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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Future Necropolises and replacements
Thread: Future Necropolises and replacements This thread is 4 pages long: 1 2 3 4 · «PREV / NEXT»
MattII
MattII


Legendary Hero
posted July 03, 2010 01:41 PM
Edited by MattII at 17:34, 04 Jul 2010.

Tier 1
Zombie
Bio: The lowest of the low, the amount of necromancic magic spent raising these poor beings is just enough to keep them animate in the most basic respect.
Abilities: Undead, doesn't retaliate.
Zombie Clubber
Bio: Only slightly better than Zombies, they do at least have the control to carry at least weapons, and their undead muscles, no longer hindered by fatigue or pain, swing these brutish weapons with surprising force.
Abilities: Undead, doesn't retaliate, Bash.
Festering Zombie
Bio: Given the extremely low amounts of necromancic magic spent of raising individual Zombies it should be no surprise that, as time wears on, the dead flesh begins to decay, and the putrid smell that these rotting forms give off is enough to sicken even the hardiest of warriors.
Abilities: Undead, doesn't retaliate, Festering Aura.

tier 2
Zombie Warrior
Bio: Those necromancers who prefer their army to last more than a few minutes on the field prefer to go with quality over quantity, and this is one of the results. Although not much better than their lesser cousins, these primitive undead soldiers have at least learned to retaliate.
Abilities: Undead.
Plague Warrior
Bio: Zombie Warriors may make better soldiers, but they're little better treated overall, and as such, rot quickly sets in, though this works mostly to the necromancer's advantage, as no living being is able to perform at its best while the stench of rotting flesh hangs around.
Abilities: Undead, Festering Aura.
Zombie Archer
Bio: Even more advanced than the Zombie Warriors, these undead have sufficient coordination to aim a crossbow, although their aim is often still vague.
Abilities: Undead, Shooter, Range Penalty.

tier 3
Ghoul
Bio: These beasts are a fearful sight to behold. They differ from the zombies in that they are not so much 'raised' as 'turned', taking a path to undeath that doesn't require dying beforehand. There are other differences as well, one of which is that they can heal themselves by eating meat, mostly attained after the battle from those that have fallen.
Abilities: Undead, Scavenger.
Blood Ghoul
Bio: More tenacious and vicious than their lesser bretheren, these nearly fearless beasts will happily pick the flesh of a still-living being as if it were a mere corpse.
Abilities: Undead, Scavenger, Life Drain.
Bonewing Ghoul
Bio: It is one thing to face a Ghoul on the ground where it can be struck with a spear or sword, but quite another to face one dropping out of the sky, any many inexperienced troops break and run at the mere thought of these aerial beasts falling on them.
Abilities: Undead, Scavenger, Flyer.

tier 4
Deadman Warrior
Bio: Zombies taken to the next level, these fearsome warriors are charged with enough necromancic magic that they retain both a shadow of their minds, and most of their flesh, which the magic protects from the normal processes of decay.
Abilities: Undead.
Deadman Archer
Bio: Similar to their sword-waving cousins, these soldiers retain their minds and flesh, and muscles, unhampered by pain or exhaustion give them an impressive strength, even in a melee.
Abilities: Undead, Shooter, No Melee Penalty.
Deadman Soldier
Bio: Even better treated than the mere Deadmen Warriors, these fearless soldiers carry weighty shields, which protect them from all but the harshest attacks.
Abilities: Undead, Shield Wall, Shielded (like Shield Allies, but only applies to the unit itself).

tier 5
Black Serpent
Bio: It has been noted by some necromancers that many living beings share an irrational fear of snakes, and so they used their considerable powers to play to just these fears. Created from the rib-cages and spines of many victims, these huge necromancic constructs will strike fear into the hearts of even the most hardened soldiers.
Abilities: Large Creature, Undead, Constrict (enemy unit can neither move nor attack, but neither can you own unit).
Black Devourer
Bio: That snakes can eat prey much larger than themselves is a well-known fact and a central motivation for the creation of these beasts. Unlike their lesser cousins, these constructs 'devour' many of their victims, draining their life-forces to regenerate their own undead forms.
Abilities: Large Creature, Undead, Constrict, Life Drain.
Black Chrysopela
Bio: Not all snakes are created equal, some are poisonous, while others rely on mere muscle to choke the like out of their victims, and then there are the Chrysopelea, or 'flying snakes'. Inlike the tiny serpents of the forests though, these massive constructs are not limited to merely gliding, instead being capable or truly flying, albeit with magic.
Abilities: Large Creature, Undead, Constrict, Flyer.

tier 6
Deadman Rider
Bio: Horse cost much more necromancic magic to raise than humans, which isn't surprising given their size. Nor is it surprising that given the massive costs involved, these undead beasts are given only to the finest undead warriors, those they know will make the best use of them.
Abilities: Large Creature, Undead.
Deadman Lancer
Bio: If a living horse were asked to charge towards a line of spears or other polearms they would panic. Undead horses don't have the independence for such actions, allowing necromancers to harness the full power of the beasts to conduct a true, untempered cavalry charge.
Abilities: Large Creature, Undead, Rider Charge.
Black Rider
Bio: Undoubtedly the most fearsome of the undead cavalry, these 'knights of death' wearing black armour and riding huge black horses seem to generate an aura of terror, turning even the most battle-hardened warrior into a frightened , snivelling wretch.
Abilities: Large Creature, Undead, Frightful Aura, Fear Attack.

tier 7
Boniform
Bio: Of all the creatures used by the necromancers, few can appear as grotesque as this random conglomerate of bones. It looks almost immobile, like some sort of bizarre sculpture, but it is surprisingly fast, taking many inexperienced soldiers by surprise.
Abilities: Large Creature, Undead, Attacks All Enemies (like six-Headed Attack but can cover all adjacent spaces)
Fleshiform
Bio: Many necromancers have found the Boniform to be an effective and horrifying weapon of war, with their only real problem being that they tend to accrue damage to a point at which they eventually fall apart. This beast has no such problems, the flesh that covers its structure soaks up most of the damage done to it, and even holds damaged bones in place while they regenerate.
Abilities: Large Creature, Undead, Attacks All Enemies, Regeneration.
Steeliform
Bio: In comparison to the Fleshiform's regeneration ability, this pile of arms and armour may seem like a poor rival, but don't be fooled, for as valuables as being able to regenerate is, the ability to avoid that damage in the first place is even better. Nor are swords this conglomerate's only weapons, the ability of each one of these creatures to launch a virtual barrage of arrows and bolts is well used by the Necromancers to sow confusion and fear into an enemy's ranks.
Abilities: Large Creature, Undead, Attacks All Enemies, Shield Wall, Shielded.

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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted July 03, 2010 08:32 PM

"Chocobone"


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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted July 04, 2010 11:02 AM
Edited by LizardWarrior at 17:55, 04 Jul 2010.

I made 6 tiers until now.

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garnju
garnju


Hired Hero
posted July 04, 2010 06:43 PM

Well, the analyzing of the Necro creatures in the first post was usefull.

I'll put my penny to the table.

The usuall difference between skeletons and zombies (if the lore of the game/world picks it) is that skeletons are "made of" constructs of different bones of different corpses, and Zombies are animatd corpses.

My greatest dislike in all Necropolis themes in H5 that all of there unites are undead and in some incarnations there heros are not. You guessed right, I dislike Liches.

Skeleton  --> Abomination/Dead eye

Skeletons are the basic creatures in the lands of Necroplis as the leaders of the towns and there apprenticesies practice over and over again the animation of dead. (but only from the dead bodies of outlaws and their unrespected foes.) There weapons are sometimes rusty, nearly keen ... as they picted it up from the battlefield

Abominations are the mixture of diffrent remains. Claws, spieks, horns in the head/knees, longer legs and arms etc ... We could say hat these creatures are the heay infrantry of Necropolis.

Dead eyes wear magialy enchanced leather clothes as their living counterparts and there weapons (crossbows and shortswords for melee combat) are always new.

Walking corpse ---> Darkwalker/Homonculus

or aka the zombies. Usually the corpses were slower than the living but much more durable since they do not feel pain. (lower initative and speed, but more dmg, attack defense and hp)

Darkwalkers are the result of failed or late ressurections. The spirit returned to his/her body but it started to rot. In the catacombs of Necropolis the acolyes and their masters stopped teh rotting, covered the meat and put magiacl signs and tattoos to the newborned Darkwalkers. The spirit knows everything what he/she learned when he/she was lived.  Legends say that in the great desert long last and much more powerfull bodies containging highly trained in fight and magic spirits called Mummies.

Homonculus is the golem of the Necromancers and they are a same mix of different body parts of different creatures such as the Abominations.


Well this is for the first part, please comment if its worth to continue

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 04, 2010 10:09 PM

Quote:
The usuall difference between skeletons and zombies (if the lore of the game/world picks it) is that skeletons are "made of" constructs of different bones of different corpses, and Zombies are animatd corpses.


I have to disagree. I know quite a lot of fantasy worlds in which the difference is just the obvious: Zombies still got the flesh on their bones, skeletons...well, it's obvious they don't ain't it? I knwo there probably are setting in which it is like you describe is but I don't think it's the "usual" difference... f.e. there also worlds in whcih "zombies" are created completely different.

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted July 04, 2010 11:15 PM

Finished:Necropolis,last post,also a grail creature
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Fauch
Fauch


Responsible
Undefeatable Hero
posted July 04, 2010 11:56 PM

Quote:

3.Ghost
heroes 2

Overview:Weak



I have to say it is funny

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted July 05, 2010 09:22 AM
Edited by LizardWarrior at 09:26, 05 Jul 2010.

Quote:



Skeleton  --> Abomination/Dead eye

Skeletons are the basic creatures in the lands of Necroplis as the leaders of the towns and there apprenticesies practice over and over again the animation of dead. (but only from the dead bodies of outlaws and their unrespected foes.) There weapons are sometimes rusty, nearly keen ... as they picted it up from the battlefield

Abominations are the mixture of diffrent remains. Claws, spieks, horns in the head/knees, longer legs and arms etc ... We could say hat these creatures are the heay infrantry of Necropolis.

Dead eyes wear magialy enchanced leather clothes as their living counterparts and there weapons (crossbows and shortswords for melee combat) are always new.

Walking corpse ---> Darkwalker/Homonculus

or aka the zombies. Usually the corpses were slower than the living but much more durable since they do not feel pain. (lower initative and speed, but more dmg, attack defense and hp)

Darkwalkers are the result of failed or late ressurections. The spirit returned to his/her body but it started to rot. In the catacombs of Necropolis the acolyes and their masters stopped teh rotting, covered the meat and put magiacl signs and tattoos to the newborned Darkwalkers. The spirit knows everything what he/she learned when he/she was lived.  Legends say that in the great desert long last and much more powerfull bodies containging highly trained in fight and magic spirits called Mummies.

Homonculus is the golem of the Necromancers and they are a same mix of different body parts of different creatures such as the Abominations.




Dead Eye,sounds like a kind of undead beholder,not like a skeleton,try to find a better name.Homounculus is a strage name and darkwalkers hmmm....Abomination is good,but the most large amount of players will think it's Abomination from Warcraft,who it's a kind of zombie.Well,I will examine this faction,when you will finish it.

@MattIII:You finished and I finished,let's judge factions,you judge mine and I will judge your one.
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MattII
MattII


Legendary Hero
posted July 05, 2010 10:08 AM

Better not, I'm not fond of skeletons, and you seem to have an awful lot of them.

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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted July 05, 2010 01:10 PM
Edited by Moonlith at 13:17, 05 Jul 2010.

I agree the difference between Skeletons and Zombies should generally be that Zombies are simply the 'less finished' product of a reanimation, with Skeletons being the advanced state. Wether that advancement is good or bad is left in the middle.

Zombies have more flesh, making them slower but tougher. Skeletons though, have less areas to be hit; arrows particularly would have a large chance of going between bones and just outright missing them.

For ghosts you would have to determine wether they should be reanimated like skeletons and zombies, or wether they are 'accidental' snow-ups of nature.


Necropolis is a difficult concept in terms of who rules it and who actually has any bit of sentience.... For example; isn't it kind of odd skeletons and zombies cheer in battle, displaying actual emotions? Shouldn't they just be the empty hull of a once living being, without a soul, and thus in effect, be mindless drones following the orders of whomever controls them?

It goes without saying the actual leaders of the necro are the Necromancers, who basicly perform the task of re-animating every nasty piece you will find in that town. Thus, it seems natural that they are likewise in control and the main heroes. Necromancers generally start off as humans (or other races) drawn to the dark arts, which ultimately results in them transforming themselves into Liches in a desperate attempt at achieving immortality. That's generally the original explaination, so it really isn't that odd to see Liches and Humans as primair heroes.


Vampires in that sense are a bit of an odd-ball in the lineup, shoved there by association with theme, but nothing else that really binds them. Which doesn't necessarily means they should be stripped out, they fit surprisingly well and add some good diversity... But they do need a proper explaination. And can we go back to their Heroes 3 looks? Those were actually good...

(For the record, I'm mostly tempted to picture Vampires as living in estates or fairytale-like palaces in deep pineforests, where they spend their nights with sophisticated conversations and dancing with ghosts to classical music)

So what else we got other than Liches, Vampires, Ghosts, and the basic fodder-junk they reanimate? I still like Bone Dragons and Ghostdragons really... But what annoys me in that concept is that it is too specific a creature. Why dragons, aside their obvious coolness and power? Why not the skeletons of other strong beasts?

Technically, you should make it so -every- creature has a bone and ghost form, which would be the results of a Necromancer killing and reanimating them, and probably only achieved in that fashion. Then again, that would be a huge nuisance for a Necromancer to control since you only have 7 army slots...

I'd stick to Dragons I rather liked the way Ghost Dragons in heroes 3 constantly faded, as if flickering between the ghostworld and real world.

I personally think Tier 6 and 7 are rather open, depending on the concept you use. If you deem necromancers as mad scientists, quite likely they would create abominable constructs of flesh and bone.

Which kind of makes me wonder why HoMM never included the monster of Frankenstein.

Again depending on the concept, you could add another race which would be heavily cultured around Necromancy, who knows for what reason. But it would be difficult I think to find a general fantasy creature that has those traits, aside humans.

Poxnora has a wild variety of undead creatures in its list. Check under "Forsaken Wastes" > "All Releases" if you're in need of some random inspiration



In my own personal little fantasy game world (Yes have a laugh) I go with the idea that reanimating a corpse can either result in a skeleton or zombie being raised. If a Zombie is killed though, the zombie's corpse can be reanimated again, this time with a high chance of re-raising as a skeleton, and a small chance of nothing.

Corpses of skeletons can be collected, and the remains of 3 skeleton corpses can be re-constructed into 1 new skeleton. That's how Necromancy works in my world Recycling massive spam of fodder.

P.S.: Personally I don't think Necro armies use the finest equipment. In my opinion Necro should be based on quantity, not quality, and I highly doubt necromancers would be bothered trying to manifacture the finest of equipment for troops they would deem as skilless, mindless fodder, useful only to try and swarm and overrun enemies which can be reanimated again, and which would equip themselves with the left-over weaponry of the fallen. Considering how frail skeletons and zombies are, I don't think anyone would want to invest much into them.
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MattII
MattII


Legendary Hero
posted July 05, 2010 02:33 PM

Quote:
Zombies have more flesh, making them slower but tougher.
This is the whole disagreement I have with Zombies, there is no reason that they actually have to be slow, they could easily move at a fast walk. The only reason that Zombies are portrayed as moving slowly is because of the Zombie-Apocalypse style of fiction where the thing is contagious, so they have to do something to give the survivors a whance to flee.

Quote:
Vampires in that sense are a bit of an odd-ball in the lineup, shoved there by association with theme, but nothing else that really binds them. Which doesn't necessarily means they should be stripped out, they fit surprisingly well and add some good diversity... But they do need a proper explaination. And can we go back to their Heroes 3 looks? Those were actually good...

(For the record, I'm mostly tempted to picture Vampires as living in estates or fairytale-like palaces in deep pineforests, where they spend their nights with sophisticated conversations and dancing with ghosts to classical music)
Pretty much the way I went with my Estate faction.

Quote:
So what else we got other than Liches, Vampires, Ghosts, and the basic fodder-junk they reanimate? I still like Bone Dragons and Ghostdragons really... But what annoys me in that concept is that it is too specific a creature. Why dragons, aside their obvious coolness and power? Why not the skeletons of other strong beasts?
Agreed, although the skeleton of a predator would be preferable in a fight.

Quote:
Technically, you should make it so -every- creature has a bone and ghost form, which would be the results of a Necromancer killing and reanimating them, and probably only achieved in that fashion. Then again, that would be a huge nuisance for a Necromancer to control since you only have 7 army slots...
Not every creature should get a ghost form, not if you have both skeletons and zombies.

Quote:
I personally think Tier 6 and 7 are rather open, depending on the concept you use. If you deem necromancers as mad scientists, quite likely they would create abominable constructs of flesh and bone.
Quite likely, because there are oh-so-many different forms those things could take.

Quote:
Which kind of makes me wonder why HoMM never included the monster of Frankenstein.
Because you'd have to explain how they're better than zombies, despite being made out of the same stuff.

Quote:
Again depending on the concept, you could add another race which would be heavily cultured around Necromancy, who knows for what reason. But it would be difficult I think to find a general fantasy creature that has those traits, aside humans.
Lizardmen maybe if you gave them an 'African Bush' culture, after all, the ideas of zombies pretty much originated in Africa.

Quote:
Poxnora has a wild variety of undead creatures in its list. Check under "Forsaken Wastes" > "All Releases" if you're in need of some random inspiration
Or check out some of the undead and abomination creatures in DnD, I suspect that would provide even more variety (it certainly did for me).

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garnju
garnju


Hired Hero
posted July 06, 2010 12:20 AM

Moonlight and the others --> thx for the comment about zombie <-> skeleton queston.

Do not really know when, I'm gonna post my Necro idea, i hope that I could finally type it before the weekend.

For another reason about my opinion of this q is in my country we have a quite old, known but becamed boring/bored roleplaying word/game.  Most of the people I asked sad that the novells wroted to this world are much more interesting/exciting than the game.

In this world they called skeletons and zombies different names, and the difference between them is similar to my "idea". Zombies are corpses possesed by "souls" (inhabitant low tier ... creatures of the negative plains /netherworld) connected by blackmages/liches/necromancers (who in epic/high levels could "instantly" create undead bodies more durable than usuall zombies) and skeletons are simply animated bodies (in different level of ... wholnes -->rotten, bone like etc) with only a basic "hunger and anger against any kind of living.  Oh one more, "skeleton" bodies keep forward to rot (so a mainly human like corpse will became skeleton) and zombies do not rot forward.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted July 09, 2010 01:37 AM

Quote:
Quote:
I still like Bone Dragons and Ghostdragons really... But what annoys me in that concept is that it is too specific a creature. Why dragons, aside their obvious coolness and power? Why not the skeletons of other strong beasts?


Agreed, although the skeleton of a predator would be preferable in a fight.


there could also be zombi dragons, with a poisonous breath
or dracoliches, able to cast curses (kinda like in H5 actually)

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted July 09, 2010 08:39 PM
Edited by LizardWarrior at 08:55, 10 Jul 2010.

New necropolis concept:

Swamp Necropolis
Deep into the swamps,where are posionus fog and agressive lizardmen,many peoples died,even the brave soldiers can die with ease in these lands.The large amount of corpses made the lizardmen to use strong magic to reviev the deads,this magic is necromancy.Lizard Shamans start to use necromancy from the old times,when adventurers wanted to explore the swamps and died.In swamps also can be found pietrified dragon remains and others dead besats.

Level 1:Cadavre
Cadavres are deads entred in putrefaction early stat,the swamp protect the corpses in mud so they can been mummified,but cadavres are early used,so isn't mummified.The cadavres are weak,slow and mindless,they don't care about pain and enter in battle only with hands,didn't know to use weapons.They are easily outwitted, but in large groups can overwhelm the unwary.The lizard necromancers doesn't are spending much necromancy points on cadavres.

Necromacy Points:4
Very small amount:inteligence very low,can walk,can attack with hands

Abilities:Undead,Mindless,Corpse Eater

Mindless:can't retaliate
Corpse Eater=Gain 10% health for each unit killed,don't work on undead,mechanical and elemental units

Level 1 Upg.:Ghoul
Ghouls are fast and have some mind,they have begin to be mummified by swamp's mud and they have a low stat of putrefaction.Their skin is pale and impermeable.They are enough smarter to attack with bones,they use a short bone to attack enemies and can run in case of danger.


Necromancy Points:9
Small amount:Inteligence low,can run,can attack with hands

Abilities:Undead,Strike and return,Corpse Eater

Level 1 Alt.: Plague Bearer
Men who have died on dry land,can't be kept mummfied years by the mud,so in combination with swmap's poisionus fog,worms and a large veriety of bugs and scavangers they gain the most deadly kinds of diases.They're not smarter than cadavres,but sure,more dangerous.Also,plague bearers have poisionus breath who can make serously plagues.

Necromancy Points:6
Very Small amount:Inteligence very low,can attack with hands,can deal breath to the enemy to kill him

Abilities:Undead,Corpse Eater,Plague,Plague Aura,Mindless

Plague=20% to infect the enemy(-2atk,-1def for 3turns)when attack,don't work on undead,mechanical and elemental units
Plague Aura=any creature who is in any adjenct hex of creatures,is automaticaly affceted by Plague ablitiy

Level 2:Swamp Spider
In swamps live giant mosquitos,the favourite meal of swamps spiders.They make giant webs who catch their prey and slowdown the enemies.Swamp Spiders have deadly poision who can kill a human in 10h,their chelicers have 4cm long and can cut human flesh with ease.

Abilities:Immoral,Poisionus,Web Trap

Immoral=Immune to undead moral penalty
Web Trap=can place webs invisibile to enemy who slow the enemy with 50% for intial speed.

Level 2 Upg.:Cross Spider
Cross Spiders are larger cousins of swamp spiders,how name says,they have a huge red cross on their back.They have a poision more dangerous tha swamp spiders and they're faster.Cross Spiders poision affects the nervous system and can cause the putrefaction of brain.

Abilities:Immoral,Extremly Poisionus,Web Trap

Extremly Poisionus=-50% enemy heal/turn for 5 turns

Level 2 Alt:Giant Spider
Giant Spider are less poisionus than cross spiders,but they are larger and stronger than their cousins.The dimmesions make him the most large spider in the world.The most humans flee when see a spider like this,but lizardmen tamed they to protect their lands.

Abilities:Immoral,Poisionus,Web Trap

Level 3:Skeleton Warrior
Skeleton Warriors are skeletons trained in mace arts,they use spiked maces to crush the bones of enemies.Skeletons Warrior's armor are improved than skeletons archers,they have light plates and corintic helms.They also have large shields.

Necromancy Points=26
Medium amount:Inteligence medium,can walk,can use shields and maces

Abilities:Undead,Bone Crusher,Bone Body,Large Shield,Rust Weapon


Bone body=recivie only 25% from ranged attacks and 75% from melee attacks
Rust Weapon=20% chances for traget lose every turn 15% health,don't work on undead,mechanical and elemental units
Bone Crusher=30% chances to crushes bones(-30% defense,-15% health per turn)

Level 3 Upg.:Imperial Skeleton
Imperials Skeleton's use hard two-handed swords,necromacers put lots of necromancy to raise the necsary strenght,like these skeleton to can fight with giant swords.They're swords have a weight of 12,5kg and can cut a cow in half!Imperial Skeletons can't use shields,because they must hold the sword with both hands.

Necromancy Points:35
Heavy amount=Inteligence medium,can walk,can hold great swords,so great strenght

Abilities:Undead,Bone Crusher,Bone Body,Rust Weapon

Level 3 Alt.:Skeleton Archer
Skeletons archers are skeleton of deads archers,who keep they're skills after death.They use bows and are armored with a brestplate and a iron hat.Skeltons Arcehr's old arrows are rust,so they can't deal so much damage,but rust affect the bloody of the traget.

Necromancy Points:35
Medium amount:Inteligence medium,can walk,can shoot with bow

Abilities:Undead,Shooter,Bone Body,Rust Weapon


Level 4:Lizard Hunter
In swamps also exist strange creatures,half-lizard,half-human.They're strong and have around 1,9-2,3m.Lizardmen are organised in villages named Aleths,who contain around 300-1500lizards.Lizard Hunters are lizardmen who bring food to the aleth,but in case of danger,they can be good warriors,using bows and light leather armors they shoot enemies without miss!

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garnju
garnju


Hired Hero
posted July 09, 2010 09:43 PM
Edited by garnju at 14:17, 30 Aug 2010.

About the game mechanism : with one of my fellow gamer we started to revision the concept of heroes after Hammers of fate.

We liked the idea of batteling heroes in HoMM4 but thought it was boring (since combat was a "must have" skill and to fully build hero was nearly impossible)

The number of towns is 9 (8 from tribes, and the last is a concept for Free cities). All of the dragon gods return.

About creature tiers --> only 5 in every town (with 2 upgrades) and 3 more allied creature with one upgrade. The tier 1 and 2 creatures similar to their counterpats in H5, the tier 3 and the weakest allied is similar to tier3-4 H5, while tier4 and the second allied  between tier 5 and 6. For the last Tier five creature are better than H5 tier6 but weaker than tier 7 creatures.  The last allied creature would be more powerfull but rare since the building you can get these allied are similar in concept to Recruit camps. (no effect of double dwelling buildings and weeks)

If you flag one of these dwellings the creature will be changed to the allies of your starting faction.

Allied tier 1

Wolf - Dungeon, Stronghold, Sylvan
Golem - Academy, Necropolis, Fortress
Freelancer - Haven, Inferno, Free cities

Allied tier 2 (large)

Lizard (like the beasts in Dungeon tier4) - Academy, Dungeon, Inferno
Troll (not like the usuall beasts) - Fortress, Stronghold, Sylvan
Cavalry - Haven, Necropolis, Free cities

Allied tier 3 (large)

Manifestation - Academy, Necropolis, Inferno
Dragon - for all other six town


Also your armies will have a "second in command" in the battlefields and their abilites would be depend on the skills of your hero and their stats from the level of the hero (but do not affected by the stats of the hero (attack,defense, spellpower, knowledge). They always a small creature and the spells could only affect them if a hero or another "2nd in command" cast it. This featue could bring back the feeling of H4 and boost the starting armies.
History

After the death of High Necromancer Lord Arantir, his apprentices began the change the remaining "old-timer" aspects of the kingdom of Dead.

When the fast and furious rage of the six month long war their ideas becamed reality.

If you live in a prosperal land and not in a wasteland your opportunities are nearly eternal. Because of their army and townguards are undead warriors the citizens of the villages could live their life in peace so their loyality for the necromancers is hard as a diamond in a Blackrod staff. Its not really stunning since their ansestors were suffered by countless battles of various factions ( such as Biaras ruleship etc).

Hero : Necromancer
General : Whisper


Tier 1  Skeleton  ---> Horror bone/Skeleton grunt.

The first test of an adept after a month is to reanimate a pile of bones. Even if they fail to graduate they could further practice the basic arts of necromancy so their ranks are always full.

Their weaponry and clothes gathered from the enemies of Herresh (name of the kingdom, also the name of their capitol)it varies in a wide scale. Since they are like constructs do not own a soul just one of the weaokest habitant s of negative plains chained to their body they can not be ressurected only raised.

Abilities : undead creature, small creature.


Horror bones are redesinged skeletons from remains of various creatures. The bones of Urgash'ss spawns, beasts, carnivacs and monsters (mainly gained by goblin caravans) make them much more deadly than their "basic" brethren. (Only the skull remains with the symbol of Asha)

Abilites : undead creature, small creatures, spike and claws.


Skeleton grunts name is often misunderstood. Most of the peasents of the Stag kingdom would think that they are just cannonfoders. But Asha likes the sarcastic humour so her greatest followers train thier grunts in the art of archery. Thier weaponry is always the simpliest of the offers of marketplaces but you will never ever find rust spots on them. The reason for this is they are the Townguard milita of the villages too.

Abilites : undead creature, small creature, shooter, melee penalty


Tier2 Zombie ---> Homonculus/Darkwalker

If the corps remains fully functional the Slaves of the Spinner (the habitants mentoined at the skeletons) not only chained to the remains  but posses them. The slowness of this soldiers is the result of the unexperiency of the Slave.

Abilites : undead, small creature, bash


When they "learn" to move the body better the adepts and the acolytes begin the process of enchanting their troops as the same way they do with Horror bones. These Homonculuses are the heavy infantry of Herresh.

Abilites : small creauter, undead, bash, cripling strike


If the Slave mugs some thoughts and dreams (sometimes peaces of personality) from the passing soul of the body they will became much more deadlier than the usuall walking deads. Of course this is the begining. The creating of Darkwalkers rediscovered from the ancient books from the time long before when wizards and necromancers separeted. Mainly these books (sometimes just a few pages) gathered by Orc tribes when they searched the cataombs of their cities ...). The ritual begins with the changes of the body. The skin became pale, the rottins stops, deep blue light covers the eyes, the torso, the arms and the legs lost their fat ... only bones and muscles remain under the skin. The symbols tattooed to the body helps the Slave to control more efficently the body.  These creatues are the borderguard and main head hunters in Herresh. The bounty-hunter groups contain 10-12 of them.

Abilites : small creatuer, undead, netherian


Tier 3   Adept ---> Blackguard/Acolyte

These young man and women who were blessed by Asha (simply has the talent to cast magic) will learn in Herresh to became the low/mid level officers of the army. Sometimes they could be Necromancers.

Adedpt: trained in both the martial and magical arts these people often lead small groups of undead. They wear studded leather armor, and they are armed wiht shortswords. Because they shair their days with undead (as every people in Herresh) they are unaffected to their presence.

Abilites : Caster, bravery,


Blackguards led more numerous undeads and they choose the path of steel, however they do not forget their magic studies.

Abilites : Bravery, Curse master.


Acolytes could be find mainly in their chambers or at the Ziggurats. They are responsible to create the more durable kind of undead. They share the bravery of the adepts and Blackguards.

Abilites : Shooter, caster, no meele penalty


Tier 4  Shadow fang --> Shadowclaw/Shadowwing (large)


If the necromancers open a portal to the Netherworld in the temples of the Spinner they usually summon these predators from that realm.  They familiar in look to their living counterparts but nothing else.  
Shadowfangs looks like a cross between a canine and a felin resembeling a grotesque wolf like beast with black furr and (as every creture from Netherworld) glowing deep blue eyes.

Abilites : undead, climber, random curse


Shadowclaws resemble to a bear, and Shadowwings similar to a raven/falcon hybrid.

Shadowclaw abilites : undead, climber, random curse

Shadowwing abilites : undead, flier, random curse


Tier 5  Ghost --> Wraith/Soulreaver (large)


Ghosts are the main servants of the Spider aspect of Asha so they posses greater abilites in the lands of Asha than anyother habitant of the Netherworld. Otherway they are only appear when someone dies.

Abilites : undead, large, incorporal, netherian,


Wraiths resemble the avenger aspect of Spinner similar to the nightmares of the dreams

Abilites : undead, large, incorporal, flier, netherian, enemies don't retaliate


In the past, Vampires wanted to be like this outworlders but they are only cheap replicas of the Soulreavers. This was one of the reasons why the new necromancer leadership banished and hunted down the Princes of the night. If the wraiths are the avengers then they are the Judges.

Abilities : undead, large, drain-life, netherian, flier


Golem --> Gatekeeper

Often used to protect sacred or important places/buildings the necromancers improved the effectivness of the golems from the studies of their Wizard ancestors.

Abilities : mechanical, enchanted weapons, shield, can not be slowed


Cavalry --> Dreadknight

Usually when these mercenaries join the ranks of the Army of dead will be sent to the war academyies where blackguards continue their study. Their enchanted weaponery and armor is similar used by Whispers.

Abilites : large, bravery, enchanted weapons, fear aura


Manifestation -->
When a Manifestation arrives to a temple of Asha, it will reforms its apperiance to form giant spider as the essence of the Spinner blessing it.

Abilities : Large, undead, netherian, climber, webing.

Description of abilities

Spike and claws: damages units when they strike
Netherian: immune to negative ability effects of dark spells
Curse master: Could cast a random LV1-3 dark magic in expert level
Random curse: curses enemies with random LV1-3 magic in basic/adv. level
Climber: could climb on walls like fliers but the town defense affect them when they do.
Enchanted weapon: elemental damage (at Necropolis -> Ice dmg)
Webing: similar to the ability of the Treants.

Will develope the history and bios later

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted July 09, 2010 11:41 PM

I made some artwork(it's H3 style,but what's matter?)

1.Black Soldier
2.Death Soldier
3.Executiener??
4.Zombie Dragon
5.Undead Snake

Comments please!
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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted July 10, 2010 05:30 AM
Edited by Moonlith at 05:32, 10 Jul 2010.

hehehe that's pretty neat, especially the dark knights.

Personally I tend to steer away from any unique, original, new creatures, mostly because by tradition heroes of Might and magic has always simply combined stock-fantasy races, recognizable to anyone, into their game. And that's what made it have so much appeal to me.

PS: The swamp necro idea could hold potential, combining H3 necro with H3 fortress under a reeky voodoo theme, with an accent on poison and decay.
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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted July 10, 2010 09:30 AM

Well,there are 2 types on players:

1.Classical,who don't accept changes and want to keep town as they had.
2.Dynamic,players who want changes and are interested by new desing and concepts,remeber not only creatures,but also theme and town design.

But someones are combined,they want to keep some creatures,but change another,at design is the same think.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 10, 2010 09:39 AM

Usually the ones from the first category do nothing but whine and criticize. Once you keep working the need to explore various paths comes naturally. When you whine, nothing change
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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted July 10, 2010 01:45 PM

Well it's a difficult choice.

The reason so many people want to cling to the H3 concept and are wary about seeing it changed is because H3 really did an almost perfect job at putting out some very interesting and fun faction concepts. To many, including me, it has become somewhat the basis on which I base most of my fantasy-world ideas.

And one should always be careful with trying to improve something that was already very good; the keyword is improve, it should read 'change', with the aim at improving, but just as easily, or even more easily, it can tip into something worse. That's why radical changes such as done in H4 weren't so well received; it was TOO radical at once. H3 was radical as well compared to H1 and H2, but the changes in faction concepts H3 made were actually -good- and very fitting.

As much as I like the idea of a new faction that would be best summed up as a mixture between H3 fortress, voodoo lizardmen who raise the dead, and H3 Necropolis, with a lot of muck and grime and poison and decay, I would still be plagued with feelings of nostalgia for H3.

The main issue is; you can't have H3 Fortress and H3 Necropolis, and the mixture-voodoo faction, next to each other, in the same game; they would be too alike too much. Not that I would mind, but it probably would be difficult to make them very distinct from one another. And each three of those concepts are fun.

So what would be the more logical option to go for? A mixture vodoo-faction? Or adding a reptile town and a necro town?
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