a Draculian Vampire. I'm really fond of the word Nosferatu, so I won't change it, if that's what you're after...



Thank you for giving feedback
____________
Coincidence? I think not!!!!

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Darkshadow
Darkshadow


Legendary Hero
Cerise Princess
posted May 25, 2008 05:10 PM

Quote:
You said it - the reaper, there is only one reaper not 1 thousand , thats why they can have him as general (like in WoG)

Yes, I meant reapers as might hero class to replace the death knight


Quote:
They were in H2, H3, H4 and H5 (+KB and the M&M series)... there is no place for novices like the Wights as level 6 or 7 (they were in only in H3 as level 3 and in H5 as level 6, anyway typical bad idea, Nival

maybe but the always "Bone dragon being the highest" gets booring.Why not change places with black knights and bonies?


Quote:
You probably know that Demilich means Half lich

Yes, having half of his mage mind left, the lich would know more spells...

Quote:
Am I the only one who hate elves

No.I hate them more than anything, they are booring,lame,overused.And why, why?why are they always portrayed as immortal or other crap?
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