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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Lizard's Perfect HoMM
Thread: Lizard's Perfect HoMM This thread is 3 pages long: 1 2 3 · NEXT»
LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted February 09, 2011 07:59 PM bonus applied by alcibiades on 20 Feb 2011.
Edited by LizardWarrior at 20:41, 24 May 2011.

Lizard's Perfect HoMM

In this thread I said what I don't like at H6.So I will make a proposal where I show how would look the perfect heroes game for me.

Let's start with one of the most important...resources

1.Treasury,not just gold as in other games.Why not just gold?Because more sources will be in game.There will be three types of mines: Silver Mine(500/day),Gold Mine(1000/day) and Diamond Mine(2000/day).In towns there is another building:Bank.Players can loan treasury,but starting with the loan day,the player pay 10%/week from sum until the price will be paid.The max loan is 5000gold

2.Wood,the classic wood as in every heroes.The most important resource for buildings.The Sawmill provides wood.

3.Ore,the second important resource for buildings.As wood,classic and needed in any heroes games.Ore Quarer produce ore.

4.Flourite is a colorful mineral, both in visible light and often under ultraviolet, and the stone has ornamental and lapidary uses. Industrially, flourite is used as a flux for smelting, and in the production of certain glasses and enamels.The magic propieties of this crystal was observed by mages and alchemists from ancient times,is commonly used at magic rituals and spells.[resource especially used by good factions]

5.Morion is a black variety of quartz crystals which contain dark energy.This crystal is very used at black magic rituals especially necromancy.Known for the instabile nature,it can produce radiations which cause terrible mutations,wounds and can even kill.Morion crystals are necessary in magic,but except black magic,is used only a small quanity.Stocks of these minerals are heavy guarded as heretics and rebel mages to don't use it.[resource especially used by evil factions]

Terrains
Terrains don't affect only movement now,but also spells and creatures.The weather may appear,increasing or decreasing shooters damage,spells effects and speed.
Meadows-no movement penalty,30% chance of rain
Dirt-no movement penalty,20% chance of rain
Forest Floor-30% movement penalty,30% chance of rain
Jungle Floor-40% movement penalty,70% chance of rain,15% chance of hurricane
Wasteland-20% movement penalty,20% chance for lighting storm,5% chance for massive wind,increase water spells cost by 2
Rocky Wasteland-20% movement penalty,20% chance for lighting storm,10% chance for massive wind,increase water spells cost by 2,earth spells are always cast at expert level
Icy Wasteland-20% movement penalty,20 chance of blizzard,increase fire spells cost by 2,water spells cost is decreased by 2
Desert-30% movement penalty,50% chances of sandstorm,water spells cost double
Snow-40% movement penalty,30% chances of blizzard,water spells cost half
Shallow Water-requires ship to be passable,20% chance of storm,30% chance of rain,water spells cost 2 mana less
Deep Water-requires ship to be passable,40% chance of storm,30% chance of rain,water spells cost half,water spells are always cast at expert level
Arctic Water-requires ship to be passable,30% chance of storm,40% chance of blizzard,water spells are always cast at expert level
Burning Land-30% movement penalty,fire spells cost 2 mana less,water spells cost is increased by 2
Volcanic-30% movement penalty,40% chance for volcanic eruption,fire spells are always cast at expert level,water spells cost double
Subterrain Cavern-40% movement penalty,50% chance of earthquake,earth spells are always cast at expert level,air spells cost is increased by 2
Subbterain Earth-20% movement penalty,30% chance of earthquake,earth spells cost 2 mana less,air spells cost double
Swamp-60% movement penalty,40% chance of rain,water spells cost half
Death Land-20% movement penalty,necromancy spells are always cast at expert level,necromancy skill is increased by 10%
Field of Glory-no movement penalty,troops morale is increased by 1
Sky Plane-50% movement penalty,80% chance of fog,air spells are always cast at expert level
Clover Field-no movement penalty,increase troops luck by 1
Echnated Field-all spells are always cast at expert level

Weather
Terrains have specific weathers,which have chances to appear on the battlefield.Weather affect spells,shooters and some creatures.
Rain-water spells cost 1 mana less,fire spells cost 1 mana more
Hurricane-shooters suffer 50% damage penalty,water and air spells cost 2 mana less,flying units suffer 50% speed penalty
Lighting Storm-a lighting will randomly hit a stack every turn(30% chance to miss),air spells cost 2 mana less
Massive Wind-shooters suffer 50% damage penalty and have 25% chance to miss the target or to hit another(friend or foe),air spells cost 3 mana less
Blizzard-shooters suffer 30% damage penalty,water spells cost 2 mana less,fire spells cost 1 mana more
Sandstorm-shooters suffer 50% damage penalty,water spells cost 2 mana more,each turn it can blind a stack for 2 turns(30% chance)
Storm-shooters suffer 30% damage penalty,water spells cost 2 mana less,each turn it can drown 1 creature(10% chance)
Volcanic Eruption-a large vulcano of 4X4 square will appear in the middle of the battlefield,it will damage each turn at random a stack,fire spells cost 3 mana less
Earthquake-randomly a rock will hit every turn a stack,but there is 30% chance to miss,earth spells cost 2 mana less
Fog-shooters suffer 60% damage penalty,air spells cost 3 mana less


Gods and religion
The legends tells there was a supreme god,which name was lost through ages,now it's known as The Creator.This entity created the eight gods:God of Honor,God of Death,God of Fury,God of Fortune,God of Knowledge,God of War,God of Secrets and the God of Insanity.After the creation of lower gods,the Creator isn't more mentioned in any manuscript.Every god influence an aspect of life,emotion.But the gods,didn't accepted each other and started to fight.Gods made teams and started to defeat the other.God of Honor,God of Death,God of Knowledge and God of Secrets fight against God of Pain,God of War,God of Fortune and God of Insanity.The war continue even today...
Every god has a faction under patronage.
God of Honor has Castle
God of Death has Necropolis
God of Pain has Inferno
God of Fortune has Colony
God of Knowledge has Dome
God of War has Stronghold
God of Secrets has Dungeon
God of Insanity has Asylum

Spells
There are 6 magic schools:air,water,fire,earth,black and white.But also there are magic combos,but these can be made only for specific heroes classes(for necromancer,earth+black=necromancy).

Air magic school contains air elemental spells(such as tornado,lighting bolt,fly)

Level 1
Vision
Adventure spell.This spell allows to hero to see an unexplored area for the rest of the day.A skilled hero can also see how much creatures have neutral stacks,garinsson,creatures banks or enemy heroes(requires expert air magic).The area size is increased by hero air magic skill.

Wind of War
Blessing.The wind will help a friendly ranged stack to can shoot with higher speed the arrows and cause more damage to enemies.The duration depends on hero spellpower.The ranged damage is increased by hero air magic skill with 25%/30%/30%(basic/advance/expert.Expert air magic allows mass effect.

Level 2
Lighting Bolt
Direct Damage.A lighting will hit an enemy stack.The damage is increased by hero air magic skill and spellpower.Deal more damage to creatures which have air vulnerability.

Wind Shield
Blessing.Strange winds will cover an friendly stack and will deflect any projectiles which would damage the stack.The durations depends on hero spellpower.The damage from ranged attack is lowered by 30%/50%/50%(basic/advance/expert).Expert air magic allows mass effect.

Level 3
Illusion
Summon.Creates a copy of a friendly stack,the copy can attack,move and cast spells if the copied stack is caster,but dissapear if hit.The procents of copy stack depends on hero air magic skill:50%/75%/100%(basic/advance/expert).The spell lasts rest of the battle,but can be destroyed.

Fly
Blessing.Gives to a friendly stack "flyer" ability(ignore obstacles) for a number of turns based on hero spellpower and air magic skill.The duration is increased by 1/spellpower and 2/3/rest of the battle(basic/advance/expert).Some artifacts can cause this spell to have mass efect,but for max 3 turns.

Level 4
Chain Lighting
Direct Damage.A lighting will hit 4 creatures in a "Z" form.It works like 4 lighting bolt,hit up to four stacks,starting with the target.But it can hit even your creatures in chain reaction.Damage is increased by hero spellpower and air magic skill.

Summon Air Elemental
Summon.The caster use the air to create elemental creatures which will fight for he.Once used no other elementals can be summoned,but this spell can be recast to increase the creatures number.The stack number is increased by hero spellpower and air magic skill.

Level 5
Tornado
Direct Damage/Summon.Creates a colossal tornado on the battlefield which move on the battlefield and will damage any creature it catch,small creatures which enter in tornado are throw away 2 squares.The tornado spell is constant to 8 and lasts 3 turns.Damage is increased by hero spellpower and air magic skill.Can be summoned on creatures and it's uncontrolable.

Water magic school contains water elemental spells(such as ice bolt,frost ring)

Level 1
Summon Boat
Adventure Spell.Command to water to bring an unoccupied ship near the caster,the hero must be on shore to cast it.On map must be an unoccupied boat to can cast it,except if the caster is very skilled in water magic(expert).The chances are 25%/50%/100%(basic/advance/expert)

Cleansing
Blessing/Curse.Echnated water can dispel a target from any form of spell,both hosstile and beneficial.The spell instantly remove any spell from an echnated unit,both foe or friend.Advance water magic skill grants mass effect,expert water magic skill will only remove hosstile spells from all your units and blessings from your enemy.

Level 2
Ice Bolt
Direct Damage.The caster drains the corporal heat from the target with the help of the ice.The damage is increased by hero spellpower and water magic mastery.Deals cold damage(150% damage to flame foes and units echnated with fire spells).

Flood
Adventure Map.The caster cover a visible area with water,heroes will suffer high movement penalty.The area depends on hero spellpower and movement penalty by water magic skill 40%/60%/80%(basic/advance/expert).Expert water magic skill also garants caster and other heroes of the same kingdom with expert water magic do don't suffer movement penalty.

Level 3
Frost Circle
Direct Damage.Drains the corporal heat from all creatures surrounded on the target spot,up to 7 stacks.The damage is increased by hero spellpower and water magic mastery.Deals cold damage(150% damage to flame foes and units echnated with fire spells).

Whirpool
Displacement.The caster summon a whirpool which will cover a stack and teleport it in any square on the battlefield.After teleportation the stack lose the turn,but this can be negated if hero has expert water magic.

Level 4
Water Walk
Adventure map.Allows your hero army to move on water until a land spot
*Basic:for 1 day
*Advance:for 2 days
*Expert:for 3 days

Summon Water Elemental
Summon.The caster use the water to create elemental creatures which will fight for he.Once used no other elementals can be summoned,but this spell can be recasted to increase the creatures number.The stack number is increased by hero spellpower and air magic skill.

Level 5
Deep Freeze
Direct Damage/Curse.Freezes the target, immediately inflicting ice damage and causing it to suffer increased physical damage during a certain amount of time due to frostbites.At advance water magic it also lowers the target speed by half,if hero have expert water magic the target is also paralized 2 turns.

Fire magic school contains fire elemental spells(such as fireball,armagheddon,conjure phoenix)
Earth magic school contains earth elemental spells(such as stone spikes,earthquake,impolsion)
Black magic school contains curses(such as slow,plague,weakness)

Level 1
Slow
Curse.A strange pain will be set in enemies' legs by the caster,which will accentuate when walking,so enemies will move slower.The effect is increased by hero black magic skill by 2/3/4(basic/advance/expert),the speed can be minimum 1.

Misfortune
Curse.Some says,if a black cat cut your way you will get bad luck,but a skilled caster can focus all negative energies from battlefield on a enemy stack causing bad luck.The spell effect is increased by hero black magic skill with 2/3/4 morale penalty(basic/advance/expert)

Level 2
Weakness
Curse.The target fell how he lose the force,his arms are to heavy,holding a weapon is a torment for they causing them to do minimum damage.If the caster have advance or expert black magic skill,the target will deal minimum damage and -3/-4 attack(advance/expert).Expert mastery also cause mass effect.

Vulnerability
Curse.The target fell how his skin is sick and can be cut with easy,also the armor is covered with dust,making he vulnerable to any attacks and reducing the defense.The spell effect is increased by black magic skill,reducing enemy defense by 3/4/5.Expert mastery cause mass effect.

Level 3
Infection
Curse/Direct Damage.Caster insert in the body of the target a terrible infection,causing not only an immense pain,but also organs will start to decay,in short time,the target will be also a danger for others.The damage caused is increased by hero spellpower and black magic skill,also duration of turns is increased by spellpower.All adjenct living targets can be infected also,but for maximum 4 turns.This spell doesn't work on undeads,mechanical and elemental units.

Blindness
Curse.The target fell how blood covers its eyes and blocking visibility causing it to can't take any action,but once attacked or targeted by a spell,it will see again.The duration is affected by spellpower and black magic skill.This spell doesn't work on undeads,mechanical and elemental units.

Level 4
Insanity
Curse/Mind Control.Insanity is a mind disease,but a skilled caster can summon it in the mind of enemies causing them to be non-controlable,attacking the nearest stack,foe or friend.The spell duration is constantly 2 turns,but there exists some artifacts which will increase the duration.Expert black magic guarantee area effect.This spell doesn't work on undead,mechanical and elemental units.

Spell-Sickness
Curse.This spell summon on target a magical barrier which will reject any positive energy,but lets the hostile ones to pass,causing the immunity just to beneficial spells,but without affecting the effect of hostile ones.If the target have blessings cast on it,they will be dispelled.The duration is increased by hero black magic skill and spellpower.

Level 5
Black Authority
Mind Control.The target hear a voice in his head,which will tell it what to do,the target fells it must to listen to that force,who is in fact the enemy caster.The caster gain control over the enemy stack for 1/2/3 turns(basic/advance/expert).Advance black magic skill allows you to control also units with "Loyal" ability and expert skill allows control over champion units.

White magic school contains blessings(such as haste,divine power)

Magic Combos

Black+Earth=Necromancy
Skill which can be learned only for Necromancer,rarely for Death Marshal and Reaver.Contains especially summoning spells,such as animate dead,bone barrier and spells which are beneficial (only) for undeads.A spell of each level will appear in Necropolises magic guilds.

Level 1
Bone Barrier
Summon.From the bones of a dead stack,the necromancer creates a barrier which will block the enemies way.The barrier has 1hp for every dead creature in stack.The defense grows with 1 for every spellpower.The bonuses for hp grows with 2/3/4 hp/creature(basic/advance/expert) and defense with 2/3/4 defense/spellpower(basic/advance/expert).

Venom Cloud
Curse.Necromancers study death and everything common to it,including decaying,so they developed a way to decompose flesh,using a powerful poison.Transforming it into vapors,which will raise over enemies.All living targets in an area of 4X4 are poisoned(works like poisoning ability,but with other numbers).The duration depends on necromancer spellpower.The max hp is reduced by 10%/20%/30%(basic/advance/expert)


Level 2
Spectral Ray
Direct Damage.Focusing the souls of deads,the necromancer can create a powerful ray,being insubstantial it can hit the stack which are behind the target and ignoring friendly stacks.The damage is increased by necromancy skill and spellpower,does 150% damage to living targets.

Death Ripple
Direct Damage.The necromancer can attack directly the souls of enemies dealing damage to all living creatures on the battlefield.The damage is increased by necromancy skill and spellpower.

Level 3
Raise Dead
Summon.Fresh corpses can be animate as they were,but only for a small period.Undead creatures are brought to life and remain in army after combat.The animated hp depends on necromancer skill and spellpower.

Summon Undead
Summon.Necromancy base is that of animate corpses of dead creatures and making them devoted servants of the necromancer which created them.This spell allows to the necromancer to create from a dead stack,undead.The spell creates from dead flyers,ghosts,from infantry,corpses or skeletons,from spellcasters,necrolytes,from beasts,rotten wyrms and from cavalry,black knights.Some artifacts can cause to this spell to summon upgraded undead.However,this spell doesn't animates the whole stack,but just a small part.The procent of stack animated in undead depends on necromancy skill by 15%/25%/35% from original stack(basic/advance/expert).If necromancer have expert skill,the undeads will remain in army.

Level 4

Resurrection
Summon.Resurrected dead creatures,which will remain after battle.You can also resurrection from a dead stack of your enemy under your control,but these vanish at the end of battle.The resurrected hp depends on necromancer skill and spellpower.


Vampirism
Blessing.So much blood on the battlefield and no one thought to use it,except necromancers,which can give to a friendly stack abilities of a vampire to drain the blood to heal.The unit transform in hp 30%/40%/50% from dealt damage(basic/advance/expert).

Level 5

Summon Bone Golem
Summon.The necromancer can create from the bones on the battlefield an abomination,a giant creature made from bones.The bone golem is an elite creatures with high attack,damage and hp,decent defense and low speed.The number of the bone golems depends is increased by necromancer skill and spellpower.

Death Call
Direct Damage.Necromancers don't study only to defy the death,but also to cause it.This powerful spell instantly stop the vital systems of a number of creatures based on necromancer skill and spellpower,causing death.This spell don't action as damage,but as instantly kill.

Earth+Fire=Terra Magic
Black+White=Occultism
Fire+Black=Demonology(only for Heretic)
White+Fire=Solar Magic
White+Water=Holy Magic(only for Cardinal)
Air+Water=Meteorology
Air+Water+Fire+Earth=Celestial Magic

Skills

Skills
1.Offense-increase troops damage
2.Defense-decrease the damage received by troops
3.Leadership-increase troops morale
4.Athleticism-increase troops speed
5.Bonecrushing-increase troops chance for critical hits
6.Engineering-increase efficiency of war machines
7.Enlightenment-increase the exp received by hero in combat
8.Luck-increase troops luck
9.Air Magic-increase efficiency of air spells
10.Water Magic-increase efficiency of water spells
11.Fire Magic-increase efficiency of fire spells
12.Earth Magic-increase efficiency of earth spells
12.White Magic-increase efficiency of white spells
13.Black Magic-increase efficiency of black spells
14.Sorcery-increase efficiency of spells
15.Necromancy-resurrect a part of dead creatures as undeads,teach necromantic magic
16.Occultism-teach occult spells
17.Holy Magic-teach holy spells
18.Demonology-teach infernal spells
19.Celestial Magic-teach celestial spells
20.Logistic-increase hero movement on land
21.Navigation-increase hero movement on water
22.VooDoo Rites-summon zombies every week in hero army

Rare War Machines
These war machines can be bought only on specific adventure map objects.

Mana Spire-gives friendly spellcasters units unlimited mana.Cost 4000 gold and 5 flourite
Holy Totem-casts every turn a beneficial spell on a firendly stack.Cost 4000 gold and 5 flourite
Explosive Cannon-attack enemy units.Has area attack.Costs 5000 gold and 5 ore
Cursed Banner-casts every turn a hosstile spell on an enemy stack.Cost 4000 gold and 5 morion.

Towns and buildings
Among towns every faction has a subcategory,named settlement.

Settlements are sub-towns,unlike in towns,these have limited options and differnt design(of course).In a settlement you can build just core dwellings,village hall,marketplace,blacksmith,shipyard,mage guild max lvl 3,tavern and you CAN'T build fort.But settlements can be build be player,a hero can build only a settlement of his faction(a necromancer can build only a necropolis settlement,a knight only a haven one etc.).It costs 10000gold,50 wood and 20 ore and hero must have a substantiable army( at least 100 core creatures or 50 elite creatures or 10 champion creatures or a combination of core
,elite,champion which reach the power rating needed).A player can own only 2 settlements.Because in settlements there aren't special buildings,when are conquered,they will be converted to the conqueror hero's faction(if a necromancer conquer an inferno settlement,it will become a necropolis one).

Stantard Buildings(for all factions)

Fort/Citadel/Castle-add extra defense to your town
Village/Town/City Hall and Capitol-generates 500/1000/2000/4000 treasury every day
Tavern-allows you to hire heroes,hear rumors
Thieves Guild-gives additional information about pother players
Mage Guild Level 1/2/3/4/5-add level 1/2/3/4/5 spells,depending on town
Marketplace-allows you to exchange resources
Resource Silo-produce 1 flourite/day in good towns,1 morion/day in evil towns and 1 ore+1 wood/day in neutral towns
Blacksmith-provide your armies with balistas,building the blacksmith you prevent the construction of Surgery or Warehouse
Surgery-provide your armies with first aid tents,building the surgery you prevent the construction of Blacksmith or Warehouse
Warehouse-provide your armies with ammo carts,building the warehouse you prevent the construction of Surgery or Blacksmith
Bank-allows you to take loans(more info at treasury)
Shipyard-allows you to purchase ships if the town is near water
Dwelling core(1/2/3)/elite(1/2/3)/champion-allows you to recruit creatures

Towns

1.Castle
Also Known As:The Knights
Associated Colours:Blue and white
Magic Hero:Cardinal
Might Hero:Knight
Balanced Hero:Paladin
Settlement: Outpost
Whorship:God of Honor
Alightement:good
Native Terrain:Meadows
Magic Schools:water and light
Magic Combo:Holy Magic
Key Symbols:the crown

Description
The Castle is based on feudal system,as the majority of male nobles are knights and command kingdom's armies.The main atribute of castle armies is the honor,as they say:"Better die young with glory on battlefield,than die at one hundred years as your enemy slave".People of these kingdoms consider the religion very important and are devoted to it,there's no chance to convert them.

Dwellings
Keeper Cages->Royal Cages-allows recruiting of hunting hounds/war hounds
Archery Range->Archery Guild-allows recruiting of archers/crossbowmen
Military Post->Barracks-allows recruiting of lancers/falancers
---->Levy Quarters-increase weekly growth of lancers/falancers by 5/week
Moanstery->Cathedral-allows recruiting of clerics/bishops
Keep->Holy Keep-allows recruiting of crusaders/templars
Equitation Grounds->Tournament Grounds-allows recruiting of hussars/cataphracts
---->Stables-increase weekly growth of hussars/cataphracts by 1/week
Gates of Glory->Heavenly Gates-allows recruiting of angels/archangels
Special Buildings
Abbey-increase defending troops morale by 1
Bastion-add a catapult tower between normal ones of the castle
Military Academy-increase 1 defense or 1 attack of visiting heroes permanently
Holy Cross-GRAIL.Boosts town inconome by 5000gold/day and creature weekly growth by 50%,also increase morale of all ally heroes by 2 and randomly cast on defending troops a blessing at the start of the battle,also allows recruiting of Emissary of Honor



Abilities
Upgrade abilities
Both

Guard Hound->War Hound
Loyal-they are very devoted to their masters,so they are immune to mind spells
Guarding-the creature can be put to protect a war machine or a unit slower than them,so they will follow and always will be to adjenct square,also will attack any non-ranged enemy which attack the protected creature,but they lose turns.Can be set multiple turns and the effect durate 2 turns

Archer->Crossbowman
Loyal-they are very devoted to the crown,so they are immune to mind spells
Ranged-can attack at distance
Arrow Rain-can shoot twice per battle in a 4X4 area,dealing just 25% from normal damage
Piercing Armor-this creature range attack ignore 25% from traget's defense

Lancer->Falancer
Loyal-they are very devoted to the crown,so they are immune to mind spells
Long Weapon-can attack creatures which are one square away with no retaliation
Counter-Cavalry-deal 150% damage against mounted units
Falance-deal 30% from normal damage to any enemy units which are adjenct when it moves(except traget)

Cleric->Bishop
Loyal-they are very devoted to the crown,so they are immune to mind spells
Ranged-can attack at distance
Holy Damage-deal 150% damage against demonic units
Caster-can cast |Cure|Regeneration|
Important Presence-raise units morale by 1
Caster-can cast |Cure|Regeneration|Holy Force|

Crusader->Templar
Loyal-they are very devoted to the crown,so they are immune to mind spells
Double Strike-give 2 instead of 1 hit to the target
Armored-ignore 25% from damage dealt by enemy
Curse Ward-curses cast on this unit lasts half from normal duration

Hussar->Cataparcht
Loyal-they are very devoted to the crown,so they are immune to mind spells
Mounted-gain +5% damage per square traveled
Armored-ignore 25% from damage dealt by enemy
Assaulting Attack-when this creature attack a small creature,it is pushed one square away

Angel->Archangel
Loyal-they are very devoted to the crown,so they are immune to mind spells
Flyer-ignore obstacles
Spiritual-this creature isn't from this world,so enemy attacks have 20% chance to miss this creature,also it recivie only 40% damage from phisical attacks
Holy Damage-deal 150% damage against demonic units
Heavenly Power-can ressucret twice per battle,the numbers of ressucreted hp depends on the number of archangels(30hp/archangel)

Supreme Unit
As a representant of the god of honor,the emissary can be recruited only if the player owns a grail.Only 1 emissary of this type can be summoned on map.Can be recruited again if it's killed.

Unique-only 1 creature of this type can be on map,but can be recruited again if killed
God Represetant-immune to all spells,unaffected by morale
Celestial Shield-immune to instead death effects
Flyer-ignore obstacles
Spiritual-this creature isn't from this world,so enemy attacks have 20% chance to miss this creature,also it receive only 40% damage from physical attacks
Caster-can cast spells at expert level |Resurrection|Mass Healing|Divine Power|
Holy Damage-deal 150% damage against demonic units
Face of Honor-increase the morale of your units by 3,also their morale never drops below 1


2.Necropolis
Also Known As:The Necromancers, The Undead
Associated Colours:Black,grey and white
Magic Hero: Necromancer
Might Hero: Death Marshal
Balanced Hero: Reaver
Settlement:Graveyard
Whorship:God of Death
Alightement:evil
Native Terrain:Death Land
Magic School:earth and dark
Magic Combo:Necromancy
Key Symbols:skull,the raven

Description
Necromancy is a very old magic,in ancient ages it escaped under control,undeads terrorised the streets of great cities,armies was send to clean the cities from the living deads,after many years,they won,from that time it was forbidden.Necromancy tomes was burn,but a mage which name had lost from ages,discovered some lost manuscripts of necromancy.He improved it and gained control over undeads and eternal life.With the power of necromancy built a great kingdom and had many adpets.Now,necromancers have a powerful kingdom in the Valley of Shadows.

Necromancy
Necropolis magic,allows necromancers to ressucret battle casaulties after combat as undeads.Necromancer strat with necromancy,but he can't upgrade it until necromancer learns black and earth magic.
But also add some useful spells for necromancer.

Dwellings
Graveyard->Burial Grounds-allows recruiting of  corpses/ghouls
Ruins->Derelict Tower-allows recruiting of ghosts/spectres
Stone Crypt->Cursed Crypt-allows recruiting of skeleton warriors/skeleton centurions
---->Bone Statue-increase weekly growth of skeleton warriors/skeleton centurions by 5/week
Royal Tomb->Mausoleum-allows recruiting of necrolytes/liches
Death Moors->Plagued Moors-allows recruiting of rotten wyrms/plague wyrms
---->Rotting Fields-increase weekly growth of rotten wyrms/plague wyrms by 1/week
Underground Catacombs->Dread Catacombs-allows recruiting of black knights/dread knights
Black Palace->Palace of Darkness-allows recruiting of wraiths/grim reapers
Special Buildings
Pillar of Bones-increase necromancy skill by 10%
Shrine of Sorrow-cast a random curse on attackers which try to siege the town,also give to attackers 1 morale penalty
Hall of Deads-allows transforming living creatures into undeads(core walker=zombies,elite walkers=skeletons,fliers=ghosts,spellcasters=necrolytes,dragons/hydras/beasts=rotten wyrms,angels/devils/giants etc.=wraiths,if the creatures placed in Hall of Deads are upgraded,the result will be an upgraded undead)
Soul Catcher-GRAIL.Boosts town inconome by 5000gold/day and creature weekly growth by 50%,also increase necromancy skills of all ally necromancers(reavers/death marshals) by 50%,also allows recruiting of Emissary of Death



Abilities
Upgrade abilities
Both

Corpse->Ghoul
Undead-immune to poison and mindspells,always neutral morale
Rusty weapon-20% chance to infect enemy,which will lose 1hp/5 corpses(ghouls) in stack for 3 turns
Diseasehave 20% chnace to infect living creatures which attack for 3 turns(-2Def,-4Spd)


Ghost->Spectre
Undead-immune to poison and mindspells,always neutral moral
Fly-can move over obstacles
Ethereal-take only 50% damage from physical attacks,40% chances to dodge an physical attack
Possedation-spectres attack have 15% chances to give control of a core non-undead,non-mechanical,non-elemental enemy stack which have half or less than the number of spectres' stack for 2 turns

Skeleton Warrior->Skeleton Centurion
Undead-immune to poison and mindspells,always neutral morale
Rusty weapon-20% chance to infect enemy,which will lose 1hp/skeleton in stack for 3 turns
Skeletal-take only 50% damage from ranged attacks
Bone Barrier-summon from a dead stack a bone wall which have 5hp+1defense/5 skeletons in stack.It will remain on battlefield until the end of battle or until it's destroyed

Necrolyte->Lich
Undead-immune to poison and mindspells,always neutral morale
Skeletal-take only 50% damage from ranged attacks
Ranged-can attack at disstance
Death Cloud-necrolytes and liches' ranged attack damage any non-undead creature adjenct to the target
Caster-can cast |Weakness|Ice Bolt|Poison|
Caster-can cast |Animate Deads|Fireball|Weakness|Ice Bolt|Poison|
Soul Drain-liches gain 1 mana point for every creauture killed(max 30 mana)

Rotten Wyrm->Plague Wyrm
Undead-immune to poison and mindspells,always neutral morale
Fly-can move over obstacles
Poisonous-have 50% chances to poison the enemy when attack,poisoned enemies lose 20% from their max health for 3 turns
Plague Factor-all adjenct living creatures,lose -2Atk,-4Def
Infected-when attacks a living stack,plague wyrm have 20% chances to infect it,the stack lose 10% from their max health and 30% def

Black Knight->Death Knight
Undead-immune to poison and mindspells,always neutral morale
Mounted-gain +5% damage per square travaled
Cursed Blade-when attacks,the traget creature recivie one of the spells |Curse|Suffering|Weakness|Vulnerability|
Execution-have 30% chances to instantly kill after attack the top stack creature which they attaked
Death Blow-20% chances to do double damage


Wraith->Reaper
Undead-immune to poison and mindspells,always neutral morale
Terryfing Presence-lowers enemy morale by 1
Netherworld's Scythe-when attack this creatures lowers attacked stack's one of the stats Attack,Defensee,Speed or Damage by 1 for 1 turn
Soul Attack-for every creature which reaper kill,it will deal 1 more damage next turn
Death Gaze-for every 3 reapers,after attack,is killed 1 creature from the targeted stack

Supreme Unit
As a representant of the god of death,the emissary can be recruited only if the player owns a grail.Only 1 emissary of this type can be summoned on map.Can be recruited again if it's killed.

Unique-only 1 creature of this type can be on map,but can be recruited again if killed
God Represetant-immune to all spells,unaffected by morale
Flyer-ignore obstacles
Celestial Shield-immune to instad death effects
Spiritual-this creature isn't from this world,so enemy attacks have 20% chance to miss this creature,also it recivie only 40% damage from phisical attacks
Caster-can cast spells at expert level |Animate Deads|Spectral Ray|Deep Freeze|
Death bringer-have 25% chance to kill half from a stack after attack
Face of Death-all undeads under hero command gain immunity to curses and "Death Blow" ability

3.Inferno
Also Known As:The demons
Associated Colours:Black and red
Magic Hero: Heretic
Might Hero: Demonic Lord
Balanced Hero: Demonologists
Settlement:Crater
Whorship:God of Pain
Alightement:evil
Native Terrain:Volcanic
Magic School:fire and dark
Magic Combo:Demonology
Key Symbols:the hexagram



Abilities
Upgrade abilities
Both

Special Buildings
Spawning Pit-increase growth of all core creature by 3
Sacrificial Pit-allows sacrificing of units for experience
Order of Pain-add 1 spellpower to visiting heroes
Portal to Hell-GRAIL.Generates 5000 treasury/day,boosts creatures growth by 50%,allows recruiting Emissary of Pain and increase hero spellpower by 10 during a siege


Imp->Gog
Demonic-have 10% resitance against fire spells and deal 20% more damage to holy creatures
Ranged-can attack at distance
Fireball Attack-this unit attack deal damage in an area of 4X4 square,only traget recivie full damage,others just 35%

Punisher->Torturer
Demonic-have 10% ressitance against fire spells and deal 20% more damage to holy creatures
Accentuate Pain-deal more 30% damage to units which have a negative effect cast on them
Indimidation-when attack core stacks which have less units than torturers stack,lowers their morale by 1,cummulative

Hell Hound->Cerberus
Demonic-have 10% ressitance against fire spells and deal 20% more damage to holy creatures
Ferocious-when surrounded by 2 or more enemies,this creature deals +25% more damage
Three-headed-can attack three enmies once
Hell's Guardian-when fight in an Inferno or Crater garnisson,all stats increase by 2,also gain "guarding" ability

Brute->Infernal Archer
Demonic-have 10% ressictance against fire spells and deal 20% more damage to holy creatures
Volcanic Wanderer-gain +1 to all stats on volcanic terrain,except speed wich is increased by 3
Ranged-can attack at disstance
Fast Shoot-this creature shoots so fast so it can shoot 2 arrows at one traget in one turn
Fire Shoot-ranged attack deal fire damage(+30% damage against water foes or units echnated with water spells)

Nightmare->Belial
Demonic-have 10% ressitance against fire spells and deal 20% more damage to holy creatures
Fly-can move over obstacles
Horn Blow-this creatures attack with his horns,often attacking the enemies faces,so have 20% chances to blind enemy
Curse mirror-this creature attack will dispel any beneficial spell cast on the enemy and if this creature is cursed,the attack will also give to the enemy the curses
Hexing Attack-when attacks,the target creature receive one of the spells |Suffering|Vulnerability|Spell-sickness(immune to beneficial spells)|

Efreet->Efreet Raja
Demonic-have 10% ressictance against fire spells and deal 20% more damage to holy creatures
Fire-born-immune to fire spells
Fire Shield-always echnated by fire shield
Fire Attack-attack deal fire damage(+30% damage against water foes or units echnated with water spells)
Caster-can cast |Fireball|Firewall|
Presence of Fire-this creature attacks make fire walls for 3 turns

Devil->Archdevil
Demonic-have 10% ressictance against fire spells and deal 20% more damage to holy creatures
Unholy Attack-deal 150% damage to any holy creature
Misfortune's Presence-lowers enemy luck by 1
Teleport-can teleport on any square on the battlefield
Caster-can cast |Curse|Misfortune|Fireball|
Call of Hellfire-twice per battle,a fire ray will be cast random on an enemy unit(damage is equal with 50dmg/archdevil)


4.Colony
Also Known As:The colonists
Associated Colours:Green and Brown
Magic Hero:Echnater
Might Hero: Explorer
Balanced Hero: Protector
Settlement:Village
Whorship:God of Fortune
Alightement:good
Native Terrain:Forest Floor
Magic School:air and earth
Magic Combo:none
Key Symbols:the deer



Abilities
Upgrade abilities
Both

Peasant->Militia
Colonial-this creature don't suffer penalty morale when mixing alightements
Taxpayer-generate 1 treasury/day
Group Attack-this creature is gaining courage when more units are in stack,so it gains 1 morale for every 50 units in stack

Boar->Rabid Boar
Colonial-this creature don't suffer penalty morale when mixing alightements
Ferocious-when surrounded by 2 or more enemies,this creature deals +25% more damage

Wanderer->Raider
Colonial-this creature don't suffer penalty morale when mixing alightements
Mounted-gain +5% damage per square travaled
Travaler-when having wanderers/raiders in army,hero don't suffer movement penalty
Thievry-steals dead enemies gold,so 30% from recivied experience is transformed in gold

Ranger->Sharpshoter
Colonial-this creature don't suffer penalty morale when mixing alightements
Ranged-can attack at disstance
Sylvan-on forest/jungle floor,enemies can't see it when trying to look at hero army
Perfect Shoot-don't suffer distance/obstacle penalty

Treant->Forest Elder
Colonial-this creature don't suffer penalty morale when mixing alightements
Plant-vulnerable to fire magic(fire direct damage spells deal 150% damage on this creature)
Sylvan-on forest/jungle floor,enemies can't see it when trying to look at hero army
Binding Roots-when attacking enemies,this creatures binds them,until the treant/forest elder moves or it's destroyed
Magic Ressitance-have 25% chances to ignore hosstile spells
Wrath of Nature-once per battle will summon a stack of treants(1 treant/4 forest elders)

Druid->Warden
Colonial-this creature don't suffer penalty morale when mixing alightements
Ranged-can attack at disstance
Caster-can cast |Haste|Lighting Bolt|Earthquake|
Summoner-once per battle can summon a stack of animals which will depends on the terrain(tiger for jungle floor/wolf for forest floor etc.)
Caster-can cast |Haste|Lighting Bolt|Earthquake|Wind Shield|Slow|
Low spells immunity-immune to level 1-2 spells,except beneficials

Roc->Thunderbird
Colonial-this creature don't suffer penalty morale when mixing alightements
Flier-ignore obstacles
Stone Thrower-this creature can take twice per battle a massive rock which can damage walls during a siege or enemies in an area of 4X4 squares
Air immunity-immune to air spells
Thunder Attack-have 20% chance to cast after attack lighting bolt at spellpower 8(50% chance on wasteland)
Wind Shield-always echnated with wind shield

5.Dungeon
Also Known As:The underground beasts
Associated Colours:Dark Blue,Dark Purple and Black
Magic Hero:Warlock
Might Hero:Assasin
Balanced Hero:Blackguard
Settlement:Den
Whorship:God of Secrets
Alightement:evil
Native Terrain:Subterranean Cavern
Magic School:earth and fire
Magic Combo:Terra Magic
Key Symbols:crystal shield



Abilities
Upgrade abilities
Both

Tunnel Spider->Shadow Spider
Subterranean-have 20% resistance against hostile earth spells
Digging-can hide in ground for 1 turn without to can attack or be attacked
Toxic Bite-30% chance to poison the enemy removing 2hp/each 5 spiders in 5 turns
Lethal Poison-30% chance to poison the enemy removing 4hp/each 5 spiders in 5 turns

Hunter->Slayer
Subterranean-have 20% resistance against hostile earth spells
Ranged-can attack at distance
Reptile-having resistant scales,this creature reduces received physical damage by 25%
Glory of Blood-when killing creatures,this creature gain more morale
Poisoning Arrows-have 50% chances to poison the enemy when attack,poisoned enemies lose 20% from their max health for 3 turns

Toxic Serpent->Deep Serpent
Subterranean-have 20% resistance against hostile earth spells
Reptile-having resistant scales,this creature reduces received physical damage by 25%
Toxic Bite-30% chance to poison the enemy removing 2hp/each 5 spiders in 5 turns
Acid Spiting-when attacks this creature opens its collar and spits acid from it,reducing defense of 3 adjacent enemies by 2 for 4 turns

Minotaur->Berserker
Subterranean-have 20% resistance against hostile earth spells
Bravery-morale of this creature is never negative
Feral Instincts-if is surrounded by 2 or more enemies,this creature will push away any small creature which attack 1 square
Double Strike-give 2 instead of 1 hit to the target
Battle Frenzy-sometimes in battle this creature became uncontrollable and attacks/move every turn,but don't harm your units

Occultist->Ancestral Mage
Subterranean-have 20% resistance against hostile earth spells
Reptile-having resistant scales,this creature reduces received physical damage by 25%
Ranged-can attack at distance
Caster-can cast |Weakness|Haste|Stone Skin|Fire Bolt|
Ethereal-take only 50% damage from physical attacks,40% chances to dodge an physical attack
Caster-can cast |Weakness|Haste|Stone Skin|Fire Bolt|Liquid Metal|Fire Wall|
Undead-immune to poison and mindspells,always neutral morale

Allsaurus->Battle Allsaurus
Subterranean-have 20% resistance against hostile earth spells
Reptile-having resistant scales,this creature reduces received physical damage by 25%
Massive-can step over small creatures dealing damage
Devouring-always after attack,this creature will eat at least a creature alive

Black Dragon->Darkness Dragon
Subterranean-have 20% resistance against hostile earth spells
Reptile-having resistant scales,this creature reduces received physical damage by 25%
Flier-ignore obstacles
Magic Immunity-immune to all magic
Dragon Breath-this creature attack affects also the enemies behind the target
Aura of Darkness-when a hero has darkness dragons is always covered in shadow,so enemies can just seen a dark unexplored area instead of hero
Death from Shadow-the darkness dragon strikes so fast covered in a darkness so no one can retaliate against its hits

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted February 09, 2011 08:16 PM

for the ressources section!
____________
ICTC announced

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted February 09, 2011 09:23 PM

I wanted to use real minerals,I chose flourite because isn't so known,but have a colorful aspect,the same thing at morion,only it is black,so morion can match with evil faction.I'm glad you like they
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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted February 09, 2011 09:39 PM

Also appreciating those HoMM3 mash-ups!
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mike80d
mike80d


Famous Hero
Map Maker
posted February 09, 2011 10:29 PM

Great job with the pictures and the resources

May I suggest changing the name of 'surgery' to 'Clinic' ?  It would be more appropriate.

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted February 09, 2011 10:39 PM
Edited by radar at 22:40, 09 Feb 2011.

The Wyrms are cool. The undead pregnant female farmer is not.

oh and the necrolyte is just awesome
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted February 09, 2011 11:28 PM

Quote:
The Wyrms are cool. The undead pregnant female farmer is not.

oh and the necrolyte is just awesome


XD a bit mean, but nicely, put

Also..no vamps?!

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted February 10, 2011 04:39 PM

Quote:


Also..no vamps?!


I want to make them neutrals.
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted February 10, 2011 05:27 PM

ok...interesting...
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ICTC announced

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted February 10, 2011 08:19 PM

haven added

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bludgeon
bludgeon


Known Hero
posted February 10, 2011 08:55 PM
Edited by bludgeon at 20:56, 10 Feb 2011.

Elite guard is core, not elite? confusing
also, trooper sounds neither medieval or fantasy, it's really a modern term only
OTOH, love the hound!

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted February 10, 2011 09:26 PM

I will change the names later,also I want to make another champion creature for haven.

Necropolis creatures abilities added.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted February 11, 2011 12:50 PM

HAveN:
Solid line-up. Some names need changes^^

The abilities need some slight changes often. For example the ghost unti should also consider the tier when possessing enemies...
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ICTC announced

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted February 11, 2011 04:27 PM

some names changed at haven line-up,hope it's better now

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted February 11, 2011 04:32 PM

not my favorite, but much ebtter

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evinin
evinin


Supreme Hero
Servant of Asha
posted February 11, 2011 04:41 PM

I really like your perfect Heroes, Lizard. I hope you expand it soon.
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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted February 11, 2011 08:42 PM
Edited by LizardWarrior at 15:59, 12 Feb 2011.

Added magic schools,need some ideas for combos.

Edit:*war machines added

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ohforfsake
ohforfsake


Promising
Legendary Hero
Initiate
posted February 12, 2011 04:23 PM

Quote:
Black Knight->Death Knight
[...]Execution-have 30% chances to instantly kill the top stack creature



Is that equivalent to the death star of mighty gorgons, just with 3 times higher likelyness?

Quote:
Wraith->Reaper
[...]Death Gaze-for every 2 reapers,after attack,is killed 1 creature from the trageted stack


And is that basicly saying that 100 reapers with at minimum kill 50 of whatever opposes them when they attack?

It can certainly work, but for balance, wouldn't it require that either those unit are slow (hard to get an attack with them), or have low defenses (so they fall faster than their equivalent leveled challenge) or that they've very low growth rates (so they are stronger units, but there are less of them)?

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted February 12, 2011 04:27 PM
Edited by LizardWarrior at 16:29, 12 Feb 2011.

Death knights can kill only 1 creature,not more.Reapers are very slow,death knights have more speed,but because of the armor,they are slower than other mounted units.Knights costs also resources(ore),and cost lot of gold.

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ohforfsake
ohforfsake


Promising
Legendary Hero
Initiate
posted February 12, 2011 04:30 PM

Okay, so in a 1vs1, 1 DK have 30% chance of killing 1 black dragon?
On the other hand 300 DK have 30% chance of killing 1 extra black dragon on top of the stack they're attacking?

(So basically it's something that is better for low stacks and gets worse the further you get into the game?).

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