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Heroes Community > Age of Heroes Coliseum > Thread: ICTC 4: Hideout
Thread: ICTC 4: Hideout
Fofa
Fofa


Famous Hero
Famous? Me?!
posted March 22, 2009 07:55 AM
Edited by Fofa at 07:57, 22 Mar 2009.

ICTC 4: Hideout

Just the other day I noticed that ICTC 4 was being run. So I figured that my older and unpublished faction, the Hideout, should at least see the light of day, even if it will be constantly criticized for being a lizardman faction. (I'd like to see them again in Heroes. .) Also, I'm not the best artist when it comes to animals (exception being horses, possibly), so I don't really have pictures to show, sadly.
----
The Hideout:
AKA: Lizardmen
Alignment: Neutral
Associated Colours: Navy and Dark Green
Worship: None; They believe they will conquer everything in due time, even the dragons.
Core Philosophy: "In time, everything will bow down to us."
Core Philosophy: "From the swamps outward."
Country: While the don't own an actual country, they consider their swamps, which are south of Irollan, as their own 'country.'
Capital City: Lyrandar
Key Symbols: Fist holding a whip
Rival Faction: None
Preferred Magic Schools: Summoning and Destructive
Native Terrain: Swamp
Purpose: To revive the Lizardmen into Heroes V, stronger than their predecessors, notably in the magic guild department.

History:
512 YSD- Creation of Beast-men
Beast-men (minotaurs, centaurs, harpies…) are created as servants, playthings, and guards in the Seven Cities. Their stated purpose is to replace orcs.

519 YSD- Rebellion of the Beast-men
Beast-men staged an open rebellion and killed numerous soldiers from both the Holy Griffin Empire and the Seven Cities. Half of the centaurs escape to the plains of Ranaar, while the other half flee with the harpies into the canyons. Medusas make their way to the unclaimed undergrounds with the minotaurs. Lizardmen have called the swamplands their new home. The other beast-men haven’t been seen since.

519 YSD-Domination of the Swamps
As the lizardmen settle into the swamps, they start dominating all of the beings that previously lived there: the Basilisks, Gorgons, Serpent Flies, even the aggressive Cockatrice fall to the whips and chains of their new masters. Trolls, the first residents of the swamps, barely manage to escape, but several of the lizardmen are on their trail.

523 YSD-Conflict with the Orcs
Fresh knowledge is passed to the lizardmen of the trolls' new location: on the plains of Ranaar, with the Orcs. Knowing that the Orcs would not easily give up the Trolls, the lizardmen prepare a formidable army before leaving.

524 YSD-Retreat to the Swamps
After a long and intense battle with the orcs, the lizardmen are losing resources as well as troops. Deciding to recall to the swamps, the lizardmen retreat from the plains.

525 YSD-Night Attack
At the middle of the night, as the orc clans are fast asleep, the lizardmen launch a surprise attack, taking back all of the trolls to the swamps alive. The orcs, shocked by the attack, lose many of their numbers and the final battle of the trolls.

Culture and Society:
The Lizardmen, while barely known since they never leave their swamps, those that do know them tell of their very intelligent natures. In fact, they were the ones who did most the strategies and planning during the beastmen's rebellion and escape from the Silver Cities. Because of this, the Lizardmen are excellent tacticians, and prefer luring their enemies over to areas filled with traps. If their enemies go deep into their swamps, they will live only to be enslaved or die while in hostile conditions.

Another talent the Lizardmen have up their sleeves is slavery. This is easily confirmed since the majority of their armies are creatures they have tamed. In fact, the only infantry they have are be the troopers who stay at the back and fire shots. Trolls have also been enslaved for manual labour, and can also be sent into battle.

In terms of culture, the lizardmen have a standard male hierarchy. In disputes for the throne, whether it's for the hand of the eldest daughter or competition between more than one son, life threatening tournaments are held. The only survivor is the winner.

Relations with other Towns:
Academy: As with any other beastmen, the lizardmen still resent the wizards, and will enslave them if given the chance.

Dungeon: The dark elves rarely interact with most of the races they come across if they reach the surface, and the lizardmen are no exception.

Haven: Humans rarely venture into the swamps, since the residents capture anyone who enters and keep them from escaping. Because of this, they warn their fellow citizens to stay away from the swamps, not knowing what lies deep in there.

Necropolis: Both the necromancers and the lizards reside in the swamps, but the latter has a distaste to the former, as the necromancers were wizards in the past.

Sylvan: The elves and the lizards are in a similar to position as with the dwarves: they simply do not interact often enough to establish an alliance or rivalry. However, the elves are starting to get suspicious of why people keep vanishing and are beginning to investigate.

Inferno: Every demon's grand desire is to destroy everything. Although the Lizardmen could care less about the environments outside of their swamps, they will fiercely defend their native terrain and homeland from the demons.

Fortress: The dwarves and the lizardmen have yet to interact face to face. These two armies receive no morale penalties if forced to work together.

Stronghold: While the lizards and the orcs would have good potential as allies, the conflict with the trolls has lowered the chances of a successful alliance.

Standard Buildings:
Village Hall: Purchases town structures and provides 500 gold per day
Requirements: None
Cost: None

Town Hall: Provides 1000 gold per day
Requirements: Village Hall, Town Level 3
Cost: 2000 gold

City Hall: Provides 2000 gold per day
Requirements: Town Hall, Town Level 9
Cost: 5000 gold

Capitol: Provides 4000 gold per day
Requirements: City Hall, Town Level 15; only one can be built
Cost: 10000 gold

Fort: Constructs defensive walls for the town
Requirements: Town Level 6
Cost: 5000 gold, 5 wood and 5 ore

Citadel: Boosts creature growth by 50%, adds a keep and a moat
Requirements: Fort, Town Level 9
Cost: 5000 gold, 5 wood and 5 ore

Castle: Doubles creature growth, fortifies town defenses, and adds two arrow towers.
Requirements: Citadel, Camouflaged Traps, Town Level 15
Cost: 5000 gold, 10 wood and 10 ore

Tavern: Allows recruitment of heroes and increases defending troops morale by 1.
Requirements: None
Cost: 500 gold and 5 wood

Marketplace: Allows trading and purchasing of resources (more marketplaces improves the trade rate)
Requirements: None
Cost: 500 gold and 5 wood

Resource Silo: Produces extra 1 sulfur per day.
Requirements: Marketplace
Cost: 5000 gold and 5 ore

Blacksmith: Provides visiting and garrisoned heroes with a Ballista at cheaper prices.
Requirements: None
Cost: 1000 gold and 5 wood

Shipyard: Allows the purchase of ships
Requirements: Town Level 12
Cost: 2000 gold and 20 wood

Magic Guild Level One: Keeps 3 spells of the first circle
Requirements: Town Level 3
Cost: 2000 gold, 5 wood and 5 ore

Magic Guild Level Two: Adds 3 spells of the second circle
Requirements: Magic Guild Level 1, Town Level 3
Cost: 1000 gold, 5 wood, 5 ore, 1 sulfur, 1 mercury, 1 crystal, 1 gem

Magic Guild Level Three: Adds 3 spells of the third circle
Requirements: Magic Guild Level 2, Town Level 3
Cost: 1000 gold, 5 wood, 5 ore, 2 sulfur, 2 mercury, 2 crystal, 2 gem

Magic Guild Level Four: Adds 2 spells of the fourth circle
Requirements: Magic Guild Level 3, Town Level 3
Cost: 1000 gold, 5 wood, 5 ore, 3 sulfur, 3 mercury, 3 crystal, 3 gem

Magic Guild Level Five: Adds 2 spells of the fifth circle
Requirements: Magic Guild Level 4, Town Level 3
Cost: 1000 gold, 5 wood, 5 ore, 5 sulfur, 5 mercury, 5 crystal, 5 gem

Unique Buildings:
Slavery Cage: Allows the use of the Slavery racial skill. Only heroes in the town can use the Slavery Cage.
Requirements: Town Level 6, Shooting Range
Cost: 1000 gold

Torture Chamber: Allows the capturing of enemy heroes and stores them until release. (Only two can be held per town.) Also adds information to the Thieves' Guild.
Requirements: Town Level 9, Slavery Cage
Cost: 2000 gold and 5 ore

Camouflaged Traps: Adds a row of snares in front of the moat, which cannot be seen by the enemy until an enemy unit makes contact with it.
Requirements: Town Level 12, Magic Guild Level 2
Cost: 2500 gold and 10 sulfur

Trapping Plant: Standard Grail effects and increases the potency of the Slavery skill by 25% in the town it was constructed in, and 10% in all other Hideout towns.
Requirements: Tear of Asha
Cost: None

Creature Dwellings:
Serpent Hive: Produces 12 Serpent Flies per week
Requirements: None
Cost: 500 gold

Swamp Hive: Produces 12 Swamp/Dragon Flies per week
Requirements: Serpent Hive
Cost: 800 gold and 5 wood

Shooting Range: Produces 8 Trackers per week
Requirements: Town Level 3
Cost: 1600 gold and 10 wood

Sniping Range: Produces 8 Snipers/Sharpshooters per week
Requirements: Shooting Range, Town Level 3
Cost: 1800 gold and 5 wood

Bridge: Produces 6 Trolls per week
Requirements: Shooting Range, Town Level 6
Cost: 2300 gold and 10 ore

Slaves' Bridge: Produces 6 Witches/Slaves per week
Requirements: Bridge, Magic Guild Level 1, Town Level 6
Cost: 2700 gold, 5 crystals and 5 gems

Wasp Garden: Produces 4 Waspworts per week
Requirements: Serpent Hive, Town Level 9
Cost: 3500 gold and 5 wood

Venom Garden: Produces 4 Nightshades/Mandragoras per week
Requirements: Wasp Garden, Town Level 9
Cost: 4500 gold, 10 sulfur and 5 wood

Stone Lair: Produces 3 Basilisks per week
Requirements: Bridge, Town Level 9
Cost: 6000 gold, 10 ore and 5 wood

Statuary Lair: Produces 3 Gnashers/Salamanders per week
Requirements: Stone Lair, Town Level 9
Cost: 7500 gold, 10 ore and 5 gems

Sulfuric Cave: Produces 2 Gorgons per week
Requirements: Stone Lair, Town Level 12
Cost: 8000 gold and 5 ore

Black Cave: Produces 2 Black/Skull Gorgons per week
Requirements: Citadel, Gorgon Cave, Town Level 12
Cost: 9000 gold, 10 ore, 5 crystal and 5 sulfur

Dark Wood: Produces 1 Cockatrice per week
Requirements: Wasp Garden, Stone Lair, Town Level 15
Cost: 13000 gold, 10 wood and 5 sulfur

Dreary Wood: Produces 1 Cockatrice King/Cockatrice Queen per week
Requirements: Dark Wood, Town Level 15
Cost: 20000 gold, 5 wood, 5 sulfur and 5 mercury

Building Analysis:
Judging by the amount of wood is needed, you could say that the lizardmen are practically humanoid termites, in competition with Sylvan for that title. Other than wood, the other important resources are mercury and sulfur, primarily the latter, in large amounts. Crystals and gems are only important for upgrading the trolls and the Magic Guild, so once those are out of the way you can trade those for the much more needed resources.

Utilizing the Mining and Building skills can help bring benefits to resources and gold costs to the buildings, respectively.

Town Specialties:
Lyrandar (Capitol): 5% bonus to the Slavery Cage
Bio: The center of the lizard's territory, it is usually here that slaves are initially taken to, and after judgement, they are sent to the other towns under the lizard's control. And having more slaves means more efficient work.

Aklon: + 1 Waspwort/Nightshade/Mandragora growth
Bio: In Aklon, the gardens that grow the Waspworts and their cousins have unusually faster speed for the ever hungry plants in which they grow from sapling to maturity. For this reason, the Waspworts are easily supplied to those who require them.

Xional: Cheaper First-Aid Tent prices
Bio: It is usually because of the lizard's work that most of the swamps reside in are dangerous. However, in this particular town, the waters are notably bad, with a corrosive effect on anything that comes into contact with it. Since many lizardmen use the swamp's water and have to go into it to retrieve the resources they use, there are many First-Aid tents around to heal their injuries.

Brimyr: Weekly mercury bonus
Bio: The cockatrice here hide mercury deposits in their dark territories. When the lizardmen conquered the area and enslaved the cockatrice, they discovered the batches of mercury and started using them for their own purposes. It is currently unknown where the beasts got the mercury, but the lizardmen don't care about that detail.

Stem: Improved castle wall defenses
Bio: The bark of the trees in Stem's perimeters are notably durable and sturdy. It usually takes many strikes from weapons just to get through the first layer. Seeing this, the captain of defense decided that the bark should be built into the garrison walls so that it would take longer for catapults to break through, and the bark was added accordingly.

Chloro: Weekly wood bonus
Bio: In the area surrounding Chloro, the trees are exceptionally large, even the younger trees. They also grow at an astounding rate, reaching high height in only 1 year.  This is easily used to the lizard's advantage, as they never seem to run out of wood.

Aldon: -1 to enemy morale in a siege
Bio: Strewn within the moats and the walls protecting the town are corpses, skulls, and skeletons of the slaves who have died during their time at this town. The residents take the corpses and either lump them in the moat or hang them from the walls, greatly placing fear into those who dare attack. To those who haven't fled the sight, the haunting images are permanently ingrained into them, weakening their morale.

Blackfang: Increased moat damage
Bio: In the depths of Blackfang's moat, the standard boiling tar, are aligned rows of spikes. No one knows how they got there or how long they have been there, but they do inflict more pain to those foolish enough to walk in.

Dirge: +2 Serpent/Swamp/Dragon Fly growth
Bio: In the lizard's language, the word dirge means pest. This town was given that name because of the abundant Serpent Fly hives, swarming in numbers. Fortunately, these weaklings serve as bait and distractions, so the residents capture most of the pests for that purpose.

Wyrmscale: Cheaper Ammo Carts prices
Bio: Most of the residents of this town are skilled engineers. When they discovered remains of the now extinct wyrms, they started to build the ammo carts with the hides and scales. The satisfying result was a cart that was more resisting than other ammo carts, and they're often sent around the other towns, forcing their prices to go down.

Marshkeep: +1 Tracker/Sniper/Sharpshooter growth
Bio: This town is near the end of the lizards' "territory," and as such, it is one of the towns that is among the most merciless when it comes to outsiders. To keep any outsiders (and possibly any slaves who escape) from fleeing outside their swamps, many of the artillery troops, the Trackers and Snipers, are given extra training against moving targets, which in turn, improves their skills and makes them more capable candidates for the armies.

Suln: Weekly sulfur bonus
Bio: Deep in the murky swamp water of this town lies a patch of geysers spread over the swamp floor. Every 10 months, the geysers erupt, and when the storm ends, a nice treasure of sulfur lies surrounding the geysers. Not wanting to waste the commodity given to them, the lizards harvest the sulfur and use it as they see fit.

Brandit: +1 Troll/Witch/Slave growth
Bio: Brandit was the original town of the trolls before the lizardmen started to take over the swamps. As a result, when the trolls were "reclaimed" from the orcs, this town was made into a concentration camp for large numbers of trolls, more than the  other lizard settlements combined. Finding a troll for slavery, therefore, is not a difficult task.

Melzin: Cheaper marketplace prices
Bio: The merchants living in Melzin know more than well of the concept "risk and reward." These daring lizards venture from the swamps and gather materials, artifacts, anything that is foreign to their kind. Once they return, they auction their useful treasures, and at low prices, so they can get more customers. This has always worked to their advantage.

Mizuan: Increased arrow tower damage
Bio: In abundant numbers surrounding the serpent fly hives in Mizuan lies a special type of flytrap that secrets a special type of fluid that enhances the strength of any living thing sprinkled in it. The captain of the guard took advantage of this and harvested that fluid for use in the arrow towers, knowing it would boost the snipers' strength.

Chiren: Weekly ore bonus
Bio: Although ore is not a commodity that the lizards specialize, in Chiren, it is gathered in large numbers from the rocky depths in their swamp water. This is often traded between the different settlements in the swamps as well.

Hero Type: Driver
Stead: Tamed gorgons are ridden on the map.
Trail: A weak, green fog at first. The fog gets condensed and leaves little green pools behind as the army strengthens.

Racial Skill: Slavery
Basic: Can capture enemy and neutral creatures of the first two tiers and store them at the Slavery Cage to be used for special purposes.
Advanced: Can capture enemy and neutral creatures of the third and fourth tiers and store them at the Slavery Cage to be used for special purposes.
Expert: Can capture enemy and neutral creatures of the fifth and sixth tiers and store them at the Slavery Cage to be used for special purposes. Hero can now capture enemy heroes and their armies as well.
Ultimate: Can capture enemy and neutral creatures of any tier and store them at the Slavery Cage to be used for special purposes. Heroes and their armies can be captured and sent to the Torture Chamber.

How Slavery Works: To capture slaves, the hero needs to activate the ability in a similar manner to a spell. Successful capturing depends on a few factors: what level of Slavery the hero has, how large the stack is, and the environment. With a successful capture, the slaves remain on the hero like an artifact, and be traded between another Slave Driver hero.

Next is to enter a Hideout town with the Slavery Cage built. Click on the Slavery Cage to come to a screen. It displays how many slaves are currently in there, the maximum used at one time being twenty. The twenty can be increased to twenty-five after the Torture Chamber is constructed. Slaves can easily be stored in any number.

To get your slaves doing something, after you load them into the cage, you need to order them to mine for resources, work on buildings, or scout out a part of the map. However, the visiting hero (or captain) needs the Mining, Builder and Outpost skills respectively to activate these tasks.

How much resources you get out of Mining depends on the number of slaves you send to do it; the gold cost reduced in the Building is reduced by 1% per slave, and when accomplishing Outpost, you just need to click the section on the mini-map, and the slaves will be on their way. Once they reach their destination, you can move them on the adventure map, however, they cannot capture mines, towns, artifacts, or attack other creatures. They appear as regular neutral creatures to enemies, and if attacked, you can control them in battle. Of course, your heroes cannot attack them. There can only be three scouting stacks at a time.

Using the slaves is similar to that of the Sacrificial Pit, meaning if you use those slaves, they're gone for good.

Capturing an enemy hero is the same as creatures, but the enemy army must be down by at least 50% in overall army size to begin attempts on capturing the hero. The more you whittle down the army, the more successful the attempt with be, but the hero must have at least two creature stacks (size doesn't matter). Upon capture, it's the same as creatures, except the hero is sent to the Torture Chamber instead. Unless you try to offer the enemy a sum of gold in return for the captured hero, the must capture the town to get their hero back. When you offer a sum to an enemy, the enemy will get the message in the same window as a spell, and heroes purchased back will start at one of their own towns. (A nasty trick is to remove all the artifacts from the hero before the enemy gets him/her back, since artifacts are not taken into the cost. The cost is based on creatures, army size, and hero level.)

When a Slave Driver is defeated with slaves, be they creatures or heroes, still on him, the captives will be left behind where the hero once stood. Slave Drivers can only have up to one hero or two types of creatures captured at a time.

Other Skills with Slavery:
Mining: Enables captured slaves to harvest resources once a week per town.
Part of: Slavery
Requires: None

Outpost: Enables captured slaves to be sent to a part of the map to serve as scouts.
Part of: Slavery
Requires: None

Builder: Enables captured slaves to work on a building's construction, reducing gold cost.
Part of: Slavery
Requires: None

Blackmail: Allows hero to sacrifice captured slaves to decreases opposing armies' morale. The hero must have slaves of the same type as the opposing army on him for this to work.
Part of: Attack
Requires: Tactics (Attack)

Pursuit: Increases movement rate by 5% if an opposing hero is in range at the start of the turn.
Part of: Logistics
Requires: Familiar Ground (Logistics)

Experienced Trapper: Improves capture rate for Slavery by 40%.
Part of: Slavery (Ultimate)
Requires: Wall of Fog (Summoning), Cold Steel (Attack), Improved Resistance (Defense)

Starting Stats:
Attack: 2
Defense: 2
Power: 0
Knowledge: 1

Stat Growth:
Attack: 20%-30%
Defense: 40%-30%
Power: 20%-30%
Knowledge: 20%-30%

Skill Chances:
Slavery: 10%
Attack: 10%
Defense: 15%
Leadership: 8%
Luck: 2%
War Machines: 15%
Logistics: 8%
Dark Magic: 2%
Light Magic: 2%
Destructive Magic: 8%
Summoning Magic: 10%
Enlightenment: 2%
Sorcery: 8%

Individual Heroes:
Grrin: (Campaign Hero)
Personal Specialty: Increases the odds of Hideout creatures willingly joining the hero by 2% per hero level.
Skills: Basic Slavery, Basic Leadership
Bio: The youngest prince on the throne of Lyrandar, Grrin aims to succeed the throne in place of his three older brothers, who he deems to be unfit for the throne. To do that, however, he needs to wipe out the recent intruders of the swamps.

Creatures:
Level 1: Serpent Fly
Hit Points: 4
Attack: 1
Defense: 2
Initiative: 12
Speed: 6
Size: 1x1
Shots: N/A
Damage: 1-2
Mana: N/A
Specials: Flight
Cost: 25 gold
Description: The most common creature in the swamps is also, by far, the weakest. At best, it can fly far and scout ahead, but at worst, they are mere distractions for the enemy.

Level 1 Upgrade: Swamp Fly
Hit Points: 6
Attack: 1
Defense: 3
Initiative: 14
Speed: 6
Size: 1x1
Shots: N/A
Damage: 2-3
Mana: N/A
Specials: Flight, Swamp aura (lowers initiative of surrounding enemy units), Weakening Strike
Cost: 45 gold
Description: The more useful cousins of the Serpent Flies can weaken enemies upon contact, and the stench surrounding them weakens the will of enemies caught in it.

Level 1 Alt Upgrade: Dragon Fly
Hit Points: 7
Attack: 2
Defense: 2
Initiative: 12
Speed: 6
Size: 1x1
Shots: N/A
Damage: 1-3
Mana: N/A
Specials: Flight, Stun
Cost: 45 gold
Description: Dragons Flies are able to stun their opponents from the serum secreted from their stinging tails.

Level 2: Tracker
Hit Points: 10
Attack: 2
Defense: 3
Initiative: 10
Speed: 4
Size: 1x1
Shots: 8
Damage: 2-5
Mana: N/A
Specials: Range
Cost: 50 gold
Description: Aside from the trolls, these are the only infantry the lizardmen allow in their armies. Troopers prefer to remain behind the tamed beasts, and shooting arrows onto occupied enemy forces.

Level 2 Upgrade: Sniper
Hit Points: 15
Attack: 4
Defense: 5
Initiative: 12
Speed: 4
Size: 1x1
Shots: 10
Damage: 3-5
Mana: N/A
Specials: Range, No Range Penalty, Precise Shot
Cost: 85 gold
Description: Dedicated trackers best in archery are promoted to Snipers, who can easily shoot down their targets from any range.

Level 2 Alt Upgrade: Sharpshooter
Hit Points: 15
Attack: 4
Defense: 4
Initiative: 13
Speed: 5
Size: 1x1
Shots: 10
Damage: 4-6
Mana: N/A
Specials: Range, No Melee Penalty
Cost: 85 gold
Description: Sharpshooters are proficient with both bows and swords, providing both ranged strength and melee prowess.

Level 3: Troll
Hit Points: 20
Attack: 5
Defense: 6
Initiative: 10
Speed: 3
Size: 1x1
Shots: 5
Damage: 4-7
Mana: N/A
Specials: Range, Regeneration
Cost: 115 gold
Description: Native swamp dwellers that have been the subject of conflict between the lizardmen and the orcs of the plains. Their regenerative abilities heal any wounds inflicted on them, and they throw cumbersome rocks to the enemies at the opposing end of the battlefield.

Level 3 Upgrade: Witch
Hit Points: 25
Attack: 6
Defense: 8
Initiative: 10
Speed: 4
Size: 1x1
Shots: 5
Damage:  5-6
Mana: 15
Specials: Range, Regeneration, Caster
Spell Book: Eldritch Arrow (Basic), Fist of Wrath (Advanced)
Cost: 175 gold
Description: Witches have been taught basic spell casting abilities to further keep them at the back of the fight. If their mana runs out, they can just start throwing their large rocks again.

Level 3 Alt Upgrade: Slave
Hit Points: 25
Attack: 6
Defense: 9
Initiative:
Speed: 4
Size: 1x1
Shots: 7
Damage: 6-7
Mana: N/A
Specials: Range, Regeneration, Ranged Retaliation
Cost: 175 gold
Description: Slaves are trolls who were never given arcane training, instead retaliating ranged strikes from afar, with the same burdensome rocks they've thrown in the past.

Level 4: Waspwort
Hit Points: 20
Attack: 9
Defense: 7
Initiative: 11
Speed: 3
Size: 2x2
Shots: N/A
Damage:  5-12
Mana: N/A
Specials: Scent (draws enemies within a 3 tile radius closer after performing their actions), Scavenger
Cost: 300 gold
Description: Near immobile plants that are carnivores by nature, the scent that wafts from their leaves serves to attract prey before weakening their target and consuming them whole. They also consume fallen bodies for food.

Level 4 Upgrade: Nightshade
Hit Points: 35
Attack: 9
Defense: 10
Initiative: 13
Speed: 3
Size: 2x2
Shots: N/A
Damage: 7-14
Mana: N/A
Specials: Scent, Scavenger, Weakening Breath (applies Suffering and Vulnerability [both basic] onto target)
Cost: 425 gold
Description: Nightshades also force out a concentrated vomit onto their targets that weakens both their offensive and defensive values to make it easy to devour their prey.

Level 4 Alt Upgrade: Mandragora
Hit Points: 25
Attack: 9
Defense: 8
Initiative: 12
Speed: 6
Size: 2x2
Shots: N/A
Damage: 5-10
Mana: N/A
Specials: Scent, Scavenger, Bind
Cost: 425 gold
Description: With more spiked tentacles emerging from the stalk of the plant, Mandragoras are able to trap and keep their targets in place, making it all the easier to consume their unfortunate victims.

Level 5: Basilisk
Hit Points: 65
Attack: 15
Defense: 17
Initiative: 10
Speed: 5
Size: 2x2
Shots: N/A
Damage: 9-14
Mana: N/A
Specials: Stone Gaze, Enraged
Cost: 700 gold
Description: Multi-legged lizards found and tamed in the swamps, they attack with their combination of a tough hide and their infamous stone gaze, turning any creature who looks into their eyes into stone.

Level 5 Upgrade: Gnasher
Hit Points: 80
Attack: 17
Defense: 19
Initiative: 12
Speed: 5
Size: 2x2
Shots: N/A
Damage:  10-11
Mana: N/A
Specials: Enraged, Double Strike, Rampage (damage increases by 1% with each hit)
Cost: 900 gold
Description: Gnashers have rather nasty tempers that even the lizards fear. Often set off by even the smallest of things, Gnashers attack just about everything (save their allies, after extensive training), and usually squeeze in more than one blow when they strike.

Level 5 Alt Upgrade: Salamander
Hit Points: 85
Attack: 19
Defense: 19
Initiative: 10
Speed: 5
Size: 2x2
Shots: N/A
Damage: 12-16
Mana: N/A
Specials: Stone Gaze, Enraged, Final Rage (Does a strong attack when the stack is killed)
Cost: 900 gold
Description: Salamanders are very vengeful creatures. If killed, they unleash the last of their strength and inflict severe damage to whoever dealt the final blow, sometimes taking it with them.

Level 6: Gorgon
Hit Points: 100
Attack: 18
Defense: 20
Initiative: 10
Speed: 6
Size: 2x2
Shots: N/A
Damage: 15-20
Mana: N/A
Specials: Charge
Cost: 1400 gold
Description: Gorgons are feared animals from the swamps. They charge head first into battle, with their horns tearing off the flesh of their opponents and finishing them with an acidic breath.

Level 6 Upgrade: Black Gorgon
Hit Points: 110
Attack: 20
Defense: 24
Initiative: 10
Speed: 6
Size: 2x2
Shots: N/A
Damage: 15-20
Mana: N/A
Specials: Charge, Death Stare
Cost: 1600 gold
Description: Aged gorgons are one of the worst creatures anyone can come across: after the standard charge, the death stare the gorgons give can send the souls of its victims out of their physical bodies. To those that resist the stare, the acidic breath finishes off the weakened enemy.

Level 6 Alt Upgrade: Skull Gorgon
Hit Points: 115
Attack: 22
Defense: 22
Initiative: 12
Speed: 6
Size: 2x2
Shots: N/A
Damage: 19-25
Mana: N/A
Specials: Charge, Focus (Sacrifices turn to increase damage dealt on the next attack)
Cost: 1600 gold
Description: These gorgons get their name from their head's close resemblance of a skull. They are also trained to harness their energy, dealing more damage to their opponents when they are soon at the opposing ends of their horns.

Level 7: Cockatrice
Hit Points: 150
Attack: 24
Defense: 27
Initiative: 10
Speed: 6
Size: 2x2
Shots: N/A
Damage: 25-30
Mana: N/A
Specials: Flight, Stone
Cost: 3000 gold + 1 sulfur
Description: Cockatrice are lizard-like birds which, like the basilisk, can petrify enemies with a single glance. While their wings are not the strongest, they can carry themselves over short distances.

Level 7 Upgrade: Cockatrice Queen
Hit Points: 165
Attack: 29
Defense: 29
Initiative: 10
Speed: 6
Size: 2x2
Shots: N/A
Damage: 25-30
Mana: N/A
Specials: Flight, Stone, Rage (Damage is increased for each attacked stack in the hero's army)
Cost: 4200 gold + 2 sulfur
Description: Those familiar with the cockatrice know that females among them are rare. When a female is found, the lizards know to capture them immediately, so they can breed cockatrice chicks and gather males. It's also well known that females have fierce tempers, especially when they're young are concerned, as they will fight to the death for their eggs. The lizard trainers have managed to get them to feel the same rage for their fellow armies.

Level 7 Alt Upgrade: Cockatrice King
Hit Points: 185
Attack: 27
Defense: 30
Initiative: 12
Speed: 6
Size: 2x2
Shots: N/A
Damage:  30-40
Mana: N/A
Specials: Flight, Stone, Trample (Any creatures in this unit's movement path are given minor damage that increases depending on the distance the unit is going; activated)
Cost: 4200 gold + 2 sulfur
Description: Cockatrice generally live in packs centered on its strongest male. Their strength is apparent when they can easily run over just about anything that lies in their path. The more distance is covered, the more inflicting the pain is.

Army Analysis
Walker: 12
Flyer: 7
Shooter: 6
Caster: 1
Total Orientation: The original 'Fortress' town from Heroes III makes a return under a different name. Trolls, waspworts, and cockatrice have come in to replace the gnolls, hydras, and wyverns, as well as adding a new strength to the army. The one prominent weakness that remains from Heroes III is a lack of magic, and the Witch isn't enough to counter that hampering point. Fortunately, the abilities the creatures have help to counter the deficiency.

There is a balance between fliers and walkers, so the Hideout army can attack at any point they need to.
____________
Creator of the Guild and Prison towns for ICTC.

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted May 02, 2009 11:28 AM

Fofa, I am glad you entered this contest.  It is going to be one heck of a contest.
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friendofgunnar
friendofgunnar


Honorable
Legendary Hero
able to speed up time
posted May 02, 2009 10:43 PM

jiriki9

-Hideout: Nice, detailed faction, but too strong in matters of balance. Moreover, I don't consider lizardman factions as that creative, allthough there are "worse" ones. So it's 44 points for the Hideout.

Dark Crystal

Hideout
Cohesiveness 7/10 – there are no much info about appearance, descriptions of creatures, but if remember fortress from H3, which definitely was a prototype, it sounds cohesive.
Storyline/History 3/10 – no campaign storyline and not very interesting history.
Creativity 10/15 – the lizardmen slavers? That sounds nice. A pity that this faction isn’t finished. But it is not very original, because the main idea is taken from H3 fortress.
Battle facets 6/10 – not very much info about this point, but I like racial skill very much.
Discretionary 3/5 – good entry, but not finished and no pictures.

Total score: 29/50


Mytical
Hideout - 44/50

Jiriki: 44 (25%) + DarkCrystal: 29 (25%) + Mytical: 44 (50%)
Final score= 40.25

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