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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Yet another vision of Heroes of Might and Magic 6
Thread: Yet another vision of Heroes of Might and Magic 6 This thread is 2 pages long: 1 2 · NEXT»
Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted August 24, 2008 02:42 PM
Edited by Jiriki9 at 12:45, 06 Aug 2009.

Yet another vision of Heroes of Might and Magic 6

Hey there,

I have seen many threads about how people vision heroes 6 to be, and decided, to post my own ideas, too. Some are certainly inspired by things read here, some may be similar to foreign odeas by chance, but perhaps I can throw something new into the discussion, too.

I don't have my "script" here on this pc, so this is just a preview or so and I have not yet went much into details (like certain spells, and definite faction with line-ups, racial skills,...)

So here is what I can say now:

I. - Main Changes/ new ideas in gameplay:

I.I: Heroes

1) I would make several changes in the hero system, most important should be that heroes can be both "commanders"/"generals" and "travellers". A commander/general is a hero who leads an army, i.e. the normal homm-hero. But in my game, heroes would also have, at any time the player decides, the chance to leave the post of an commander and become a traveller. Travellers can travel without an army, are only rarely visible for enemies, can travel far more easy, sometimes even pass monster guards, and have some other features. They usually cannot be attacked, yet not in the normal way. other travellers or traveller-felowships (later more info on fellowships)can attack your travelling hero in a "hero duel" and some creatures(wild/neutral creatures) have the ability to engage a hero in special battles. But travellers also have several disadvantages: Travelling heroes cannot pick up ressources (including treasur boxes), fight battles (naturally^^), 'conquer' mines, dwellings, etc. and many more. But it is a way to earn artifacts and experience, to spy your enemy and would certainly be important in the campaigns. When a general flees in battle, you could become the chance of keeping him as a traveller, and, maybe with some skill, also when he looses a battle.

2) Hero fellowships. As you can see by the name, I got this idea by lotr^^. Yet I think it is an aspect that should not be ignored - why should there allways be only one hero fighting, travelling, doing his glorious - or infamous deeds? I think if you look in fantasy literature, you mostly have the opposite: a group of heroes, fighting together and eversyone with a special talent. What makes those fellowships strong mostly is their difference and their friendship(or at least alliance). This shall be represented by the fellowships. Any number of heroes can form a fellowship, but there are several rules for them: when the fellowship leads an army, normally only the "leader" of the fellowship (wich you have to declare), can lead the army. usually, only his/her skills and stats have an effect on the army. But there would definitely be at least one skill for fellowships to improve them, and some sub-skills would definitely make, that the other heroes of the fellowship can also effect the battle. Beware: ALL heroes in a fellowship gain battle experience, but the leader gains more - and the experience is not given fully to all, but divided. F.E.: a fellowship of 3 heroes wins a battle and gains 1000 Exp. then the leading hero would gain 500 EXP, the other heroes would both gain 250 EXP (500+250+250=1000, i think we all agree there). Together with the skills, fellowships will be extremely strong, but they will also be expensive, because heroes cost a rather big amount of gold. There would also be added a "friendship"-count in every fellowship, preventing that too different heroes form an undefeatable fellowship, thats just not logical (like a necromancer, a druid, a knight and a demonlord). If this friendship-count is too low, the hero, least fitting into the fellowship would leave the fellowship (and the army, if they lead one) and become a traveller at the end of the turn - and cannot enter any fellowship anymore for one week, and not the fellowship he left for at least 2-3 weeks, more probably a month. Thigns affecting this friendship-count would be: difference of heroes in alignment and race; some artifacts; heroes doing (on your command) things that are opposite to some hero in the fellowship (for example, a mage travelling with two knights casting "Armageddon" would decrease the friendship); The time the fellowship stays together - every week together as felowship increases the friendship; battles against other players and towns, and extremely big battles (with big armies) would also increase the friendship a bit (forming kind of loyalty, you know). Yet, you see, this oculd be rather complex, but I think it would be worth a try. Attention: This is not like in heroes 4, heroes still do NOT use a unit stack-placeholde (I never liked that in homm4).

I.II: Navy

I would definitely change the simple ship system of former homms (and i think I'm not alone with that, I remember having read some ideas on that in the forum, sometime or other...) Ther eowuld be several types of ships and maybe (I'm not sure botu that) even ship battles instead of the deck-to-deck battle that was former used...And ships could definitely been damaged and repaired. The skill "Sailor" would get much important on water maps...

I.III: Weather

i would like to see weather effects in heroes, like storm, rain, clouds, sun, thunderstorm, blizzard, tornado, etc. It would have massive effect on the players and be normally randomly (of course not allways, f.e. surely not in the campaigns). the main effect of weather would be on the movement and sight rang of armies and heroes.

I.IV: Random Events

That's a thing I REALLY want to see in homm in the future. There would be random events occuring parts of the map or the whole map, events pointing on towns or certain (kind of) buildings, certain creature or hero types, single heroes. What a strike of fortune when you just have built up your town and an earthquake destroys the latest building. When a disease strikes your mainarmy and half of your lowest unit dies. Or a sickness befalls your hero, whop looses much of his stats unless you find a way to heal it. And - how glorious when a time of fertility in one of your towns increases the growth of your creatures. When your miners find that the gold they produce is purer tahn usual - and the mine's production is doubled. Random events just give so much options of how thign scan work out in a game wihtout the player(s) controlling them.

I.V: Movement through "difficult landscape"

This point just means that I would want it possible to move through woods, through hills, by ford over streams and by paths over mountains. There would still be Forests (called "deep forests"), through which can't be travelled. Of course the movement over difficult landscape would be, well, more difficult...

I.VI: Ambushs

I would also like the option for an army to set an ambush. When the ambushers are succesfull and an enemy hero comes to near to an ambush he is trapped in an ambush attack. In an ambush attack, the ambushed units are randomly placed in the middle of the battlefield, the player has NO influence on the placement (because of the moment of surprise) and the ambusher may place his units around the ambushed units. The ambushing units get an initiative bonus in the first round, so an ambush, if succesfull, is indeed a useful thing, but if the ambush is prevented, a normal battle starts - just that the ambushing units get a moral malus of -1 and the  - now attacking - army which has prevented the ambush gets an initiative bonus.

I.VII: Changes in Unit System/ Unit variety

1) Unit Variety - I like it to have many different units with even more different upgrades. So in my Heroes VI every faction would have 6 Tiers, every Tier would have 2 Creatures and every Creature would have 2 upgrades. You have to choose between the two creatures of a tier AND between their upgrades.

2) Unit creation - This idea is far away from the normal HoMM style and I guess noone will like it^^ my idea is to give the option of creating your own tier. So you cna, for example build "Tier 2 unit dwelling". Then, you can choose if you want to use a standard unit of the faction, or if you wanna create a new unit. If you choose second, you come to the "Tier creation screen" There you first can choose if oyu wnat to create a rider unit, or not. For our example, we won't^^. Now we come to the real point. You get creation points, depending on the tier you wish to create. With thois pints you can "buy" the race (which gives the appereance and the base stats; if you chose rider, you can choose both riders and mounts race), trained stat points, Equipment (which sometimes grants abilities and often is seen at the unit later) abilities, and additional growth. You can also decrease stats and growth a bit, to gain more points. at last, you can normally change the look a bit and finally enter the units name.
For our example, if we want to create an archer, we choose "Wood Elf" as race, buy a longbow as equipment, which also grants our unit the ability shooter and then maybe buy another ability and some stats, as long as we have points. Then we choose a nice outfit and name our unit "Hunter" (or whatever).
When you are finished with the main tier construction, you have to define the upgrades, which works almost the same as normal creation, but you begin with your basic creature and have not so many points for use. You can even choose to make the upgraded unit a rider now, if the basic unit wasn't (we could create a horsebowman here). Then, when you're finished with the upgrades, you finally come to the building screen, where you have to define your building's look and name. You also have to define here which buildings are necessary to build your buildig - some abilities will have additional necassarities depending on them (for example the "spell book" skill will definitely need a mage guild) Then you see an overview of your tier again and can save your tier. Later, you can load old saved tiers, this prevents that you loose a good creation. You cannot define the unit's costs, both unit and building will be the less expensive the more creation points you had left after creation.

I.VIII: War Machines/Siege Machines

I'd definitely have mroe siege machines in heroes VI AND I'd make another difference by slightly seperating the healing tent from the other war machines, letting it work through another skill. Yet, There will be rams, ladders and siege towers as offensive siege weapons and, depending on the factions, several more defensive siege weapons, like boiling oil, battlements, defense Ballistas, portcullis, etc.

I.IX: Sieges

Yet another point I want to have included: Sieges. It would be like that, when you enter an enemy town, you can decide either to attack it directly, or to set up a siege. If you chooce second, your hero starts the siege of the city.
A sieged city cannot build any buildings, and its growth rate is reduced by 50%. The owner of the sieged city can, at any time of a siege, dare a sortie and attack the besieger, but then he does not have the advantage of his walls and towers.
A besieging army can produce Siege machines, like described below. The Siege production depends on the hero level and the number of creatures in his army, and also his Siege Skills. A Sieging hero can at any time, stop the siege or attack the besieged city. OTher heroes can normally interact with the besieging hero.

List of Offensive Siege machines:

1. - Rams
Cost: (250 gold, 2 wood) for each twenty creatures in the stack that should get the rams.
Use: Can only be used by humanoid, small creatures.
Purpose: Creatures with rams can attack city gates, dealing creature-damage/2 damage. Creatures with rams cannt pass any kind of moat.

2. - Battering Rams
Cost: (500 gold, 5 wood, 1 ore) for each 25 creatures in the stack that should get the battering rams.
Use: Can only be used by humanoid, small creatures.
Purpose: Creatures with battering rams can attack city gates, dealing double damage and they can attack city walls, dealing half their normal damage. Creatures with battering rams cannt pass any kind of moat.

3. - Ladders
Cost: (600 gold, 4 wood) for each 40 creatures in the stack that should get the Ladders
Use: Can only be used by humanoid, small creatures.
Purpose: Creatures with ladders can climb over city walls, but it needs their complete movement points.

4. - Siege Tower
Cost: (1000 gold, 10 wood, 5 ore)
Use: A siege tower works similar to a creature. It has the abilities "large creature", "pass moat", "mechanical", "carry unit(s)" and "conquer wall".
Purpose: The Siege tower is rather slow, but it can pass moats, taking only half damage of the moat. Additionally, it can carry up to three small units or one large unit. As long as they are inside the Tower, they cannot be attacked and they do not take damage from moats/etc.  Ranged units can shoot from the siege tower, dealing half their normal damage and units can as usually use their abilities. When a siege tower reaches a wall, it can conquer the wall, meaning hat your units can, when their are carried by the siege tower, treat the wall field in front of the siege tower as an ordinary square and walk over it.

List of Defensive Siege weapons:

1. Harming Liquids:
Depending on the Faction, a harming liquid can be thrown on enemy units near to your walls, dealing them a certain kind and amount of damage and sometimes having special effects. Each city has only a bit of those liquids when its directly attacked, but you can spend ressources during sieges to get more of it. Each city can only have on active liquid at one time.
Liquids are:
-All: Boiling water (a bit damage), boiling oil (more damage), poison (gives a light poison effect)
-Abyss: Hellfire (massive fire damage, small chance for incineration)
-Bulwark: ?
-Castle: ?
-Citadel: ?
-Dark Citadel: Boiling Blood (damage+fear effect)
-Fortress: Swamp Poison (damage+strong poison effect)
-Great Tree: Nymph Water (enemy creature looses its next turn)
-Necropolis: Diseased Water (a bit damage + attack, defense, damage and speed are reduced by 10%)
-Palace: Alchemistic Wastes (damage (randomly strong)+one random stat is reduced about a random range from 1 to 50%)
-Stronghold: Magma/Boiling Tar/Engineering Wastes?

II: The Factions


The Abyss:

Description:
The Abysses are the biggest, most permant outposts of demonkind on this plane of reality since the destruction of the Hell-citadels and the planescar. They often reach deep into the underground, like a deep, diseaselike scar in the surface of the world. Nowadays, they are, however, not only place for dwelling for the Demons, but also inhabited by many foolish mortals who decided to serve the demon lords, in hope for powers, wisdome or simply survival.

Tier 1: Imp (Mephist OR Nuisance) OR Demon Worshipper (Hell Acolyte OR Heretic Novice)
Tier 2: Gog (Magog OR Gog Warrior) OR Scuttler (Weaver Or Scrambler)
Tier 3: Hell Hound (Cerberus OR Fire Hound) OR Heretic (Torturer OR Fallen Priest)
Tier 4: Succubus (Temptress OR Tormentress) OR Demoniac (Fist of Hell OR Bodysharer)
Tier 5: Pit Fiend (Pit Lord OR Dark Fiend) OR Souleater (Abyssal Spirit OR Tormentor)
Tier 6: Greater Demon (Archdemon OR Devil) OR Hell-Knight (Baron of Hell OR Blazing Crusader)

Creature Details:

Imp:



The Imps are the least of the demons. Summoning an imp is the first, easy task, any demon summoner must fulfill and most of them easily do it. But those little wicked creatures are vile and malicious - and they are, by now, numerous. As all demons, they cannot reproduce in a biological way in this world, but summoning an imp is so easy and has been done for hundreds, maybe thousands of years allready, that there are more than enough for any demon lords purposes.

Attack: 2
Defense: 1
Damage: 1-2
Initiative: 13
Speed: 5
Health: 4
Mana: 0
Shots: 0
Abilities:

Mephist:



Mephists are more intelligent than imps and even more malicious. Their eyes are as sharp as their tongue and their claws are only little behind. They have the strange ability to drain mana from their foes and gain it to their Leader.

Attack: 3
Defense: 3
Damage: 2-4
Initiative: 13
Speed: 6
Health: 4
Mana: 0
Shots: 0
Abilities: Mana Stealer

Nuisance:



Nomen est omen - the nuisances are as annoying as not much else. A bit fatter and healthier than the imps they are, though not so quick in acting. They can soak up mana from enemies to swell and strengthen themselves.

Attack: 2
Defense: 3
Damage: 1-2
Initiative: 11
Speed: 5
Health: 6
Mana: 0
Shots: 0
Abilities: Soak Mana (activated ability, once per battle; The Nuisances soak mana up from target enemy creature or hero, to boost their own stats (new stats: defense 4, damage 2-3, health 9) for five turns.)

Demon Worshipper:



Allthough it's the known purpose of the Demon Lords to conquer this world and enslave or slay all live, you have allways found, and will allways find, people who devote themself to the demons and worship them as gods and Angels are worshipped in the Human Kingdomes. Most of them are humans, which seem to fall more easy to their false promises of power and  being spared. Many demon lords can look down on tons of human servants whcih they can send into battle and let them die instad of their demons.

Attack: 1
Defense: 1
Damage: 1 - 1
Initiative: 11
Speed: 5
Health: 5
Mana: 0
Shots: 0
Abilities: Assault

Hell Acolytes:



Hell Acolytes are Demon Worshippers who give all their live to the demons, worshipping their demon Lord as a mighty deity and sacrificing their body for them. They also spread the teachigns of demon-worshipping by speaking to any 'intelligent' beings listening to them.

Attack: 1
Defense: 2
Damage: 1-1
Initiative: 11
Speed: 5
Health: 6
Mana: 0
Shots: 0
Abilities: Assault, Misleading (A stack of Hell Acolytes in an Abyss town increases the growth of Worshippers, Acolytes and Novices, depending on the amount of Acolytes in the stack)

Heretic Novices:

Heretic Novices have the dream of becoming Heretics one Day. Any Heretic has a swarm of Novices 'teached' him - in fact, he only pumps the ideology of the demon lords deeper into their minds and does not teach them spellcasting and only a little fighting - just enough to make them more efficient in battle.

Attack: 3
Defense: 1
Damage: 2-4
Initiative: 12
Speed: 5
Health: 7
Mana: 0
Shots: 0
Abilities: Assault

Gog:



The Gogs are both teh footmen and archers of the Demon troops. They form a great part of the demonic population, and tend to be on one hand, extremely obedient to their demon lords, on the other hand awefully agressive and bad-minded. THey show soem signs of intelligence, but only some, and can speak a rudimentairy language, but mostly, they would not use it. In their hands they can form little fire balls, which they use as missiles.

Magog:



The Magogs are the most intelligent of the Gogs, having a better control over their fire-projectiles.However, this makes them more vulnerable in hand-to-hand battles. The Magogs have an intense special hate on all intelligent races, soemhow realizing they are but a distorted reflection of them - it's noticable by there humanoid shape that all gogs were, long ago, "created" either as a reflexion of the humanoid races, or out of one of them, for in any demon realm, demons have not very humanoid shapes (if they have shapes at all).

Gog Warrior:



The Gog Warriors are mere beastlike, angry creatures, only full of hate, and hunger, but still "loyal" to their masters. They have only rudimentary intelligence and lost even the ability to control fire and throw it onto enemies. Yet they are unimaginabel strong. The entire population of Festham was slaughtered and the ciry ravaged by just a great mob of gog warriors, without a leader.

Scuttler:



Scuttlers are wicked creatures, created with demonic influence long ago. They look almost like spiders, but they are a bit more intelligent, bigger, more aggressive and..well...fleshier than a spider would normally be. They are a corrupted, destroyed race and obtain the ability to creat demonic silk, which tehy use against their victims.

Abilities: Silk thread;

Weaver:



The weavers are a subrace of the sramblers and much more intelligent, for they are, somehow, partly humanoid, with a nearly human face and two arms instead of the front legs. They can weave special nets out of their silk, not only to bind bodies, but also mind and soul.

Abilities: Demon Net;

Scrambler:



The scramblers are the wildest and most feared Scuttlers. With an unnatural anger against almost everythign and their great hugner, they usually go on hunt in the night and any area invaded by a scrambler horde ahs to put up a good watch or it will be rather emptied rather soon.

Abilities: Cleave, Hungry, Silk Thread;

Hell Hound:



The Hell hounds are descendants of mortal dogs and wolves, originally, a couple of thousand years ago, used by the elves and angels to guard the planescar, but slowly, the demons, corrupted them and their former guardians are now amongst their mos feared servants. A Hell Hound can easily bite an arm of a man and won'T stop pursuing a victim until called back by their lord.

Cerberus:



The Cerberi are wicked beings, once created by on eof the first great traitors in the war agaisnt the demons, and their first well-known worshipper - Cerbere - after whom they are also named nowadays. Cerbere was a great Elven Sorceress, but fell in love with the demon Lord Granash and betrayed the inhabitants of the Guardian-City Tiryalmar to the Demon Lords. She was especially skilled in the art of shape-shifting and favoured the shape of a three-headed wolf. The Cerberi have become that feature from here and here demonic helpers, and those once protecting the world from the demons now guard and hunt down the demons enemies and prisoners.

Demonwolves:



The Demonwolves are the descendants of the more wild wolves, once send by the forest-dwelling elves to help guarding the planescar. They are extremely fierce and agressive and famous for following their decided prey wherever it goes. That's why many demon lords like to use them for hunting lving population of some area down after having broken the military defense.

Heretic:



The heretics are the Priests of the Demons, praising them as Gods and preaching to those foolish enough to listen to them. Their maín goal is to achieve power, but they also wish to please their demonic master, knowing perfectly what happens to those who loose their grace. They are extremely introvertive, highly supicious and often on the border to madness, or even deep in it. But still their are skille din magics, which makes them even more dangerous.

Torturer:



The Torturers show a perverse liking for  making other living beings feel pain, which makes them perfect for the demon lords. They are so cruel that some of them are even respected as almost equal by most demons. Their main tasks, of course, is torturing enemies, prisoners, rebels or just for fun of everyone in the abyss. But they are also useful in battle, casting their hurting spells on the opponents. Also, they are more resistant to pain than most other heretics - it's said they even try their torturing at themself to see if its cruel enough.

Fallen Priest:



The Fallen Priests are Heretics who once have been at least novices of the clerics of some good religion, mostly either priests of the human kingdomes or druids of the elves. Most it are those who former fought the demons very hard and were slowly corrupted by them, but some have been week and power-seeking from the day of their birth. They are useful for the demon lords, because they have slight healing abilities which they can even use on demons, or at least their corporal shapes, and also because many brign with them information about their orders.

Succubus::



The Succubi are a seductive, cruel kind of the demons. as all demons which are allready on this plane for a long period of time, they have nowadays humanoid shapes, but perverted, and yet strengthened, by their pitted wings and their beastlike horns. They are amongst the most intelligent demons, but very devotive to their strong temper. They are also amongst the only demons, which do not feel the only pleasure (though most) by torturing and killing, and even have a small capability of feelings.

Temptress:



Temptresses are chosen Succubi with an extreme charisma, which they use to tempt living beings easily. Some High Temptresses have the selected ability to disguise themselves as living humanoid beings, hiding their unnatural apppereance with magic, but its not common. Most prefer to lure into their victims mind, making them completely obedient and helpless, whioch brings the power-seeking Succubi a great pleasure.

Tormentress:



A Tormentress is a succubi who gives herself in to the cruel part of her kind, letting their cold, and yet so hot, cruelty work free. They do not fix on tempting their victims, they like it better to cause as much pain as possible, and their fighting skills are amazing, both single-handed as well as using various weapons, from whips to swords. They are also capable of magically summoning pain onto enemies.

Demoniac:



Fist of Hell:



Bodysharer:



Pit Fiend:

Pit Lord:

Dark Fiend:

Souleater:

Abyssal Spirit:

Tormentor:

Abyss Marker-Building:

Hell Church:
Upgrade the Hell Church by building Altairs, then you can mark your creatures with the Altairs marks.

Blazing Altair: Opens the ways of the fire demons.
Bonus 1: Abyssal units with one "Blazing Altair"-mark gain the "Fire Resistance(50%)" Ability
Bonus 2: Abyssal units with two "Blazing Altair"-marks gain the "Fire Resistance(50%)", "Fire Attack" and "Fire Shield" Ability.
Bonus 3: Abyssal units with three "Blazing Altair"-marks gain the "Fire Immunity", "Fire Attack" and "Fire Shield" Ability and +1 Attack and Damage per Tier.

Shadowy Altair: Opens the ways of the Shadow Demons.
Bonus 1: Abyssal units with one "Shadowy Altair"-mark gain the "Hide" Ability.
Bonus 2: Abyssal units with two "Shadowy Altair"-marks gain the "Hide", "Sneaky Strike" and "Sneaky Shot" Ability.
Bonus 3: Abyssal units with three "Shadowy Altair"-marks gain the "Invisible", "Immaterial", "Sneaky Strike" and "Sneaky Shot" Ability.

Fouling Altair; Opens the ways of the Poison Demons.
Bonus 1: Abyssal units with one "Fouling Altair"-mark gain the "Poison Attack" Ability.
Bonus 2: Abyssal units with two "Fouling Altair"-marks gain the "Poison Attack" and "Poison Immunity" Ability.
Bonus 3: Abyssal units with three "Fouling Altair"-marks gain the "Poison Attack", "Poisonous Cloud", "Poison Immunity" and "Weakening Strike" Ability.

Abyss Might Hero: Demon Lord

Abyss Magic Hero: Summoner


The Bulwark:

Description:
Since the last "Cleansing war" of the human Empire against the ORcs, letter have been driven even further into the wildernesses. They have realized that as nomadic tries they won't survive long against attackers and, thus, have build their Bulwarks all over their territories, as home and shelter in "times of more war than in other times". The Orcs and Goblins have not many allies left now, and those are seemingly relative, to them, Ogres, Trolls and Cyclopses. All other folks prefer to stay away of the Orcs, because of their quick-changing minds and their agressive nature.

Tier 1: Goblin Scout (Goblin Marodeur OR Angry Goblin) OR Dart Thrower (Trained Darter OR Poisoner)
Tier 2: Goblin Soldier (Boar Raider OR Spider Rider) OR HordeAxe (Battleson OR Orcish Berserker)
Tier 3: Wolf Riders (Wulfriders OR Orc Raiders) OR Goblin Shaman (Witch Doctor OR Spirit Speaker)
Tier 4: Ogre (War Ogre OR Blood Ogre) OR Orc Shaman (Fire Shaman OR Earth Shaman)
Tier 5: Roc (Thunderbird OR Desert Roc) OR Troll (Cannibal Troll OR Bridge Troll)
Tier 6: Cyclops (Ancient Cyclops OR Raging Cyclops) OR Behemoth (White Behemoth OR Chained Behemoth)

Goblin Scout:

Goblin Marodeur:

Angry Goblin:

Dart Thrower:

Trained Darter:

Poisoner:

Goblin Soldier:

Boar Rider:

Spider Rider:

Hordeaxe:

Battleson:

Orcish Berserker:

Wolf Riders:

Wulfriders:

Orc Raiders:

Goblin Shaman:

Witch Doctor:

Spirit Speaker:

Ogre:

War Ogre:

Blood Ogre:

Orc Shaman:

Fire Shaman:

Earth Shaman:

Roc:

Thunderbird:

Desert Rock:

Troll:

Cannibal Troll:

Bridge Troll:

Cyclops:

Ancient Cyclops:

Raging Cyclops:

Behemoth:

White Behemoth:

Chained Behemoth:

Bulwark Marker-Building::

Sacred Place:
Upgrade your Sacred Place with Totems, then you can mark your creatures with the Totems marks.

Totem of Aggression:
Bonus 1: Bulwark units with one Totem of Aggression-mark gain the "Assault" ability.
Bonus 2: Bulwark units with two Totem of Aggression-marks gain the "Double Attack" ability.
Bonus 3: Bulwark units with three Totem of Aggression-marks gain the "Double Attack", "No Enemy Retaliation" and "Strike and Return" ability and +1 attack per unit level.

Totem of Revenge:
Bonus 1: Bulwark units with one Totem of Revenge-mark gain the "Fierce Retaliation" ability.
Bonus 2: Bulwark units with two Totem of Revenge-marks gain the "Fierce Retaliation" and "Unlimited Retaliation" ability.
Bonus 3: Bulwark units with three Totem of Revenge-marks gain the "Battle Frenzy", "Berserk Retaliation", "Fierce Retaliation" and "Unlimited Retaliation" ability and +1 damage per unit level.

Totem of Gathering:
Bonus 1: Bulwark units with one Totem of Gathering-mark gain the "Strike Together".
Bonus 2: Bulwark units with two Totem of Gathering-marks gain the "Strike Together" and "Horde Fighter" ability.
Bonus 3: Bulwark units with three Totem of Revenge-marks gain the "Pack Hunter", "Horde Fighter" and "Shield Allies" ability.

Bulwark Might Hero: Barbarian

Bulwark Magic Hero: ?


The Castle:

Description:
All Human Kingdomes, Duchies, Realms, Empires and so on that existed have gone through several changes throughout the centuries, and humans are very versatile, but most of them prefer the ordered shelter of the Castles, guarded by the Angels, Paladins and Landlord, udner the lead of the Knights and Clerics of the Church of Light. Mostly, they still rely on the strength of their faith and armour, but recently, some technoloigcal dwarven advances have also managed their way into the castles. Also, naturally, many Castles are full of Halflings, living in the Shelter of the "big Folk" as peasants, merchants, jesters and so on.

Tier 1: Bondsmen (Bondslaves OR Free Peasants) OR Halfling Peasants (Halfling Slingers OR Halfling Militia)
Tier 2: Bowmen (Crossbowmen OR Longbowmen) OR Spearmen (Town Guard OR Pikemen)
Tier 3: Light Cavallery (Horsebowmen OR Cavallerist) OR Griffin (Griffin Rider OR Battle Griffin)
Tier 4: Swordmen (Heavy Infanterist OR Honor Guard) OR Priest (Preacher OR Inquisitor)
Tier 5: Musketeer (Rifleman OR Hand-Cannoneer) OR Quest Knight (Grale Knight OR Blessed Knight)
Tier 6: Heavy Chivalry (Paladin OR Landlord) OR Angel (Cherub OR Archangel)

Bondsmen:

Bondslaves:

Free Peasants:

Halfling Peasants:



Halfling Militia:



Halfling Slingers:



Bowmen:



Crossbowmen:



Longbowmen:



Spearmen:



Town Militia:



Pikemen:



Light Cavalry:



Horsebowmen:



Cavallerist:



Griffin:



Griffin Rider:



Battle Griffin:



Swordman:



Heavy Infanterist:



Honor Guard:



Priest:

Preacher:

Inquisitor:

Musketeer:

Rifleman:

Hand-Cannoneer:

Quest Knight:

Grale Knight:

Blessed Knight:

Heavy Chivalry:

Paladin:

Landlord:

Angel:

Cherub:

Archangel:

Castle Marker-Building::

Training Grounds:
Upgrade your Training Grounds by setting up Trainings, then you can mark your creatures with the Trainings marks.

Spiritual Training:
Bonus 1: Castle units with one Spiritual Training-mark gain the "Bravery" Ability.
Bonus 2: Castle units with two Spiritual Training-marks gain the "Bravery" and "Enraged" Ability.
Bonus 3: Castle units with three Spiritual Training-marks gain the "Bravery", "Enraged", "Lay Hands" and "Purge" ability.

Defensive Training:
Bonus 1: Castle units with one Defensive Training-mark gain the "Hold Position" Ability.
Bonus 2: Castle units with two Defensive Training-marks gain the "Hold Position" and "Large Shield" Ability.
Bonus 3: Castle units with three Defensive Training-marks gain the "Hold Position", "Large Shields", "Shield ally" and "Shield wall" ability and +2 defense per unit level (f.e.: +10 def for a Hand-Cannoneer).

Offensive Training:
Bonus 1: Castle units with one Offensive Training-mark gain the "Bash" Ability.
Bonus 2: Castle units with two Offensive Training-marks gain the "Bash" and "Cleave" Ability.
Bonus 3: Castle units with three Offensive Training-marks gain the "Bash", "Double Strike", "Crippling Strike and "War dance Combo" Ability.

Castle Might Hero: Knight

Castle Magic Hero: Cleric



The Citadel:

Description:
The Citadels are the cities of the High Elven Folk, mysterious and enlightened compared to the humans and other lesser folk, but also arrogant, soemhow cold and, mostly, rare. They can still rely on their great abilities, especially in amgic, and some of their older allies, as well, like the Last Descendants of the Island Gnomes and the more civilized centaurs. But most citadels stand alone nowadays, and have to struggle for survival of their preferred kind of living, in these new, rough times.

Tier 1: Gnome Apprentice (Gnome Mage OR Astronomer) OR Fisherman (Sailor OR Mistfisher)
Tier 2: Lancer (Backpusher OR Silver Lancer) OR Archer (White Archer OR Starbowman)
Tier 3: Horseman (Phoenix Rider OR Moonlight Cavallerist) OR Centaur Scholar (Centaur Master OR Centaur Sage)
Tier 4: Sorceror (Summoner OR Enchanter) OR Fencer (Swordmaster OR Starfencer)
Tier 5: Pegasus (Skyknight OR Ivory Pegasus) OR Ancestor (Recurred Summoner OR Recurred Starfencer)
Tier 6: Light Dragon (Silver Dragon OR Gold Dragon) OR Phoenix (Sun Phoenix OR Saddled Phoenix)

Gnome Apprentice:

Gnome Mage:

Astronomer:

Fisherman:

Sailor:

Mistfisher:

Lancer:

Backpusher:

Silver Lancer:

Archer:

Withe Archer:

Starbowman:

Horseman:

Phoenix Rider:

Moonlight Cavallerist:

Centaur Scholar:

Centaur Master:

Centaur Sage:

Sorceror:

Summoner:

Enchanter:

Fencer:

Swordmaster:

Starfencer:

Pegasus:

Skyknight:

Ivory Pegasus:

Ancestor:

Recurred Summoner:

Recurred Starfencer:

Light Dragon:

Silver Dragon:

Gold Dragon:

Phoenix:

Sunbird:

Saddled Phoenix:

Citadel Marker-Building::

Elder Council:
Upgrade your Elder Council by hanging out the banners of the old noble High Elf Families, then you can mark your creatures with the Families' marks.

Banner of the Evening Star:
Bonus 1: Citadel units with one "Banner of the Evening Star"-mark gain the "Magic-proof 25%" Ability.
Bonus 2: Citadel units with two "Banner of the Evening Star"-marks gain the "Magic-proof 25%" and "Mana Stealer" Ability.
Bonus 3: Citadel units with three "Banner of the Evening Star"-marks gain the "Energy Channel", "Magic-Proof 75%" and "Mana Stealer" ability.

Banner of the bright Sun:
Bonus 1: Citadel units with one "Banner of the bright Sun"-mark gain the "Swift Attack" Ability.
Bonus 2: Citadel units with two "Banner of the bright Sun"-marks gain the "Rider Charge" and "Swift Attack" Ability.
Bonus 3: Citadel units with three "Banner of the bright Sun"-marks gain the "Jousting", "Rider Charge" and "No Enemy Retaliation" ability.

Banner of the pale Moon:
Bonus 1: Citadel units with one "Banner of the pale Moon"-mark gain the "Hide" Ability.
Bonus 2: Citadel units with two "Banner of the pale Moon"-marks gain the "Hide" and "Shooter" Ability.
Bonus 3: Citadel units with three "Banner of the pale Moon"-marks gain the "Invisible", "Magic Attack", "No Melee Penalty" and "Shooter" ability.

Citadel Might Hero: Lord

Citadel Magic Hero: High Sorceror/White Mage


The Dark Citadel:

Description:
As implemented by the name, the Dark Citadels aree indeed not much mroe than dark, perverted images of the High Elven cities. Inmhabited by the Dark Elves and their foul allies, they are dark, often dirty, and a chilly aura of coldness and cruelty lies upon them. Were the Dark Elves one rebels, denying the way of the Ancients, they now are torturors, slave-hunters, and, mainly vengeance-seekers. Any other elf in a Dark Citadel will suffer a slow and cruel death as soon as he's spotted, normally - even more slwo and cruel than any feeling being would.

Tier 1: Exhausted Slave (Broken Slave OR battle Slave) OR Vile Pixy (Dark Fairy OR Foul Nymph)
Tier 2: Soldier (Purple Warrior OR Dark Captain) OR Ambusher (Sniper OR Venom Bolt)
Tier 3: Badland Rider (Reaver OR Slave Hunter) OR Harpy (Blood-clawed Harpy OR Cloudcliff Lady)
Tier 4: Black Pegasus (Fogflyer OR Black Hand) OR Lizard Knight (Grim Knight OR Lizard Scavanger)
Tier 5: Dark Sorceress (Black Witch OR Sorcery Mistress) OR Shadowfighter (Shadowlord OR Deepshadow)
Tier 6: Shadow Dragon (Black Dragon OR Dragonlord) OR Manticore (Manticore Lord OR Blood Red Manticore)

Exhausted Slave:

Broken Slave:

Battle Slave:

Vile Pixy:

Dark Fairy:

Foul Nymph:

Soldier:

Purple Warrior:

Dark Captain:

Ambusher:

Sniper:

Venom Bolt:

Badland Rider:

Reaver:

Slave Hunter:

Harpy:

Blood-Clawed:

Cloudcliff Lady:

Black Pegasus:

Fogflyer:

Black Hand:

Lizard Knight:

Grim Knight:

Lizard Scavenger:

Dark Sorceress:

Black Witch:

Sorcery Mistress:

Shadowfighter:

Shadowlord:

Deepshadow:

Shadow Dragon:

Black Dragon:

Dragonlord:

Manticore:

Manticor Lord:

Blood-Red Manticore:

Dark Citadel Marker-Building::

Dark Temple:
Upgrade your Dark Temple by chosing Rites, then you can mark your creatures with the Rites' marks.

Demonic Ritus:
Bonus 1: Dark Citadel units with one "Demonic Ritus"-mark gain the "Enraged" Ability.
Bonus 2: Dark Citadel units with two "Demonic Ritus"-marks gain the "Bash" and "Enraged" Ability.
Bonus 3: Dark Citadel units with three "Demonic Ritus"-marks gain the "Bash", "Demonic", "Enraged", "Fear Attack" and "Weakening Strike" ability.

Ancient Ritus:
Bonus 1: Dark Citadel units with one "Ancient Ritus"-mark gain the "Mana destroyer" Ability.
Bonus 2: Dark Citadel units with two "Ancient Ritus"-marks gain the "Caster" and "Mana Destroyer" Ability, 3*Tier mana (f.e. a Harpy would gain 9 mana) and 1 spell, depending on the marked creature, from the following list: Haste, Slow, Sorrow, Vulnerability, Weakness.
Bonus 3: Dark Citadel units with three "Ancient Ritus"-marks gain the "Caster" and "Siphon Mana" Ability, 5*Tier mana and 3-5 spells, depending on the creature, from the following list: Blade Barrier, Blindness, Circle of Winter, Cleansing, Confusion, Decay, Deep Freeze, Endurance, Fire Wall, Fist of Wrath, Frenzy, Haste, Ice Bolt, Lightning Bolt, Puppet Master, Raise Dead, Righteous Might, Slow, Sorrow, Suffering;

Sacrifice Ritus:
Bonus 1: Dark Citadel units with one "Sacrifice Ritus"-mark gain the "Berserker Rage" Ability.
Bonus 2: Dark Citadel units with two "Sacrifice Ritus"-marks gain the "Battle Rage" and "Berserker Rage" Ability.
Bonus 3: Dark Citadel units with three "Sacrifice Ritus"-marks gain the "Battle Rage", "Berserker Rage", "Bravery" and "Immune to Mind-Control" ability.

Dark Citadel Might Hero: Assasin

Dark Citadel Magic Hero: ?


The Fort(ress):

Description:
Long times, the swamp folk has been denying thronging together for long, or even building fortifications, but the times have, slowly, made them. They have, throughout the last centuries, more and more realized the swamps aren't good enough to protect them alone, especially if they'd be fighting alone. The first fortresses were established by Lizardmen, and then inhabited by them with all the creatures they tamed, but nowadays the spirits of the swamps have also searched for shelter there - but still, if you have no scale in a fortress (and are no fen fire), you are going to have a very, very hard time, usually.

Tier 1: Swamp Turtle (Dragon Turtle OR Hole Turtle) OR Fen Fire (Will o' the Wisp OR Elf-fire)
Tier 2: Lizardman (Bluescale OR Redtooth) OR Kappa (Pool Warden OR Vile Kappa)
Tier 3: Caiman (Alligate OR Crocox) OR Serpent Fly (Dragon Fly OR Cobra Fly)
Tier 4: Basilisk (Sulfurlisk OR Basilisk Lord) OR Kelpie (Swamp Spirit OR Shadow Kelpie)
Tier 5: Naga (Naga Priestess OR Naga Warrior) OR Medusa (Medusa Queen OR Gorgon)
Tier 6: Hydra (Ancient Hydra OR Venomous Hydra) OR Lindworm (Wyvern OR Grandworm)

Swamp Turtle:

Dragon Turtle:

Hole Turtle:

Fen Fire:

Will'o'the Wisp:

Elf-Fire:

Lizardman:

Bluescale:

Redtooth:

Kappa:

Pool Warden:

Vile Kappa:

Caiman:

Alligate:

Crocox:

Serpent Fly:

Dragon Fly:

Cobra Fly:

Basilisk:

Sulfurlisk:

Basilisk Lord:

Kelpie:

Swamp Spirit:

Shadow Kelpie:

Naga:

naga Priestess:

Naga Warrior:

Medusa:

Medusa Queen:

Gorgon:

Hydra:

Ancient Hydra:

Venomous Hydra:

Lindworm:

Wyvern:

Grandworm:

Fortress Marker-Building::

Ziggurate:
Upgrade your Ziggurate by carving in ornaments, then you can mark your creatures with the inraments' marks.

Spiral Ornaments:
Bonus 1: Fortress units with one "Spiral Ornaments"-mark gain the "Stagger" Ability.
Bonus 2: Fortress units with two "Spiral Ornaments"-marks gain the "Immune to Blind" and "Stagger" Ability.
Bonus 3: Fortress units with three "Spiral Ornaments"-marks gain the "Blinding Strike", "Leg Sweep", "Immune to blind" and "Stagger" ability.

Jagged Ornaments:
Bonus 1: Fortress units with one "Jagged Ornaments"-mark gain the "Immune to Lightning" Ability.
Bonus 2: Fortress units with two "Jagged Ornaments"-marks gain the "Immune to Lighting" and "Lightning Strike" Ability.
Bonus 3: Fortress units with three "Jagged Ornaments"-marks gain the "Call Lightning", "Immune to Lightning", "Lightning Strike" and "Lightning Shield" ability.

Intricate Ornaments:
Bonus 1: Fortress units with one "Intricate Ornaments"-mark gain the "Swampwalk" Ability.
Bonus 2: Fortress units with two "Intricate Ornaments"-marks gain the "Immune to Slow" and "Swampwalk" Ability.
Bonus 3: Fortress units with three "Intricate Ornaments"-marks gain the "Bash", "Call rain", "Immune to Slow", "Slowing Strike" and "Swampwalk" ability.

Fortress Might Hero: ?

Fortress Magic Hero: ?


The Great Tree:

Description:
Among, upon, below and in the Great Trees are the dwellings of the Wood Elves, having for all the milleniums retained the original Elven way of living, one with the nature, and perfected it. Now, they give shelter to many forest creatures as well, and are highly suspicious, especially against outsiders. Still they are a normally freindly, warm-hearted people, a palce where nearly anyone can ind refugee - if he proves not to be too dangerous. And if they are betrayed - the vengeance of nature may be the swiftest and most mercyless of all vengeances.

Tier 1: Pixie (Knothole Elf OR Sprite) OR Wolf (Pack Leader OR Elven Hound))
Tier 2: Dwayre (Forest Merchant OR Dwayre Defender) OR Limbyr (Treetop Dancer OR Trunk Runner)
Tier 3: Woodguard (Elven Ranger OR Forest Warden) OR Dryad (Nymph OR Tree Spirit)
Tier 4: Druid (High Druid OR Green Sage) OR Fur Shifter (Orsaîl OR Aquilan)
Tier 5: Unicorn (Unicorn Knight OR Silver Unicorn) OR Dendroid (Ancient Dendroid OR Sacudired Dendroid)
Tier 6: Green Dragon (Plant Dragon OR Emerald Dragon) OR Fairy Dragon(Magic Dragon OR Crystal Dragon)

Pixie:

Knothole Elf:

Sprite:

Wolf:

Pack Leader:

Elven Hound:

Dwayre:

Forest Merchant:

Dwayre Defender:

Limbyr:

Treetop Dancer:

Trunk Runner:

Woodguard:

Elven Ranger:

Forest Warden:

Dryad:

Nymph:

Tree Spirit:

Druid:

High Druid:

Green Sage:

Fur Shifter:

Orsaîl:

Aquilan:

Unicorn:

Unicorn Knight:

Silver Unicorn:

Dendroid:

Ancient Dendroid:

Sacudired Dendroid:

Green Dragon:

Plant Dragon:

Emerald Dragon:

Fairy Dragon:

Magic Dragon:

Crystal Dragon:

Great Tree Marker-Building::

Wood of Seasons:
Upgrade your Wood of Seasons by clearing glades, then you can mark your creatures with the Glades' marks.

Autumn Glade:
Bonus 1: Great Tree units with one "Autumn Glade"-mark gain the "Immune to Slow" Ability.
Bonus 2: Great Tree units with two "Autumn Glade"-marks gain the "Immune to Air" and "Immune to Slow" Ability.
Bonus 3: Great Tree units with three "Autumn Glade"-marks gain the "Immune to Air", "Immune to Slow", "Strike and Return" and "Wheeling Attack" ability.

Summer Glade:
Bonus 1: Great Tree units with one "Summer Glade"-mark gain the "Lucky" Ability.
Bonus 2: Great Tree units with two "Summer Glade"-marks gain the "Immune to Earth" and "Lucky" Ability.
Bonus 3: Great Tree units with three "Summer Glade"-marks gain the "Aura of Luck", "Immune to Earth", "Immune to Weakness" and "Spray Attack" ability.

Spring Glade:
Bonus 1: Great Tree units with one "Spring Glade"-mark gain the "Agility" Ability.
Bonus 2: Great Tree units with two "Spring Glade"-marks gain the "Agility" and "Immune to Water" Ability.
Bonus 3: Great Tree units with three "Spring Glade"-marks gain the "Agility", "Entangling Roots", "Immune to Water" and "Symbiosis" ability.

Great Tree Might Hero: Ranger

Great Tree Magic Hero: Druid


The Necropolis:

Description:
The Necropolises, homes of the Undead, are often built out of fallen cities of their victims. The Necromancers are the lords here, and make no big difference of whom they brign back to serve their wills. Yet the necromancers are no fools, wanting to destroy the world, and some are even not entirely evil, but necromancy is nevertheless a dark, dangerous art.

Tier 1: Skeletton (Skeletton Warrior OR Skeletton Spearman) OR Walking Dead (Zombie OR Walking Cadaver)
Tier 2: Ghost (Wraith OR Lost Soul) OR Skeletton Archer (Zombie Archer OR Ghost Archer)
Tier 3: Bone Rider (Zombie Rider OR Bone Chariot) OR Ogre Skeletton (Undead Ogre OR Two-headed Ogre Skeletton)
Tier 4: Vampire (Vampire Prince OR Blood Knight) OR Lich (Death Lich OR Archlich)
Tier 5: Black Rider (Death Rider OR Shadow Knight) OR Grim Reaper (Death Spirit OR Soul Gatherer)
Tier 6: Bone Dragon (Ghost Dragon OR Dragon Zombie) OR Corpse Giant (Decay Colossus OR Cadaver Titan)

Necropolis Marker-Building::

Catacombs:
Upgrade your Catacombs by building Burial Chambers, then you can mark your creatures with the chambers' marks.

Noble King's Chamber:
Bonus 1: Necropolis units with one "Noble King's chamber"-mark gain the "Armoured" Ability.
Bonus 2: Necropolis units with two "Noble King's chamber"-marks gain the "Armoured" and "Weakening Strike" Ability.
Bonus 3: Necropolis units with three "Noble King's chamber"-marks gain the "Armoured", "Enraged", "Life Drain" and "Weakening Strike" ability.

Archmage's Chamber:
Bonus 1: Necropolis units with one "Archmage's chamber"-mark gain the "Festering Aura" Ability.
Bonus 2: Necropolis units with two "Archmage's chamber"-marks gain the "Festering Aura" and "Hexing Attack" Ability.
Bonus 3: Necropolis units with three "Archmage's chamber"-marks gain the "Festering Aura", "Hexing Attack", "Regeneration" and "Sorrow Strike" ability.

Forgotten Chamber:
Bonus 1: Necropolis units with one "Forgotten chamber"-mark gain the "Crippling Wound" Ability.
Bonus 2: Necropolis units with two "Forgotten chamber"-marks gain the "Crippling Wound" and "Frightful Aura" Ability.
Bonus 3: Necropolis units with three "Forgotten chamber"-marks gain the "Crippling Wound", "Fear Attack", "Frightful Aura" and "Death Stare" ability.

Necropolis Might Hero: Deathknight

Necropolis Magic Hero: Necromancer


The Palace:

Description:
Down in the south, the Caliphates have established cities of art and order, mostly directed by the magical castes, even if the caliphs are no mages or wizards. They are built for aesthetic purposes as well as funcionality and yet are not too unprotective. Those palaces are mostly inahbited by the humans of the souths and the servant beings of the caliph and the mages. Only the Djinni and the Giants have really soem rights in the palaces and are not human - which is not surprising - even a mage would think twice to offend a giant or even titan, and the Djinnic magic is somehow unpredictable.

Tier 1: Gremlin Slave (Gremlin Headman OR Master Gremlin) OR Magical Wight (Arcane Servant OR Familiar)
Tier 2: Tiger (White Tiger OR Royal Tiger) OR Gargoyle (Marble Gargoyle OR Obsidian Gargoyle)
Tier 3: Palace Guard (Caliph Guard OR Golden Guard) OR Arcane Spirit (Elemental Spirit OR Planar Spirit)
Tier 4: Silver Golem (Crystal Golem OR Gold Golem) OR Mage (Archmage OR Battle Mage)
Tier 5: War Elephant (Armed Elephant OR Jungle Elephant) OR Djin (Djin sultan OR Djin Sorceror)
Tier 6: Giant (Titan OR Colossus) OR Kalisra (Nagasha'Kali OR Shiv'Kali)

Palace Marker-Building::

Labratory:
Upgrade your Labratory by studying a lore of magic, then you can mark your creatures with the studies' marks.

Enchanting studies:
Bonus 1: Palace units with one "Enchanting studies"-mark gain the "Bravery" Ability.
Bonus 2: Palace units with two "Enchanting studies"-marks gain the "Bravery" and "Immune to Puppet Master" Ability.
Bonus 3: Palace units with three "Enchanting studies"-marks gain the "Bravery", "Fear attack" and "Immune to Mind" ability.

Palace Might Hero: ?

Palace Magic Hero: Wizard


The Stronghold:

Description:
Up in the mountains stand the dwarven strongholds, guarding the (main) entrances of their tunnel systems, being the mountainfolks connection to the world as well as their first defense line, and in newer days, even a dwelling place for a lot of dwarves. The dwarves are too suspicious ot let any other folk except the mountain gnomes live there, usually, but allthough there are still many traditional dwarves, they have invented a lot of great technology here, as well firepowder as mechanical devices and golemoid creatures. Yet still, the Runepriests have a great influence in the Strongholds.

Tier 1: Mountain Gnome (Gnome Tinkerer OR Gnome Saboteur) OR Dwarven Guard (Gatekeeper OR Defender)
Tier 2: Miner (Mineur OR Overman)OR Shortbowmen (Sharpshooter OR Hillsider)
Tier 3: Iron Golem (Steel Golem OR Gem Golem) OR Orc Hunter (Troll Hunter OR Beast Hunter)
Tier 4: Gunner (Flamethrower OR Shotgunner) OR Runesmith (Runemaster OR Rune Expert)
Tier 5: Battle Cannon (Organ Cannon OR Rune Cannon) OR Archwarrior (Steelheart OR Silverbeard)
Tier 6: Mechanical Dragon (Steel Dragon OR Dragon Golem) OR Ore Worm (Worm Knight OR Deep Worm)

Stronghold Marker-Building::

Council Hall:
Upgrade your Council Hall by declaring followers of certain Clans, then you can mark your creatures with the clans' marks.

Deepore Clan:
Bonus 1: Stronghold units with one "Deepore Clan"-mark gain the "Defensive Stance" Ability.
Bonus 2: Stronghold units with two "Deepore Clan"-marks gain the "Defensive Stance" and "Fierce Retaliation" Ability.
Bonus 3: Stronghold units with three "Deepore Clan"-marks gain the "Armored", "Defensive Stance", "Fierce Retaliation", "Immune to Blind" and "Unlimited Retaliation" ability.

Silverbeard Clan:
Bonus 1: Stronghold units with one "Silverbeard Clan"-mark gain the "Bravery" Ability.
Bonus 2: Stronghold units with two "Silverbeard Clan"-marks gain the "Bravery" and "Magic Proof 25%" Ability.
Bonus 3: Stronghold units with three "Silverbeard Clan"-marks gain the "Bravery", "Commanding Presence", "Enraged" and "Magic-Proof 75%" ability.

Goldhand Clan:
Bonus 1: Stronghold units with one "Goldhand Clan"-mark gain the "Fire-Resistance (50%)" Ability.
Bonus 2: Stronghold units with two "Goldhand Clan"-marks gain the "Fire-Resistance (50%)" and "Taxpayer" Ability.
Bonus 3: Stronghold units with three "Goldhand Clan"-marks gain the "Enchanted Armor", "Fire-Resistance (50%)" and "Goldseeker" ability.

Stronghold Might Hero: Thane

Stronghold Magic Hero: Runepriest



...other ideas will follow the next weeks...
Foresight:
-Changed Hero-system
-Guild System?
-Beastmen Faction?
-maybe underground faction
-faction buildings
-heroes
-magic system
-skill system & skills

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Drako_the_noob
Drako_the_noob


Known Hero
Banned
posted August 24, 2008 02:50 PM

I like your ideas.
But Heroes shoud be H.E.R.O.E.S. (who fight and die in battle) and not some coward rabbits who just watch the battle and cast spells.
____________
rap=

R=retards
A=attempting
P=poetry

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted August 24, 2008 05:55 PM

hmmm, I see your point...I guess you think of my idea about fleeing heroes become travellers. taht indeed is cowardly - but necromancers & demon lords SHOULD be cowards of some kind, I think. And think of thieves...
...but your statement has brought another idea in my mind: the fellowship heroes who do not lead the whole army are each assigned to one unit stack at the beginning of the battle, representing that they fight with this unit. Imagine how a knight stands in the Front line of your Pikemen, or the ranger waiting in the lines of the elven hunters, until he shouts "fire" and the arrows fly...okay, just as an image of what should be represented^^. The hero would increase the stats of this unit stack, but when the unit dies, the hero also dies...what about that?

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Drako_the_noob
Drako_the_noob


Known Hero
Banned
posted August 24, 2008 06:03 PM

I already told I like your ideas.

I would like to see Heroes, like in Homm 4. I would like to see they can fight and be killed. I mean c'mon on! They are heroes, and not generals or captains!

I suggest a System like that:

-1 General or Commander who leads the army
-7 Heroes
-7 Stacks of units
____________
rap=

R=retards
A=attempting
P=poetry

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted August 24, 2008 06:29 PM

hmm, why not it's worth a thought...but i personally did not like the heroes in heroes 4, somehow...I still don't see how one human - how mighty he might be, kill hundred peasants with one blow...

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Andrelvis
Andrelvis


Adventuring Hero
posted September 19, 2008 07:30 PM

But that really has more to do with how realistic stacking is than to how powerful heroes can realistically be.

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red_sparrow
red_sparrow


Hired Hero
posted September 26, 2008 03:02 AM

i like your ideas, i'm especially interested to see what skills you come up for the dark citadel!

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted October 30, 2008 06:16 PM

sorry, should have been an stealth edit, but I'm almost finished with the marker-buildings now (only palace and necros missing) and just now working on the hero system

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Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted October 30, 2008 08:46 PM

Some very interesting ideas!

Heroes

At last the game itself is called Heroes of M&M. So a bigger focus on heroes is a good idea.

Weather

Definately like it!

Random Events

Oh yes. That's a must-have!

Ambush

Sounds fun.

War Machines

Very good idea.

Sieges

Don't know. Good for attackers, bad for defenders. That would make attacking cities very easy. Maybe too easy. The advantage of cities is that they grant bonuses to the defender. Maybe we shouldn't change it.

Unit Variety

So you have to choose one out of four in each tier? Sounds like a bad deal to me. You will have a big amount of creatures but are able to use only a few of them. Not very satisfying. I prefer other choosing systems.

Unit Creation

Sounds fresh and fun but theres practically no chance to balance the factions. Especially if you use your one out of four choosing system also.

Navy, Movement

I'm not sure. That are sections I have not thought of yet.

I will comment the factions later.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted October 30, 2008 10:25 PM

Thanks for the comments

I'm glad you liked some of my ideas.

Quote:
Sieges

Don't know. Good for attackers, bad for defenders. That would make attacking cities very easy. Maybe too easy. The advantage of cities is that they grant bonuses to the defender. Maybe we shouldn't change it.


I'm not finished with the sieges-section yet, too^^ There will definitely also be defensive siege-weapons, and options to break sieges. And sieges would cost time - time the defender could maybe use. Here could be a good use for travelling heroes, for example - also the use of spies/saboteurs on both sides could be possible and fun.

Quote:
Unit Variety

So you have to choose one out of four in each tier? Sounds like a bad deal to me. You will have a big amount of creatures but are able to use only a few of them. Not very satisfying. I prefer other choosing systems.


It's just an idea and I would like it this way, having the choice AND having to choose. Will a player take more defensive, tough units, or fix on quick attackers, or will he (or she) prefer a lineup of as many shooters as possible. It would have the effect that how the army of a player looks like will not only, or not so much, be determined by which faction you choose, or that's the idea. That gives the option to choose a town by the setting you like most, instead by the gameplay creature lineup. (Don't know if I described it right here^^)

Quote:
Unit Creation

Sounds fresh and fun but theres practically no chance to balance the factions. Especially if you use your one out of four choosing system also.


there would be no "one out of four" here. You create your tier unit and its upgrade, that's all. And I think it could be, if made really good, be the perfect balancing system.

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Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted October 30, 2008 10:55 PM
Edited by Snatch at 23:09, 30 Oct 2008.

Quote:
there would be no "one out of four" here. You create your tier unit and its upgrade, that's all. And I think it could be, if made really good, be the perfect balancing system.


I know. But 4 * 4 * 4 * 4 * 4 * 4 = 4096 possible creature lineups. And then adding that each tier, each 4 can be substituted with an unique creation which derives from countless possibilities. Yo will get something like 4^5 * [hundreds of creation options] * 6. The problem is that it's needed to not only balance in width but in length too. To make the units and the creation of one tier equally strong is one thing but the possible lineups must also work on a rather equal level. To balance the unit creation will be hard enough. How will you rate flyers, shooters, casters, walkers in comparison? Each of them has advantages and disadvantages against the others. But can you rate it in numbers?

I would discard the one out of 4 thing and use just the unit creation. But with either one of two restrictments:

1. Each faction has fixed types of units on each tier, e.g. walker, shooter, walker, flyer, caster, walker, flyer (HoMM5-Haven-Lineup). But you create each of them as you wish or use a standard.

2. Each faction has a fixed number of unit types, e.g. 3 walker, 2 flyer, 1 shooter, 1 caster. They can be arranged freely within the 7 tiers. You can create every unit as you wish or use a standard.

Or another alternative: You have only standard units but you can upgrade them in various ways, maybe through equipment/runes/etc. which can be found, researched or bought. For example you can choose to give a sling either to your peasants or your monks, a vorpal sword to your footmen or your angels, use a rune of no retaliation on griffins, footmen, peasants, cavalry or angels, a rune of levitation to your ... etc.

But I think what you need is some kind of a base frame. So if you use unit creation give restrictions or just use your choosing system.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted October 31, 2008 07:28 AM

Well, I see, you still got me kind of wrong here...
In the game as I describe it here, the unit creation would probably NOT be used. It was just an alternative idea to get more variety. I completely agree with your restriction points and I would choose one similar to your second point.
But I will, as soon a s possible, delete the Unit creation point here, to avoid further confusion. maybe I'll open a new thread for this...

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Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted October 31, 2008 12:28 PM

Oh, yes. I thought it would be an essential part of this concept. Sorry.

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jiriki9
jiriki9


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Altar Dweller
posted January 03, 2009 05:41 PM
Edited by jiriki9 at 18:23, 01 May 2009.

Updated the Heroe classes for the factions now...
yet I wasn't sure at some points, and I'd aprecciate it if ou could help me out:

- Is the Demon Lord suitable enough for the abyss?
- What could be the magic hero for the Bulwark? (I had Shaman in mind, but also battlemage)
- And the magic hero for the Dark Citadel? Just keeping the Witchmaster?
- I got almost no good ideas for the fortress. You got some?
- The same for the might hero of the palace..

...and finally...I haven't finished many racials yet  and I got no ideas for some...would you like to share your ideas?

EDIT:

I edited the tier 1 creatures of Inferno.

EDIT: added tier 2+3 descriptions

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Jiriki9
Jiriki9


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Undefeatable Hero
Altar Dweller
posted August 03, 2009 07:23 PM

Added short description for all towns.

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted August 03, 2009 07:27 PM

Finally a resonable game vision.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted August 03, 2009 07:36 PM

thank you. It#s far from finihsed now, though, and i have soem completely different ideas of homm 6 i'm working at parallel...but I'll try to work more on this, again, just now working out the creatures, slowly but kinda steadily...

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Paulemile
Paulemile


Known Hero
posted August 03, 2009 09:30 PM

Are you a Homm Kingdoms player ?

There are in your topic some good ideas I saw in this game (currently in beta version).

What do you think about heroes able to build objects in the adventure map, or even towns ? (also taken from HommK).

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kipshasz
kipshasz


Undefeatable Hero
Elvin's Darkside
posted August 03, 2009 09:46 PM

I definetely like the hero related ideas, esspecially the duels. Well done.
____________
"Kip is the Gavin McInnes of HC" - Salamandre
"Ashan to the Trashcan", "I got PTSD from H7. " - LizardWarrior

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Oz
Oz


Adventuring Hero
Preparing
posted August 04, 2009 08:23 AM

Yeah the hero thing is a great concept, although I believe the scout heroes should be able to pick up a limited amount of resorcues each day, and a hero who turns into a traveller should either need logistics to do it, or shuold acquire it automatically after a few weeks.
I always wanted more personal heroes vs. heroes concept, that's the thing why I like H4, but this way it may be even more awesome.

Armies should only discover scout heroes when standing on a tile next to them but then they shuld be able to capture it and decide to kill him, demand money from the enemy for him, or turn him to their side for a lot of gold. But there'd be a perk which allows them to remain completely invisible.

Also all of the fellowship heroes should be able to fight in a combat. What's the point of getting less experience if you can only use one hero anyway? Obviously only one hero would be able to give his stats to the creatures, while the others could cast spells.

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