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Heroes Community > Heroes 7+ Altar of Wishes > Thread: The Factions That Didn't Make It- How would You Design Them
Thread: The Factions That Didn't Make It- How would You Design Them This thread is 4 pages long: 1 2 3 4 · NEXT»
SBlister
SBlister


Famous Hero
Rakshasa Commander
posted January 30, 2011 10:22 AM

The Factions That Didn't Make It- How would You Design Them

This is a call to all the creative minds out there in the community.

I am interested to see the ideas that you guys (and gals) might have out there in building the factions that didn't make it in Heroes 6 - Academy, Dungeon, Fortress and Sylvan - using the same system as Heroes 6, aka 3 core, 3 elite and 1 champion unit.

Here are some of the general guidelines:
1. Each faction has at least 2 shooters, 1 caster, 1 or two fliers.
2. Please include a description of the creatures you have listed. They don't have to be too wordy. A brief one will do. This is because some of you guys will pull creatures that are so obscure, that no one will recognize them just by name.
3. Each faction can only use a maximum of 5 units from the previous game HOMM5. This is because the general trend is that HOMM6 factions use 5 old units and 2 new ones. Take the necro for example. skeleton, ghoul (which is generally the same as zombie with a name change), ghost, vampire and lich are all old ones. Lamasu and fatespinners are new.

Have fun in creating guys. I will include my own versions when i've rounded up the ideas well.

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evinin
evinin


Supreme Hero
Servant of Asha
posted January 30, 2011 10:30 AM

Just one question - do we have to do one of the four or all of them?
____________

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted January 30, 2011 11:53 AM

That's entirely up to you. If you think you can do all four, go for it. But if you think that you're passionate about one or two, then do just the one or two. Its up to you guys really.

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Properkheldar
Properkheldar


Famous Hero
Keeper of books
posted January 30, 2011 12:33 PM

Sylvan

The faction should look "grittier" and more "feral, wild" then in H5 while maintaining a noble standing. It should play defensive but still have assault units like the wolf (or stag) and the War hawk riders though mainly focusing on wearing the enemy down with ranged attacks.

Core
Sprite Dryad
Wolf Dire Wolf (alt. Stag with upgrade as in Clash of heroes)
Hunter Ranger

Dryads should look more "mature" then in H5 with limited caster abilities with mind effecting properties and be a flying unit. They should also have a connection with the treant, being able to heal and buff it, maybe growing stronger in it´s presence. A potential wolf should be quite feral (in case of a stag it should look more nobel) and the Ranger unit should have abilities that conjunct with the animal unit of the tier to strengthen with a sort of "beast-master" concept.

Elite
Unicorn "upgraded unicorn"
Druid "upgraded druid"
Eagle rider War hawk rider

The unicorn should be defensive and protect against magic as usual, especially dark magic perhaps have some sort of tie in with the druid being able to amplify certain spells or such. The druid should be both ranged and caster with earth magic. The War hawk riders should have spears and have high initiative and attack and some abilities that fit the hawk.

Champion
Treant Ancient protector  

The Ancient protector should be quite slow but able to root itself and attack from a distance with it´s roots also binding creatures where they stand. The dryads could be put to "tend" to it while rooted making it regenerate and increase it´s attack. Beeing a champion unit it has to look powerful and be quite large and intimidating, not at all as it looks in H5.

Well, I would like the faction going in that sort of direction


 
____________
"Man spends his life in reasoning on the past, in complaining of the present, in fearing future."
- Antoine Rivarol

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SkrentyzMienty
SkrentyzMienty


Famous Hero
posted January 30, 2011 12:39 PM

This is a great thread, I always like to design lineups. I'd gladly include images as well, but I don't have time to design any at the moment. I will do all of the factions as I like all the four of them. By the way, some of my new creatures will be completely devised by me, as I honestly can't remember all of the mythological creatures' names.

SYLVAN

CORE:
Pixie/Sprite (Caster): Pixie as it appears in H5.
Elf/Grand Elf (Shooter): The classic standard Elven Shooter.
Tanuki/Kitsune (Walker): A real animal, similar to a dog. In Japanese folklore, they are described as mischievous and jolly, and masters of disguise and shapeshifting.
ELITE:
Waspwort/Carnivora (Shooter): Similar to the H4 one, a carnivorous intelligent plant, with poisonous abilities, that shoots enemies with seeds. It may devour or entangle enemies at close-range.
Pegasus/Silver Pegasus (Flyer): Winged horse as it appears in H3. I think it would be more suiting if it wasn't mounted by the Elven lady, although I'm pretty indifferent.
Unicorn/Pristine Unicorn (Walker): The classic Unicorn as it appears in H3 (the H5 looked OK, although too cartoonish, but that was the case with most creatures)
CHAMPION
Treant/Savage Treant (Walker): A more bulky and monstrous version of the H5 incarnation, with many defensive abilities.
OR
Faerie Dragon/Symbiosus (Flyer/Caster): A cross in appearance between the H3 and H4 one. One of my favourite units in the HOMM universe.

*I like both of the Champions, and would choose one of them, while making the other one a Neutral.


FORTRESS

CORE:
Defender/Mountain Guard (Walker): Typical sturdy Dwarf.
Gog/Magog (Shooter): Gog as he appears in H3, less demonic. Native to the crater on which the Fortress is located.
Bear Rider/Whitebear Rider (Walker): Again, I think it would be better for the Bear to be on its own, although I'm indifferent.
ELITE:
Roc/Thunderbird (Flyer): Roc as it appears in H3, and Thunderbird being dark purple as in H4.
Rune Priest/Rune Patriarch (Shooter/Caster): Identical to the H5 one.
Fenrir/Hróðvitnir (Walker): A monstrous wolf from the Norse mythology.
CHAMPION
Fire Salamander/Magma Salamander (Walker): A H6 incarnation of the H5 Fire Dragon.


I shall do the remaining 2 later.

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evinin
evinin


Supreme Hero
Servant of Asha
posted January 30, 2011 01:25 PM

I'll do only Dungeon (because I love Dungeon). So...

Core:
Evil Eye Beholder
HOMM3 model. Has the ability from HOMM4 to cast negative spells while shooting but they have little effect because it's after all a core creature.
Thief Assassin
The almost same creature from HOMM5. It has the invisibility and poisoning but not the shooting.
Lizard Drake
A small dragon-like creature with very good speed but rather low stats. The upgraded version can fly.


Elite:
Wolf-man Werewolf
He's always in a wolf shape, stands on his feat, walker. Has some bonuses when killing creatures.
Medusa Gorgon
The nice Medusa (HOMM3 model). Both caster (dark spells) and shooter. Has the stone gaze.
Black Rider Dark Rider or a very cooler name.
A female dark elf that rides on a Manticore. She has a spear and can attack from distance. Has a poisonous attack. A flyer.

Champion:
Chimera Ancient Chimera or Elder Chimera or something like that.
The good old creatures from Greek mythology, has three heads - one of a lion, one of a goat, one of a snake. Has fire breath (again the good old ability). A walker but with high speed.

Boss:
Black Dragon forever!


That would be the best Dungeon ever!
____________

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xerox
xerox


Promising
Undefeatable Hero
posted January 30, 2011 02:52 PM

lol, I read the thread as "the factions that did not make sense in H5" and as a Sylvan fan I was like "WHAT IN URGASH NAME WAS WRONG WITH H5 SYLVAN!!!??".

Anyway, I will do it. I'll start with Sylvan.

Sylvan
In my ideas for H6 expansion, this would be the first one. Its story about how their mother tree Brytigga was burned and how the Tuidhanas elves were blamed instead of the demons who really did it.
This time, I imagine Irollan as being a coniferous forest with lots of pine trees etc. The architecture would resemble more that of H3 Rampart than that of H5 Sylvan.
Sylvan creatures have low defense and health, but deal much damage and are very fast.
One of the main mechanics in Sylvan is Symbiosis. Creatures can buff each other, granting them new powerful abilities.

Core
Pixie -> Sprite: An early level fast offensive flyer. This time, Dryads do not look like faeries. They look more insectoid. They might have the Hit and Run attack and some support ability, probably associated with Wasps. Now I am going to make a Pokemón description, brown Celebi + Scyther = my Dryad.

Huntress -> Predator: This time the elven archer is a hooded female. Their main special thing is the ability to move and shoot. So first they choose were to move and then who to attack. There should be some cool animation when she moves and attacks at the same time.

Wildheart -> Beastsoul NEW: These are savage elven druids who wear a wolf's head as a hat and a bear's claws as gloves etc. They can have multiple roles on the battlefield. The normal is the caster form where he has some minor Earth, Water or Air spells. The Wolf form causes him to look more werewolf-like and he gets the ability to leap across walls etc, which basically turns him into a flyer. This form is meant to be a fast, offensive melee creature.
The other form is the Bear form which makes him into a tank creature with high health and defense. I guess he would turn into a werebear.

Elite
Unicorn -> Unicorn Stag: This time, the Unicorn looks very different. It looks like a mix between a horse, a deer and an alk. Instead of being white, it is brown and has white spots. It also has a white druidic marking on it, symbolizing that it belongs to Sylvanna. Instead of a normal horn, it is a single antler-like horn. The overall shapes resembles an elk a lot but it should still be clear that it is a unicorn and that it is somewhat horse-like.
The traditional ability Blind would remain, as an activated ability and not something random.

Nymph -> Dryad NEW: These look more like tall treants than faeries. They are casters and shooters. They have some earth, water and air spells as I associate those with Sylvan. Flowers sprout of their bark skin.

Treant -> Ironbark Treant: These big creatures can root down into the ground, becoming immobile but also blocking line of sight meaning that if a Hunter stands behind a Treant, the enemies shooters can not shoot the Hunter because the Treant blocks the line of sight. The Hunter however, will not be able to shoot directly forward either. Treants also have the old Entangling roots thing and one of the Symbiosis effects causes them to rush in to enemy lines, doing an AoE entangle.

Champion
Faerie Dragon -> Arcane Dragon: These do not resemble the other Ashanian dragons. They are very colorful and are the most powerful spellcasters in the game. They stand upright on two legs and know expert Sylvan spells (earth, water maybe air). Perhaps some Primordial spells. Their wings glow when they cast spells.
Think of the Warcraft Faerie dragon but much larger and that it stands upright.
Personally, I think this creature is different enough to be called new.

Boss
Gaia: The Gaiae are the very physical embodiments of nature itself. Not much ideas here yet, as I focused on the normal creatures and will make a full Sylvan faction after H6 is released and I have played through it.


____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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thehiddeneye
thehiddeneye


Adventuring Hero
posted January 30, 2011 03:58 PM
Edited by thehiddeneye at 16:02, 30 Jan 2011.

The Sylvan

Here's my version of Sylvan:

Core:

Dire Boar/Dread Boar: The Sylvan's basic melee unit.

Thorn/Dryad: A flying unit, with symbiosis abilities related to the Sylvan's other plant unit- the Carniwort.

Hunter/Sharpshooter: A hooded male Elf ranger. Can switch between archer mode or melee mode, in which he wields twin curved blades (in both forms he attacks twice)  

Elite:

Basilisk/Deadeye Basilisk- A heavily-armored lizard, its hide studded with crystals. Its gaze kills units (similar to H3 Gorgon, but weaker of course)


Carniwort/Waspwort- A plant-like ranged unit, attacking with poisoned vines.

Maiden/Forest Queen- An elf-lady riding a Unicorn. A spellcaster.

Champion:

Ripping Mantis/Crystal Mantis- a fast and deadly flyer, attacking with crystallized, blade-like arms.

Boss:

Emerald Dragon- the classical Dragon. Has the usual Draconic abilities- magic immunities, breath weapon and spellcasting (see the Black Dragon Boss  
Forest Lord- a massive Treant-like being, related to other Plant units.

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DarkLord
DarkLord


Supreme Hero
Fear me..
posted January 30, 2011 06:52 PM
Edited by DarkLord at 23:02, 30 Jan 2011.

DUNGEON in my line-up it belongs to FACELESS!!!

core:

Dark elf Scout / Dark Elf Assassin - shooter (more evil looking comparing to HoMM5)

Spy / Shade - melee (incorporeal shadow)

Evil Wizard / Soul Hunter - caster / ranged (human mages who dedicated themselves to Evil. Soul Hunter lost it's humanity to Evil so he looks scary!)


elite:

Nightmare / Shadow Nightmare - melee (first of all it's not the stallion that we know from HoMM4-5 it's a huge evil beast black in colour)

Avenger / Evil Avenger - flyer / caster (they are of a faceless race. Remind Grim reaper or Death by their look)

Shadow Knight / Black Knight - melee (Black Knight from HoMM3-4-5)


champion:

Immortal / Faceless - flyer (champions of faceless race, the most powerful units. remind fallen angels)


boss:

Black Dragon ( )










SYLVAN - less Elves, of course (i would LOVE to include centaurs but unfortunately they are in Stronghold with Orcs..)


core:

Nymph / Dryad - caster (Nymph has more spells while Dryad has more powerful stat's)

Satyr / Satyr upgrade - melee (Ability: Song of Satyr which hypnotises enemy unit)

Elven Hunter / Master Hunter - shooter (male elf shooter)


elite:

Druid / Druid Elder - caster / shooter (druid elder has the shapeshifting ability to become Giant Wolf)

Guardian / Keeper - melee (savage beastlike creature, guardian of the woods)

Unicorn / Pristine Unicorn - melee


champion:

Fire bird / Phoenix - flyer (fire bird doesn't rise, while phoenix obviously does)


boss

Ancient Treant (huuge treeman with very high defence)


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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 30, 2011 06:53 PM

@darklord... seems a ncie faction...but not really dungeon for me...seems more like a dark overground faction in shadow-theme.
____________
ICTC announced

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted January 30, 2011 08:26 PM
Edited by bixie at 13:48, 06 Feb 2011.

my dungeon line up...

Core
Scourges -> Blackhearts
Walker -> Ranged
The Scourges form the dark elven core of the dungeon army. To become a Scourge, a dark elf must spend 50 years of study in the art of causing pain, where they are put through every conceivable form of torture, until they become ecstatic with pain and the infliction there of. Blackhearts are often the ones doing the “Educating” and are armed with the Daggerwhips to lacerate their enemies from afar.
Double strike
Pleasure through pain: for the amount of damage the stack takes, 10% goes as a permanent damage buff for the rest of the battle. Base
Daggerwhips: Ranged attack, 4 square radius in any direction, passes through all units. upgrade

Gargoyle -> grotesque
Flyer -> Flyer
Gargoyles are evil-smelling, hideous creatures, created by the dark-elven warlocks from particularly strong captives. Through painful surgery, wings are grafted to the victims body, their faces and limps are imbued with fangs and claws, and their skin is “Charmed” with gnarly hardness. Grotesques are the Gargoyles who have survived for many battles, often to the extreme detriment of their looks and sanity, flying into combat with poisoned claws and deadly fangs.
Gnarlskin: may choose to spend a turn unable to move but immune to mundane attacks. Base
Poisonous. upgrade

Minotaur slave -> Minotaur guard
Walker-> walker
Minotaurs form the bulk of the Dark elven army. Once a peaceful, noble race, the minotaurs were brought low by the magic of the elven invaders, and forced into gladiatorial combat and menial service for their amusement. The Minotaur Guards, after much hardship, are those who have killed ten score of their own kind, and are battle-hardened individuals, often pumped full of adrenaline before battle.
Protect the masters: if a minotaur is next to an Scourge, Blackheart, Mistress of Anguish or Siren of screams, they may take the damage of an enemies attack. base
Axe crazy: Minotaur guards gain a bonus if they kill more than their own number in a turn. upgrade

Elite
Mandrake -> pure shadow
Teleporter-> teleporter
Mandrakes are Dark elves whose desire for power meant they handed themselves over to the Warlocks themselves. Never a wise move, but these Dark elves often have nothing to lose. Transformed into terrifying creatures of pure night, the mandrakes strike from the darkness, sowing fear into enemy ranks with ease and skill. The Pure shadows are strange creatures, able to fight not with swords, but with darkness itself, with some whispering that they are actually the Faceless in disguise.
face of fear: any unit fighting Mandrakes -3 to their moral. base
fighting from the shadows: any unit fighting mandrakes -1 to their luck. base

Abomination -> Warped Abomination
Large Walker -> Large Walker
Abominations are created by those of exceptional flesh-crafting prowess. Barely alive screaming behemoths with multiple mouths and untold stitches, they waddle into the battle-field, too scared of their warlock creators to disobey, running in, hoping to die on their enemies blades before they wipe another army out.  Warped Abominations are those who have been especially created to explode on death in a shower of offal and encased spells.
Arc strike: strikes three squares rather than 1 base
Detonation on death: upon death, Explodes, 6x6. upgrade

Mistress of anguish -> Siren of screams
Shooter/spellcaster -> Shooter/spellcaster
Concubines and maidens of warlocks, the Mistresses are often blessed with a chance to peek into the Warlocks tomes of magic. Dancing into combat, the mistresses unleash wave after wave of spells, cackling with glee as their enemies are turned into ash, screaming. Sirens have this style of magic almost down to an excellence, drawing enemy mana with a song before blasting it back again with a giggle.
Spellcaster
dance of draining: able to steal mana from enemy hero base
ballet of siphoning: able to steal mana from enemy hero to use in spell casting upgrade

Champion
Chimera-> Chimera Prime
Flyer -> Flyer
The Chimera’s are the twisted pinnacle of the warlocks mad experimentation, a hulking Behemoth, a hellish mixture of Lion, Black dragon, dark-elf and who knows what else. The Chimera flies into battle, gleefully scorching its enemies whilst shrugging off even the most powerful of spells. The Chimera prime are even worse, as they can somehow call to the rejected flesh-craft creations, the troglodytes, and bring them into battle enmasse.
50% immune to magicBase
breath fire: breath weapon that goes over two squares. base
Call the rejects: able to spawn 10x hero level troglodytes onto the battlefield

Summoned
Troglodytes
walker
Pathetic, mewling wrecks of their former selves, Troglodytes are the creatures that were test subjects for the dark elven warlocks. bitter and twisted, they eagerly await a chance to befoul more wholesome creatures for their master, awaiting the call of the Chimera with bated breath.
immune to blind


____________
Love, Laugh, Learn, Live.

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Borton
Borton


Hired Hero
A lemming in my pocket
posted January 30, 2011 08:38 PM

DUNGEON

First of all, I'd erase all that Dark Elf stuff, I've never realy liked it in H5 (and I collect Dark elves in warhammer) and I'd get back to old style, not from H3, but for H2 (I never liked the underground-troglodyte stuff either).

CORE:

Rogue -> Marauder: Crime fellons converted to gnolls and condemned to join the dungeon armies. Solid infantry, just gnolls from H3.

Gargoyle -> Ratfly: Flying vermin that stalk passer-bies in dungeons and get tamed to harash the armies. The H2 style. Flyer.

Beholder -> Patroler: Giant eyes that patrol and protect dungeons. They are used at war as long-range shooters.

ELITE:

Gorgon -> Medusa: The H4 style medusa, more or less. Warlock bodyguards with short ranged attack, capable of killing enemies with their petrifying gaze.

Punisher -> Executioner: The H2 style minotaurs: They execute fellons who get a death sentences, and act as the best infantry from the dungeon.

Hydra -> Sloar (word picked from Ghostbusters!): Huge multiheaded beasts that swallow enemies.

CHAMPION: Dragon -> Tyrant: The black dragon we all know. Flyer, fire breathe, etc, but NOT immune to spells.



ACADEMY

More based on H2-3 style than H5.

CORE:

Drone -> Queen: A mix of H3's dragon fly with a bee. Flyer, weak, and if the hero eats them in combat he recovers spell points.

Golem -> Praetorian: (At least not like the H5 one). Animated statues that protect ally ranged attackers by allowing them to shoot despite being on melee with an enemy. The golem must be adjacent to both the ally shooter and the enemy.

Miner -> Sapper: Dwarves that make bombs and other explosive stuff to use it in battle. They also repare war machines.


ELITE:

Mage -> Vizier: The classic mage. Spellcaster.

Torb (word taken from Ghostbusters ) -> Cerberus: No need to explanation, just say that I want them a little less infernal.

Thuderbird -> Stormbird: The classic roc evolves to H4 thunderbird. Flyer that has some "electrifying attacks" (Uhm-uhm tisssss).


CHAMPION: Colossus -> Titan: I don't care which game style, I love all of them. The classic evolution from melee to ranged, etc.

____________
The HOMM4 vampire is Dave Gahan!!!

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Kraken
Kraken


Famous Hero
I just love being elemental
posted January 30, 2011 09:56 PM

ACADEMY

Creature Line-up:

Core:

1. GremlinGremlin Mechanic

These are the engineers, the builders, and the workers for the Wizard Kingdoms. They have designed many great feats in engineering and have constructed many fantastic buildings and factories for the Golems in the Wizard armies.

2. Shining Mana EssenceGlowing Mana Essence

The most basic form of magic a mage can perform is that of a conjuration spell to create mana essence. These essences can be used by the mages to gain additional mana, and can use the elements to strike down enemies. They are very weak, but very powerful, and can call lightning from the heavens and drain mana from enemy casters.

3. GargoyleDiamond Gargoyle

The Gargoyles are creatures made of stone with impenetrable defenses to magic. They have long claws and sharp teeth to scrape away the enemy's flesh. A flying unit in the Academy, they serve as melee units for the Academy and will bravely defend their masters.

Elite:

4. GolemSteel Golem

The main tanks of the Academy, and are a force to be reckoned with. They each carry dual swords, and are made of pure metal to protect it from magic and for the sheer power of it. They can deal extra damage to casters for their ability to cut magic.

5. WyrmGlowing Wyrm

The degenerate Dragons, the Wyrm, have no legs, but are even more magical and with it, their attacks cause elemetnal damage. Being bright and shinning has another ability, it can stun the enemy and go in for the kill.

6. MageArchmage

The most intelligent and powerful of humans. The mage can cast a variety of spells from all four elements, or just shoot its enemy. They also can prevent the enemy Hero from casting spells or empower the Hero's spells. Not only that, if they feel unsafe, they can hop into a golem and thus creating a new unit with new abilities, a hybrid of Golem and Mage.

7. Lightning Colossus Titan

The TItan is the tallest and most magical unit of all. It's body is so mysterious that it is primarily lightning despite its human-like appearance. Armed with a sword bigger than any man and standing 30-40 feet tall, they are ready to call down from the Heavens great storms and even lightning itself.
____________
Vini Vidi Vici

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JoonasTo
JoonasTo


Responsible
Undefeatable Hero
What if Elvin was female?
posted January 30, 2011 10:02 PM

SBlister!
So you are still alive man.

And always in the faction business, eh?
____________
DON'T BE A NOOB, JOIN A.D.V.E.N.T.U.R.E.

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maeerol
maeerol


Hired Hero
posted January 31, 2011 01:07 AM
Edited by maeerol at 18:49, 06 Feb 2011.


plt - penalty
atk - attack
Y.C - you choose if is ranged or melee

Sylvan

Core:

hunter ______________________ ranger
Shooter/melee plt        sharp shooter/no melee plt/pinching arrow
weapons: elvish longbow
speciality: excelent ranged attacks
flaws: little defense
*pinching arrow - lowers the enemy defense in 15%


black bear ___________________ grizzly bear
melee/roar/thick skin      melee/paralyzing roar/thick armor/ravage
weapon: claws/teeth
speciality: defensive creature
flaws: little movement
*thick skin - absorbs 25% of the damage/thick armour - 40%


forest guard _________________ swordmaster
melee/wirl(half circle)  melee/silver wirl(full circle)/haste feet
weapon: elvish longsword
speciality: lots of mov.points/atk more than one stack, like cerberis
flaws: little defense, like hunters


Elite:

pagasi rider __________________ valkyrie
melee/flyer/sparkling dive    melee/flyer/star dive
weapon: sacred spear
speciality: can blind the enemy with their dives/lots of mov.points
flaws: little attack


druid ___________________________ sylvan ermit
shooter/caster/magic shield(30%) shooter/caster/magic wall(70%)
weapon: druid staff
speciality: almost immune against magic/has four dif. spells to cast
flaws: little melee atk/little defense
*magic: mana feed(just like H5) - summon roots(it calls roots that do round damage and paralyse the enemy) - magic push( similar to fist of wrath, but makes the enemy retreat one stack) - summon wolf


satyr _________________________ elder satyr
shooter/range plt/mirth   shooter/no range plt/bacchanalia
weapon: javelins/sitar(to mirth)
speciality: raise morale of troops/good heavy shooter
flaws: weak agaist magic damage
*bacchanalia: when it begins, the satyr doubles your creatures luck, morale, attack and mov. points, but, you cant control them for three rounds, until the spell ends. Sometimes, it's a bad choice to summon this power... choose wisely.


Champion:

fairy dragon ________________________ green dragon
caster/flyer/shooter/earth imt  caster/flyer/shooter/magic imt/
weapon: spits acid/Magic
speciality: an outstanding caster/area demage for the acid/immune to magic
flaws:low hp to a champion
*magic: fireball(everybody knows these) - acid pond(creates a acid pool[3x3])- call roots(like druid) - summon fairies/wolfs(like a breeder, it can summon "small" creatures to the battlefield, if you want)  

__________________________________________________________________


Academy:

core:

automaton ______________________ golem
melee/construct/weld       melee/construct/weld/turn off
weapon: golem scimitar
speciality:block the enemy attack/repairs other constructs and walls
flaws: little mov.points
*weld:reapirs any of your construct in the battlefield, creature or building, like walls and summoned protections
*being a construct, it is immune to mind magic
*turn off: golens can turn themselves into walls to protect their friends; you will sacrifice the stack, but the wall will have the same hp points of the stack.


gremlin machine ______________________ gremlin gyrocopter
melee/flyer/transport           melee/flyer/burning attack/transport
weapon:bullets/evl-flamethrower
speciality:fly and burn, than, retreat and choose another target
flaws: their strategy fails when facing range attacks
*transport:can transport a core creature to another place/evl-can transport a core or elite creature to another place in the battlefield


gremlin slinger ________________________ sling master
ranged/melee plt/shell    ranged/no melee plt/fire shell/poison shell
weapons:sling
speciality:shooting at range/weakening targets with the shells
flaws:awfull melee atk


Elite:

mage _____________________________ archmage
raged/caster/     ranged/caster/magic immunity/are of damage
weapons:magic
speciality: casting spells/damage more than one per attack
flaws:awfull melee atk
*magic: magic push/haste/slow --- evl: magic push/mass haste/mass slow/fireball/mana feed


djinn ____________________________ efreet
melee/caster/flyer             melee/caster/flyer/fire and attack imt
weapons: magic/enormous flail
speciality: cast aleatory spells - evl: cast fire spells/good in close combat/ efreet is only affected by non-fire spells
flaws: you never knows the magic a djinn can cast, they can be a good or a bad thing/ the erfreet takes double damage for water magic


scorpion man ______________________ desert pincers
melee/poisonous atk/push      melee/choose poison/push/call sandstorm
weapons: pincers/poisonous sting
speciality: poisoning target with an overwelming poison/push target/evl: can call a 4x4 sandstorm in battlefield, wich damage and lowers the mov.points of the target
flaws: little mov.points/can disband if you are losing a battle
*choose poison: the desert pincers can choose between three diferent toxines - one paralyzes/the other freezes/the other burns.


Champion:

rakhasha _______________________ guardian of the sands
Y.C/sand wirl/hurdle/roar     Y.C/sandstorm wirl/hurdle/roar of the kings
weapons: Scimitars/throwing swords( everything of the path that is hitted by the sword, takes damage )
speciality: calls sandstorms when hits something/can hurdle obstacles on the battlefield/quick/the roar doubles the army morale - evl: roar of the king doubles morale and luck.
flaws: it's an expensive unit



___________________________________________________________________


Dungeon:


core:

assassin ______________________ shadow stalker
Y.C/poisonous atk/            Y.C/poisonous atk/disapear
weapon: two knives/crossbow
speciality: surpreend the enemy
flaws: when attacks, the "disapear" ablity ends, exposing then to enemy attacks


troglodite ____________________ blind hands
melee/blind/                 melee/blind/climber
weapons:teeth/spear
speciality: immune to any spell that affects the eyes/can climb walls
flaws: little defense


Bat _____________________ vampire bat
melee/flyer/            melee/flyer/vampiric
weapons:teeth
speciality: fly and drain enemy hp
flaws: little atk


Elite:

sorcerer _____________________ dark wielder
caster/melee/dark immunty    caster/melee/dark immunity/teleport
weapon: staff/dark magic
speciality: dark magic/teleport
flaws: little defense
*magic: slow/plague/weakness/dark impact( a magic push with dark damage )--- dark implosion( substitutes dark impact - like a H5 implosion )


drake rider ________________________ dark valkyrie
melee/burning atk/magic shield    melee/flyer/burning/atk/magic immunity
weapons: drake's firebreath
speciality: burn the target/fly/magic immunity
flaws: slow and expensive elite unit


gorgon ___________________________ medusa
ranged/paralyze/poison melee/   Y.C/petrify/poison atk
weapons: bow/eyes/evl: sword/bow/eyes
speciality: turn into stone/poisonous atk/atk mobility
flaws: weak against magic atks
*petrify: this is a kind of "spell" wich a medusa can cast into the enemy. If all the stack is destroyed, the statues are naw an obstacle with the previous stack hp.


Champion:

faceless ____________________________ avatar of Malassa
caster/Y.C/shadow immunity/flyer   caster/Y.C/shadow immunity/ teleport/summon dark elementals
weapon: darkness
speciality: immune to any dark magic/an outstanding dark caster/teleporter/evl:can summon dark elementals
flaws: weak against light magic
*magic: mass weakness/mass suffering/mass fear/mass plague/dark implosion/twilight(every blessed creature takes a huge damage)--- evl: mass blind/ dark armaggedon(every non-dungeon unit takes a "armaggedon" damage)



_____________________________________________________________________



Castle(oriental themed faction)


core:

monk _____________________________________ shaolin master
melee/martial artist                    melee/martial arts/hurdle
weapon:fists/evl:battle staff
speciality: martial attack(different status change)/hurdle
flaws: weak agaist ranged attacks
*martial arts: enemy - weakness(40%)/vulnerability(25%)/suffering(10%)/ blindness(5%)
                or
   himself - divine streanght(40%)/Endurance(25%)/rightteous might(10%)/ holyness(5% - makes the unit deal additional light damage)


terracota archer __________________________ terracota chu-no-ku
ranged/construct/rock skin/ melee plt       ranged/fire blossom/ rock armour/ construct
weapon: bow/cho-no-ku(chinese crossbow)
speciality: the volley/ blowing up a 2x2 square in the battlefield with the fire blossom
flaws: few shoots(6)


temple lion _________________________ ancient guardian
melee/construct/roar             melee/construct/roar/hurdle/retreat
weapon: rock claws
speciality: immune to mind spells/good number of mov.points and defense
flaws: expensive core unit


Elite:

sorceress ____________________________ thunder tammer
caster/melee/change form          caster/melee/thunderclap/change form
weapon: magic/fan
speciality: can change to the form of crow(flyer) or a tiger (melee)
/thunderclap(same as H5)
flaws: needs to change forms to have a good mobility
spells: thunderbolt/cleanse/ --- evl: thunderbolt/chain lightning/ cleanse/ confusion


kappa ________________________________ muddy snapper
melee/turtle shell/water creature  melee/turtle armour/water creature/crunch
weapons: snapping turtle mouth/gwan-dao(oriental spear)
speciality: extremely defensive creature(turtle shell: in this form, the creature stay into the shell, incappable to move or attack, but with 300% of the defense and 2x hp)/almost immune agist water magic(water creature)/crunch(the target can be weakened by the atk)


Qilin _________________________________ dragon stallion
melee/burn/hurdle                 melee/burn/hurdle/magic immunity/ fire skin
weapon: fire breath/fire hooves
speciality: burn the target/hudle/---evl:fire skin(any attack suffered in melee make the enemy burned too)/immune to magic
flaws: little attack for a elite


Champion:

snow giant __________________________________ yeti
melee/hurdle/climber/ice(water)immunity  melee/hurdle/climber/ice immunty/super strenght/frost atk/call blizzard
weapons: frost fists/claws/teeth
speciality: hurdle/climber/immune to water(ice) atk and magic/---evl: super strenght(doubles the atk)/frost atk(30% of frosting the enemy)/call blizzard(4x4)



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thehiddeneye
thehiddeneye


Adventuring Hero
posted January 31, 2011 07:23 AM

My opinion

Bixie- your Dungeon faction is really cool and feels extremely evil.
However, I don't like the Abomination which is a blatant Warcraft rip-off and I think you should use Hydras instead.
My personal version of the Dungeon (in a seperate thread) is like this:

Core:

Thrall/Forsaken Thrall: melee walker (renamed Troglodytes)

Watcher/Beholder: shooter

Onyx Gargoyle/Shadowstone Gargoyle: flyer. However, I really like your version of Gargoyles as transformed humans and may perhaps steal it if you allow me.

Elite:

Minotaur/Minotaur Gladiator: offensive melee walker

Drake Rider/Dark Knight: flyer

Hydra/Abyssal Hydra: defensive melee walker

Champion:

Dominator/Ancient: caster. One of the lesser Faceless (there is a unique Faceless Lord boss, as well as a Black Dragon boss)

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted January 31, 2011 09:30 AM

Quote:
Bixie- your Dungeon faction is really cool and feels extremely evil.
However, I don't like the Abomination which is a blatant Warcraft rip-off and I think you should use Hydras instead.



thanks alot...

the thing is, I actually drew alot of inspiration for the Abomination from the new Skaven hellpit-abomination. and one of the reasons why I didn't use Hydras is that... well, the Abominations description fits the faction so well, whilst hydras don't necessarily have concepts of fear.
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panduwana
panduwana


Adventuring Hero
posted January 31, 2011 03:25 PM
Edited by panduwana at 21:06, 31 Jan 2011.

I think the fifth faction hasn't been revealed yet? So one of those can make it to H6.

Anyway here how I would design them:

Academy:
Core:
Mogwai => Gremlin
Scholar => Apprentice
Manticore => Scorpicore

Elite:
Mage => Archmage
Genie => Marid
Raksasha => Maharaksasha

Champion:
Cockatrice => Chimaera


Dungeon:
Core:
Guard => Warden
Beholder => Evil Eye
Troglodyte => Thrall

Elite:
Naga => Phayanaga
Witch => Matriarch
Medusa => Gorgon

Champion:
Red Dragon => Black Dragon


Fortress:
Core:
Halfling => Bard
Stone Gargoyle => Obsidian Gargoyle
Iron Golem => Steel Golem

Elite:
Smith => Artisan
Mason => Runemaster
Battle Dwarf => Thane

Champion:
Giant => Titan


Sylvan:
Core:
Faun => Satyr
Pixie => Sprite
Scout => Hunter

Elite:
Dryad => Hamadryad
Keeper => Druid
Dendroid => Treant

Champion:
Green Dragon => Gold Dragon

____________

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WitchHunter
WitchHunter


Adventuring Hero
Problem Drinker
posted January 31, 2011 04:44 PM

Quote:
I think the fifth faction hasn't been revealed yet? So one of those can make it to H6.


The 5th faction's been leaked (Naga), so they're not going to be in H6
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 31, 2011 06:50 PM

Quote:
I think the fifth faction hasn't been revealed yet? So one of those can make it to H6.

5th faction will be a yet usnused faction, that's known for long, or not? and I thought naga WAS confirmed?
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