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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Behold, Adrius' H6 Imp faction!
Thread: Behold, Adrius' H6 Imp faction! This thread is 5 pages long: 1 2 3 4 5 · NEXT»
Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted June 09, 2008 08:22 PM bonus applied by alcibiades on 07 Jul 2008.
Edited by Adrius at 12:00, 04 Sep 2008.

Behold, Adrius' H6 Imp faction!

The Story of the Imps

Note that this is all a history passed down by the Imps for generations, none know if it’s true or not since Anga and Nibel doesn’t show themselves in Ashan. (All Lore-masters can drop their claymores and relax….)

The Birth of Anga and Nibel

According to Imp mythology, Anga and Nibel were the first beings to ever walk what would later be known as Ashan. They were different in every aspect, and carried personalities inspired by both Asha and Urgash. Nibel, the male Imp, represented Order, Logic and Justice while Anga, the female Imp, represented Chaos, Creativity and Mercy. It is unknown if Asha created the Imps or Urgash did, as they must have come from somewhere, but according to the Imps, they are as old as Asha and Urgash themselves. Anga gave birth to 100 children, who would later come to rule the world, they all have names and all represent a certain thing, but most of their names have been lost in time. The world of Ashan was in a constant struggle of Order and Chaos, as Asha’s and Urgash’s battle changed the world for every minute. One day would be in total order, while the other would be a burning chaos, a stone could suddenly be turned into a great tree, a pile of snow could be incinerated into a burning vortex. These extreme conditions gave birth to several massive creatures that could survive in the harsh environment, but in the end, it wouldn’t be the biggest creatures that emerged victorious…

The Dark Times and the Birth of Alchemy

One after one of Anga and Nibel’s children died in the world’s deadly environment. Many of them fell to the fearsome Devourers, creatures who lurked in the safe caves waiting for an easy meal, but even more of them fell to the “Undror”. The Undror were a muscular people who looked a bit like the modern Ashan’s humans, they were experts at surviving, and saw the Imps as an easy target in comparison to the Caevhlirs and Devourers, (Who didn’t taste so good anyway…) soon more than 30 of Anga and Nibel’s children had died in the hands of the barbarians. The Imps had already managed to construct basic firearms like crossbows, but nothing so powerful that it could kill one of the thick-skinned Undrors. All hope seemed to be lost, but in the darkest of times, Anga created Alchemy. Earlier, the Imps had been able to fend of the primitives with fire, but the creatures evolved quickly and soon learned to use fire as their ally, they couldn’t however, defend themselves against the massive power of the explosives created by Anga. The battle went on for two years, and then suddenly, the Undrors disappeared and never came back. It can be speculated that the humans and/or Elves are descendants of this people, but the fact that they disappeared leaves this question unanswered.

The Black Shade

The Imps had emerged victorious from the battle with the Undrors, but the greatest enemy was yet to be defeated. Right in the middle of the Imps’ great celebration, Urgash delivered a terrible blow to Asha’s chest, which made the whole world tremble. In Asha’s weakened state, the past days of chaos turned into years, years of pain and endless fire. The sun was covered by a black shade, and strange portals opened all over the world, Hellspawns emerged from the depths of Urgash’s dimension to lay waste to the little order that was left. As powerful as the Imps were, they could do nothing but watch as their world changed once again, whole cities were devoured by the endless hordes of chaos and even Nibel was sucked into the black vortex that one of the mightiest Demon Lords created (One might ponder on what the Demon Lords had in mind…) As he was consumed by the vortex, he uttered one last thing, “64”. Anga fell into despair and had no longer any will to defend her world, all she wanted was the order she once had, and the Imps suddenly stood without leaders…

The Time of Retribution

The thrones of the leaders stood empty, and following their leaders’ example, the whole Imp Empire fell into despair. They resorted to hiding in the remnants of their destroyed city, always keeping an eye up for the hungry hellspawns. There was one Imp however, that would not stand idly by and watch as his people suffered. That Imp was Andagal, the 64th child of Anga and Nibel, and destined successor to them. Andagal encouraged his people to fight back, to not watch as their whole world was consumed by beasts. He followed Nibel’s way of order, and created a system of leaders who he educated in the way of Alchemy, honouring Anga who was considered dead (the truth is that she disappeared, probably killed by the hordes of Chaos.) He honoured the creatures that still fought the demons, and brought offerings of the dead hellspawns to the devourers, who gladly served as long as they were fed properly. Every day new discoveries were made, and the Imps even started building machines. A new sort of gas that made the subject calmer was used to tame the mighty Caehvlir, and so the Imp Empire had a worthy weapon against the Greater Demons that marched the land. It would seem as if the Imps had won, but the power of Urgash was greater than they had imagined. Urgash used the last 20 years of Asha’s weakened state to create a terrible curse, which he cast on the unwary Andagal…

The Fall

24 years later Andagal and his people had successfully destroyed every Portal and slain every last demonic creature on Ashan, and Asha had recovered from her wounds and returned the world to order. Celebration was held, and Andagal’s wife, Eleha, was pregnant, which made the celebration even greater. Soon she gave birth, and on the same day, the Black Shade returned to blot out the sun. People panicked and grabbed their weapons, scouts were dispatched to search for Portals, but none appeared… In Andagal and Eleha’s hut however, something very strange had happened. Their son was beautiful, but something was still wrong, his eyes glowed with a red flame in the middle, and his skin would change from white to a red tone. In seconds, the child grew from a baby to a 4 feet tall monster; the child immediately attacked Andagal and lowered its teeth into his neck, before turning to Eleha who was in such shock that she didn’t even resist as the beast ate her alive. The town’s Imps couldn’t kill the creature before it escaped through a Portal, but the curse hadn’t just affected Andagal. Every father who was born under an even number had his child born into a monster, and the whole Empire was divided between those born under odd numbers and even ones. As soon as the beasts had consumed its mother and father, it would open a portal and disappear into Urgash’s dimension. Watching the Chaos unfold on her world, Asha unleashed a bloodthirsty dragon upon Ashan to kill every last one of the Imps born under odd numbers, ensuring that Order would prosper. The dragon then turned to the remaining Imps…

The Last Resort

The Imps used every last power they had to try to destroy the dragon, but it was clearly something beyond their world. A clap from its wings would make the whole world tremble, and its purging fire consumed everyone unlucky enough to be caught in its way. The dragon had already decimated the Imp population to about 1/5 of its former number, and the survivors saw no other way out than hiding underground. The Imps no longer only worshipped Anga and Nibel, they now also worshipped their own hatred for the Gods. As they greedily searched the caverns for food, they could hear the dragon’s feet above them, constantly reminding them of who forced them underground. There were a lot of food underground, from mushrooms to strange animals, but even the strongly decimated numbers of Imps were too many. The Imps understood that they would soon starve to death, and so the Elder Alchemist Tastra used all of his skills to create a potion that would save the empire. The potion would force the drinker into a sort of hibernation, slowing down the body’s functions enough for them to survive for millennia. A potion was given to every last one of the Imps, and so they all fell into a deep slumber underground.

Once they woke up, the world would be different, and hopefully, a better place for the Imps

Creatures. Art by Lord_of_Chaos

Tier 1. Ranger
Appearance: Imp with a brown robe and the traditional steel hat, carries a Steam-fueled crossbow.
The Ranger is the basic infantry of the Imp army. Their crossbows are fueled with steam which makes them deadly in ranged combat, but their size and lack of armour makes them useless in melee.
Abilities: Shooter, No Range penalty, Heavy Melee Penalty (The creature only makes 1/3 of its usual damage in melee)

Tactics: The most fragile unit seen on Ashan, it'll die in seconds if faced with any melee guys. Make sure to use other units to block these guys. On the other hand, their Ranged damage is sickly high for a Tier 1 unit.

Hakveil
Appearance: Imp with a black robe and the traditional steel hat, carries a steam-fueled crossbow with 4 pipes.
The Imp Hakveil is a close range specialist, able to deliver heavy damage on close targets. The Hakveil carries a steam-fueled crossbow which shoots 4 bolts at a time, but its reload times makes the Hakveil suffer from decreased initiative in comparison to the Ranger and Lekveil.
Abilities: Shooter, Heavy Melee Penalty (The creature only makes 1/3 of its usual damage in melee), Precise Shot.

Tactics: The best tactic against Rangers is tangling them up in melee since they're practically useless there. Hakveils will turn any enemy that dares to come close into bloody bits.

Lekveil
Appearance: Imp with a black robe and the traditional steel hat, carries a steam-fueled crossbow with longer pipe.
The Lekveil shares the long range speciality of the Ranger, but is far more lethal. Their powerful drill-bolts have a chance to penetrate an enemy, damaging any creature behind the target too.
Abilities: Shooter, Heavy Melee Penalty (The creature only makes 1/3 of its usual damage in melee), No Range Penalty, Drill Bolt (The attack of this creature has a chance to penetrate the enemy, making damage to any creature behind it. The chance of penetration applies to all damaged creatures. For example, if the targeted creature has 2 creatures behind itself and the penetration ability activates, the second creature is damaged. The chance is similar to the second damaged creature, giving it a chance to hit the third one too, and so on.)

Tactics: The Lekveil's simply a powered-up version of the Ranger. As with any Ranger type units, don't let them get into melee with the enemy.

Tier 2. Blocker
Appearance: Three armoured Imps in formation with large shields and pistols.
The Imp Blocker unit is used to block enemy advance, preventing them to close on their Imp ranged units. As the name suggests, these units have high defence, but they also have a surprisingly high attack. They wear heavy duty pistols designed for close combat. Their armour and large shield however, makes them extremely slow.
Abilities: Large Creature, Stunguns (This creature's attack reduces the targets ATB value by 0.2), Large Shield.

Tactics: Use these to block the enemy's path to your Rangers, if you have Hakveils, the Blockers' Stunguns will ensure that the enemy stays close enough for the Precise Shot.

Bokveil
Appearance: Same as Blocker, but with lighter armour and shields.
The Bokveil is an assault version of the Blocker, wearing lighter armour and shields that makes them faster and more mobile. These units are always the first to move on the battlefield, swiftly moving to their positions as soon as the battle begins.
Abilities: Large Creature, Stunguns (This creature's attack reduces the targets ATB value by 0.2) , Positioning (This creature will always move first during a battle. Note that this ability may be negated by hero skills such as Kragh’s Pounder    ability. In such cases the Bokveil will act after the hero has used his/her skill), Large Shield.

Tactics: Oh my god those Paladins are going to crush my Rangers! No problem, use the Positioning ability to make sure that those high-speed units don't reach them.

Shaveil
Appearance: Same as Blocker, but with heavier armour and shields.
Blocker units who have proven themselves particularly effective on the battlefield may be promoted to the Shaveil rank. These elite defensive units wear armours made from enchanted steel, granting them heavy protection from enemy attacks while also decresing the power of enemies magic.
Abilities: Large Creature, Stunguns (This creature's attack reduces the targets ATB value by 0.2), Hold Ground, Shaveil formation (this unit can entrench itself, skipping its turn but gaining a chance to completely nullify the next enemy attack, note that there is a chance that the enemy attack can make + 50%  damage to this stack instead. The chance for blocking is 75%, while the chance of failing the entrenchment is 25%. The unit stays entrenched until hit by an enemy melee attack, but can also be cancelled by the player who controls the unit. When using this ability, the creature loses its ability to retaliate), Magic Suppresion (This creature decreases the enemy hero's maximum mana by 10 for every 50 creatures that are in the stack, for example, if the stack has 100 Shaveils, the max mana will be decreased by 20.), Large Shield.

Tactics: The Shaveil formation is useful for delivering that final blow to the opponent before he destroys your last unit, it simply gives you a bit more time. Magic Supression is always good against enemy casters, the Imps' sworn enemy.

Tier 3. Devourer
Appearance: Humanoid body, walks on four legs. It has grey skin and a large, fanged mouth.
The devourer is a terrifying creature tamed by the Imps; it had terrorized them for generations before the Imps discovered their weakness for dead meat. Now that they’re fed the corpses of their enemies, the Devourers gladly help the Imps.
Abilities: Scavenger (Activated ability, note that Devourers are forbidden to eat creatures from their own faction, even if they belong to an enemy), Bash.

Tactics: Use the Scavenger ability effectively and you'll soon have a large amount of Devourers at your service. The Bash ability is also a good way to defend your Rangers, since it decreases their ATB value.

Rabid Devourer

Some devourers are born with a gene that allows them to absorb the powers (and weaknesses) of the body they’ve eaten. They have less strength than their relatives, the Feral Devourers, but are speedier since they need to find corpses to unleash their true strength.
Abilities: Scavenger (Activated ability, note that Devourers are forbidden to eat creatures from their own faction), Absorption (The creature gains the entire targeted creature’s abilities when performing the Scavenger ability. Only one creature’s abilities can be absorbed at a time, if the creature eats another creature while already having an absorbed one, the effect will be replaced. Some skills cannot be absorbed, these are: Large Creature, Mechanical, Battle Dive, Rush Dive, Goblin Thrower, Swallow Goblin, Leap + all Abilities which includes ranged attacks.  The reason for not including these are strictly from a game developer’s view, making so many different animations for just one creature would be hard work… Flyer ability is supported however, since so many units own that ability. The Devourer will grow red wings on its back, how cool is that?!)

Tactics: The Absorption ability all depends on the opponent you face, just make sure that you don't absorb any weaknesses...

Feral Devourer
Appearance: Same as Devourer, but with spikes on its back and longer claws.
While Devourers are truly horrific creatures, they’re nothing compared to the Feral Devourer. These older, more dangerous Devourers are the ruling elite of their race, and even the Imps respect their power.
Abilities: Scavenger (Activated ability, note that Devourers are forbidden to eat creatures from their own faction), Feral Claw (This creature makes 25% extra damage to small creatures), Bash

Tactics: Feral Devourers love to hunt small creatures! Their high speed allows them to quickly find those small shooter units that your enemy values so much.

Tier 4. Grenadier
Appearance: Robed Imp with Steel hat and a mask, wears a belt with several bombs.
While Imps hate magic, Alchemy isn’t considered such an art. Some Imps have mastered the fine art of bomb making, giving them a place in the Imp army as Grenadiers. Their many experiments with bombs have also given them heavy resistance to fire.
Abilities: Shooter, Heavy Melee Penalty (The creature only makes 1/3 of its usual damage in melee), Fire Proof 50%, Caster (Explosive, see combat alchemy section.)

Tactics: Another fragile but extremly powerful shooter unit... protect them at all costs, your ranged units is the backbone of the Imp army.

Garveil
Appearance: Same as Grenadier, but with dark blue robe and feathered hat.
The Garveil utilises supportive alchemy, creating smoke clouds and stunning enemy troops.
Abilities: Shooter, Heavy Melee Penalty (The creature only makes 1/3 of its usual damage in melee), Smoke Cloud (Activated ability, this creature can throw a bomb which creates a 3x3 smoke cloud which lasts for 3 turns. All units within the cloud become invisible, if an enemy unit enters the smoke field, all units becomes visible. This ability can be used unlimited times, but only one smoke field per team may be active at a time), Fire Proof 50%, Caster (Explosive and Stunner, see combat alchemy section.)

Tactics: The Smoke Cloud ability is useful both for protecting your ranged units and covering your melee guys up-front. It's most useful when you have your ranged units together, but that is also the most dangerous since they can all be blocked easily once close to eachother. Reducing your enemy's units' ATB with Stunner is also a nice add-on.

Pyraveil
Appearance: Same as Grenadier, but with black/red robe and torch.
The Pyraveil is known to its enemies as the fire caster. Pyraveils are obsessed with explosions, and can spread heavy destruction on the battlefield. The power of their bombs is also significantly stronger than that of the Garveil.
Abilities: Shooter, Heavy Melee Penalty (The creature only makes 1/3 of its usual damage in melee), Maneuver, Fire Proof 50%, Caster (Explosive, see combat alchemy section.)

Tactics: These guys' bombs are even stronger than the Grenadiers' bombs, and if your opponent finally manages to get to your Pyraveils, the Maneuver ability moves them out of reach. They'll still get slaughtered in melee though, there is no tactic in making them reachable for the Maneuver ability, it's simply a last-resort thing.

Tier 5. Caehvlir
Appearance: A huge muscular beast (about half of Cyclops in size), heavily chained. It has dark grey skin and long black hair that nearly covers its face.
The world of Ashan has seen Ogres before, but those lesser beasts are nothing compared to the ancient Ogres of the Imp armies. They are subjected to certain gases and potions, making them more controllable. Caehvlir also have an incredible thirst for blood that the Imps both fear and admire.
Abilities: Large creature, Immune to Mind Control, Bloodthirst (This creature always get good morale after killing a stack.)

Tactics: Well... here's something tanky-like! Though these creatures are extremly strong, their best use is still to keep close and wait for other units to come to them. That way you'll still have the protection needed for your ranged units.

Caehvlir Shaggre
Appearance: A Caehvlir with plates on its shoulders and legs. It wears a heavy chain with a blade on its right arm.
While Caehvlirs aren’t known to use tools in their natural environment, they can be taught the use of primitive weapons. The Shaggre is a true terror on the field of battle, slaughtering through enemy ranks with its chained blade.
Abilities: Large Creature, Immune to Mind control, Bloodthirst (This creature always get good morale after killing a stack.),Chain Blade (This creature can use a ranged attack if the enemy creature is at least 3 tiles from the Shaggre, the attack is counted as a ranged attack but always has ranged penalty, ignoring the fact that the target is close.)

Tactics: Your Caehvlirs' main use is still to block the path to your ranged units, The Chain Blade ability lets you attack without leaving your ranged units vulnerable.

Caehvlir Maegra
Appearance: A Caehvlir with 3 Feral Devourers on its back.
Some Imps believes the Devourers and Caehvlirs to be relatives, but no one knows for sure. What is known is that the Caehvlirs and Devourers work well together, which has led to the terrifying unit known as the Maegra. Devourers respect the Ferals, and seeing these creatures united gives all Devourers a boost in morale.
Abilities: Large Creature, immune to Mind Control, Bloodthirst (This creature always get good morale after killing a stack.), Feral alliance (All allied Devourers on the battlefield will get +2 morale bonus while the Maegra is alive, if the Maegra is killed, all allied Devourers will get a -2 morale penalty for the rest of the battle. Note that you can’t have 2 stacks of Maegra for a +4 moral bonus; neither will the penalty apply if not all of your Maegra stacks have been killed.)

Tactics: Your Devourers will almost always run around the battlefield for corpses, so a high morale is very useful for them, and since the Devourers are almost always up-front, they'll most likely be killed before your Maegra, so the Bad-morale thingy won't happen very often anyway.

Tier 6. Hunter Scorpion
Appearance: A mechanical scorpion, armed with blades on its claws and tail. Its eyes glow in green.
The Hunter Scorpions are the newest addition to the Imp’s mechanical armoury. They’re small and fragile, but are fast and can create underground tunnels to sneak past the enemy. Despite their size, their blades offer them a devastating melee attack.
Abilities: Mechanical, No Enemy Retaliation, Tunneler (This creature digs a tunnel under the ground while moving, avoiding any obstacles or traps.)

Tactics: The Hunter Scorpions follow the Imps' High-damage-Low health style, but their speed and initiative often keeps them out of danger. Let these guys feast on any slow units with their No Enemy Retaliation ability, since they won't have time to retaliate before the Scorpions are gone.

Shadow Scorpion
Appearance: A darker scorpion with longer weapons. The eyes are in red.
The Shadow Scorpion is a more dangerous version of the standard scorpion. These mechanical beasts are known to quickly surround the enemy in small packs, making use of their superior speed.
Abilities: Mechanical, Tunneler (This creature digs a tunnel under the ground while moving, avoiding any obstacles or traps), Shadowhunters (Whenever this creature suffers damage from an enemy unit it will split its stack, providing that there is enough space on an adjacent tile. Once the splitting has occurred, both creatures lose the Shadowhunters ability and instead receive the Pack Hunter ability. This effect only triggers once per stack and the creatures are reunited after the battle.)

Tactics: The Shadowhunters ability is great for your enemy's spells and high-damage creatures that would kill your stack in one blow, if they're split-up, only one stack will be killed.

Stalker Scorpion
Appearance: A grey scorpion with its tail replaced by a sharp drill. Its eyes are in blue.
The Stalker Scorpion was created during an ancient war against a rebel Imp nation. The defending Imps were cornered in a valley with only a few blockers to hold off the enemy advance. Faced with this desperate situation, an Imp engineer created a machine which could burrow itself and trap passing enemies, allowing the defenders to escape.
Abilities: Mechanical, No Enemy Retaliation, Tunneler (This creature digs a tunnel under the ground while moving, avoiding any obstacles or traps), Burrow (This creature can burrow itself under the ground, the creature remains underground  until an enemy passes over it or the ability is disabled. If a creature passes over this unit while it is burrowed, it will halt its movement and receive 150% damage without retaliation. The unit cannot be damaged by any unit attack or the hero’s normal attack. Area spells can damage the unit however.)

Tactics: As always, there are many ways to protect your ranged units with in the Imp army. Since the Stalker Scorption is a small creature you can use the Burrow ability on a small opening to your range units. If you room in your army, consider having many stacks of these units to ambush the enemy from more directions.

Tier 7. Caehvlir Earthshaker
Appearance: A heavily armoured Caehvlir with an Imp mounted iron cannon on its back.
The Earthshaker cannons were the greatest achievement that Imp warfare had ever seen. It was a fearsome castle defence, but sadly, too heavy to move at all. Once the Imps learned the art of Caehvlir taming however, new possibilities were awakened. An Earthshaker cannon mounted on a Caehvlir’s back created a fearsome, mobile assaultcannon.
Abilities: Large Creature, Shooter, Immune to Mind Control

Tactics: It's a large creature, so to protect them you'll have to get tactics and block them with various small units like Devourers or Scorpions. It's worth it however, only a foolish opponent would run up close enough for a no-penalty shot from the Earthshaker.

Caehvlir Energyhammer
Appearance: A darker Caehvlir with heavier cannon.
Imp warfare had already crushed all their enemies, but why stop there? The next step in Imp technology was the Energyhammer, a weapon that used the energy that flows through the lands to its advantage.
Abilities: Large Creature, Shooter, Immune to Mind Control, Energy hammer (This creature’s ranged attack gains a specific bonus depending on which element the battleground has. Since all terrains have two elements, one of them is randomly chosen.
Earth: 15% damage bonus + a 33% chance to cast Stone Spikes on target. Spelldamage is 32+10*creature number.
Air: 15% damage bonus + a 33% chance to cast Lightning Bolt on target. Spelldamage is 32+10*creature number.
Water: 10% damage bonus + a 25% chance to cast Ice Bolt on target. Spelldamage is 40+10*creature number.
Fire: 10% damage bonus + a 25% chance to cast Fireball on target. Spelldamage is 30+10*creature number.)

Tactics: More damage = Good. If you fire at an enemy stack the Fireball spell can trigger, so be careful or you'll hit your own troops, know the enviroment.

Caehvlir Biogunner
Appearance: A Caehvlir with special cannon which has green smoke flowing from it.
By combining the massive firepower of the Earthshaker with the alchemical skills of a Grenadier the Biogunner was created. Its gunbarrels are filled with toxic gases which prove highly effective at killing most creatures, even undead.
Abilities: Large creature, Shooter, Immune to Mind Control, No Melee Penalty, Bioweapon (When this creature uses its ranged weapon a cloud of gas will be created around the targeted creature. The cloud has a 3*3 area and makes 1/3 of the usual damage spread over 3 turns. The effect is not stackable, and if an already affected creature is targeted the effect will be refreshed. This skill does not affect your own troops)

Tactics: The Bioweapon skill is actually most effective at enemy Imp armies, since their units are often pressed together to protect the Ranged units, if you're facing Imps (Or possibly dwarves) , this unit is a must.

Cavern

The Cavern is the name of the Imp town; it’s positioned in the midst of a dark forest. The sky is in dark blue, with stars and two moons. Two rivers with several bridges run through the town. The Imps came from underground, and most of the creature dwellings are built around large holes in the ground.

The Imp Hero and Alchemy

The Imp hero (Alchemist) rides a Caehvlir (larger than normal ones), who has a small hut placed on its back. Their favoured attributes are knowledge (primary) and attack (secondary). The Imps hate magic more than anything, and share the Orc’s shatter magic skills. The Imp hero’s sorcery skills are replaced by Combat Alchemy, granting the hero access to special bombs. Adventure Magic skills are gained through Human slave mages bought from your School of Alchemy.
Alchemy is the racial skill of the Imp Empire and is very necessary for their survival. Each hero starts with a number of points called ingredients, this resource is increased with special buildings and when the hero increases his/her alchemy skill. Each hero has their own ingredients resource, starting at 100 at basic alchemy. The ingredient resource is refreshed at the beginning of every week, just as the Necromancer’s Dark Energy. Your alchemical ingredients resource is also affected by your knowledge attribute; each level of knowledge increases your ingredient resource by 5. For example, at a level 10 knowledge Alchemist with basic alchemy, your ingredient resource will be 250. The Imp Hero’s Mana is used when giving potions to your creatures in battle and when using combat alchemy, this means that you can have 100 potions, but can only activate as many as your Mana permits. Potions can be transferred between different heroes, but the hero must have the appropriate skills to be able to activate them.

Basic alchemy: allows the Alchemist to create lvl. 1 creature potions. The Alchemist has two slots for potions in his inventory. Ingredient resource: 200

Advanced alchemy: allows the Alchemist to create lvl. 2 creature potions. The Alchemist has three slots for potions in his inventory. Ingredient resource: 300

Expert alchemy: allows the Alchemist to create lvl. 3 creature potions. The Alchemist has four slots for potions in his inventory. Ingredient resource: 400

Ultimate alchemy: Reduces the ingredient cost for potion creation by 1/3. Ingredient resource: 400

The creature potions can be created at all places except when in battle; the formulas for potions are acquired by upgrading your School of Alchemy (a special building in the Cavern town.) There are a total of 12 creature potions, divided into 3 levels. Note that creature potions can only be given during the tactical phase* and are active as soon as the battle begins. Some potions are stackable, meaning that you can give several potions of the same kind to a creature. Another great feature about creature potions is that their effects cannot be viewed by your enemy!

*The phase in which you arrange your creatures on the battlefield.

Creature Potions:
(The Mana mentioned in the potion description is only used when giving potions to your creatures, not when creating them.)
Level 1. (Basic Alchemy)
Moonlight: Heals the targeted creature (the targeted creature regenerates 25% of its total health per turn, no resurrection. Lasts for the whole battle.) Ingredient cost: 50, Mana cost: 5 (Stackable)
Winter Owl: Increases the speed of the targeted creature (The targeted creature’s Speed is increased by 15%, rounded down; the effect lasts for 5 turns.) Ingredient cost: 50, Mana cost: 10 (Stackable)
Plaguewound: The enemy unit who kills a creature targeted by this potion will be diseased. (Decay is cast on the enemy on advanced mastery, damage is 32+8*creaturenumber/2.) Ingredient cost: 50, Mana cost: 5 (Not stackable)
Berserker’s Brew: A creature targeted by this potion is driven into a killing frenzy. (The creature will attack any enemy creatures with a 20% Attack and Defence bonus. The creature won’t be able to use ranged attacks however. If this creature receives negative morale, it will automatically attack the closest unit, both friendly and enemy.) Ingredient cost: 50, Mana cost: 10 (Not stackable)

Level 2. (Advanced Alchemy)
Nibel’s Water: Grants a chance of dispelling the first spell cast on this creature (Cleansing has a 50% chance and cannot be negated or stopped by any ability. Nibel’s water doesn’t disappear until activated.) Ingredient cost 75, Mana cost: 15 (Not stackable)
Machine’s Blessing: Mechanical grease that grants Magnetism to the targeted mechanical creature or warmachine. (Magnetism is granted to the mechanical creature, this is the only potion which can be applied to warmachines, Hunter Scorpions and its upgrades. Magnetism is disabled if the creature takes a total amount of damage that equals more than the stack’s normal amount of hit points.) Ingredient cost 50, Mana cost: 10 (Not stackable)
Fellwind: Haste is applied to the targeted creature and all friendly creatures on adjacent tiles. (Haste remains active on all friendly neighbouring stacks as long as they are within the potions reach, the effect is dispelled if the creatures are no longer adjacent to the targeted creature. It will of course, be refreshed if they return into the potions reach.  Haste is cast on advanced mastery and remains active for as long as the creature is alive.) Ingredient cost: 75, Mana cost: 10 (Not stackable)
Death’s Kiss: A blow which is certain to kill the Imp targeted by this potion will miss. (This potion can only be given to “Imp” creatures. Those are the Ranger, Blocker, Grenadier and their upgrades.) Ingredient cost: 75, Mana cost: 20 (Not stackable)

Level 3. (Expert Alchemy)
Shadowsun: A creature targeted by this potion gains a chance to cause blind on attack (The chance of causing blind is 25%, duration is 1 turn.) Ingredient cost: 100 Mana cost: 15 (Stackable)
Eternal Loyalty: A creature targeted by this potion will be resurrected upon death. (30% of the killed creatures will be resurrected, creature hitpoints is decreased by 15%.)
Ingredient cost: 100, Mana cost: 40 (Stackable, note that the hitpoint reduction is also increased when more than one potion is applied.)
Curse of Anga: If the enemy hero uses a spell against a creature targeted by this potion the spell has a chance to backfire, hitting one if his/her own units. Additionally, every time a spell is cast on this creature the enemy hero will have his/her Mana reduced by 10. (The chance for the spells to backfire is 33%) Ingredient cost: 100, Mana cost: 15 (Not stackable)
Sting of Serpents: A creature targeted by this potion will always kill at least one enemy creature. Ingredient cost: 100, Mana cost: 30 (Stackable, meaning that two potions will grant the creature an ability to always kill two creatures, and so on.)

Combat alchemy:
Combat alchemy is the alchemists alternative to spells, they’re basically bombs which are fired against enemy creatures (The Alchemist uses a small cannon mounted on his hut to fire these). The Bombs only require Mana, and doesn’t have to be created before the battle. The bombs’ strength is affected by your knowledge attribute; while your Combat Alchemy skill unlocks new bombs (Note that the appropriate School of Alchemy must have been built and visited in your Cavern town before the bombs are gained). There are a total of 6 Combat bombs, divided into three levels:

Level 1. (Basic Combat Alchemy)
Explosive: Deals fire damage to selected enemy creature. (The damage is 40+10*knowledge) Mana cost: 5
Stunner: Stuns the enemy creature. (This bomb doesn’t make any damage, the ATB reduction is 0.1*[1+Hero lvl/8]) Mana Cost: 5

Level 2. (Advanced Combat Alchemy)
Plaguegas: This bomb damages all creatures on the battlefield that are of the same type as the targeted creature. (Creature types are: Undead, Mechanical, Elemental, Demonic, Raging blood, all creatures who doesn’t have any of the named types are just considered “living creatures.” The Damage is 30+10*knowledge.) Mana cost: 7
Sinister Mix: This bomb will randomly cause one of the following effects: Blind, frenzy, confusion or nothing. (Blindness duration= 0.25*knowledge with retaliation. Frenzy duration= 1 action, Frenzy power increase= 2%*knowledge. Confusion= 90% efficiency; the chance for the bomb to cause nothing is 25 %.) Mana cost: 10

Level 3. (Expert Combat Alchemy)
Energybomb: This bomb steals the mana of the targeted creature or hero and uses it to damage several enemy creatures. (The amount of Mana stolen is a random number of 10 to 30. The damage is: Drained Mana+20*knowledge, the damage is spread out among a maximum of 4 enemy creatures.) Mana cost: 15
Nibel’s grace: This bomb cleanses an allied creature of all negative effects and casts them on an enemy unit. (If the negative effect is puppet master, the player casting Nibel’s grace becomes in control of the creature.)

Unique Alchemist Skills (Meaning other factions doesn't have access to them) Thanks to Oscarius for support on this area.

Alchemy skills: (15 %)
Corpse Gift (Activated Ability. This ability allows the Alchemist to create ingredients from the corpses of defeated creatures. This ability can only be used in battle. The number of ingredients gained is: (the total number of creatures killed * their Tier number) / 2. For example, if 100 archers were killed, the ingredients gained would be (100 * 2) / 2 = 100. Note: This ability cannot raise your ingredient resource above your maximum.)
Alchemical Brilliance (Increases the hero’s maximum ingredient resource by 50.)
Supreme Alchemy (The hero can create Creature Potions without ingredients by sacrificing his/her whole turn. The hero can choose between creating 3 lvl 1 Potions, 2 Lvl 2 Potions or 1 lvl 3 Potion. )
Ancient Knowledge (Ultimate Skill, all Creature Potions used on a creature will activate twice. For example, the Shadowsun Potion will have two chances to activate and Eternal Loyalty will resurrect the creature two times. The hero’s knowledge is also increased by 10% * the number of Schools of Alchemy you’ve built.) Requires: Poisoned Weapons, Mentoring, Luck of the Alchemist

Attack skills: (10 %)
Quick Command (All creatures in hero’s army receives + 10% to their starting initiative in battle.) Requires: Tactics,
Poisoned Weapons (All creatures in hero’s army receives poisoned weapons, the damage bonus is 15 % of the original damage. This ability doesn’t affect undead and mechanical creatures.) Requires: Battle Frenzy, Alchemical Brilliance
Flaming Arrows/Barrels (Just the original flaming arrows, just that it changes its name if the hero has Imp Cannon skill.) Requires: Archery

Defense skills: (8 %)
Vengeful Formation (The hero’s creatures receives a 30% bonus to attack while using the Defend command.) Requires: Stand Your Ground

Luck skills: (4 %)
Luck of the Alchemist (treasure chests found on the world map may now contain Creature Potions. The chance for finding a potion depends on the hero’s luck, the chance is 20% * Luck, for example, at a luck number of 4, the chance is 80 %. The hero can only find potions that he has alchemical knowledge of. If the hero has more than 5 luck-100%, there is a chance of finding two potions. For example, if the hero has 7 luck, there is a 100% chance to find one potion, and a 20% chance to find two potions.) Requires: Resourcefulness
Anga’s Despair (Decreases both your enemies and your own luck by 2.) Requires: Soldier’s Luck
Leadership skills: (6 %)
Glorious Aura (Every time the hero’s creatures receive good morale, the hero will regenerate 10 Mana.) Requires: Diplomacy

Logistics skills (4 %)
Ranger Scopes (Increases the damage done by Rangers and Lekveil by 1, this damage bonus is disabled if the targeted creature is close enough for the non-penalty shot.) Requires: Silent Stalker, Tactics,

Enlightenment skills (10 %)
Battle Mentor (Increases hero’s knowledge by 2 and Pyraveils joins the army, the number of units joining is 10 * number of the week.) Requires: Scholar

Warmachines skills (8 %)
Imp Cannon (This ability replaces the ballista with a cannon, the Warmachines power is also increased. Normal Ballista damage on basic mastery is (2-4) * M (M= Knowledge + Spellpower), The Imp Cannon ability raises the maximum damage multiplier by one. For example, at basic Warmachines + Imp cannon the damage multiplier is (2-5) * M. Note that gaining the Imp Cannon ability makes the hero unable to achieve Triple Ballista. The Imp Cannon can also fire at walls, totally unnecessary but pretty cool don’t you think?)

Shatter Light skills (5 %)
Curse of Light (When an enemy hero uses a Light Magic spell, his/her next creature’s attack will be unlucky.) Requires: Corrupt Light
White Banishment (If the enemy hero casts a Light Magic spell on one of his creatures, the Alchemist will throw the Combat Alchemy bomb Explosive on it/them. If the spell only target one creature, the damage is normal, if the Spell is a mass one, the bombs’ damage will be halved on each target.) Requires: Detain Light

Shatter Dark Skills (5 %)
Curse of Dark (When an enemy hero uses a Dark Magic spell, his next creature’s attack will be unlucky.) Requires: Corrupt Dark
Dark Banishment (All creatures in hero’s army receive a +20 magic resistance against Dark Magic.) Requires: Detain Dark

Shatter Destruction skills (5 %)
Curse of Destruction (When an enemy hero uses a Destruction Magic spell, his next creature’s attack will be unlucky.) Requires: Corrupt Destruction
Elemental Banishment (When one of the hero’s creatures is targeted by an enemy creature/hero’s spell it will mark the creature, giving it a shield that reduces damage from spells. The shield’s damage reduction is 20% and stackable.)  Requires: Detain Destruction

Shatter Summoning (5 %)
Curse of Summoning (When an enemy hero uses a Summoning Magic spell, his next creature’s attack will be unlucky.) Requires: Corrupt Summoning
Conjurer's Banishment (All creatures summoned or gated by the enemy will have their initiative reduced. The initiative reduction is a random number from 1-10, the creatures initiative cannot be lowered beyond 1.)  Requires: Detain Summoning

Combat Alchemy skills (15 %)
Elder Alchemy (The hero’s knowledge is counted as 15% greater when using Combat Alchemy)
Alchemy Tools (All Alchemy Bombs cost 20% less Mana.)
Haste Bomber (The hero will be able to use a Combat Alchemy bomb at the beginning of very combat, acting before creatures and heroes. If the enemy hero has a skill that also enables him/her to act first, the hero with the highest level will begin.) Requires: Elder Alchemist, Mana Regeneration, Luck of the Alchemist

Heroes

Note: The Imp Empire has never allowed female Imps into any sort of war, simply because the Imps value their women higher than any race. There is only one female born on about 10 males, so if women were lost in battle, the Imp Empire would soon crumble. The Imp Empire is not patriarchal though, as women have high status in their cities.

Doulver – Devourer Master
All Devourers, Feral Devourers and Rabid Devourers in hero’s army gain a 30% chance to immediately use scavenger ability after they have killed a stack. The chance increases by 1% when the hero gains new levels, starting on first level.
Biography: Doulver is one of the most ferocious leaders of the Imp Empire, and he owes a big part of his success to his ever hungry devourers. Before Doulver heard the call of war he was a supreme alchemist. His greatest success was a gas which made Devourers’ lust for corpses even greater than usual. Now a Warrior Alchemist for the Imp armies, Doulver’s alchemical skills has granted him many victories.
Skills and abilities: Attack -> Battle Frenzy

Vargel - Defensive Tactician
All Blockers, Bokveils and Shaveils in hero’s army gain 1+ to their attack and defence for every two level of the hero, starting on first level.
Biography: Vargel still remembers the time of peace before the Great War that forced them underground, and although his hate towards the dragons and their servants is great, he would rather stop fighting with them and live in peace. This choice however, is beyond Vargel’s control, the Empire has ordered him to battle and he will serve as any loyal Imp would. In battle, Vargel still tends to be on the defensive side though…
Skills and abilities: Advanced Defence

Irrad – Combat Alchemist
Explosive and Stunner Alchemy bombs are greatly empowered. Explosive damage increase is 40+20 * Knowledge. Stunner ATB value decrease is 0.1*(1+Hero lvl/4.) Additionally, the amount of ingredients needed for Creatures Potions is decreased by 5 for every 3 level of the hero.
Biography: Irrad was born into a family of proud and famous alchemists, and expectations were high on him from the beginning when he joined the Alchemical Academy. Unfortunately, Irrad wasn’t very natural talented and had troubles creating even the most basic potions and bombs. For four years he struggled on the same stage of alchemy, showing no success at all, until one day when he emerged from his studying room as a new Imp. Having successfully mastered his first bombs, Irrad became a symbol of hard work and his basic bombs were among the most powerful in the empire.
Skills and abilities: Advanced Alchemy, Basic Combat Alchemy

Astroph – Mechanic
The power of the Imp cannon (Read Astroph’s abilities before reading the next line) is increased as hero gains new levels. Normal Imp cannon damage extra is 1, when Astroph reaches his 10th level; this multiplier is increased by 1, the multiplier is increased by one for every 10th level. (Overpowered…?)
Biography: As soon as Astroph saw his first machine he knew that he wanted to be an engineer. He studied hard and seemed to get more and more fanatic about his creations. People soon called him insane since he claimed that the metal “talked” to him, but these people soon went silent as they watched the power of his creations.
Skills and abilities: Basic Warmachines -> Imp Cannon (This ability replaces the ballista with a cannon, the Warmachines power is also increased. Normal Ballista damage on basic mastery is (2-4) * M (M= Knowledge + Spellpower), The Imp Cannon ability raises the maximum damage multiplier by one. For example, at basic Warmachines + Imp cannon the damage multiplier is (2-5) * M. Note that gaining the Imp Cannon ability makes the hero unable to achieve Triple Ballista. The Imp Cannon can also fire at walls, totally unnecessary but pretty cool don’t you think?)

Hargael – Caehvlir Tamer
All Caehvlir, Caehvlir Shaggre and Caehvlir Maegra in hero’s army gain 1+ to their attack and defence for every two level of the hero, starting on first level.
Biography: Hargael has despised Ogres since his sister was killed in an accident long ago, but as an Imp Commander, he couldn’t avoid them forever. In time, his hatred was turned into a desire to protect his people from the beasts, and so he tried to create a perfect potion for controlling them, while simultaneously making them a stronger adversary for their enemies.
Skills and Abilities: Basic Enlightenment -> Scholar

Gorehal – Warlord
The Warlord ability increases the power of Warpath, by default, Warpath gives the hero 350 additional movement points per victory. Warlord increases the movement bonus by 30 per level, starting on the first level. For example, at level 10, the movement bonus for victory will be 650 (Overpowered/Underpowered…?)
Biography: Gorehal has always been noted for his burning passion for war. Some people think of him as primitive and careless, but no one would deny the fact that his passion for war passes on to his soldiers, making them long for the next fight.
Skills and abilities: Basic Logistics -> Warpath (The Imps can access this skill directly from Logistics.)

Mandrah – Healing Alchemist
Healing Alchemist increases the power of the first aid tent by +50 immediately, the first aid tent will however, heal the whole army instead of just one, the healing power is divided by the number of stacks in the army, but will not heal creatures that aren’t damaged. The same effect applies when using Plague Tent ability to damage your enemy’s troops, but ignores the fact that the creatures are damaged or not, ‘Duh…’)
Biography: Mandrah’s life as a soldier started embarrassingly, as he got lost in the woods during a cold storm on his very first mission. He would have died if not for his superior talent in Alchemy, which allowed him to keep himself alive with different herbal mixtures. His general wasn’t impressed with his achievement however, and banned him from the army. Years later, Mandrah had successfully achieved a high rank in the Alchemical Academy, and was soon promoted to Commander and reunited with the battlefield.
Skills and abilities: Basic Warmachines -> First Aid

Agravel – Alchemical Teacher
All Imp Grenadier, Imp Garveil and Imp Pyraveil in hero’s army gain 1+ to their attack and defence for every two level of the hero, starting on first level. Additionally, the amount of ingredients needed for Creatures Potions is decreased by 5 for every 3 level of the hero.
Biography: Agravel believes that true power can only be achieved through true hard work, and that there is no such thing as talent, as he is highly inspired by his mentor Irrad. While Irrad tends to be quite conservative about showing his skills, Agravel loves to show off and figured that the best way to do so was to become a teacher at the Alchemical Academy. Fortunately, Agravel demonstrated superior skills in not only bragging, but also in teaching his students.
Skills and abilities: Basic Luck -> Resourcefulness


Update 1. Fixed a couple of wrong spelled words, added Magic Suppresion for Shaveil, overpowered?
Update 2. Major Update! Added 8 heroes, hope you like them
Update 3. Added some background story, changed the Ranger, Hakveil and Lekveil's weapon to steam-fueled crossbows
Update 4. Removed the Imp prefix from creatures, also added Lord_of_Chaos' Devourer pic to description. Added Feral Claw to Feral Devourer. Added Stunguns to Blocker and its upgrades. Removed Fear Attack and instead added Bloodthirst to all Caehvlir (Not to earthshakers), also gave the Shaggre a Chain Blade ability
Update 5. Added Alchemist Unique Skills. Black Hatred? Rascist Adrius? Skill names changed
Update 6. Introduced Imp Empire campaign, 1 mission so far...
Update 7. Mission: Servants of Sylanna added
Update 8. Tactics added to every unit, I removed the campaign since I simply don't have time to finish it, so I compensated with the Tactics. I kept a safe copy of the missions of course, if I suddenly have time I might finish it.

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thehiddeneye
thehiddeneye


Adventuring Hero
posted June 09, 2008 09:48 PM

Wow

An excellent and original idea. I'll add more comments once I have more time to read the full details.
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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted June 09, 2008 09:52 PM

Thanks!! It's been a long time since I actually sat down and did something serious, so this project kinda marks the end of my "lazy era"

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emilsn
emilsn


Legendary Hero
posted June 09, 2008 11:14 PM

Good stuff if I may say so.

Why dont atleast one imp have steal mana perk?
____________
Don't walk behind me; I may not
lead. Don't walk in front of me;
I may not follow. Just walk
beside me and be my friend.

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popular_feeds
popular_feeds


Adventuring Hero
posted June 10, 2008 02:42 AM

cool and interesting.
____________

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Lord_of_Chaos
Lord_of_Chaos


Known Hero
Chaotic Entity
posted June 10, 2008 07:57 AM

I really like this idea for a town. You have many interesting idea for creatures, and I love the whole potions and alchemy concept.
Your idea inspired me to draw what my idea of the town's hero looks like.
This is more or less what I picture the alchmist hero looking like. The only thing I would change is the hands. I terrible at drawing hands, but I think this is enough to get the idea across. Hope you like it.

____________
My artwork Here
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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted June 10, 2008 12:07 PM

Omg I laughed so hard at that I almost fell off my chair, no seriously, the picture's great. The Caehvlir is exactly as I imagined it, although he should be more "bent over", like it's exhausted from the controlling potions, and the hut should be bigger with a kind of balcony that the Alchemist sits on.

Otherwise it's exactly like I imagined him. Great work!!!!!

@Emilsn: Yeah, that would be a nice addition, I'll check on it


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Lord_of_Chaos
Lord_of_Chaos


Known Hero
Chaotic Entity
posted June 10, 2008 05:51 PM

Thanks.
I know what you mean by wanting him more bent over. When I was drawinh im I originally wanted him to be that way, but it kinda didn't, so I left it because I didn't want to make any drastic changes.
As for the hut, I wasn't really sure which way to go on it. But in the end I decided on one like that.
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My artwork Here
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xerox
xerox


Promising
Undefeatable Hero
posted June 10, 2008 07:49 PM

Its not good.
Its silly. Is it a joke faction? No offense, but a Imp faction is very unorginal and would never work.
And Imps will always be in Inferno...
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted June 10, 2008 07:51 PM
Edited by Adrius at 20:15, 10 Jun 2008.

@Lord_of_Chaos: Oh yeah, I just thought of something else too, the hut shouldn't be like it's taken from a beach, this is a high technological faction, it should look a bit more glamorous, not just some wood.

This is in no way intended as some sort of complaining about your picture, heck, if I could draw something better, I would post it. It's just that I want people to have the right picture in their head when they're reading this.

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted June 10, 2008 07:56 PM

Quote:
Its not good.
Its silly. Is it a joke faction? No offense, but a Imp faction is very unorginal and would never work.
And Imps will always be in Inferno...
I would hardly spend this much time doing a joke faction... On one point you're right, I had completly forgotten about Inferno having a creature called Imp. But then again, this is intended as a wish for H6, who knows if Inferno has that creature then?

Oh yeah, and I'll never take offence as long as you give me at least some constructive criticism, not just "It's not good" or "It's silly". And what's wrong about being unoriginal?

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zazu1
zazu1


Adventuring Hero
Makes Sense
posted June 10, 2008 10:31 PM

Well I think its silly. I know you put alot work into it, but c'mon lots of imps?  I for one want heroes  6 to be much more like heroes 3 than heroes 5 when it comes to creatures. I've ranted about this enough about how much I gagged when I saw the line up for heroes 5 fortress.  I almost didn't buy it, until I wanted to play online with my brother and we would use an expansion each instead of buying our own copy.  You might as well just take every mythical creature there is and give it 7 different names with 7 different weapons and 7 different sizes and call it a castle.

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Lord_of_Chaos
Lord_of_Chaos


Known Hero
Chaotic Entity
posted June 11, 2008 12:03 AM
Edited by Lord_of_Chaos at 09:22, 11 Jun 2008.

Quote:
@Lord_of_Chaos: Oh yeah, I just thought of something else too, the hut shouldn't be like it's taken from a beach, this is a high technological faction, it should look a bit more glamorous, not just some wood.

This is in no way intended as some sort of complaining about your picture, heck, if I could draw something better, I would post it. It's just that I want people to have the right picture in their head when they're reading this.


Hmm yea, I was considering the fact that they are technological while panning the drawing, but I dont really know what a technological-looking hut looks like lol. Dont worry about making critisisms on the drawing, because well, it is your idea, so it should look the way you want it to.

@Xerox: It may be an imp faction, but that doesnt mean they all look like the inferno's imp. An imp is a small, intelligent, mischievous creatures, so the description of Adrius' imps work well.

ps: Im working on a coloured & enhanced version of the drawing, so a better picture of what it should look like can be made. If there are any other units that you would like some concept art done for, just let me know, I love doing this kind of stuff.
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 11, 2008 09:16 AM

C'mon guys ... we can say lots of things about this faction, but unoriginal? - that's about the last thing you can say about this, who ever heard about an Imp faction before? I must admit the idea is a bit narrow for me, but at least it gave me a good laugh.
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What will happen now?

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xerox
xerox


Promising
Undefeatable Hero
posted June 11, 2008 03:52 PM

I think its unorginal because its to many Imp units and not one single creature exists in any mythology or game.

Silly because... Its a imp faction!
Imps are silly, its supposed to be like that. There is zero chance that they will be there own faciton in H6 and 1% chance that they will move to another town.
I thougt it was a joke when i first looked at the thread.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Sargeras
Sargeras


Known Hero
the Fallen
posted June 11, 2008 04:07 PM

Imps aren't silly...they're evil in almost all games; and are clever, devious, tricky, mean, vicious...
In some games they can be really nasty (Hellgate), so IMO it would be fun to see imp faction and think it's quite a challenge to make them right.
(imagine Lvl 7 & 6 imp creature , i can't)
____________
Now they shall be consumed by the very flame they sought to control...

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted June 11, 2008 05:59 PM

Quote:
not one single creature exists in any mythology or game.


That makes them original, not the other way around
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted June 11, 2008 07:12 PM

I too think there is nearly no chance at all that there will ever be an Imp faction in any heroes game, that's exactly why I created my own one

And the fact that they are kinda silly just makes them a bit more scary, think of a clown with a chainsaw
The thing is, the Imps doesn't know they look kinda funny to others.
I also though that their very serious background and (at least I thought so) cool abilities made a nice contrast to their funny looks. And after all, most factions have creatures that look silly, Haven have peasants, Barbarians have goblins, Necropolis has zombies... It's just that my faction has a little more of them than the others do...

And well, I couldn't think of that many mythological creatures that fitted into my style, so I created some of my own ones to fit the abilities that I made. You may if you wish, remind me of creatures that would fit into the line up, but I won't make any drastic changes, I love my lineup.

And yeah, most of them are Impish, but nearly all creatures in Haven are humanoid, so why can't my faction be the same?

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted June 11, 2008 07:54 PM

He he, take it easy there tough guy, you seriously thought I'd be scared by such a comment?        

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted June 11, 2008 07:59 PM

Really constructive stuff there Bill.
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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