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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Jiriki's HoMM VI/VII
Thread: Jiriki's HoMM VI/VII This thread is 6 pages long: 1 2 3 4 5 6 · NEXT»
Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted March 24, 2011 10:41 AM bonus applied by alcibiades on 01 Sep 2012.
Edited by Jiriki9 at 10:26, 12 Feb 2012.

Jiriki's HoMM VI/VII

Hey People,

I think it is about time to do another HoMM-Vision^^ there have been ideas swirling in my head for weeks, month even! Many are inspired by the threads here, newly, especially by the creational game, for longer terms, of course by the wishes list. Not to speak of the many faction proposals here and such... and of course, the rising MM:H6 was also an inspiration, in some ways. ...since the new game got a name change...however, to begin with, some spotlights:

-Hero Role in Battle is pretty much like in H5
-Using CEC-Tiers,
-Setting is not Ashan (anyone knowing me will not be surprised at all
-Using H5 ini system
-Active Diplomacy & increased Trading
-"War Machine"-System changed to "Supports"-system???

!!!!NOTE: Only Index, "I - Game Mechanics and features" and a content preview on the 3 expansions are in this first post! In the index you will find where the rest of the content is to be found.

Content:
I Game Mechanics & Features
-I.I General Features
-I.II Heroes Role & Stats
--I.II.I Skill System
-I.III Units
-I.IV Magic System
-I.V Battle System
--I.V.I Unit Stats
--I.V.II War Machines
-I.VIII Adventure Map
--I.VIII.I Terrains
--I.VIII.II Weather
--I.VIII.III ?
-I.IX Town
-I.X Ressources

II Details
-II.I The Factions (Page 1, Post 3)
-II.II The Units (Page 1, post 8)
-II.III Skills & Abilities (All below from here for now: page 1, post 10)
--II.III.I Hero Skills
--II.III.II Unit Abilities
-II.IV Magic - The Spells
-II.V The Heroes
-II.VI Town Structures
-II.VII Artifacts
-II.VIII Adventure Map Locations
-II.IX Random Events
-II.X Miscallaneous Things
III Setting&Campaigns
IV Ambience

Expansion preview:

Expansion 1:
-a new epic faction
-a new main skill
-Racial Skills
-Ultimate Artifacts
-a new, awesome, campaign set, continuing the events from the main campaign

I Game Mechanics & Features:

I.I Features:

Ambushs:
This game will feature Ambushs. Ambushs can be set by an army on the adventure Map. When the ambushers are succesfull and an enemy hero comes to near to an ambush he is trapped in an ambush attack. In an ambush attack, the ambushed units are randomly placed in the middle of the battlefield, the player has NO influence on the placement (because of the moment of surprise) and the ambusher may place his units around the ambushed units. The ambushing units get an initiative bonus in the first round, so an ambush, if succesfull, is indeed a useful thing, but if the ambush is prevented, a normal battle starts - just that the ambushing units get a moral malus of -1 and the  - now attacking - army which has prevented the ambush gets an initiative bonus.
There will be various things, skills etc., influencing ambushs...

Aspects:
In this HoMM VII Vision, each faction has 2 Aspects. The Aspects are ordered in three groups of each two opposed aspects:

Alignment - Good vs. Evil
Society - Order vs. Chaos
Focus - Might vs. Magic

Each faction has one aspect each of 2 of the groups, and is neutral in the third group.
It shall also be mentioned that in the (basic) game, each aspect will appear exactly 3 times - so it will be 3 good and 3 evil factions, and 3 Order, 3 Chaos, 3 Might, 3 Magic factions.

Good:
A good faction is not necessarily friendly, but it is based on values we call "good". They tend to be protective and often compassionate, to worship aspects of Light or Life and to hate evil, badly. Key aspects here are creation, preservation and virtue.

Evil:
Evil factions are mostly ruled and often populated by egocentric beings. Greed, Hate, scruplelessness and Destruction are main motives. They are not so full of hate for the "good" factions, necessarily, as these for them, but they despise those foolish altruists, who cannot see what true power is.

Good-Evil-Neutral:
A Faction that is neither good nor evil usually has aspects of both in them. They are neither as virtuefull as Good factions nor as vile as Evil ones, and often, their behaviour is also vartiable.

Order:
A society based on order is a society based on structure and law, on obedience and rules, but also on cleanness and on the fact, that thigns are actually working. Ordered factions usually like to plan things, there towns are well-thought-built and their society hierarchical. They highly mistrust any chaotic faction and usually strive to bring their order to others.

Chaos:
A chaotic faction is based on emotions, variation, flexibility and, most important, freedom. It is not necessary lawless, but the laws are not very tight. Their often is no clear hierarchy in chaotic societies, and any hierarchy there is, is usually based on any kind of power - physical, magical or whatever. They have often grown hatred against ordered factions, because these won't just let them be free.

Order-Chaos-Neutral:
A faction that tends neither to order nor to chaos is what one could call a good middle way. They are not as fix and not as hierarchical as Order-Factions and yet more ordered, structured and reasoned than Chaotic ones.

Might:
A faction oriented towards might shows no, or not much, interest inmagic. Mostly, it even msitrusts them. Heroes of a might faction will, at most, be able to learn very basic magics and almost never become a master of the arcane arts. However, taht leads to physical strength and, often, to larger armies.

Magic:
A magically oriented faction is, as it's called, focused on magic and spells, and, often, also on casters and magical units. They might possess less physical strength and numbers than might factions but their mastery of the arcane may proove that not too bad.

Might-Magic-Neutral:
Easy enough, a might-magic-neutral faciton is not focused on might or magic and capable to do both.

Plagues and Diseaseys:
A new feature will be different plagues and Diseases that can strike cities, heroes and units. Plagues are hard to get rid off and can be quite dangerous, having effect on AM or in Battle, or sometimes on both. However, Plagues are not at all indefeatable, yet you have to do something against them to get them off. They won't appear often, however. A list of Plagues is in the Detail section.

Random Events:
This game will feature randomly occuring events.

I.II Heroes:
As mentioned above, the role of heroes in battle is quite much the role they allready've had in H5: They stand aside the battlefield, but have their own turn with their own actions.
Every Hero has the following Actions:
-Attack: Attacks an Enemy
-Book: opens the Spell&ability Book
-Wait: delays the hero turn
Also, heroes provide their army with more power through their might stats and their skills. Some units will also gain power through heroes' Magic stats.

The Hero stats are:
Attack - increases the Attack of the hero and, usually in a lower amount, of creatures under the hero's command (ratio is 4>1/2>1/1>1 for Core/Elite/champion)
Defense - increases the Defense of creatures under the hero's command (ratio is 2>1/1>1/1>2 for Core/Elite/champion)
Power - increases the effect of Spells cast by the hero.
Knowledge - increases the hero's mana points and, usually in a lower amount, the mana of creatures under the hero command (ratio is 5>1/3>1/1>1 for core/elite/champion units)


I.II.I Skill System:
Generally, the Skill system is divided into two kinds of skills: Main Skills & Sub Skills. Sub Skills are allways designated to a Main Skill and placed in a Sub Skill slot of that main skill. Main skills allways have 5 levels (Beginner, Advanced, Expert, Master, Legend), with the highest skill levels being limited by the hero level. Main Skills can also be primary or secondary. Primary Main skills are allways available, while Secondary Main Skills have some prerequesites (usually one or more primary main skill/s).
A Hero may have a maximum of 10 Main Skills. For each main Skill, a hero can have 7 Sub Skills.
The Skills are obtained like in H5: At level up, you get to choose to obtain either a main or a sub skill, with 2 of each kind given you to choice. Unlike in H5, though, your hero can decline the choice, for a loss of experience points - to be precise: when declininga lvl up choice, the hero will loose as much experience points, that they need exactly 1 point for next level up.

I.II.II Artifacts:

Artifact Slots

The hero has different slots for artifacts:
Their right hand, in which mainly weapons of various kinds can be carried.
Their left hand, in which shields, but also quite some other artifacts canbe held.
Their Head, on which heroes can wear any kind of hat, helmet, crown, etc.
Their Neck, which can bear one necklace or a similar artifact.
Four Ring slots, in which the broad variety of rigns can be put.
The Cloak slot, on which heroes can wear any cloak and similar.
Their Chest, where you can put any kind of cloth and armour (except cloaks and such)
Their Feet, for any kidn of shoes..
Four Free Slots, ofor equipment not fitting into one of these categories (here you can have tomes, special talismans, etc.
All artifacts which can or shall not be put on a free slot, can be carried in the "backpack" of the hero, which has no number or weight limits.

Whats also new is the POWER limit: not every hero can use a limitless number of magical artifacts. Each artifact now has a power value, that may not be higher than the heroes' power over amgical artifacts. This power value is, of course, higher, the more powerfull the artifact is. THe power of a hero over artifacts is determined mainly by their level, and also by their 'Power' stat.

Artifact Levels
There still are artifact levels, each with Artifacts of power of a certain range: Lowest are the Common Artifacts, which are weakest, then come the Uncommon Artifacts, followed by the Rare Artifacts. And finally, strongest of all, are the Legendary Artifacts, which are almost allways unique...

Artifacts of each power and level can also be unique, meaning that they can only be on a map One time at most.

I.II.III Classes:

Every hero starts with one Basic Class - this starting Class is their Main Class.
Most Basic classes belong to a faction and come with its alignment (which can now and then be different for single heroes, especially in campaigns).
Additional to the Basic Classes there are Advanced Classes. These can be obtained during the game, meeting certain prerequisites. Advanced Classes will give nice boni, usually, and the access to some powerfull subskills. Also, some heroes gain second specials, or theirs are advanced or changed, if they choose a certain advanced class.

A hero can have a total of 3 classes, including their main class. Normally, that will be 1 basic class and 2 advanced classes.

I.III Units:

I.III.I Unit Types

There are several basic Unit types, which can allready determine quite much and, in many cases, abilities are focused on a unit type, or spare one. The basic unit types are:
-Living (Just living, organic beings)[humans, beasts, etc.]
-Undead (Beings allready dead, but returned to live somehow, usually through necromancy) [skeletons, ghosts, etc.]
-Mechanical (Machines working through clockworks, springs, engines and such) [Ballistas, Dragon Golems, etc.]
-Animated (Beings made of unliving matter, brought to live by rits and/or magic) [Golems, Magical Armors, etc.]
-Elemental (Pure Elemental beings) [the Elementals]
-Demonic (Beings from the demonic planes. In this plane, they have some resemblance to living beings, but are still quite different in essence) [demons^^]
-Spiritual (spiritual beings, not truly made of matter, but of some kind of energy)
There are also hybrids of these types, which will possess some of the type's attributes, but not all... Examples are half-mechanical or half-demonic troups.

The basic type of "living" units has quite some subtypes: Elves, Humans, Beasts, Birds, Plants, etc....

I.III.I Unit Tiers & Upgrades

As mentioned before, there'll be 3 tiers in this vision: Core Units, Elite Units and Champion Units. The power relation of the 'average' units of these tiers should be 1>5>25, so an elite unit is as strong as 5 core units and a champion as strong as 5 elites and 25 champions.

[Note: maybe I'll change that values into 1>10>50, 1>7>35 or 1>8>40]

For upgrades, I'm indifferent still, but there will be at least 1 upgrade, maybe alternates (or maybe alternates will come with the exp. I allready have in mind)

I.IV Magic System

The Magic system shall be a bit different in this proposal than in former HoMMs.

I.IV.I Magic Schools

The Magic Schools in this game shall be ordered a bit different than before. There will be 3 main schools, each of them seperating into 3 or 4 Sub Schools. Heroes, when advancing in the main schools, will have to specialize in a sub school, often excluding other sub schools (f.e. Death magic Excludes Life Magic) to an extent.

The 3 Main Schools will be Elemental Magic, Existencial/Vital Magic and Arcane Magic.

Elemental Magic focuses on the elements the world is made of, their use, animation, creation and alternation, as well as their merging and antagonizing.
-Fire Magic handles everything concerned with the element Fire
-Air Magic handles everything concerned with the element Air
-Fire Magic handles everything concerned with the element Water
-Fire Magic handles everything concerned with the element Earth

Existencial/Vital Magic focuses on the mysterious powers of life in all forms, including Spiritual energies.
-Life Magic, also called White Magic sometimes, deals with the powers of life, the positive Vital forces
-Spiritual Magic deals with anything concerning the Spirit and Mind
-Death Magic, sometimes defamed as Black Magic, offers the mysterious powers of Death

Arcane Magic deals with the (other) Forces of the World, which are unseen and yet allways present.
-Chaos Magic deals with the element of randomness in any kind, with the unexpectable and surprising
-Order Magic uses and alternates the rules of the world
-Metamagic is the sum of all Magic that is dealing with other Magic

I.IV.II Spell Learning

The spell learning system has changed a bit.
Like in former HoMMs, the Mage Guilds in the Towns will offer some specific spells for heroes to learn. However, heroes will no longer automatically gain knowledge of all spells of a visited mage guild, even if they have the corresponding skills (which they still need). Instead, you can choose them to learn a spell (which will take time=AM Movement of the Hero), if you wish them to. Why is this, and the choice, important? Because heroes are now limited in the number of spells they can learn.
It works like this: For each spell level, the knowledge of the hero determines how many spells of this level the hero can learn, by a fixed ratio. Also, there is a max level of spells of a certain school the hero can learn, determined by the knowledge and skill levels. And finally, there is a total maximum of spells a hero can learn, determined by the Knowledge and the Hero level.
In the following formulas, K is the Knowledge value of the hero, HL is the Hero Level ans SL the Level of the corresponding skill.

Formulas for the Spell Level-specific Spell maximums:

-L1: 2+K
-L2: 2+K/2
-L3: 1+K/3
-L4: 1+K/4
-L5: K/5

So, for example, a Hero with a knowledge of 12 could have 14 level 1 Spells (not bad, eh?), but only 2 level 5 spells.

Formula for the School Maximums

(SL*K)/2

So, a hero with a knowledge of 6 and "Master Elemental Magic" can learn 12 Elemental Magic Spells at max

Formula for the total Cap of learnable Spells

(HL+(K/2)-1)*2

So a Level 1 Hero with 2 Knowledge can learn a maximum of 2 spells, while a hero with Level 5 and 4 Knowledge can allready learn 12 spells.

There may also be skills, artifacts, etc. enhancing this limit...

I.V Battle System

I.V.I The Battlefield
Like in H3, the battlefield is made of hexagons, not of squares like in H5. There will be different sizes and forms of battlefields.
Also, there will sometimes be structures on the battlefield, especially when its a fight about an AM building or such...

I.V.II Unit Stats
Units have quite some stats, which we know from the former games.

Now first those which are available for all units.
HitPoints determine how many damage a creature can take. You have to realize that there are the Max-HP of a creature and the current HP in a battle, which are reduced whenever a creature takes damage.
Attack
Damage
Defense
Initiative determines how quick a unit can take action in battle.
Speed

Now those which are not available for any creature:
Shots tell you how often a unit can shoot in battle (without an ammo cart) before it needs a refill.
Mana Points
Spellpower


I.V.III Turns,inititiative & unit actions
The turns & Initiative work pretty much like in H5
All units have 4 possible actions:
They can move to a target square and optionally attack a unit from there in melee.
They can wait (delaying their turn a bit)
They can defend (loosing their current turn, but increasing their defense.)
They can open the spell- and ability-book and use an ability in it (if they have one)

Battle Movement
Moving around in battle works pretty much like in former HoMMs, but
with an addition. If you wish, you can, instead of just clicking the target square, draw the path you want the unit to go. This way, you can better avoid traps and such - note, though, that abilities which base on the travelled squares will be altered a bit. you will not be able to misuse this. (for example with jousting...such abilities will be probably and usually based on the shortest way to target attack location, not on the actual taken way)

I.V.IV Support Troops

Supprt Troops are special "units", which differ from units in various aspects:
-most important, they cannot move
-they do not use a stack placeholder in the army
-with few exeptions, they cannot attack and they can NEVER defend (only wait)
They do have changes in comparison to the former war machines, though:
-the most important thing is, they can stack
-also important, you will not have all support troops in the end, like you could in former HoMMs.

The Stack system of support troops works like this:
You have one "Catapult" placeholder, which is reserved for Catapults and similar devices. All of these are active in battle and target Walls&Structures.
You have one "Supplies" placeholder, which is reserved for Supply troops, such as Ammo Cart, Beer Cart and mana Bowl. All of these are Passive in battle!
You have one "Tent" placeholder, which is reserved for all supporter Tents - Commander Tent, Healing Tent, etc. Most of these are active (but not necessary under your control!) and target units.
You have oneFree placeholder where you can put any Support Troop, indluding those not fitting into one of the other categories. (there are, for example, supporting troops which work on the AM only!)


I.VIII Adventure Map:


I.IX Town:

Town Screen
First important thing is, there are town screens again, proposedly a mix between H5, H4, and H3.
On the town screen, you will see the following things:
-the Garrison of the Town and the Visiting hero with their army (down)
-short summary of the important infos (down left)
-a wheel to reach important windows, especially Fort (Recruitment), Hall (Building), Supports (Recruiting support units), Mage Guild, Tavern and Marketplace, but also various special buildings, directly (down right)
-a button to leave town (upper right)
-a button to switch town (upper left)
-the Town picture, including all buildings. The Town picture depends on the faction (of course) and the  terrain the town is on. You of course only see buildings which are allready built. There are also houses and small buildings to be seen, which are no build buildings. These depend on the town size.

Building


I.X Ressources:
There are 3 types of ressources:
Gold, which is considered the main Ressource and has a special role.
The common ressources Wood, Stone and Iron..
The rare ressources Crystal, Mithril and Mercury

Each common and rare ressource has a different focus:
For the common ressources, Stone is mainly used for buildings, Iron is mostly used on units, while wood is used for both.
For the rare ressources, Crystal is very important for MAGICAL things, while Mithril is mroe use for MIGHT-focused actions. Mercury can be used for both, again.

____________
ICTC announced

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MattII
MattII


Legendary Hero
posted May 22, 2011 01:31 PM

Looks interesting so far.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 22, 2011 02:30 PM
Edited by Jiriki9 at 11:26, 30 Dec 2011.

II.I The Factions:

[Note: The units are listed under II.II... under the subcategory of the respective faction]


Academy/Citadel/Tower:
"The mages of earlier days, like the walocks are still, had been lost in hopeless struggling. They were blinded by the greed, and could not see that in fact, they were gianing nothing through their wars. The Appereance of the seven First Wizards and the founding of the Guilds, allthough many resisted, was the greatest fortune we ever met. They taught us the sense of Laws and rules, and made the WIzard Codex, which, properly follow, tells us how to act right, to fullfill the noble duty of any mage - to expand the knowledge and embetter the world. And to use this, we need to become as good as we can in the arcane arts, using the gift, that has been given to us, to establish order and expand our knowledge."
~taken from "Foundations of the noble art and craft of the proper use of the Arcane gifts"

aka: the Wizards
Colours: Grey, Blue
Symbols: Crossed Staffs, the Scroll of Knowledge
Alignment:
Order-Magic
Capital:

Lineup:
Core:
-Walking Armor
-Gnome
-Boar Rider
Elite:
-Vessel
-Mage
-Giant Eagle
Champion:
-Titan

Hero Class: Wizard


Bastion:
"Wild, they call us. Stupid. Dirty. They sit there, in their weaklander cities, with plates of fine stuff from their fields, smelling of their so called 'parfums, dressed in unhandy, flashy cloth, talking soft words, like children, and dare call US 'uncivilized'! Us! We who tame the wild, who are strong as trees and pride as the beasts of the wastelands. But they will regret it, surely. They think we can not plan, we can not wait before we strike. But they will learn...we can!"
~Warlord Krellion

aka: the Barbarians
Colours:
Symbols:
Alignment:
Chaos-Might
Capital:

Lineup:
Core:
-Berserker
-Hunter
-Harpy
Elite:
-Mammoth
-Ogre
-Sabretooth
Champion:
-Behemoth

Hero Class: Barbarian

Castle:
"The Power lies in our hands - the ancient beliefs are to be overcome. We stand for Law and Justive, for an order that can be built and held up by the hands of men, and anyone who wishes to join in building up this empire, with muscle and stone, sweat and steam, blood and steel. We do nto rely on the chaotic, oppressive forces of magic, but on the strength of hour bodies and brains, our unity and our loyalty to the Emperor. If you wish to join us, we will be glad to count you in. If you want to stand against us - we will show neither mercy nor remorse."
An envoy from the empire, speaking to a village near the borders of the Empire

aka: the Empire
Colours: white, royal blue, and scarlet red
Symbols: the crowned fist, the rose and swords
Alignment:
Order-Might
Capital: Krongardt

Lineup:
Core:
-Legionnaire
-Crossbowman
-War Hound
Elite:
-Witch Hunter
-Chariot
-Machina
Champion:
-Dragon Knight

Hero Class: Marshal

Dungeon
"My Child, look at this world, that is to our feet, and keep in mind everything you see. The slaves down there, are working for us. We have a hoard of immense treasure, and a horde of minions to our bidding. Or, well, I have, but as long as you are young, this is the same. There, you can see the Minotaurs training. And over there, a Shrine for worshipping - worshipping us. You see, my child, this world, this underground world, unseen to the eyes of the uplanders, is to our command. And do you know why? Because they fear us. And they have reason for fear, cause we are powerfull, and they are not, which gives us the right to command them, because we are smarter and stronger than them. This is the only true rule, of the world, child - who is more powerfull, may use this power."
~Ancient Black Dragon Mother, Mashendra, to her youngest son
""

aka:
Colours:
Symbols:
Alignment:
Evil-Might
Capital:

Lineup:
Core:
-Troglodyte
-Beholder
-Nibelung
Elite:
-Minotaur
-Basilisk
-Manticore
Champion:
-Dark Dragon

Hero Class: Overlord

Haven
"...this world was a paradise once - but what has it become? A world of filth, a world of anger, of greed and war, hunger and plague, heresy and chaos - a world of mortals. And these, like flees, seem incapable to plan forth, to see beyond the short reach of their eyes. Who of them cares for their neighbours? Who of them honours justice, compassion, pity? Only a few of thousands. But I see hope, even for them. All they need is someone to guide them, to show them the path, to tell right from wrong. This, my sons and daughters, is our task."
High Father Phandriel, Grand Lord and oldest of the High Angels
"Poor fools, that's what they are. Fanatic followers of a small, lost people, whose realm fell long ago. Oh, they speak nice words, of Justice and Honour. And the sun, yes, the sun. But let their deeds speak for them! Let the Pyres and Inquisition speak for them!! Let the Hunters and Crusaders Speak for them!!! And then decide who are the mad ones here, the evil ones..."
Duke Carn Grevenstein, Vampire

aka: the Angels, the Church of Light
Colours: white, gold (and bright red?)
Symbols: the winged sword
Alignment:
Good-Order
Capital:

Lineup:
Core:
-Halfling
-Blessed
-Anima
Elite:
-Centaur
-Monk
-Gryffin
Champion:
-Angel

Hero Class: Paladin

Keep
"Who we are? We are the Children of Mother Moon, foolish human. We are those who embrace the darkness, and the beauty of the night. We dwell in the dark, and none of you can find us. We are everywhe, hiding in each shadow, behind every corner. And when you are not on your watch, we will strike. You will not see, hear or feel it coming, you will only fall. And then we shall feast on your Corpse and become mighty through your blood and flesh. Our Power rises, and with it rises darkness, and it shall swallow you all..."
~Last words of a captured Werewolf before his execution
""

aka: the Children of the Moon
Colours: Purple, Black, Crimson
Symbols: the crying moon, the black claw
Alignment:
Evil-Magic
Capital:

Lineup:
Core:
-Goblin
-Wisp
-Wylfing
Elite:
-Nightmare
-Vampire
-Assassin
Champion:
-Faceless

Hero Class: Warlock

Palace
"It is true, the world has changed since the older days. The summer of our race is gone and we would be fools not to realize it. But that does not mean we do not have any power left - or any pride. We will play our role in the upcoming events, and if we can, we shall help preventing darkness from laying it's shadows over the world - at the side of mortals, and even at the side of our old enemies, if it must be. Or else, I fear, we may not see grandmother sun smiling down on us again."
Sage Lymia'ma to the Rulers of the City Tana'ana'tha
""

aka: The Sun Followers, the Shining
Colours: Yellow, Silver and Orange
Symbols: The Sun Ornament, the Hand of magic
Alignment:
Good-Magic
Capital:

Lineup:
Core:
-Sundancer
-Horus
-Golem
Elite:
-Unicorn
-Sphinx
-Djin
Champion:
-Phoenix

Hero Class: Sage

Rampart
"All the Stone-House-Dwellers think they are so clever, so strong, so...civilized. But they have forgotten the song of the moon and the kiss of the wind. They cannot feel the beat of the Forest anymore. But we can. And we can read the messages it brings us. Dark messages. But we, unlike too many of the stone-dwellers, are not alone, and wie never will be. The world is with us."



aka: the Forest Folk, the Fey
Colours: Green, Earth Brown
Symbols: The Flower of Life, the Eternal Tree
Alignment:
Good-Chaos
Capital: Nia'na'su, 'the Deepest Glade'

Lineup:
Core:
-Faun
-Nymph
-Ranger
Elite:
-Faery Dragon
-Troll
-Wyvern
Champion:
-Dendroid

Hero Class: Warden

Ruins:
"Aah, it is so ...amusing to look into the world and see all of you making...plans. Building houses, making laws, all that to...make the world ...'safe'. Ordered...You know, all your planning is invane in the end. There is no plan that cannot fail. There is no city that will prevail in the end, not even speaking of your foolish 'laws' or 'virtues'. The only rule, the only thing, which is eternal, is change! I, instead of you, accept this. And I also accept the nature of destruction, which is so much more natural than creation, in fact. And, finally, unlike some other fools, I am not unwilling to use the nature of the world as I can and wish."
~Janus Phayrn


aka: the Perverted, the Chaos races
Colours: No preferred Color
Symbols: the Vicious Circle
Alignment:
Evil-Chaos
Capital: None

Lineup:
Core:
-Maniac
-Vermin
-Gog
Elite:
-Tormentor
-Efreet
-Flesh Golem
Champion:
-Chimaera

Hero Class: Heretic
____________
ICTC announced

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DarkLord
DarkLord


Supreme Hero
Fear me..
posted May 22, 2011 04:28 PM
Edited by DarkLord at 16:38, 22 May 2011.

I am looking forward to see your Factions and Campaign/Settings, (as i am currently working on my own HoMM7 vision)..
Go on Jiriki! hope i won't steal your ideas hehe, just joking!

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted May 22, 2011 06:41 PM

I like it(especially setting not in Ashan).Resources are quite interesting.I'm sure the factions will be something different than the "classical" ones.
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seddy
seddy


Known Hero
Spinner of delicious cupcakes
posted May 22, 2011 09:01 PM

Approve stamp. I usually don't dig through all the user factions, but this one seems interesting enough to follow up on.

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted May 22, 2011 09:04 PM

colour me intrigued...
____________
Love, Laugh, Learn, Live.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 22, 2011 09:06 PM
Edited by Jiriki9 at 10:10, 08 Oct 2011.

II.II The Units:

II.II.I Academy Units:

Core 1 - Living Armor
"'twas the mos' fridhening thing you ever seen! At firs, dey only seem a bit strange, but after a while we saw, nobody was inside dat armors!!! And yet dey walked, and fought, feerless, mersyless...
~a battle Survivor's reort
Appereance:
A complete Plate armor suit of Iron, from Helm to boots, wielding a Helberd as weapon. Inside the armor, nothing is seen, but a slight glow, at few single moments.
Stat Summary:
Naturally, the Armors' defense is quite high, and the damage is fine.
On the other hand, they are a bit slow, and their HP is surprisingly low (not much inside that hulls, you see...)
Growth: Average
Creature Type: Animated
Abilities: Armored, Magic Armor
Strategical:
The role of the Armor, especially inside the Academy Army, is quite obviously that of a strong (for their tier) defending unit, especially with their good passive defense abilites. For such, they also have a nice damage output, and their initiative is not that low, for such a unit. A down in their role is, of course, their low HP, but their defense makes up for that quite well.

Core 2 - Gnome
"That's the problem of you big folk: You allways underestimate those, who are smaller than you!
~A Gnome Trickster to a victim of him
Appereance:
A gnome, about half the size of a human, male, quite well and colorfully dressed, with a recognizable moustache. In his belt is a dagger, which, for the gnome, actually is a sword.
Stat Summary:
Gnomes have no outraging stat, only their initiative is good, the rest is about average.
Their weakness is low HitPoints and Defense, damage outpot is not so good as well.
Growth: A bit above average
Creature Type: Living, Gnome, Male
Abilities: Apprentice, Backstab, Caster;
Strategical:
The Strength of the gnomes obviously does not lie in stats and raw power. In fact, they look very weak beside their casting on the first glance. But their abilities are quite usefull, actually. First, they have a surprising variety of spells, which makes you able to use them differently in different situations. Second, their casting ability gets better with a magic-focused hero, whcih both Wizard and Heretic are.

Core 3 - Boar Rider
"It was a quite uncomfortable alternation, being hunted by what usually is my prey."
-Imperial Huntsman
Appereance:
A brown, hairy boar, ridden by a gremlin, which is quite an ugly creature, and wears dirty, raggy, grey-brown clothes. The Boar's tusks are big and sharpened, and the boar is the one who performs melee strikes. The gremlin does not use a sattle, but rein and harness.
Stat Summary:
As for many mounted units, the speed of the Boar Rider is quite good, though not as exalted as some others. Their hit point is slightly above average, as well.
The Boar riders attack is not that efficient, as well as their defense is slightly low.
Growth: Slightly above average
Creature Type: Living, Mounted (Boar), Gremlin, Male;
Abilities: Charge
Strategical:
Well, the role of the boar is simple to rush to the enemy, preferredly an enemy as far away as possible, since Charging will enhance its power, and strike them a good blow. Unlike some other mounted units, the Boar is also nicely enduring for a core unit, and it's above average growth supports it's use.

Elite 1 - Vessel
"...You need to understand that they are not really human anymore, though they possess a human body, but ...entities of arcane energy, and this gives them their strength."
~Manahrizam, Teacher at the Academy of Iphenid
Appereance:
A human shape, in commoner clothes, but with a strange, bright glow in the eyes, and a constant flickering of the surrounding air.
Stat Summary:
Their damage is good, as well as their initiative.
Yet, their HP is frighteningly low, and their defense not great as well.
Growth: Below Average
Creature Type: Living, Animated;
Abilities: Magic Strike, Mana Damp;
Strategical:
The Vessels are a very fragile, and very valuable unit, so it is to be avoided that they get damage, as best as you can. Their melee damage is REALLY good, especially combined with the Magic Strike against Spiritual, Animated, Summoned or similar enemies. The Mana Exhalation is also very nice, providing your spellcasters with a constant reserve of Mana during battle.

Elite 2 - Mage
"Mages, that's what they are: foolish, arrogant, selfish, unworldly idiot savants."
~statement of a human noble
Appereance:
A man with shoulder-long brown hair, in a full-body robe, with some arcane symbols on it. In his hands the obligatory mage Staff, made from wood, which is used as a weapon, casting tool and walking stick.
Stat Summary:
No outraging good stat except a well mana reserve.
Very low HP and initiative are the downsides of this creature.
Growth: Below Average
Creature Type: Living, Human;
Abilities: Caster, Magic Attack, Shooter;
Strategical:
Now Mages are a bit ambivalent because their two different ways you can use them: as shooters, attacking a whole line on the battlefield, or as casters, with their also-valuable spells and their good mana reserve. Usually, a mix, depending on the situations on the battlefield, will be the best. You also should keep them well protected, since their HP is REALLY low. Another thing valuable for Mages is trying to boost their initiative somehow, or they will only act very rarely on battlefield.

Elite 3 - Giant Eagle
"They are pride and noble creatures, the eagles, and allied with the wizards, not tamed by them."
~a traveller
Appereance:
A big (really big!), brown, Mountain Eagle, with yellow Eyes.
Stat Summary:
Great Speed and good initiative.
low Defense.
Growth: Slightly below average.
Creature Type: Living, Bird;
Abilities: Flying, Rescue;
Strategical:
The eagle has a very good stat-growth ratio, being very quick and at the same time, only having low defense as a weakness - which however can be quite a bad weakness when standing alone on the front. Their best value, anyway, may be the ability to take allied units out of a dangerous attack, which is very worthy with the fragile academy units, especially mages and vessels.

Champion - Titan
"I asked myself: is that a creature, or a living mountain?"
~Jon Kalock, explorer
Appereance:
A giant creature, of roughly humanoid shape, more bulky than in H5,4 or 3 and less human-like. wears only few clothing, so it's immense muscles can be seen.
Stat Summary:
Even for a champion unit, damage and hit points are great.
Only downers are speed and initiative.
Growth: average
Creature Type: Living;
Abilities: Elemental Resistance (50%), Trample;
Strategical:
The Academy champion is a strong and worthy unit, though quite expensive - but the expense is worth it, allready. The unupgraded Titan is no shooter, but it is strong as melee allready, just stepping over the enemies like they were ants. One msut only be careful not to let 'em step on their allies.

II.II.II Bastion Units:

Core 1 - Berserker
"This...makes...me...angry!"
~A Berserker short before goin berserk
Appereance:
An Orc with heavy muscles, few armor (leather & fur), a hounded look on the face, wielding 2 Axes.
Stat Summary:
great damage output.
Weak defense.
Growth: a bit below Average
Creature Type: Living, Orc, Male
Abilities: Cleave, Rage;
Strategical:
The berserker is designed for offense, and that should be its purpose, yet at best not completely alone, but with some support, or they can die rather quickly.

Core 2 - Hunter
"Hunt and battle are not that different. In the end, it comes all down onto wether you are able to kill someone, or something, or die."
~Olav Tarnissen, Hunter
Appereance:
A human clad in Pelt(/fur?) clothes, with a recognizable haircut. They hold a (throwable) spear, and have more on their back.
Stat Summary:
QUite good initiative and reasonable attack and defense.
Direct damage output is not high, though, and the number of shots is very low.
Growth: Average
Creature Type: Living, human, male
Abilities: Run and Throw, Shooter, Strong Range penalty;
Strategical:
The hunter is a somehow controversial unit. With the strong range penalty, and not so great damage output, he seems not as usefull, as many other Shooters are, especially with the low number of shots. Yet he should not be underestimated. The ability to move a bit first, before performing a ranged attack is highly useful, making it VERY hard for the enemy to block this unit and also kind of taking away the range penalty's worst effects.

Core 3 - Harpy
"Terrible, unnatural beasts they are! Came down on us, them monsters, shrieked like birds, killed anyone they could get...I was not the only one to run!"
~A merchant, having survived a harpy attack on his caravan
Appereance:
Torso of a humanoid woman, with rather human face, but bird legs and feet, wings instead of arms and partly feathered.
Stat Summary:
Good speed, initiative and attack, as well as reasonable damage.
Low defense and HP
Growth: good deal below average
Creature Type: Living, humanoid-bird, female
Abilities: Fly, Strike and Return;
Strategical:
The harpy is indeed one of the stronger core units, which is resembled by their low growth. They are excellent offense units, striking quick and, after the attack, just returning to their starting position, which makes their low defense and HP not THAT a pain in the ***. This is even strengthened by the fact that they can fly, so not even city walls, or obstacles can really stop them.

Elite 1 - Mammoth
"I believe, these beasts are old, and less stupid as you would think by their weird look: the long hair, the strange nose and the exposed teeth..."
~Philipe Meadires, Scholar at the Academy of Rensbey
Appereance:
A mammoth, quite big (2*1 hexes), covered in long brown hair, with really long tusks.
Stat Summary:
Great HP, nice damage output.
low initiative.
Growth: far below average
Creature Type: Living, beast
Abilities: Large (2*1), Ram;
Strategical:
A very usefull creature alone through the combination of a great battle endurance (great hp, average defense), normal movement speed (though low ini) and good damage. The ram ability also makes them a good blocker in the enemy offense, keeping them away from your back row.

Elite 2 - Ogre
"...ugly, stupid, dangerous, and bad-smelling as not much else."
~An elf's statement about ogres
Appereance:
A large humanoid (though still only possessing 1 hex), with a bulky shape and a rough face, clad in few leather clothes (not much more than a loincloth and a bit around the torso). The canines are quite exposed and visible, the look on the face is a bit...grumpy
Stat Summary:
Reasonable damage, HP and defense.
Very slow and low initiative.
Growth: Below Average
Creature Type: Living, humanoid;
Abilities: Crushing blow, Magic resistance (20%);
Strategical:
Ogres are another quite good, but slow Elite melee unit for the Bastion, with not much growth. And, again, they are quite enduring, thise time also strengthened by the magic resistance, as well. The damage output is not as high as the mammoths' but not bad at all, either. Also, again a similarity to the mammoth, the stunning ability is quite a blocker for the enemy assaulting on you.

Elite 3 - Sabretooth
"These cats are like us: pride, strong, and if they want something, they take it."
~Haddra, a female Barbarian
Appereance:
A big feline, similar in shape to female lion, with extreme long canines, orange fur, and yellow-shining eyes.
Stat Summary:
Good speed, reasonable damage.
Low defense, not so good HP.
Growth: Slightly above Average
Creature Type: Living, beast
Abilities: Smelling Blood, Untamed;
Strategical:
Another typical offense unit in Bastion line-up, the sabretooth is great at performing strikes at the enemy, but not good in enduring in battle, with the really low defense and not good hp. It is also hard to control, at times, since there is a random chance for it not to obey to your orders. On the other hand, there is the ability to rush onto a wounded enemy quickly, making the sabreteeth a valuable offense power if you are capable of not getting them killed.

Champion - Behemoth
"Alas, before him stood the beast
A little Hill with claw and feet
and then he wouldn't know at least
how to make such a creature bleed."

~from "the Tale of Dimgar", a popular song
Appereance:
Quite similar to H3: a bulky, large (2*1 or 3*1) monstrous beast, with a rough kind of "fur" a snouty head, no ears, walking on 2 legs, but in a kneeling position, arms almost touching the grounds, every few steps indeed using the hand as "additional foot" as well. THe hands have big, hard claws, the eyes are small, yet the nostrils almost as big as the eyes.
Stat Summary:
Good damage output. Nice HP.
For a champion, a rather low defense.
Growth: average
Creature Type: Living, beast
Abilities: Monstrous;
Strategical:
The Champion of Bastion is not an outstanding champion unit, but it reflects the faction with it's emphasis on raw melee power quite well. For stats, it is indeed notable for being relatively average, only defense rather low, good damage and hp some higher, but not extraordinary, the rest a good middle. It is also, in comparison, not that expensive, making it an easy addition to Bastion armies. another untypical thing (for champion units) is it having not much abilities in unupgraded form, only it's sheer monstrousness to intimidate the enemy.

II.II.III Castle Units:

Core 1 - Legionnaire
"See them Marching: They are like ants, thousands and thousands of them walking through the fields, none thinking individually."
~One Elven Scout to another, watching a division of the Impereal Army marching by
Appereance:
A human in chain armour, carrying a Tower Shield in one and a Spear in their other Hand. A Helmet prevents from seeing any hair. The feet are in sandals.
Stat Summary:
Nice Defense.
Not great speed, nor attack.
Growth: Above Average
Creature Type: Living, Human, Male
Abilities: Large Shield, Spear Wall;
Strategical:
Statwise, the Legionaire is a rather average unit, though in itself with a bit of defense focus. The abilities support this attitude, qutie much, so the main place for a legionnaire will be a solid defense line or position

Core 2 - Crossbowman
"The crossbow - finest combination of inventorial spirit, mechanics and craftmens art. It shoots with a high speed, granting, when you're able to handle it, a great precision and range - and did I mention that it pierces through conventional armour far more easily than a simple arrow?"
~A merchant praising his crossbows to a minor ruler
Appereance:
A human soldier, in leather armor, with many cloth parts with their faction's symbols and colours. on the head, they have a fancy cap. Their weapon is  a crossbow(^^), on the back they have a quiver with bolts, in their belt, a dagger for close combat is to be seen.
Stat Summary:
Nice attack, damage and shots.
Weak defense and HP
Growth: above average
Creature Type: Living, human, male
Abilities: Piercing Bolt, Shooter, Strong Melee Penalty;
Strategical:
Well, the crossbowman is kinda the shooter, dealing a very good damage overall, especially since some defence is ignored, and more the closer the enemy gets. Also, it has the typical shooter weakness of being lousy in close combat in a true perfection. So, NEVER let your enemy come to crossbowmen if you can manage, and shoot, shoot, shoot with them until no bolt is left in the world.

Core 3 - War Hound
"The Brightfire Breed is one of the finest in the Empire, my Lord. Look at their heavy shape, their alert eyes, and their sharp teeth. Know also, that they are completely obedient to their master once they accepted them."
~Ufrin Winston, Hound Breeder
Appereance:
Massive dogs with brown fur, and a wild look.
Stat Summary:
Nice attack, damage an speed.
Week defense.
Growth: A bit below average
Creature Type: Living, Beast
Abilities: Pursue
Strategical:
The only true beast in the Castle Lineup, as well as the most offensive core unit of it. The War Hounds are worth their price, which is not low for a core, being a great damage dealer. They will proove a pain in the *** for any enemy trying to get their units away from them, since the hounds will follow them without hesitation. Unfortunately they die quick, so one better waits 'til they gathered a good group of them dogs together, or boost their defenses.

Elite 1 - Machina
"I asked you to make a weapon for our armies - your result is more than convinving. You shall be rich and lack nothing you want - as long as you are only working for my empire."
-Emperor Jeremia Lharn, to his Dwarven Chief engineer, Fraxni Wirebeard
Appereance:
A machine, in roughly humanoid shape, walking on two legs, having two arms, which are melee weapons in itself. The body consists of complete, hard metal plates. On the top, there is a more shining plate, giving the appereance of a head, a bit.
Stat Summary:
Good in almost any aspect except speed and initiative.
Growth: Far Below Average
Creature Type: Mechanical
Abilities: Crush Walls, Magic Resistance (10%)
Strategical:
A very worthy unit, the Machina is usuable in many ways, though it is hard to use it on quick offense for it's not that fast. However, when reaching the enemy lines, it can do a good deal of damage without you having to fear it dying too much. Also it being mechanical, and thus immune to mind control of any kind, will prove quite worthfull as well.

Elite 2 - Witch Hunter
"Magic is Chaos. It has to be forbidden, banished, eliminated."
~Elias Tharken, First Witch Hunter-General
Appereance:
A tall, seemingly musculous Human, garbed in Scarlet and Dark Blue Clothes, which are not entirely hiding that an armour is worn under it. They also wear a Hat of Black&Blue Colors. At the silver necklace they wear, a golden pendant in form of a rose can be seen. At their one side, a Long sword rests in its hilt.
Stat Summary:
Good Attack and reasonable Defense, good Initiative.
HP not good.
Growth: A good deal Below Average
Creature Type: Living, Human, Male
Abilities: Magebane, Magic Resistance (10%), Purge
Strategical:
Even only considering stats, the Witch Hunter is a nice unit, and for many purposes. But with the abilities, it comes clear he is clear an anti-magic unit, With Magic Resistance protecting the Witch Hunter himself, Purging preventing the enemy from effectively doing buffs, and finally magebane, making it a killer against Caster units. One should keep an eye on their HP which are there biggest downer.

Elite 3 - Chariot
"Decimus in front position, Phatres right behind him, getting closer soon. about 10 feet, 8 feet - OUCH!...that was his pivot!"
~Commentator of the Grand Chariot Race of Vahrburg
Appereance:
A, mostly wooden, Chariot, slightly ornamented. Pulled by 2 horses, driven by 2 humans, one who steers and one with a Spear for fighting. Both are clad in simple clothes, but have light helmets.
Stat Summary:
HP reasonable, speed great.
Initiative not so good, Defense bad.
{Note: maybe I exchange Defense and HP}
Growth: Average
Creature Type: Vehicle (Driver: Living, human, male)
Abilities: Crash
Strategical:
THe chariot seems a very strange unit on first sight. It is very fast - but it does not get very many turns: an unusual combination. Additionally, it has good HP and bad defense. So what to do with it? The answer is: Pick a small target and strike it, from as far away as possible. The Chariots crashing into the enemy will bring desastrous damage to them. THen quickly finish the hit unit with the rest of your army, or get the chariot out VERY quickly.

Champion - Dragon Knight
"Hereby, I swear to be proud about the honour given to me, and to use the great power I am granted only for the sake of the Empire and its people..."
~part of the oath of the Dragon Knights
Appereance:
A classical European Dragon, standing on 2 legs, the front legs a bit shorter, one of them also on the ground most time of battle. 2 Large wings that can be spread for flying, a long neck and an equally long tail. The Back is only slightly spined. The Dragon is gray, its eyes shine bright yellow. The Rider is human, clad in a Chain Armour, wielding a sword. He uses a kind of sattle.
Stat Summary:
Good or at least average in all stats.
Growth: Below Average
Creature Type: Living, Mounted, Dragon (Mount), Human (Rider)
Abilities: Bravery, Fire Breath, Fly, Knights Commands, Magic Resistance (75%)
Strategical:
The Dragon Knight is really a great unit, having no real flaw, and also combining the specialties of a dragon with the discipline and commander skills of a knight. These pride of the empire is quite expensive, even for that, though.

II.II.IV Dungeon Units:

Core 1 - Troglodyte
"We arrived to late - the village was allready razed, the peasants slain. Yet we were able to get hold of the corpse of a strange creature, greenish and scaley, with no eyes and strange claws, and assume"
~from a Patrol Captain's Report
Appereance:
In many aspects, similar to the H3 Troglodyte - same colour, no eyes, broad mouth with sharp teeth, slightly thinner. They wear no clothes nor armor. As a weapon, they wear skin gloves from which long and heavy claws obtrude (looking a bit like wolverine )
Stat Summary:
Reasonable Damage.
Weak HP and Defense, Speed could be better.
Growth: Good Deal Above Average
Creature Type: Living, Humanoid
Abilities: Immune to Blind, Smell Blood
Strategical:
The Troglodytes are not at all great, statwise, but they are quite numerous. Also, they are good for Underground fights, being immune to any darkness. Watch out for their passive "Smell Blood" ability, if you do not calculate it, it may have some nasty side effects.

Core 2 - Beholder
"It is this eye. It searches me, it tries to find me, and there is nowhere I can hide."
~Inhabitant of the madhouse of Redleaf
Appereance:
A round body with One Giant Eye and many Tentacles, floating near above the ground. The skin is light brown, the iris of the Eye is orange.
Stat Summary:
Good Attack and Damage
Weak Defense, Speed and Initiative could be better.
Growth: Average
Creature Type: Living
Abilities: Float, Gaze, No Melee Penalty, Shooter
Strategical:
The Beholder is, of course, mainly for use as a shooter, but it's not so fixed on the role as other ranged units, since it has no melee penalty, and also because it can not target any enemy on the map, any time.

Core 3 - Nibelung
"Ah, the story of Nibelung and his followers is the darkest in the history of our People, full of sorrow, envy, greed and hate, sadder even than the days of grand destruction."
~Dwarven historican Ramin Inkbeard
Appereance:
A Dwarf, with rather pale skin, long blond beard and hair, clad in a dark chain mail and black clothes, wielding a claw hammer into battle.
Stat Summary:
Nice Defense, good attack.
Weak initiative, not so good speed
Growth: Below average
Creature Type: Living, Dwarf, Male
Abilities: Greed, Magic Resistance (25%);
Strategical:
The Nibelungs are a nice defensive unit in the Dungeon lineup, with the typical dwarven weakness of slowness. However they deal a tiny bit more damage than normal dwarves.

Elite 1 - Minotaur
"The Descent of the Minotaur lies in Darkness - some say it was the work of godfs, some say a natural development, and others that a mighty Mage, Sage or Warlock once created them."
~from Khaleks "Bestyaryum Magna"
Appereance:
A typical minotaur - humanoid body, bulls head. The fur Colour is Brown, the Horn colour typical, they wear Leather armour and a big Double Axe.
Stat Summary:
Good Attack and Defense
Not that good initative
Growth: Good Deal below average
Creature Type: Living, beastman, Male
Abilities: Assault, Parry
Strategical:
The Minotaru is a nice and versatile unit. He exceeds neither in attack nor defense, and has no real weaknesses, so you can use him differently according to the situation. However, it is advisable to go for one of the upgrades.

Elite 2 - Basilisk
"The King of Snakes, massive and aggressive, deadly and poisonous."
~A Dark Elf on Basilisks
Appereance:
A long, dark green snake of rough figures, with no pattern, but some low spike rows on the body.
Stat Summary:
Reasonable Speed, Great Attack.
weak HP.
Growth: Some Below Average
Creature Type: Living, Beast, Snake
Abilities: Stone Gaze
Strategical:
The Basilisk is a nice offensive unit - but carefully: It is not soo enduring, so keep an eye on it. However, it's stoning ability is VERY usefull!

Elite 3 - Manticore
"The Manticore is an unnatural Hybrid, probably created by a master of magic in ancient times, maybe even by an ancient dragon."
~from Khaleks "Bestyaryum Magna"
Appereance:
It has the body of a red lion, a human head with three rows of sharp teeth (like a shark) and the tail of a scorpion.
Stat Summary:
Nice attack and Damage, Good Speed and Initiative.
Defense could be better.
Growth: good Deal below average
Creature Type: Living, Beast
Abilities: Devour, Poison Sting
Strategical:
The Manticore is certainly an offensive creature, but one with the ability to endure there a bit. Against living enemies, the Manticore has its poison, and against all those who base on resurrection, including undead, he is usefull through devouring the corpses.

Champion - Dark Dragon
"The Dark Dragons are the 'youth' of Black Dragons - and, fortunately for all other living beings, most never grow up."
~Coyran Windsong, Halfelf
Appereance:
Similar to the H3 Black/Red Dragon in general body shape. Colour is dark brown and dark grey, the Eyes are shining yellow.
Stat Summary:
Good HP and Speed. Reasonable Defense and Damage.
No real weakness
Growth: Below Average
Creature Type: Living, Dragon
Abilities: Fire Breath, Fly, Magic Resistance (50%)
Strategical:
Nothing much to say, allready, versatile, not as great as the upgraded Blacks, but certainly strong allready.

II.II.V Haven Units:

Core 1 - Halfling
"The little folk is tougher than they look, and more honourable than bigger people are willing to admit."
~Janos, an Angel
Appereance:
A Halfling, a small humanoid, only about 3 feet tall, clad in light colours, wielding a knife and a sling. His hair is brown and
Stat Summary:
Great initiative, reasonable attack.
Weak Hit Point and Defense, damage could be better.
Growth: Good Deal above Average
Creature Type: Living, Halfling, Male
Abilities: Small, Shooter, Short Range
Strategical:
The Halflings are nice, cheap and numerous ranged units. Their big weakness is, that they cannot go on full range, which means you maybe have to move them forward, which on the other hand means you have a harder time protecting them.

Core 2 - Blessed
"I bless thee: May your heart never fail to have courage, may your arm never fail to have strength,..."
~part of the Blessing Ceremony
Appereance:
Humans, with blond hair, and blue, gleaming eyes. They are clad in ceremonial scale armour, and wear a shiny mace for combat.
Stat Summary:
Good Attack and Reasonable Damage.
Weak Speed and Hitpoints
Growth: Average
Creature Type: Living, Human, Male
Abilities: Bravery, Smash
Strategical:
The blessed are not overly strong, but not weak either. They have a focus on attack, though their defense is not bad. Good is their good morale and the ability to weaken the enemy defense.

Core 3 - Anima
"The Angels and the Valkyries stood on the Battlefield and sang, a song of sadness and loss, but also of virtue, valor and glory. And while they sang, shapes came out of the fog over the battlefield, and surrounded us."
~The War Diaries of Thomasz Rantin
Appereance:
An almost transparent, foggy shape with not much of a corporal structure, except that some kind of face, almost head, can be seen.
Stat Summary:
Good Initiative, reasonable Speed
Really Weak Hit Points, weak defense
Growth: above average
Creature Type: Spiritual, Angelic
Abilities: Fly, Soul Touch
Strategical:
The Animae are not really strong, except that, as all spiritual beings, they are resistant to physical damage. The active ability is nice, but far from great. A quick upgrade is advisable - or simply use them as hindrancec and cannon fodder.

Elite 1 - Centaur
"Though they have lived as nomads and savages a long time, Centaurs are proud, honourable and virtuefull, noble and strong. They are worthy allies."
~High Father Phandriel, Grand Lord and oldest of the High Angels
Appereance:
Centaurs, the Horse part of them strong, with light brown fur, the human part of lightly tanned skin, with brown hair. They are clad in a chain armour, and wield a Sword.
Stat Summary:
Very Good Speed and Initiative, Good Attack.
Defense and Hitpoints could be better.
Growth: Below Average
Creature Type: Living, Beastman, Male
Abilities:
Strategical:
Centaurs are a nice offensive unit, good in stats, though they lack abilities. You should use them in attacks, if you can,but keep an eye on their hitpoints

Elite 2 - Monk
"They live aside the society, contempalting, meditating and serving the Light. But in times of great need, there are allways there, helping with everything they have."
~Bishop Araphanius explains the Monks to a Visitor from the Wizards
Appereance:
Monks are dressed all in grey Robes, with hoods, you cannot even see their face, really.
Stat Summary:
Good Defense and Attack
Weak Speed and Hitpoints
Growth: Below Average
Creature Type: Living, Human, Male
Abilities:  Caster, Heal, Shooter
Strategical:
Monks are nice ranged units with a potential as supporter/healer. Use them according to the situation. Though their Defense is good, their Hitpoints are not, so keep an eye on them.

Elite 3 - Gryffin
"The Noblest of the Beasts, messenger of Light"
~A poet about Gryffins
Appereance:
A typical Griyffin: Lion Body, Head and front elgs of an Eagle. Fur colour is sand, Eagle Colour light Brown.
Stat Summary:
Good Speed and Initiative, Reasonable Attack and Hitpoints
Weak Defense
Growth: Slightly Above Average
Creature Type: Living, Beast
Abilities:  Dive Attack, Second Retaliation
Strategical:
The Gryffin is a nice offensive creature, not as enduring as one could wish, concerning they are also good in retaliation.

Champion - Angel
"I have known Angels for a long time, as friend and foe, and I fear, in these days they seem to have lost some of the shine they had in the early times."
~Alander, a VERY old elf, not belonging into any faction
Appereance:
Angels^^ Large Male humanoids, with kind faces, overall more gracile than humans, but stronger-looking than Elves, with two large, white wings on their back and a large Sword in their Hands. They are dressed in white as well, and their hair is of an almost white blonde. Their Eyes are shining bright blue.
Stat Summary:
Great Speed and Initiative. Nice Attack.
Hit Points and Defense could be better.
Growth: Average
Creature Type: Living, Angelic, Male
Abilities: Fly, Holy Blade, Virtuous
Strategical:
Though it might surprise, unupgraded angels are not that enduring - and thus, quite offensive. They are extraordinary when it comes to smashing demons, undead and other unholy creatures and they inspire the rest of the army.

II.II.VI Keep Units:

Core 1 - Goblin
"Wicked, mischievous, treacherous, Chidl-stealing snowS!"
~father of a missed son
Appereance:
Small, with a greyish skin, of humanoid shape. The arms and legs as well as the body are a bit thin and the fingers at the hands clawy. When walking it lowers itself soemtimes, using the hand as feet as well. The Goblin has a bit long and slightly pointy ears, a thin and a bit snouty face, with only nostrils. The teeth can be seen and are quite sharp, the eyes broad and round, of an almost glowing yellow, with slitlike pupils. The Goblin is clad in brown, raggy clothes of linen  and wields a short scimitar in battle.
Stat Summary:
Attack slightly above average, reasonable initiative and speed.
Very Week HP and not good defense.
Growth: High above average
Creature Type: Living, Goblin;
Abilities: Cowardice, Powerfull Mass, Save Yourself!, Treacherous;
Strategical:
On the first glance, goblins are incredibly week, no outstanding good stat, though their attack is better than the average. It strikes, however, they are quick for an "infantry" unit. The weakness of goblins seems to get even bigger when considering their negative abilities fo cowardice and treachery. However, they DO have a strength: Number. Which leads to a strategy that makes it HIGHLY important to let your goblin army grow, preventing them for taking damage. It can even be worth considering letting goblins grow at first, and not recruiting them before midgame, when you will have a mass of them at once.

Core 2 - Wisp
"Walkin in the darkness, lost and scared, suddenly the boy saw a light shining, a distance away. Young, and cold, and hungry and lonely, he forgot about his sister's warnings and led his steps into the direction of the hollow light he saw, drawn by some irritating fascination..."
~from "the curious boy", a tale for children
Appereance:
a hollow ball of light, glowing smoothly, in a light yellow. looking closely, you can see rough shape of a face in the light.
Stat Summary:
No extraordinary stat.
Week HP.
Growth: a bit Above Average
Creature Type: Spirit
Abilities: Lure, Spirit;
Strategical:
Though wisps are not so strong statwise, they are still worthy units. THeir weak HP are, in many battles, balanced by their spirit-body, which on the other hand makes them vulnerbale to magic. But also, the "Lure" ability can be very worthfull, effectively controlling an enemy unit.

Core 3 - Wylfing
"It is a difficult question - are they wolf, are they men? Certain is, unlike werewolfs, they are in their beastly form permanently and they also have slightly more control over themselves."
~Scholar Devin Mihakil in "The beasts of the world"
Appereance:
A humanoid, a good head bigger than a human, covered all over with brown fur. The hands are hands, though they have claws. THe head is that of a wolf, with yellow eyes and big fangs. The wylfing also has a tail, like a wolf. He wears only a black loincloath.
Stat Summary:
Good attack, reasonable HP and speed.
Defense could be better
Growth: below average
Creature Type: Living, Beastman, Male
Abilities: Howl, Pack Hunter;
Strategical:
Wylfings are a solid unit, not great, but usefull, especially in attack.you have to watch out for them when they are in a neutral stack or the enemy has several wylfing stacks, because of the pack hunter ability.

Elite 1 - Nightmare
"Since I saw the face of Terror, I know I will never find sleep easily again."
-a Peasant
Appereance:
Basically a large shadow, roughly resembling a horse (but only very roughly). The eyes are glowing blue, the rest are only different shades of black.
Stat Summary:
Good Speed, great ini.
Not that greeat HP and Defense.
Growth: Slightly below average
Creature Type: Spiritual
Abilities: Horrible, Terror
Strategical:
The Nightmare is one of those creatures whose true quality lies in the abilities - not that they are exactly week without them, but they certainly add the true spice of the  Nightmare: the immobilizing of enemies through fear. This makes them usuable for offense and defense as well, though their stats are not defense-oriented.

Elite 2 - Vampire
"They act like they were alive, like they were noble and, if they achievedd their goals, satisfied. But deep inside them they know their power is a curse, that they will never be truely satisfied."
~Shaneira Ma'aladan, Sun Elven Scholar
Appereance:
A pale, almost-human figure, but really pale, almost white, clad in a not heavy, but noble battlesuit. Their hair is long and black, and the extended Canines can be seen. They do not need a weapon.
Stat Summary:
Good speed.
Attack could be better.
Growth: good Deal below average
Creature Type: Undead;
Abilities: Vampiric;
Strategical:
A very good unit, as usual. Vampires are excellent offensive units, cause not only are their stats good, they are also able to replenish their health as vampires.

Elite 3 - Assassin
"The Assassins are a secret, though not unknown, order. Their members are specialist in fighting of all kind, including dark magical arts, but also in stealth, , travelling and even negotiating, though they usually do not use it."
~from the scrolls of Elder Sage Oyan'o
Appereance:
An elf with a pale skin colour, black eyes and white blond hair. It wears a black leather armour and two black blades.
Stat Summary:
Great Attack, good Damage;
Very weak on HP, defense could be better
Growth: Good Deal Below Average
Creature Type: Living, Elf
Abilities: Backstab, Caster, Hide;
Strategical:
the Assassin is a killer, not a survivor. Cast something worthfull, then vanish into hide and attack the enemy quickly and deadly.

Champion - Faceless
"As the shadow king looked down on her, the girl realized with stunning horror that there was nothing that bore his crown, but deepest shadows."
~from "the Lost girl", a tale
Appereance:
A dark, shadowy figure, fully dressed in complete black. There is no face to be seen under the black hood, no eyes, no mouth, no face or head at all. On the hands, battle gloves of a metallic black are worn.
Stat Summary:
Reasonable Attack and Defense.
SLightly weak HP and weak Initiative and Speed.
Growth: Average
Creature Type: Spiritual-Living;
Abilities: Caster, Drain Power, Shadow Absorption;
Strategical:
Strategically Speaking, the Faceless is not the Strongest Champion unit statwise - but them being mainly a Caster can make them really strong, and for a caster, they are even still strong in battle. Just try to protect them. And it's also worthfull to buff their initiative, to get them active as soon as possible.

II.II.VII Palace Units:

Core 1 - Sundancer
"Their dance was like sunrise after eternal night, like the first rain after long drought. Further, I cannot describe it."
~Lord Marraq, envoy sent to a Palace court
Appereance:
Elven women of extraordinary beauty, with bronce-coloured skin and long black hair, which falls openly over their shoulders. They do not wear much cloth, just enough to cover the intimate parts, plus some thin shawls.
Stat Summary:
Good Attack, Defense and Initiative.
Very Weak HP
Growth: Below Average
Creature Type: Living, Elf, Female
Abilities: Beauty, Caster, Evasion
Strategical:
The Sundancers are a nice and versatile unit, their only weakness being their low HP, which gets a bit compensated by their defensive abilities. Thus, they are usuable in battle in many ways - a good plan seems to be to use up their Mana and then let them advance into melee.


Core 2 - Horus
"Your people and mine - we have been friends a long time now. I won't let false rumours ruin this freindship."
~Elder Horus Hiothis III, during the Lahanya-Crisis
Appereance:
Birdmen, whose body, arms and legs are humanoid, while they have bird wings and Falcon heads. They wear a light armor in battle and wield a long combat staff.
Stat Summary:
Good Attack and Initiative, Great Speed.
Weak HP
Growth: Below Average
Creature Type: Living, Beastmen
Abilities: Fly, Honourable, Swooping Attack
Strategical:
The Horus is yet another versatile unit in the Palace lineup, and yet another fragile one. The unupgraded unit can be used as defensive as well as offensive, still, though you have to keep an eye on their HP and number - don't fly them into a trap.

Core 3 - Stone Golem
"The Stone Golems are a masterpiece, their making an art, like with many things the Sun Elves do. Their figures look more realistic, almost human, their movements more fluid, their obedience immediately."
~an enthusiastic Wizard in his memoires about a visit to the Sunlands
Appereance:
A typical golem, a humanoid figure made of stone, with a face that looks almost human. It is, for a statue, rather realistic-looking.
Stat Summary:
Good HP and defense.
Weak Speed and Initiative.
Growth: Average
Creature Type: Animated
Abilities: -
Strategical:
The Stone golem is a good addition to the Palace armies alone due to its robust nature. It has no abilities, which is unusual for a Palace creature, but it can nevertheless proof worthy alone by its strength.

Elite 1 - Unicorn
"The touch of a Unicorn will change the one who gets touched - for good or for bad."
~a proverb
Appereance:
A unicorn^^ a tall white horse with a mentionable mane and a grey-white horn on the Forehead.
Stat Summary:
Great initiative, really good speed.
Low defense, Damage and Attack could be better
Growth: Slightly Below Average
Creature Type: Living, Beast
Abilities: Blinding Attack, Purity
Strategical:
The unicorn is somehow an offensive supporter, capable of rushing to the enemy and, though not hitting 'em to hard, causing damage by its' abilities. With a bit of Luck, a stack of Unicorns can blind a good part of the enemy army, effectively stopping them for a while.

Elite 2 - Sphinx
"The gaze of a Sphinx is called to imply all riddles of the world, and any mortal looking into these eyes will not be able to solve them or to look away, and so, unless the Sphinx looks away, will one day die, resignating over the unsolvable mass of mystery."
~A saying about Sphinxes
Appereance:
A creature made of Sandstone, in the Shape of a winged Lioness with the head of a Woman.
Stat Summary:
Great HP and Defense.
Veery weak speed, initiative could be better,
Growth: Below Average
Creature Type: Animated
Abilities: Magic Resistance (25%), Riddle Gaze
Strategical:
The Sphinx is a very nice Creature, once for its' great endurance, and the more for its activated ability. With unicorns and Sphinxes, you have a good chance to disable a good deal of the enemy army without even fighting them.

Elite 3 - Djin
"Noble spirits of the Air, granter of Wishes, and yet hard foes, should you anger one."
~A scholar about the Desert Djins
Appereance:
A Spirit in blue colour, with the upper body and head of a human or elf (though in blue skin), clothed in typical Southern Garbs. Instead of legs, the lower part of the body gets swirlingly thinner and seems to fade into the air a short span above the ground.
Stat Summary:
Great initiative and really good speed.
Weak Defense, Attack and Damage.
Growth: Slightly Above Average
Creature Type: Spiritual
Abilities: Fly, Wish
Strategical:
The djins are nice supporting fighters, enhancing friendly units with their good wishes. They are also very quick and capable of reaching the enemy fast, but their battle stats could be better for an elite.

Champion - Phoenix
"The phoenix si embodiment of the cycle of Life and Death, reviving from their own Ashes."
~from Khaleks "Bestyaryum Magna"
Appereance:
A Red-coloured Giant Bird, with firy feathers, and a bright yellow beak, and a long, firy tail.
Stat Summary:
Great Speed and Initative, Good Damage.
HP a little lower than other Champions'
Growth: Below Average
Creature Type: Living, Bird
Abilities: Fly, Rise from the Ashes
Strategical:
The phoenix is simply a great unit, it's HP which are a bit lower than that of other Champions are balanced through the phoenixes rising again after battle.

II.II.VIII Rampart Units:

Core 1 - Faun
"Dont do worrying, Man-Friend, sit with us, listen a cheerfull tune, and then join us in a merry dance-round."
~A Faun to a traveller through the forests
Appereance:
The faun is a half human - half goat (from the head to the waist being the human half, but with the addition of goat's horns), with the fur and hair being brown. He wears no cloth nor weapon, attacking, if necessary, with their horns.
Stat Summary:
Reasonable HP and initiative.
Damage and speed are not so good.
Growth: Slightly Below average
Creature Type: Living, Beastman, Male
Abilities: Cheerfull, Flute
Strategical:
The Faun is not a bad unit, not grat in stats, but also not bad, and uusefull as a supporter as well.

Core 2 - Nymph
"The Daughters of the River are beautifull and compassionate, indeed, but they are also playfull and not really abiding."
~An Elven Father to his Son
Appereance:
The Nymph looks like a young, humanoid woman, almost like an Elven or Human one, but there are certain differences: The Hair is of a plantish Green, with some pinjk flowers blooming in it. The Skin is a bit paler than even that of Wood Elves and the eyes of an unnaturally strong blue. Instead of a dress she would wear, the Nymph is "clothed" in Water Weeds and Flowers, especially Lilys - it is not really clear if that is a cloth or a part of her body, actually.
Stat Summary:
Great Initiative.
Weak Defense and Attack. HP not that good as well.
Growth: Average
Creature Type: Living, Humanoid, Female
Abilities: Beauty, Nymph Kiss
Strategical:
Nymphs are a bit fragile and no strong attackers as well, but they are more supportive anyway. Also, their beauty can be usefull against the many men that will find it difficult to harm such a beauty.

Core 3 - Ranger
"You breath so loud, we could shoot you blindly."
~A Ranger Captain to a captive
Appereance:
A male Elf in brown and Green Suit of Leather and Cloth.
Stat Summary:
Good Damage, Great Attack.
Very Weak HP.
Growth: Below Average
Creature Type: Living, Elf, Male
Abilities: Double Shot, Shooter
Strategical:
The typical Elven Bow-Using unit of Homm, a great ranged unit, that should be protected and prevented from melee as best as possible.

Elite 1 - Faery dragon
"Hoy there, funny wanderer. Play with me, and I shall grant thou a wish!"
~a faery dragon in good mood to a lucky traveller
Appereance:
A (for a dragon) small dragonic creature, about the size of a big dog, of a Green Colour, with Red Patterns on the Back. The Dragon has Dragon wings (not butterfly ones!), which are, however, very thin, almost transparent and of a more Reddish colour than the body. The Fairy dragon has four legs, its feet almost handlike. The body is thin for a Dragon, the neck long and the head in a lizardlike shape. Some kind of sparkling Energy, hard to see, seems to swirl around it.
Stat Summary:
Great Initiative and speed.
HP not so good, not so great defense, weak damage.
Growth: Below Average
Creature Type:
Abilities: Caster, Fly, Magic Resistance (20%), Mana Collecting;
Strategical:
The Faery Dragon is a Caster par excellence. With his rather weak combat stats, you may have a hard time protecting your Faery dragons, but it will be worth it since they can be a constant source of Spells, and are not vulnerable to those themselves.

Elite 2 - Wyvern
"Shhh. Calm, scaled friend. I mean you no harm, but I need your help!"
~a Warden befriends a Wyvern
Appereance:
A large lizard creature of a greenish brown, with a long, wound neck, a dragonlike head, leathery wings and two strong legs with clawed feet. The mouth is full of sharp, visible teeth, the eyes are rather small. On the neck and back, a row of Spikes grow. Shortly, this creature looks very much like the H3 wyvern.
Stat Summary:
Nice speed and Damage, reasonable Defense and Attack.
no weak stat
Growth: Far below average
Creature Type: Living, Beast
Abilities: Fly, Venom Bite
Strategical:
The Wyvern is a really strong unit, capably of rushing into the battle quickly - and not dying soon there. The Venom bite adds to the power of their attacks.

Elite 3 - Troll
"A long logn time ago, they were our enemies, but now, we have been allies for aeons - it is not wise of you to ignore their strength and noble character."
~An Elf to a human friend of him
Appereance:
A large and hairy humanoid, the skin a bit wrinkly and of a greenish tone, while the hair is of a very dark brown. The face has a recognizably big nose and Ears and the Hair on their head growth thick. A troll only wears a loincloath of fur. He is musculous, and yet thin. In battle, he usually carries a big Club, made of a small Tree, as weapon.
Stat Summary:
Good Defense and HP. Reasonable Attack and Damage.
Weak initiative.
Growth: Far Below Average
Creature Type: Living, Humanoid, Male;
Abilities: Regeneration
Strategical:
Trolls are a very good Elite unit, no real weakness, some strong stats, and a very worthy ability. They are not cheap, but worht their price.

Champion - Dendroid
"Listen to the songs of the trees - they are older than our songs, and sing of things hard to understand..."
~An Elven Warden to a friend of him
Appereance:
A Huge, walking Tree, almost Humanoid, with 2 big armlike branches and the lower part of the Stump divided into something like legs, as well as a moss-bearded Face.
Stat Summary:
Strong HP and defense, reasonabkle Attack
Very Weak Speed and Initiative
Growth: Average
Creature Type: Living, Plant;
Abilities: Crush Walls, Entangle
Strategical:
The Dendroid keeps their role of a strong tank, though it skipped into champion rank. It can keep enemies from advancing rather easy. Additionally, if you manage to bring it to enemy walls, the Dendroid is capable of bringing them Down.

II.II.IX Ruins Units:

Core 1 - Maniac
"It is sad, how many mortal fools devote themself to chaos, death and destruction completely, be it from greed for power, fear, or simply madness."
~Yeremhya, an Angel
Appereance:
A human clad in drags, with a mad grin on their face and wide-opened eyes. The hair is red and wiry. As weapons they have a Spiked Club.
Stat Summary:
Very High initiative. Damage is about average.
All other stats are at least a bit under average, many more than a bit. Weakest stat is probably HP.
Growth: Very high!!!
Creature Type: Living, human, male
Abilities: Immune to Mind Magic, Madness
Strategical:
The Maniacs are amongst the weakest units of the game. Their only true strength is their high numbers and their high initiative. Their greatest weakness is the inpredictability, which practically negates the normally great immunity to mind magic.

Core 2 - Vermin
"This months Killings: 3640 rats, 2212 bats, 428 Spider Nests, 298 Giant Spiders, (...) and 682 unclassified"
~Report of the Exterminators of Port Terfance, a big port city
Appereance:
A huge, ratlike creature, but somehow twisted, rather big, and definitely ill-looking. Greenish foam drops from the mouth, the eyes have a red glow and the hair is horrent. One ear is seemingly bitten off and several scars are seen underneath the short "fur".
Stat Summary:
Reasonable speed.
Very Weak HP, weak defense;
Growth: High
Creature Type: Living, Beast
Abilities: Disease Bite, Immune to Diseases, Plaguebearer;
Strategical:
Vermins seem rather on the first glance, but their strength is a wicked and mean kind. They are there for weakening the enemy, favroably before he even meets your main army. The trick about that are the Disease Bite and the Plagues...the Disease Bite directly weakens the enemy in battle and the Plagues are even more sinister since they are, once gotten, hard to get rid of and they are versatile and dangerous.

Core 3 - Gog
"Of all the Demons, Gogs are amongst the most common. It seems a proven scientific fact today, that they do not only come into this world by summons, but are also capable of breeding."
~From Hazabal Nathriks "Almanak y Daymonae"
Appereance:
A humanoid figure, naked, of a grey-brown skin color with red freckles. The legs and torso are human-like from shape, though a bit bigger. The hands have sharp claws and the Head is crowned with a lot of small horns. The Face is not at all Human, Red glowing Eyes, long fangs and pointed, split ears, as well as nostrils instead of a nose. When attacking the Gog gathers Chaotic Energy in their Hands.
Stat Summary:
Good Damage, nice attack.
Not so good Defense and HP, bad speed, not so good initiative.
Growth: Above Average
Creature Type: Demon
Abilities: Chaos Bolt, Shooter;
Strategical:
The Gogs are a nice shooter, dealing a good damage on their ranged attack. They have the typical weaknesses of shooters, however: they are slow and fragile. They also have the typical Ruins-Feature of being not very predictable

Elite 1 - Tormentor
"I will show you the meaning of Pain!"
~a Tormentor to a Victim
Appereance:
A rougly human figure, but somehow twisted...the arms are slightly too long, the face is turned into something wicked, the fingers are clawish. The tormentor wears a Chain armour and bears a Whip into Battle.
Stat Summary:
Good Damage and Attack
Weak Speed and Hit Points.
Growth: Slightly Above Average
Creature Type: Demon-Living, male
Abilities: Cruel Lash, Demon Blood
Strategical:
The Toprmentor is often hard to put to a good use, since he is based on dealing damage, but too slow to get to the enemy quickly. His abilities make him more worthy, though Demon Blood is again a rather unpredictable feature.


Elite 2 - Efreet
"They are similar to Djinns in shape, and probably are related to them, but their character is not quite as kind as of the Wish-Granters."
~A Wizard about the Efreet Race
Appereance:
Similar to the H3 Efreet roughly. A bit more human and yet more feral looking.
Stat Summary:
Good Speed . Reasonable Attack and Damage. Great Initiative
HP could be better
Growth: Good Deal below Average
Creature Type: Not Yet Decided, Demonic, Elemental or Spirit...
Abilities: Bad Wish, Fire Body, Fly;
Strategical:
Efreets are good Damage-Dealers, but you can also use them to debuff your enemy first, possibly while your slower units allready advance. also, you should allways keep the fire Nature of Efreet in mind.

Elite 3 - Flesh Golem
"It's ALIVE!"
~Shal Bundri, Creator of the first Flesh Golems
Appereance:
A Large mass of flesh, with almost no skin Skin, put into roughl yhumanoid form, but really bulky and misformed, in many spots held together ot enhanced by metal parts. It has 3 eyes, a Bat Nose and only Holes for Ears. The Right Arm ends in a Massive Hand, While the Left hand Ends in a Round, Saw-Like Blade, which the Flesh golem can even make to circle.
Stat Summary:
Good HP and Damage
defense could be better, Speed and initiative are awesomly bad.
Growth: Slightly Below Average
Creature Type: Undead-Mechanical
Abilities: -
Strategical:
The Flesh golem is a nice tanking unit which is also capable of dealing heavy blows to the enemy - now and then, since it's very slow. It's Undeadness. combined with being a construct, makes it usefull as well.


Champion - Chimaera
"Hail to you, Queen of Beasts, beautifull Perfection of Chaos, proof of our ways."
A Maniac in Charge of Caring for the local Chimaeras
Appereance:
A mythological chimaera, with a Lioness Body and front head, a Tail that ends in a Snake Head, and a Head of a Goat arose on her back at the center of her spine. Her fur Colour is around Copper, the Snake Tail in a pattern of Green and Bronce and the Goat Head Brown, with Grey Horns. All 6 Eyes of the Beast are glowing Red.
Stat Summary:
Good Attack and HP. Reasonable Speed
No bigger weakness in stats
Growth: below Average
Creature Type: Living, Beast, Female
Abilities: Awareness, Chimaera Attack, Large (2*1), Three-Headed Retaliation;
Strategical:
The Chimaera is a worthy and versatile unit alone for her stats, and gets really good taking the abilities in, which are surprisingly Defensive, but the Three Heads also give a nice variation on attack.

II.II.X Neutral Units:

Core

Elite

Champion

II.II.XI Support Units:

Catapult Supports:

Catapult:
"I allways felt save behind our thick walls, until I saw, what a catapult and some heavy stones can do."
~A Siege Survivor
The "ordinary" catapult, a not-too-complex technical device, throwing big stones at the walls of besieged places, dealing quite a good damage. Catapults need a good while to re-launch, though, are not too precise (unless you know how to master them) and work only on one wall segment.
Avalibility: All
ability: Targets and attacks a wall segment, dealing good damage to it. HAs quite  a chance to miss it and hit a different part of the wall - or even not the wall at all.

Supply:

Ammo Cart:
"The mules pulled a cart, filled with piles of numberless arrows, bolts and even stones for slings."
The most common Supply, Ammo Carts provide your units with a steady supply of arrows, bolts, throwing spears, and similar projectiles for ranged attacks.
Avalibility: All
Ability: Ammo Carts present in a battle, your units' shots - if they are projectile-based - are highly increased.

Mana Bowl:
"In the back of their rows, the Alchemists had set a strange bowl made of stone, with many arcane ornaments, from which blue damp ascended."
A not inexpensive, but very effective artifact used in Battle by most armies which rely on Magic, such a Bowl is filled with Arcane Liquids and steadily generates mana.
Avalibility: All except Bastion, Castle and Dungeon.
Ability: The Mana Bowl generates Mana, giving each of your Casters, including your hero, a small Mana Regeneration in Battle. The Effect grows with the number of Mana Bowls.

Tents:

Commando Tent:
"...We got to plan our next step carefully!"
The Commando Tent is a rather Common Tent. The Commando Staff sitting in it has a high influence on your troops and is tactically trained, allowing some extra actions now and then.
Avalibility: All except Bastion, Rampart and Ruins
Ability: At their turn, commando tents target a friendly unit and grant it a free action, not interfering with the units Initiative. The targeted stack may not be too strong, a maximum strength is determined by the number of commando tents.

Healing Tent:
"Don't you worry, we've seen worse injuries here, young man. Now, bite on this stick and - boys: HOLD HIM DOWN!"
A very common Support Unit, the healing tent, and the healers working in it, help your units lasting longer in battle, by healing them as fast as they manage - which, unfortunately, is not too quick with a basical healing tent. However having one or not having one can change the outcome of a battle from defeat to victory.
Avalibility: All
Ability: At their turn, healing tents target a friendly, damaged unit, and return hit points to it.

Damage Supporters:

Ballista:
"Down came a rain of arrows, and, after it, another rain of less arrows, which were quite big, though, so that did not make it better."
~a foot soldier's report to his civilian friends
The most common damage-dealing support unit, a ballista is a good backup from back row of the battlefield, dealing quite some damage to their target.
Avalibility: All

Ability: At their turn, ballistas can target and attack an enemy unit.

Adventure Map Support:

Scouts:
"Then the scouts came in to report to the general, giving him information about the surrounding area."
~from "the life of General Maximo" by Sophistras Balinae
Scouts are a very usefull thing to have for any army, combing through the areas around the army.
Avalibility: All
Ability: With scouts in their army, heroes have a better sight range. Additionally, they are less likely to walk into an ambush unprepared.
Upgrades: Battle Scouts, Army Scouts
____________
ICTC announced

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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted May 23, 2011 11:15 AM

How many factions are we talking here, and how many of them are elven?

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 23, 2011 08:56 PM
Edited by Jiriki9 at 12:00, 19 Jan 2012.

II.III Skills & abilities:

II.III.I Hero Skills:

Might Skills:

Leadership:
This skill represents the hero's ability to properly lead an army, providing them with discipline and motivation. Grants your units a bonus on morale.

Art of War:
The Art of War is the ability of a leader to use his troops correctly, and to treat and train them correctly. This skill increases your units' chance for critical hits, and reduces their chance of poor hits. (effictively it's the same as luck was before, but, as some people said before...how exactly is luck a skill?)

Offense:
Offense is more than just striking. It's important how to strike, where, when, and with whom. A Hero proficient in Offense knows this. Increases your units' attack.

Defense:
A Hero who has proper knowing of defense can prevent greater casualties - which can help winning not just a battle, but the whole war. Increases your units defense.

Siege Warfare:
A siege is not an ordinary battle - for both sides. One who mastered siege warfare knows how to use Offensive and Defensive Siege Engines. Increases the Hitpoints of all Walls (slightly), and the effectiveness of Siege Weapons in the hero's army.

Magic Skills:

Elemental Magic:
Allows the hero to learn Elemental Magic of the corresponding level and increases the effect of Elemental Magic of lower Levels.

Arcane Magic:
Allows the hero to learn Arcane Magic of the corresponding level and increases the effect of Arcane Magic of lower Levels.

Vital Magic:
Allows the hero to learn Vital Magic of the corresponding level and increases the effect of Vital Magic of lower Levels.

Sorcery:
Quickens the next turn of the hero after they have cast a spell.

Mysticism:
Increases the number of Mana a hero regenerates per turn.

Adventure Skills:

Logistics:
Increases the Total Movement points of the Hero.

Scouting:
Increases the Sight Range of the Hero.

Enlightenment:
Increases the Experience Points a Hero gains.

Nobility:
Increases the population growth in a town governed by this hero.

Stewardship:
Increases the Gold income of a town governed by this hero.

II.III.II Unit abilities:

Active Abilities
-Rescue: Can only be activated as long as another friendly unit is on the field. When activating this ability, this creature takes off into the skies. The next time a friendly unit would be attacked, this unit rushes down, takes the unit that would have been attacked and carries it to a random other space on the target, as well as itself taking position next to this space.

Passive Abilities
-Amored: The Defense of this unit cannot be lowered by spells, abilities or other effects. Exceptions: Abilities used by this unit and Plagues.
-Apprentice: When casting spells, the mastery of this unit for a spell is one lower than the mastery of the hero, if it is in a hero's army.
-Backstab: When attacking a unit which cannot retaliate against this attack, this unit deals +50% damage.
-Caster: Allows the unit to cast spells.
-Charge: Increases the damage dealt by this unit to enemies in melee, the further this unit needs to walk to attack this enemy (shortest route used for calculation!)
-Cleave: If this creature's attack kills at least one creature in the target stack, it performs an additional strike.
-Crushing Blow: When striking an enemy in melee, this unit has a chance to stun this enemy.
-Elemental Resistance (X%): Reduces any elemental damage by X%.
-Magic Armor: Decreases Magical Damage taken.
-Magic Attack: The ranged attack of this unit will deal damage to all units on the way to the target.
-Magic Strike: This unit deals +50% melee damage against Animated, Summoned and Spirit Units and ignores some defensive abilities.
-Mana Damp: Any spellcaster standing close to this unit regenerates 10% of their initial Mana each battle turn (at least one).
-Monstrous: All small units attacking this unit or getting attacked by it receive a penalty on morale and initiative. When they get attacked by it, they can not retaliate. These are considered 'fear'-effects.
-Rage: Whenever taking damage, this unit has a small chance to get into rage for 2 turns, enhancing its initiative and (greatly) damage, while decreasing its defense. Also, the player looses control over the raging creature. The chance for getting into rage increases with the total damage the stack has taken in battle in relation to the stack size. When falling into rage, the counter for this is reset. A unit can not get into another rage when allready in rage (=> it can not be enlonged, nor is it cumultative)
-Ram: When moving at least 3 hexes in a line or 4 hexes in a low curve directly before melee-attacking an enemy, this unit rams the enemy, thus the enemy gets pushed away a few hexes (depending on how logn the run in a line was) and having a small chance to stun the enemy for a short time.
-Run and Throw: When this unit performs a ranged attack, it can choose to first move up to half of it's movement. It has to face in the direction of the target when moving on the target hex, though.
-Smelling Blood: When an enemy unit gets damaged inside the movement range of this creature, it will rush into the enemy and strike it. If this happens during a melee attack, the whole attack, including retaliation and other actions, is completed first.
-Strong Range Penalty: The negative effects of range on ranged attacks are twice high for this unit.
-Trample: When moving, this unit considers small units as travelable squares, though using double movement to walk over them. When walking over a unit, the unit gets damaged.
-Untamed: This unit has a chance of 25% per turn not to perform the action you order, but a random action.

Adventure Map Abilities

II.IV The Magic:

II.IV.I Elemental Magic:

Air Magic

Level 1
-Haste: Speed of Target Creature is increased.
-Precision: Increases the Damage of Ranged Attacks for Target Creature.
-Shielding Winds: Decreases the Damage target creature takes from Ranged Attacks.

Level 2
-Birds View: Lets you take a one-time look at a chosen area of the overground map. How much is revealed depends on the Air Magic Skill of the Hero.
-Displacement: Moves target creature a few steps in the chosen direction.
-Lightning Bolt: Lightning Damage

Level 3
-Blur: A creature enchanted with Blur cannot be target of ranged attacks.
-Summon Air Elemental: Summons a stack of Air elementals onto the battle.
-Swift Counter: Allows the target unit to retaliate before the attacker strikes and gives it +1 Retaliation.

Level 4
-Chain Lightning: Lightning Damage, spreads on to other units.
-Fly: grants the "flying" ability to a non-flying creature.
-Wind Portal: Teleports the army to the nearest friendly City, using up the whole movement of a day. Not usuable underground.

Level 5
-Sky March: Allows this army to fly over AM obstacles this turn (Movement is reduced).
-?

Earth Magic

Level 1
-Slow: Decreases the Speed of target Unit.
-Stone Skin: Increases the Defense of Target Unit
-Shield: Decreases the Damage this units takes from Melee attacks.

Level 2
-Mole View: Lets you take a one-time look at a chosen area of the overground map. How much is revealed depends on the Air Magic Skill of the Hero.
-Pathfinding: Decreases the influence of hard terrains during this turn.
-?

Level 3
-Quicksand: Summons Quicksand onto 4 random hexes on the battlefield.
-Summon Earth Elemental: Summons a stack of Earth elementals onto the battle.
-?

Level 4
-Earthen Gate: Teleports the army to the nearest friendly City, using up the whole movement of a day. Not usuable on Water.
-Earthquake: Deals Heavy Damage to the enemy wall and reduces intiative of all non-flying creatures for the moment.
-Earth View: Grants you a one-time look at all the map, revealing more things, the higher your Earth-Magic Level is.

Level 5
-Summons Stone Wall: Summons a massive Stone Wall without gate on your side of the battlefield.
-?

Fire Magic

Level 1
-Fire Bolt: Fire damage
-Flaming Strike: Makes the target creature deal Fire Damage
-Inner Heat: Gives the target unit a chance for a second strike (before retaliation) on attacks.

Level 2
-Blind: Hinders the target enemy to act, unless immune to blind. Effect vanishes when the unit is attacked.
-Fire Ball: Fire damage on hex and adjacent hexes
-Fire Shield: Target is protected by a fire shield, which damages attackers.

Level 3
-Fire Wall: Lets you place a Wall of Fire. Units walking through it (not flyers and those immune to fire) are halted and dealt fire damage.
-Fire Wave: Hits a row of 5 hexes in one direction. Fire damage.
-Summon Fire Elemental: Summons a stack of Fire elementals onto the battle.

Level 4
-Fire Body: Combines the effects "Fire Shield" and "Fire Strike" with an ability to absorb any Fire damage taken.
-Slayer: target unit deals double damage to Champion Units.
-?

Level 5
-Inferno: Areal Fire Damage
-?

Water Magic

Level 1
-Mend Elemental: Restores Hitpoints to target Elemental Creature.
-Well: Restores a bit of movement points. Can only be cast once every 2 days.
-?

Level 2
-Call Boat: Calls an empty boat, if available.
-Disguise: The enemy gets false information when looking at casting hero on the adventure map.
-Frost Ring: Ice Damage in a circle of Hexes

Level 3
-?
-Summon Water Elemental: Summons a stack of Water elementals onto the battle.
-Water Wall: Halts unit and deals them damage, unless they are aquatic, amphibic or immune to water.

Level 4
-Freeze: Freezes the target.
-Summon Moat: Summons a Moat upon your side of the battlefield.
-Water Walk: Allows target unit to walk over water obstacles and moats.

Level 5
-Blizzard: Deals Ice Damage to the Whole Battlefield, may freeze some creatures.
-Water March: Allows target army to travel over water this turn.

II.IV.II Existencial/Vital Magic:

Death Magic

Level 1
-Curse: Target unit allways deals minimum damage.
-Poison: Inflicts Poison to taret stack.
-Raise Skeletons: Raises Skeletons from the target Corpse or Living unit with Casualties.

Level 2
-Animate Dead: Re-animates some units of the Target undead stat.
-Death Ripple: targets a Line on the Battlefield. In this Line, all Living Creatures gain Damage.
-?

Level 3
-?
-Plague: Inflicts a Plague to the target stack.
-Raise Ghosts: Raises Ghosts from the target Corpse or Living/Spirit unit with Casualties.

Level 4
-Raise Vampires: Raises Vampires from the target Corpse or Living unit with Casualties.
-Vampirism: Target unit becomes "Undead" and gains the "Flying" and "Life Drain" abilities.
-Unholy Song: Deals Heavy Damage to all living Creatures.

Level 5
-Hand of Death: Directly kills a number of Creatures in the target stack, regardless of their HP. Number is determined by hero Power and Unit Tier. Only Works on Living and Spirit creatures.
-?

Life Magic

Level 1
-Bless: Target unit allways deals maximum damage.
-Heal: Restores a number of hit points to the target creature (only works on living creatures)
-?

Level 2
-Cure: Removes a negative Effect on this unit (spell or ability-dealt is not importnat)
-Holy Word: Deals massive damage to target creature - if it's demonic or undead.
-?

Level 3
-Kiss of Life: Increases Growth of Target Core Creature Dwelling. Can only be cast once per week and hero.
-Prevention: Prevents the damage dealt in the next attack on Target creature.
-Regeneration: Target unit ressurrects 50% of it's maxHP each turn as long as under this spell.

Level 4
-Pain Mirror: Whenever target stack is attacked, half of the damage dealt to it in the battle until that moment is dealt to the attacker.
-Prayer: Target Unit gets +50% bonus on max HP, as well as a small bonus on attack, defense and speed.
-Ressurrection: Ressurrects units of the target stack or corpse.

Level 5
-Divine Vengeance: Deals damage to all Enemy units, depending on how much damage they did to you this battle up to now.
-Guardian Angel: When target creature stack dies, and this spell is in effect, a number of creatures is directly ressurected.

Spiritual Magic

Level 1
-Joy: Increases the target creature's morale
-Sorrow: Decreases the target creature's morale
-Willpower: Restores hitpoints to target creature, if it's a spirit Creature.

Level 2
-Aura of Fear: Enemies won't retaliate against target creature - unless they are Immune to Mind Effects.
-Fear: On their next turn, the player cannot control target creature. Instead, it will walk as far away from the enemy as it can.
-Forgetfulness: Target unit forgets one random activated ability.

Level 3
-Confusion: target unti looses their next Turn.
-Cowardice: Target unit gains "cowardice" ability.
-Spirit Ward: Makes target unit immune to Mind magic.

Level 4
-Frenzy: target unit will attack the nearest unit on their next turn, be it friend or foe.
-Song of Peace: Targets all units on the battlefield. Units under the effect of this spell cannot attack. Does not work on units immune to mind magic.
-?

Level 5
-Hypnotize: Take control of target Unit.
-?

II.IV.III Arcane Magic:

Chaos Magic

Level 1
-Fortune: Increases the targets chance for critical hits.
-Misfortune: Decreases the targets chance for critical hits.
-Chaos Bolt: Deals Damage.

Level 2
-Disrupt: Reduces Defense of Target Creature.
-Wheel of Fortune: Casts a random positive Level 1 spell at the target unit.
-Wheel of Misfortune: Casts a random negative Level 1 spell at the target unit.

Level 3
-Chaos Jump: Directly moves the target to a random Hex on the Battlefield.
-Mutation: Changes all stats of target creature randomly (up to +/- 20% change from the original value)
-Summon Chaos Spirit: Summons a chaos Spirit.

Level 4
-Alternation: Changes the whole target stack into a random other creature. Effect lasts until the end of battle.
-Implosion: Deals Heavy damage to the Target.
-Meteor Shower: Areal Damage.

Level 5
-Armageddon: Very Massive damage comes onto all the battlefield.
-Black Hole: Creates a Black Hole on target Hex. The Black Hole grows every turn, and deals damage to all creatures within 2 Hexes of it's borders. Creatures within its borders are dealt VERY heavy damage. When it got a diameter of 5 hexes and tries to grow, it collapses, finally dealing MASSIVE damage to anything inside their borders, removing obstacles and walls there.

Metamagic

Level 1
-Dispell: Dispells all spells on the target.
-Spell Shackle: Target unit takes damage for every spell they cast in this battle.
-Spell Ward: Target unit pays more mana for each spell they cast.

Level 2
-Arcane Flow: Restores hitpoints to target Animated or Summoned creature.
-Banish: deals damage to target Summoned or Animated unit.
-Mana Flare: Reduces the cost of all spells cast in this battle.

Level 3
-<XYZ> Protection: Exists for every Magical School. target gets immune against spells of the chosen school. (Note: these are different spells, which must be each learned. Just put 'em all in one for order)
-Send Curse: Transfers one negative spell from target friendly creature to target enemy creature.
-Steal Enchantment: Transfers one positive spell from target enemy creature to target friendly creature.

Level 4
-Magic Mirror: Spells cast at a Creature under effect of this spell are returned to a random enemy unit.
-Mimic Magic: The caster mimiks the last spell cast or magical ability used by the target (and may choose a new target for it). If it is higher than their own, they also use the targets mastery and/or spellpower.
-Power Drain: Whenever the target casts a spell, the caster gains 50% of the mana used to cast the spell

Level 5
-Magic Ban: Removes all Spells currently active and Prevents anyone to cast Magic.
-Summon Vortex: Deals heavy damage to every summoned and animated Creature and summons an "Arcane Vortex".

Order Magic

Level 1
-Arcane Crystal: creates a one-hex-obstacle at a random position of the Battlefield.
-Magic Fist: Deals magical damage.
-Repair: Restores Hitpoints to target Mechanical Creature.

Level 2
-Arcane shield: Absorbs the next X damage target creature gets. X is determined by the Power and mastery of the hero.
-Force Field: Creates a Force field of 2 hexes on the Battlefield, that cannot be passed by any unit.
-Remove Obstacle: Removes Target Obstacle.

Level 3
-Illusion: Creates 2 Illusions of target Unit on adjacent Hexes. The three shortly vanish in a glimpse of light, then return. the enemy cannot tell, which one is illusion and which real. An illusion can not use abilities that target anything but itself, and vanishes when it attacks or is attacked. (it doesn't deal damage on attacks)
-Magnetic Field: Makes a field of 3 adjacent Hexes magnetic, the enemy can not see, which. Whenever any unit moves there, it is halted and cannot move until the spell vanishes.
-Summon Guardian Spirit: Summons a Guardian Spirit.

Level 4
-Growth: Target small creature gains +50% maxHP and +50% damage and becomes a Large Creature.
-Shrink: Target large creature gains -50% maxHP and -50% damage and becomes a Small Creature.
-Teleport: Sends target unit to target hex on the battlefield. (without mastery, reaches over only the half of the battlefield)

Level 5
-Clone: Creates a Copy of Target Creature Stack. The Copy does not Vanish when Attacked, but has reduced stats and will vanish after a number of Turns.
-Dimension Door: Directly jumps the army to the chosen location within range. {note: will be disabled in most campaigns and special scenarios}

II.V Heroes:

II.V.I Basic Classes:

II.V.II Advanced Classes:

II.VI Town Structures:

Academy:

General Structures:

-Village Hall - 500 gold/day
->Town Hall - 1000 gold/day
->> City Hall - 2000 gold/day
->>> Capitol - 5000 gold/day

-Fort - allows Dwellings to be Built. Supports the Siege Defense with Pallisades
-> Citadel - Increases creature Growth onto Lvl 2. Supports Siege Defense with Main Tower
->> Castle - Increases creature Growth to Lvl. 3. Supports Siege Defense with Wall Towers
--Town Walls - Supports Siege Defense with Walls Lv 1
--> City Walls - Supports Siege Defense with Walls Lv 2 and an Arcane Force Field (Summoned Units cannot pass (nor be summoned behind the wall by an enemy), spirits&elementals are stopped and get damage, all others are only stopped)
-->> Bulwark - Supports Siege Defense with Walls Lv 3, Portcullis and Boiling Oil

-Tavern - Allows you to recruit Heroes, gives rumours and allows you to play minigames
--Thief Guild - You can hire spies here, which will gather information for you
-Marketplace - Allows you to trade ressources, embetters the trade rates
--Ressource Silo - Gives you 1 Crystal/day
--Trade Post - allows you to trade with other players

Magic Structures:

-Mage Guild Level 1 - Offers Level 1 Spells
->Mage Guild Level 2 - Offers Level 2 Spells
->>Mage Guild Level 3 - Offers Level 3 Spells
->>>Mage Guild Level 4 - Offers Level 4 Spells
->>>>Mage Guild Level 5 - Offers Level 5 Spells

Dwellings:

-Arcane Forge - allows you to recruit Living Armours
-Fair - Allows you to recruit Gnomes ()
-Muddy Pen - Allows you to recruit Boar Riders
-Ritual Tower - Allows you to recruit Vessels
-Mage School - Allows you to recruit Mages
-Aerie - Allows you to recruit Giant Eagles
-Cloud Castle - Allows you to recruit Titans

-Blacksmith - allows you to hire Catapults and Ballistas
-Academy - allows you to hire Healing Tents and Commando Tents
-Storehouse - allows you to hire Ammo Carts and Mana Bowls(with Mage Guild Level 2)

Special Buildings:

-Battlemage Tower [Citadel, Mage Guild 2] - The Main tower can either shoot or cast a spell from the mage guild up to Level 1/1/2/3 (With mage guild Level 2/3/4/5)
-Library [Mage Guild 1] - on each level of the mage guild, one additional spell appears.
-Wizard Academy [Mage School] - on first Visit, heroes gain a permanent +1 Knowledge.

Bastion:

General Structures:

-Village Hall - 500 gold/day
->Town Hall - 1000 gold/day
->> City Hall - 2000 gold/day
->>> Capitol - 5000 gold/day

-Fort - allows Dwellings to be Built. Supports the Siege Defense with Pallisades
-> Citadel - Increases creature Growth onto Lvl 2. Supports Siege Defense with Main Tower
->> Castle - Increases creature Growth to Lvl. 3. Supports Siege Defense with Wall Towers
--Town Walls - Supports Siege Defense with Walls Lv 1
--> City Walls - Supports Siege Defense with Walls Lv 2 and Spiked Holes (stopping enemies and dealing them damage)
-->> Bulwark - Supports Siege Defense with Walls Lv 3, Portcullis and Boiling Oil

-Tavern - Allows you to recruit Heroes, gives rumours and allows you to play minigames
--Thief Guild - You can hire spies here, which will gather information for you
-Marketplace - Allows you to trade ressources, embetters the trade rates
--Ressource Silo - Gives you 3 Wood/day
--Trade Post - allows you to trade with other players

Magic Structures:

-None-

Dwellings:

-Battle Arena - allows you to recruit Bersekers
--Longhuts - Increases the Growth of Berserkers
-Campfire - Allows you to recruit Hunters
-Cliffs - Allows you to recruit Harpies
-Wild Valley - Allows you to recruit Mammoths
-Ogre Fort - Allows you to recruit Ogres
--Skull Totem - Increases the Growth of Ogres
-Cat Pits - Allows you to recruit Sabretooths
-Bloody Lair - Allows you to recruit Behemoths

-Blacksmith - allows you to hire Catapults and Ballistas
-Healer Huts - allows you to hire Healing Tents
-Storehouse - allows you to hire Ammo Carts

Special Buildings:

-Arena of Honour [Battle Arena] - on first Visit, heroes gain a permanent +1 Attack.
-Howling Winds [Cliff] - Halves the speed of enemy Flyers during a siege.

Castle:

General Structures:

-Village Hall - 500 gold/day
->Town Hall - 1000 gold/day
->> City Hall - 2000 gold/day
->>> Capitol - 5000 gold/day

-Fort - allows Dwellings to be Built. Supports the Siege Defense with Pallisades
-> Citadel - Increases creature Growth onto Lvl 2. Supports Siege Defense with Main Tower
->> Castle - Increases creature Growth to Lvl. 3. Supports Siege Defense with Wall Towers
--Town Walls - Supports Siege Defense with Walls Lv 1
--> City Walls - Supports Siege Defense with Walls Lv 2 and mines (exploding when enemies approach, dealing massive damage and stopping them)
-->> Bulwark - Supports Siege Defense with Walls Lv 3, Portcullis and Boiling Oil

-Tavern - Allows you to recruit Heroes, gives rumours and allows you to play minigames
--Thief Guild - You can hire spies here, which will gather information for you
-Marketplace - Allows you to trade ressources, embetters the trade rates
--Ressource Silo - Gives you 3 Iron/day
--Trade Post - allows you to trade with other players

Magic Structures:

-None-

Dwellings:

-Barracks - allows you to recruit Legionnaires
-Shooting Range - Allows you to recruit Crossbowmen
-Kennels - Allows you to recruit War Hounds
-Conclave - Allows you to recruit Witch Hunters
-Racing Grounds - Allows you to recruit Chariots
-Dwarven Workshop - Allows you to recruit Machinas
-Dragon Tower - Allows you to recruit Dragon Knights

-Blacksmith - allows you to hire Catapults and Ballistas
-Academy - allows you to hire Healing Tents and Commando Tents
-Storehouse - allows you to hire Ammo Carts and Mana Bowls(with Mage Guild Level 2)

Special Buildings:

-Colosseum [Town Hall, Kennels] - on first Visit, heroes gain a permanent +1 Defense.
-Fortifications [City Walls] - enhances the HP of Walls and Towers
-Recruitment Office [Citadel] - Increases the population Growth of Legionaires, Crossbowmen and Witch Hunters.

Dungeon:

General Structures:

-Village Hall - 500 gold/day
->Town Hall - 1000 gold/day
->> City Hall - 2000 gold/day
->>> Capitol - 5000 gold/day

-Fort - allows Dwellings to be Built. Supports the Siege Defense with Pallisades
-> Citadel - Increases creature Growth onto Lvl 2. Supports Siege Defense with Main Tower
->> Castle - Increases creature Growth to Lvl. 3. Supports Siege Defense with Wall Towers
--Town Walls - Supports Siege Defense with Walls Lv 1
--> City Walls - Supports Siege Defense with Walls Lv 2 and traps (Stopping enemy and taking their next turn, each trap works only once/battle)
-->> Bulwark - Supports Siege Defense with Walls Lv 3, Portcullis and Boiling Oil

-Tavern - Allows you to recruit Heroes, gives rumours and allows you to play minigames
--Thief Guild - You can hire spies here, which will gather information for you
-Marketplace - Allows you to trade ressources, embetters the trade rates
--Ressource Silo - Gives you 1 Mithril/day
--Trade Post - allows you to trade with other players

Magic Structures:

-None-

Dwellings:

-Waste Pile - allows you to recruit Troglodytes
-Pillar of Eyes - Allows you to recruit Beholders
-Deep Mine - Allows you to recruit Nibelungs
-Labyrinth - Allows you to recruit Minotaurs
-Snake Statue - Allows you to recruit Basilisks
-Manticore Lair - Allows you to recruit Manticores
-Sable Caverns - Allows you to recruit Dark Dragons

-Blacksmith - allows you to hire Catapults and Ballistas
-Academy - allows you to hire Healing Tents and Commando Tents
-Storehouse - allows you to hire Ammo Carts

Special Buildings:

-Dragon Shrine [Deep Mine] - on first Visit, heroes gain a permanent +1 Attack.
-Escape Tunnels [Fort] - allows you to flee when defending this city

Haven:

General Structures:

-Village Hall - 500 gold/day
->Town Hall - 1000 gold/day
->> City Hall - 2000 gold/day
->>> Capitol - 5000 gold/day

-Fort - allows Dwellings to be Built. Supports the Siege Defense with Pallisades
-> Citadel - Increases creature Growth onto Lvl 2. Supports Siege Defense with Main Tower
->> Castle - Increases creature Growth to Lvl. 3. Supports Siege Defense with Wall Towers
--Town Walls - Supports Siege Defense with Walls Lv 1
--> City Walls - Supports Siege Defense with Walls Lv 2 and a moat
-->> Bulwark - Supports Siege Defense with Walls Lv 3, Portcullis and Boiling Oil

-Tavern - Allows you to recruit Heroes, gives rumours and allows you to play minigames
--Thief Guild - You can hire spies here, which will gather information for you
-Marketplace - Allows you to trade ressources, embetters the trade rates
--Ressource Silo - Gives you 3 Iron/day
--Trade Post - allows you to trade with other players

Magic Structures:

-Mage Guild Level 1 - Offers Level 1 Spells
->Mage Guild Level 2 - Offers Level 2 Spells
->>Mage Guild Level 3 - Offers Level 3 Spells
->>>Mage Guild Level 4 - Offers Level 4 Spells
->>>>Mage Guild Level 5 - Offers Level 5 Spells

Dwellings:

-Burrows - allows you to recruit Halflings
-Chapel - Allows you to recruit Blessed
-Shrine of Souls - Allows you to recruit Animae
-Training Grounds - Allows you to recruit Centaurs
-Monastry - Allows you to recruit Monks
-Gryffin Tower - Allows you to recruit Gryffins
-Cathedral - Allows you to recruit Angels

-Blacksmith - allows you to hire Catapults and Ballistas
-Academy - allows you to hire Healing Tents and Commando Tents
-Storehouse - allows you to hire Ammo Carts and Mana Bowls(with Mage Guild Level 2)

Special Buildings:

-Altar of Enlightenment [Chapel, Shrine of Souls] - on first Visit, heroes gain +1000 EXP.
-Gathering Place [Citadel, Tavern] - in a Siege, a stack of unupgraded Haven core units joins your forces

Keep:

General Structures:

-Village Hall - 500 gold/day
->Town Hall - 1000 gold/day
->> City Hall - 2000 gold/day
->>> Capitol - 5000 gold/day

-Fort - allows Dwellings to be Built. Supports the Siege Defense with Pallisades
-> Citadel - Increases creature Growth onto Lvl 2. Supports Siege Defense with Main Tower
->> Castle - Increases creature Growth to Lvl. 3. Supports Siege Defense with Wall Towers
--Town Walls - Supports Siege Defense with Walls Lv 1
--> City Walls - Supports Siege Defense with Walls Lv 2 and a Black Moat (stopping enemies and reducing a random stat)
-->> Bulwark - Supports Siege Defense with Walls Lv 3, Portcullis and Boiling Oil

-Tavern - Allows you to recruit Heroes, gives rumours and allows you to play minigames
--Thief Guild - You can hire spies here, which will gather information for you
-Marketplace - Allows you to trade ressources, embetters the trade rates
--Ressource Silo - Gives you 1 Crystal/day
--Trade Post - allows you to trade with other players

Magic Structures:

-Mage Guild Level 1 - Offers Level 1 Spells
->Mage Guild Level 2 - Offers Level 2 Spells
->>Mage Guild Level 3 - Offers Level 3 Spells
->>>Mage Guild Level 4 - Offers Level 4 Spells
->>>>Mage Guild Level 5 - Offers Level 5 Spells

Dwellings:

-Slums - allows you to recruit Goblins
-Misty Marshes - Allows you to recruit Wisps
-Howling Rocks - Allows you to recruit Wylfings
-Black Circle - Allows you to recruit Nightmares
-Mansion - Allows you to recruit Vampires
-Dark Hall - Allows you to recruit Assassins
-Moaning Palace - Allows you to recruit Faceless

-Blacksmith - allows you to hire Catapults and Ballistas
-Academy - allows you to hire Healing Tents and Commando Tents
-Storehouse - allows you to hire Ammo Carts and Mana Bowls(with Mage Guild Level 2)

Special Buildings:

-Chamber of Secrets [Mage Guild 2] - on first Visit, heroes gain a permanent +1 Power.
-Shadow Veil [Mage Guild 2, City Walls, Misty Marshes] - the enemy cannot see behind your castle walls in a siege, until he has a unit there. Thus, he cannot shoot there, or use anything there as an ability target.

Palace:

General Structures:

-Village Hall - 500 gold/day
->Town Hall - 1000 gold/day
->> City Hall - 2000 gold/day
->>> Capitol - 5000 gold/day

-Fort - allows Dwellings to be Built. Supports the Siege Defense with Pallisades
-> Citadel - Increases creature Growth onto Lvl 2. Supports Siege Defense with Main Tower
->> Castle - Increases creature Growth to Lvl. 3. Supports Siege Defense with Wall Towers
--Town Walls - Supports Siege Defense with Walls Lv 1
--> City Walls - Supports Siege Defense with Walls Lv 2 and Illusion Ward (stopping enemies and enducing 1of3 possible confusing effects)
-->> Bulwark - Supports Siege Defense with Walls Lv 3, Portcullis and Boiling Oil

-Tavern - Allows you to recruit Heroes, gives rumours and allows you to play minigames
--Thief Guild - You can hire spies here, which will gather information for you
-Marketplace - Allows you to trade ressources, embetters the trade rates
--Ressource Silo - Gives you 3 Stone/day
--Trade Post - allows you to trade with other players

Magic Structures:

-Mage Guild Level 1 - Offers Level 1 Spells
->Mage Guild Level 2 - Offers Level 2 Spells
->>Mage Guild Level 3 - Offers Level 3 Spells
->>>Mage Guild Level 4 - Offers Level 4 Spells
->>>>Mage Guild Level 5 - Offers Level 5 Spells

Dwellings:

-Sun Shrine - allows you to recruit Sundancers
-Sky Town - Allows you to recruit Horus'
-Golem Forge - Allows you to recruit Stone Golems
-Oasis - Allows you to recruit Unicorns
-Masonry - Allows you to recruit Sphinxs
-Altar of Wishes - Allows you to recruit Djins
-Pyre - Allows you to recruit Phoenixes

-Blacksmith - allows you to hire Catapults and Ballistas
-Academy - allows you to hire Healing Tents and Commando Tents
-Storehouse - allows you to hire Ammo Carts and Mana Bowls(with Mage Guild Level 2)

Special Buildings:

-Spell Ward [Mage Guild 3] - the enemy cannot target anything from your walls onwards with spells.
-Wall of Knowledge [Mage Guild 2] - on first Visit, heroes gain a permanent +1 Knowledge.

Rampart:

General Structures:

-Village Hall - 500 gold/day
->Town Hall - 1000 gold/day
->> City Hall - 2000 gold/day
->>> Capitol - 5000 gold/day

-Fort - allows Dwellings to be Built. Supports the Siege Defense with Pallisades
-> Citadel - Increases creature Growth onto Lvl 2. Supports Siege Defense with Main Tower
->> Castle - Increases creature Growth to Lvl. 3. Supports Siege Defense with Wall Towers
--Town Walls - Supports Siege Defense with Walls Lv 1
--> City Walls - Supports Siege Defense with Walls Lv 2 and a Thorn Hedge (stopping and damaging enemies, small chance to entangle enemies)
-->> Bulwark - Supports Siege Defense with Walls Lv 3, Portcullis and Boiling Oil

-Tavern - Allows you to recruit Heroes, gives rumours and allows you to play minigames
--Thief Guild - You can hire spies here, which will gather information for you
-Marketplace - Allows you to trade ressources, embetters the trade rates
--Ressource Silo - Gives you 3 Stone/day
--Trade Post - allows you to trade with other players

Magic Structures:

-Mage Guild Level 1 - Offers Level 1 Spells
->Mage Guild Level 2 - Offers Level 2 Spells
->>Mage Guild Level 3 - Offers Level 3 Spells
->>>Mage Guild Level 4 - Offers Level 4 Spells
->>>>Mage Guild Level 5 - Offers Level 5 Spells

Dwellings:

-Glade - allows you to recruit Fauns
-Vivid Spring - Allows you to recruit Nymphs
-Treetop Village - Allows you to recruit Rangers
-Wildflower Meadows - Allows you to recruit Faery Dragons
-Wyvern Lair - Allows you to recruit Wyverns
-Moss Cave - Allows you to recruit Trolls
-Deep Wood - Allows you to recruit Dendroids

-Blacksmith - allows you to hire Catapults and Ballistas
-Herb Gardens - allows you to hire Healing Tents
-Storehouse - allows you to hire Ammo Carts and Mana Bowls(with Mage Guild Level 2)

Special Buildings:

-Friendly Grounds [2 Core Dwellings] - Enemy speed is reduced by 1 during Siege.
-Meditation Circle [Glade] - Heroes can visit this one time and choose one stat to permanent enhance it by +1.

Ruins:

General Structures:

-Village Hall - 500 gold/day
->Town Hall - 1000 gold/day
->> City Hall - 2000 gold/day
->>> Capitol - 5000 gold/day

-Fort - allows Dwellings to be Built. Supports the Siege Defense with Pallisades
-> Citadel - Increases creature Growth onto Lvl 2. Supports Siege Defense with Main Tower
->> Castle - Increases creature Growth to Lvl. 3. Supports Siege Defense with Wall Towers
--Town Walls - Supports Siege Defense with Walls Lv 1
--> City Walls - Supports Siege Defense with Walls Lv 2 and a Garbage Line (stopping enemies and having a good chance to induce continuous damage effects)
-->> Bulwark - Supports Siege Defense with Walls Lv 3, Portcullis and Boiling Oil

-Tavern - Allows you to recruit Heroes, gives rumours and allows you to play minigames
--Thief Guild - You can hire spies here, which will gather information for you
-Marketplace - Allows you to trade ressources, embetters the trade rates
--Ressource Silo - Gives you 3 Stone/day
--Trade Post - allows you to trade with other players

Magic Structures:

-Mage Guild Level 1 - Offers Level 1 Spells
->Mage Guild Level 2 - Offers Level 2 Spells
->>Mage Guild Level 3 - Offers Level 3 Spells
->>>Mage Guild Level 4 - Offers Level 4 Spells
->>>>Mage Guild Level 5 - Offers Level 5 Spells

Dwellings:

-Madhouse - allows you to recruit Maniacs
-Sewers - Allows you to recruit Vermins
-Breeding Place - Allows you to recruit Gogs
-Vault - Allows you to recruit Tormentors
-Altar of Pain - Allows you to recruit Efreets
-Slaughterhouse - Allows you to recruit Flesh Golems
-? - Allows you to recruit Chimaeras

Note: madhouse is not meant in the way of a looney bin. It is more a district, where chaos and violence rule. A llony bin is where Maniacs are kept in other societies - here in the ruins, they gather in the chaotic scenery of the madhouses, places of rape, murder, cannibalsm and sacrifices - perfect places in the eyes of chaos' followers.

-Blacksmith - allows you to hire Catapults and Ballistas
-Labratory - allows you to hire Healing Tents
-Storehouse - allows you to hire Ammo Carts and Mana Bowls(with Mage Guild Level 2)

Special Buildings:

-Black Oracle [Madhouse] - Heroes can visit this, to enhance one random stat by 3, and reduce a random different one by 2.
-Torture Chamber [Citadel, Vault] - Highly lowers enemy morale in defensive Siege.

II.VII The Artifacts:

II.VIII Adventure Map Locations:

II.IX Random Events:

II.X Miscallaneous:

Plagues:

Unit Plagues:

Black Death:
At the Beginning of Each Week, some units of the infected Stack die. Has a chance of 15% each beginning of a week to spread onto another stack in the army, and an additional chance of 5% to spread from the unit to a city, if the unit resides in one.

Demon Lashes:
Each physical damage dealt to the infected stack is increased by 5%. Has a chance of 2% each day to spread to another stack.

Red Fever:
Halves the initiative of infected Units and decreases their speed by 2. Has a chance of 25% at the beginning of a weak to spread to another stack.

Wolfbite Frenzy:
Infected stack gains doubled initiative, but also the ability "Madness". Has no chance to spread from stack to stack.

City Plagues:

Black Death:
At the Beginning of every week, after population growth has been done, 25% of the population in Core Dwellings and 10% of the populaation in Elite Dwellings, dies. Has a chance of 25% to spread over caravans and a seperate 25% chance to spread onto one random unit stack residing in the city.
____________
ICTC announced

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DarkLord
DarkLord


Supreme Hero
Fear me..
posted May 24, 2011 01:24 PM
Edited by DarkLord at 13:24, 24 May 2011.

don't know how you will make a non-racial Haven? will be interesting to see, as i am currently facing that in my H7 proposal for Haven and Dwarfs..

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 24, 2011 01:41 PM
Edited by Jiriki9 at 12:21, 01 Mar 2012.

III Setting & Campaigns:

III.I Setting:

III.II Campaigns:

For the Campaign section, some words need to be said.
First, I order the Campaigns in Campaign Sets. A Campaign Set consists of some to many Campaigns, during which you will play more or less through a story. At many points, however, you will not be fixed on playing it in a fixed order. Like in H3, you may be able to play some Campaigns from the beginning. Then, when you have played through these all, you can go on to some more, and so on, until you have completed the Campaign Set. Others than in H3, you don't have to play through the campaign set in one row, technically, but it is saved onto your profile which you've allready completed.
In each campaign, you can sometimes choose, which scenario to play next, as well. Here, sometimes this choice even is a final one (for one playing of the campaign). For example you may be set upon the choice of aiding one or another ally, or to take this or that way. Sometimes, this choice also is given inside a scenario, opening this or that next scenario. Another thing, brought back form H2, are optional scenarios. These scenarios you don't need to play to advance, but you can play them only at a certain time, and winning them will give you a bonus.
Campaigns as well as whole Campaign sets can also be reset, if you wish to play through a campaign aigain, with choosing different.

Here, Campaign Sets will get a shortcut, for example 'X' and the Campaigns in it will get numbers with this shortcut, to be sure where you are. So 'X' could have 'X1', 'X2' and 'X3', f.e.

III.II.I Main Campaign Set:

Shortcut: M

This is the Main Campaign Set that comes with the game. It tells the story of a vast war, but also the intervined stories of some single individuals.
When starting the Campaign Set, you can choose one of these two Campaigns: "Brothers and Borders" (M1) and "Shivering Leaves" (M2). After finishing these two, you open up the Campaigns M3-M5 - , "Retribution War" and "Set the World on Fire". After these now, you set free the campaigns "Rising Night" (M6) and "" (M7). After these, now, you get a special scene, "The Pact of Ashes", before you reach to "" (M8) and "" (M9).

M1 - "Brothers and Borders"
Start Description: "It is Year 64 since the foundation of the Empire. Two Years ago, the gracious founder of the Realm, EmperorJeremiah Lharn, has died, and his only Son, Garron, himself not a young man anymore, was crowned as the new Emperor. After his crowning, he had sworn to expand the Empire Borders further, to bring Order into all corners of the world. However, he would not be follishly hasty, nor try to take everything by force. Envoys were sent to smaller nations at our borders, with offers to join. Some accepted. Others not. Now, after armies have been mustered, the Emperor has decided that it is time to approach some larger Nations with words - and smaller, unwilling and chaotic ones, with blade and Fire.
While 3 of Garron Lharns sons are - each with a large as escort - sent as envoys to important Lands, and one stays in the Empires Heart as Trainer, the 4th and 5th son, Henryk and Marcus, are send to the border to strike at a group of lands, whose Lords are said to prepare a union and defense against the Empire."

Player Color: Red

Cutscene M1.1: Starting the Campaign (after having read and heard the starting info) you see a Cutscene of the Two Empereal Brothers arriving in an Outpost of the Empire, where armies are mustering. They get a report on the status of the troops and recent events by a commander. The scene switched to a Tactic Room, where the two brothers and the commanders are discussion how to act against the Lords, who allready have started building their alliance, and try to get more Lords as allies. Currently they are at Lord Daniel's Castle Ramerlon, which lies not too close to the empire borders, holding a meeting with yet uncertain Lords, to convince them and to do tactical planning. Whilst Marcus strongly advises to smash them directly with a huge army while they still reside in one Castle, though that's far away, it is ultimately decided to split the forces and invade two Lords' lands, which lie close to the borders, simultaneously.

You now get acces to Scenarios M1.1 and M1.2, which are both quite short (small maps, "conquer castle"-objective) and easy, since you start with a huge army allready.

Scenario M1.1: "Steel and Fire"
-Starting Info: "Marcus gets the task to attack Lortwick, the land of Lord Jasper, from the Outpost they have mustered the armies in. He starts with numerous forces and can rely on the Backup of the Outpost. Self-convinced and angry his decision was declined by his brother and the other commanders, he starts a fierce and forcefull attack."
-Choosable starting boni: Dwarven Workshop built in the Outpost OR 3 Ballistas OR +30 War Hounds

-Player Faction: Empire
-Players: Red and Blue
-Enemy Faction: Empire/Neutral
-Objectives: Defeat the enemy player
-Tactical Info: This scenario is quite easy. You start out with a good army and though you can't build the outpost up to much, it will serve you with good reinforcements. Also, the enemy has not yet much to throw in your way, considering they have almost only Core Creatures.

-What happens in the Scenario: Marcus more or less crashes into Lortwick, which is not yet properly prepared. He does not only take the main castle but wrecks several villages on the way and burns fields down, "to make an example". The City of Lordâeth puts up quite a fight, but is no match against the Imperial troops. After the siege is conquered, Marcus is quite satisfied, but eagerly waits for message of his brother...

Scenario M1.2: "The Woods of Kylmere"
-Starting Info: "Prince Henryk leads a good part of their force to an attack on the 'Duchy of Kylmere'. Duke Kylmere is also on the meeting of Lords and absent. Yet he is said to have signed a treaty with a small Elven Tribe, who will help protecting his Duchy. Henryk knows that unlike his younger brother he can not rely on the supports of an outpost, but has to go with the troops he has, unless he finds support on the Way. Thus, he moves carefully, but steady into Kylmere."
-Choosable Starting Boni: Henryk starts with Logistics OR Leadership OR Stewardship

-Player Faction: Empire
-Players: Red and Green
-Enemy Faction: Empire/Rampart/Neutral
-Objectives: Conquer Kylmere
-Tactical Info: This scenario is rather easy, if you don't wait too long. You have no starting town, thus have to rely on the troops you have, but these are numerous and will smash away most enemies without need for great tactics. However, you need to be more carefully the closer you come to the Town of Kylmere, due to then frequently appearing Elven Units.

-What happens in the Scenario: Henryk leads his army into the enemy territory. He soon gets emerged by enemies, first reluctant to fight. He conquers villages on his way, but does not destroy them, nor kill civilians, where he can avoid it. The Elven Archers proove a great annoyance to the Empire armies, and defend Kylmere castle fiercely, but invane. Henryk positions his troops in the castle, quickly begins setting up a garrison and waits for message of the succes of his brother.

When finished with M1.1 and M1.2 you get access to M1.3

Scenario M1.3: "Swift and Final"
-Starting Info: "The two brothers were both successfull in their first Battles of this War. But their strikes also have made the Lords fearfull. Many have no finally signed an alliance and though some fled fearfully, they can gather some power now - if the have time. The allied Lords are still in Ramerlon, mostly, convinced that the city offers them better protection than travelling each to their home.
The Princes decide that now, the time for a full-scale attack has come, and prepare to rush to Ramerlon as quickly as possible, attacking from two sides."
Before the actual scenario begins, you have to choose if you want to play it with Henryk (blue) or Marcus (red)
-Choosable Starting Boni (Henryk): +5 Wood/turn OR +5 Stone/turn OR +5 Iron/turn
-Choosable Starting Boni (Marcus): Troops under Marcus' command gain a bonus on Attack OR Defense OR Morale

-Player Faction: Empire
-Players: Red, Blue and Purple
-Alliances: Red&Blue
-Enemy Faction:
-Main Objectives: Conquer Ramerlon
-Secondary Objectives: Prevent the Caravans to reach Ramerlon; Destroy the Military Outposts of Lord Hurden (Henryk) or Baron Rothfeld (Marcus);
-Tactical Info: This scenario is not a gifted victory as the ones before, but can easily be done, as well. Fulfilling the secondary objectives is more of a Challenge, so even advanced players can have a bit fun at the scenario, but is definitely not too difficult as well.

-What happens in the Scenario: Henryk reaching onto Ramerlon from the North-West and Marcus from the South-West, the city puts up a good defense but ultimately can not stand. However, in the final battle over the town, <the chosen brother> is wounded and in anger, his brother kills Lord Daniel, only to learn that they were tricked: The Lords, besides Daniel, are no longer in the castle, Daniel sacrificied himself, his town and his lands for the alliance. The other Lords are allready back in their Lands - all around the land in which the brothers now reside and which they can't leave too soon due to <chosen brother>s wound. And that are not the worst news to come.

When finished with M1.3 you get access to M1.4

Scenario M1.4: "In the Snare"
-Starting Info: "On the day after the battle, a rider approaches Ramerlon from the West, bringing dreadful news: Kylmere and Lordâeth have been reqonquered by the Alliance, letting their trap fully snap in. At the same day, an envoy of the Alliance approaches them, offering them kapitulation if they give themselves into the hand of the Alliance, so that they can bargain with the Empire. Angry, the undwounded brother refuses, and orders to get the town into a suitable position for defence, while the Alliance prepares for a massive attack from all sides."

-Choosable Starting Boni: City Walls OR +5 Machinas OR +5 Chariots

-Player Faction: Empire
-Players: Red, Blue, Green, Orange and Purple
-Alliances: All Enemy Players are allied
-Enemy Faction: Academy, Empire, Rampart, Neutral
-Main Objectives: Survive Two Months
-Tactical Info: This scenario is much tougher than the two before. You get frequently attacked by good forces and in the last weeks, you will hardly be able to leave the town, so you must rely on good battle tactics and prevent greater losses.

-What happens in the Scenario: <The unwounded Brother> struggles hard to defend the city his brother conquered. He puts up a good stand and defeats the armies of the Lords, but is unable to do much more, especially as the ring is closed and no messages get through to or from the Empire. Whilst this, the other brother's wound seems to worsen, at first. The struggle over Ramerlon gets tougher and finally, <unwounded brother> almost looses faith. Then, suddenly, trumpets are to be heard...

Cutscene: During a maybe final struggle over the Castle of Ramerlon, trumpets sound from the south, and several huge shadows appear in the sky...a troop of Dragon Knights, wearing the Signs of the Empire, Crushes on the Force of the Attackers - followed by a small army of different troops down on the ground. The Siege is turned, the battle gets won and the Alliance is obviously confused by whom appears - but no less the Prince. The scene switches...
In the Courtyard, both Princes stand - the other prince has recovered - to greet the one who saved them. And to their surprise, the commander of the force is their oldest brother, Prince Gavin, greeting them warmly and heartily. Besides him on his horse, a woman sits, clothed in a white robe, a hood hiding most of her face, jus ther eyes gleaming openly and wake at the two other Princes. her hands are bound, as if she were a Captive, but with a 'chain' of Silk and Gold. The scene switches.
The three brothers sit at the table and celebrate their victory. <The formerly wounded brother> is still weak. They talk about the battle first, but finally, Henryk cannot stop himself to ask Gavin: "Why are you here? You were send to the south, as envoy..." Gavin lifts up his hand, smiling, but coldly. "Please, brothers. I know it may sound mysterious to you, and it may be, but there are things I cannot even tell to you, my brothers. Just so much: I have reasons to be here. And I am glad I came - I wouldn't want my brothers to have died." His smile gets broader again. "And know, we should turn to our plans. For we have won an important battle - but not this war." The other brothers nod and Gavin turns to the still weak, wounded brother. "<Name of the Wounded brother>, I think it would not be wise for you to stay here." He again lifts his hand, as his brother wants to insist to stay. "Don't make me order it to you! Please!" He pausses shortly. "We still have two generals here, which is more than enough, and it's not like I wouldn't have a task for you." He looks out of the window. "The Empire needs to get message that reinforcements may be needed. And I want you to escort someone." "The woman who sat beside you." It's not a question Henryk is asking, it is a remark. Gavin nods. "Indeed. She must be brought to my personal estate, as soon as possible." "Who is she?" Marcus eagerly asks, but Gavin shakes his head. "Please, brothers - you are nearing borders I don't wish you to cross with your questions. Right now" he turns to the wounded brother "I'm just asking you. If you won't do it that, I have to order you has Highest General of the Empire - but I don't want that." A pause appears than finally, the wounded brother stands up. "Fine, Brother. I'll do it. I won't be of use here, anyway." His voice and expression is Angry/Sad (for Marcus/Henryk) and he leaves the table, followed by the sad looks of his brothers. The Cutscene fades.

After the cutscene, you get access to Scenario M1.5.

Scenario M1.5: "Biting Free"
-Starting Info: "After the (second) grand Victory at Ramerlon, the Empire soldiers are in a good mood, only seemingly shared by the three Princes. <The wounded brother> leaves the town, together with Gavins Prisoner and only 3 men as escort, experienced Scouts. Gavin watches them from a Tower Window, as they leave.
Gavin and his remaining brother must act quickly now. They prepare for a quick counter Attack before the enemy can regain their forces. Gavin seems to be confident they can secure the surrounding land, even before Reinforcements may arrive."

-Choosable Starting Boni: 5 Dragon Knights OR 'Banner of the Empire' OR Citadel

-Player Faction: Empire
-Players: Red, Blue, Green, Orange and Purple
-Enemy Faction: Academy, Empire, Rampart and Neutral
-Main Objectives: Defeat all Enemies
-Tactical Info: This scenario now is quite tough, the Campaign nearing its final. You have to defeat the enemies and drive them from the Area without losing one of the Princes. It is best to split the two main heroes up here, one defending Ramerlon, the other taking down the enemy.

-What happens in the Scenario: <The unwounded brother> is uncertain about his elder brother and the intentions Gavin may have. However for the moment they have no time to waste, and thus, no time to argue, but a war to fight, in the name of their father. They fight many a battle with the Lords, but eventually drive them away. Just after they have, a huge reinforcement army arrives, with a message from <the wounded brother> and an order from their father. Gavin reads both letters, and tells <the remaining brother> only short details about the content: <the wounded brother> is indead on the way to Gavins estate, they get huge reinforcements and are ordered to end this war quickly, then return to Krongardt. It is clear that there was more but Gavin refuses to say one more word.

Scenario M1.6: "It ends in smoke"
-Starting Info: "Having driven the Alliance from Ramerlon and the surrounding area, finally, it is yet not defeated. The Lords still refuse to enter the Empire freely, and still work together to keep their souverainty. However they do not have so much land to retreat now, adn are mostly held together through the strong will of Lord Thobren. While great parts of their forces advance to the Lands of smaller Lords, the Princes gather a huge army to finally shatter this alliance and conquer all these lands for the Empire."
-Choosable Starting Boni:

-Player Faction: Empire
-Players: Red, Blue, Orange and Purple
-Alliances: Blue, Orange and Purple
-Enemy Faction: Academy, Empire and Neutral
-Main Objectives: Defeat the Purple Player
-Secondary Objectives: Destroy all blue Outposts; Burn Six orange Villages;
-Tactical Info: This is the final of the Campaign, thus the scenario is reasonably difficult, but it is much easier than the scenario before. It is quite usefull to fulfill the secondary objectives, forcing the Allies of your main enemy to break off the alliance.

-What happens in the Scenario: The alliances brings up a last desperate stand, though farly outnumbered by the Empire. Thobren hopes to be able to get hold of the princes, still, to ransom them for the freedom of the alliance. But his hopes are invane. The lands of his allies burn and in the end, also his city burns. Smoke is over the normally green lands as Thobren watches his city been taken. When Gavin and his brother approach, he looks at them sharply. "The gods damn you, cruel puppets of your wicked father. Be cursed, you two, your family, your whole empire." And before they can hinder him, he kills himself with a sword.

Cutscene: Gavin and his brother stand at a Square in the ruined City, watching their soldiers and the conquered, who are now citizens of the Empire, working on rebuild and repair. Both have grim faces. Thobrens curse has left a bitter taste in their mouths. A rider approaches them, carrying a letter with the royal seal. Gavin takes it and goes to the castle immediately, watched by his concerned-looking brother. The scene changes.
Gavin is in his room, an empty bottle of wine on the table, walking up and down, holding the letter in his hands, the face full of tears - though he is not more crying. His face is a grimace of pain and anger. He shouts now and then, sometimes words - like "Traitor!", "Cursed!" or simply "Why?" - sometimes no understandable language. In a final burst of anger, he throws the letter into the fire, then leaves the room. After only seconds, his brother slips in the room, quietly. He looks around, sees the letter burning in the camin. Quickly, he gets it out, but most is burned. He only makes out that the prisoner his brother had to escort has escaped in the wild, during an attack, which his brother, wounded, barely survived. He looks at the letter, concerned, then throws it into the fire again and leaves the room. The scene switches again.
Gavin, full of anger, has just finished dictating a letter to a writer. He puts it in an envelope, seals it with his personal seal and walks out of the writers chamber. Outside, a messenger awaits him. "Mylord." Gavin does not show any reaction on the greeting. "Take this to Castle Admon. You know where there." The messenger nods, mounts his horse quickly, and vanishes into the night. Gavin is actually crying now, and whispering. "Ride on. Deliver it. They are the only ones with a chance to find her...to bring her back to me. I MUST have her back. I MUST!!!" the cutscene fades...

Final Information after the Campaign: "The First bigger Border war of the Empire since many a year has been won. The Alliance of Lords who denied the grace of the Empires order has been shattered, the Lords are hanging from their own walls, mostly. The Empire has proven it lacks neither Strength nor Will, setting larger and smaller neighbours into a state of, often fearfull, caution.
The three princes who fought this war have returned to the Capital and welcomed heartily by their father, as well as granted praise and honour. But, while Marcus and Henryk seem to be overly happy to see each other again, the brotherly bond increased both through the war fought and through fearing for one another, Gavin seems to be seperated from them as well as their father. Rumours are heard that besides the official praise, the oldest Prince has angered the Emperor, that he has done things he should not haved. While the outer borders of the Empire have expanded, new borders seem to grow in its very heart. And the conflicts have just begun."

M2 - "Shivering Leaves"
Start Description: The Grand Forest lies calm and quiet. The trees, Huge, thick, and numerous, cover a vast area and shield the world below the Leaves from the outer world. This is a world different from the busy chattering of the human lands, something outsiders know from tales, songs and legends. But it is nonetheless real.
And, as peaceful as the Forest may seem, it is certainly not a paradise. Rumours go through the forests, of a shadow growing in its edges, something hard to grasp. The wolves howl of them. The leaves whisperof  them. Even the streams' murmur seems worried. The Council of Seasons in Nia'na'Su has decided to take action. A Warden is sent out to find out what is going on there.

Player Colour: Green
Main Faction: Rampart

Cutscene M2.1:
The scene starts with an overview over the forest, slowly dropping towards a certain point, a height, where buildings can be seen between the trees now and then - Nia'na'su. It closes further in and slides over the ancient town, rushing down into a street, following it's way over a plaza, where a group of fauns are dancing, into the direction of the ancient Town-Wall. When reaching it at an old gate formed by two gigantic trees, the watcher has also reached a small caravan, clad in green and grey. All are bearing armour and weapons, but also seem equipped for a quick journey. The camere slowly moves towards the leader, zooming in on him. He seems to be an elf, a tall figure, sitting on a proud, strong red deer, clad in similar clothing as his company, the look on his face calm and carefull. The view zooms further in, towards his face, keeping it for some moments. Then suddenly, the view ripples aas it was on water and the camera zooms out, seeing a bowl filled with a liquid, which seems to show the face of the Warden, still. The surroundings are dark, but the crackling of fire is heard  - and suddenly a hoarse, almost quiet laugh, and a snaggy, pale hand wishes into the liquid of the bowl, making it swirl. The camera zooms into that swirl...and the cutscene ends.

Scenario M2.1: "Moaning Woods"
-Starting Info: "The Council of Seasons decided to sent out Lyandir, a capable and experienced Elven Warden. Though young and sometimes a bit emotional in his acting, the council trusts Lyandir with this task, which is of quite some importance. There is a edge from the forest of which almost no news came in the last months and those which came were confusing, and none brought by a cultured being, most not even by animals. Thus, Lyandir shall find out what's going on, and then report to the Council."
-Choosable Starting Boni: Lyandir starts with the Elfbirch Longbow (no ranged penalty for shooting units), Bisindri the Hawk (special artifact only available in this scenario, gives +3 sight range) or +15 Rangers

-Player Faction: Rampart
-Players: Green
-Alliances: -
-Enemy Faction: Neutral
-Main Objectives: Find out what is going on in this part of the forest; Then find the source of it
-Secondary Objectives: -
-Level Cap: 10
-Tactical Info: This scenario is really easy and focuses on exploring and trying to find out what's going on, so there are not too many Level. The map is not too small, but since you've got unlimited time and no true Enemy player who would attack you, it may take time, but it won't challenge one much. On the whole, it is very story-driven and roleplay-focused, with many dialogue boxes, many hints on what's going on (many dead-ends there) and a feeling of mystery.

-What happens in the Scenario: Lyandir reaches the region where all the strange things are happening and find it not very inhabited anymore, except by foul, wicked, tainted creatures. The trees keep moving and blocking has way, as he tries to find out what's going on. Finally, he senses that something, or someone, seems to poison this wood in some way. Glad that they brought their own Water to drink, he and his company continue carefully than, trying to find the source of the poison.
Crawling deeper and deeper into the spoiled forest, which more and more looses resemblance with the rest of the Grand Forest, his men start getting a strange fever, but Lyandir is determined to find out what is going on. Finally he comes at a part where the forest seems all tainted and only few of his men are left. He sends his Hawk Bisindri to Nia'na'su with a message and, determined, enters a particularly thick undergrowth with a last handfull of men and women.

Cutscene: Lyandir and a few rangers step through the undergrowth, all looking weary, except Lyandir who wears a fierce look. All have their weapons drawn. After a hsort while, they enter a glade. In the middle of the glade is a circle of Stones, and in the centre of the Circle, is a Dead Tree. From his Branches, the corpses of many beings are hanning - birds, beasts, but also - elves. Terrified, we see Lyandir stepping closer, and closer, slowly. The camera behind him, we see how he reaches out to the closest corpse - a fox, covered in blood, hanging from his legs. With an unbelieving look, the Warden lifts his hand a bit, when suddenly, the foxes eyes pop open.
"I have awaited you, Warden." speaks the beast with a strange, much-too-deep, voice. "We should talk a while." Strange noises and short screams are heard from behind and Lyandir turns around, but slowly, as if someone, or something, halts him. Awe is on his face, as he sees none of his companions anymore, but the glade is a great deal smaller now, its borders overgrowing with strange, thick, thorny vines. He raises his sword helplessly, as we here a familiar laugh. "Put that sword away. It wouldn't help you and you won't need it. I mean only the best to you." Lyandir falls to the knees and the view seems to blur. The last we see is him coughing blood on the ground, then falling down. Then the cutscene fades in a green blur.

Scenario M2.2: "Under Attack"
-Starting Info: "After having gotten the message by Lyandir, the Council of Seasons was heavily worried, but their worries even grew when Lyandir was missing, and no news of him returned - as well as the poisoned area seeming to stretch slowly. And, as it would proove soon, that was only one of their burdens. Another one seemed to start in the deep Valleys of Gahyo."
-Choosable Starting Boni: You can choose which three Heroes to use (from a selection of Rampart scenario heroes)

-Player Faction: Rampart
-Players: Green
-Alliances: -
-Enemy Faction: Neutral, Rampart
-Main Objectives: Defend against all attacks for one months; Escort the Elven Civilians (at least 50% must survive!) South out of Gahyo
-Secondary Objectives: Burn down the bridges over the Gahyaru
-Level Cap: 10
-Tactical Info: You have no predestined main hero in this scenario, but start with the three heroes you choose instead of getting a starting bonus, as well as 6 towns (3 of them with fort) and various mines, making this scenario seem easy. Also, on the first turns, nothing happens except dialogue boxes showing that the various elders of the towns have all a bad feeling and the 3 Wardens you have shall be carefull. The tide turns quickly form turn three, when Enemies step out of the dark and quickly take your 3 fortless towns, also drawing blackness back over them. From then on, this scenario will proove a small challenge, yet not to much of it (it still can be the second scenario you play in this game at all!), since you only have to survive 1 month, and in this first month, not too many attacks will come. However, when the month is over, you should quickly turn to run with the stacks of Elven civilians you get, avoid battles and head south. Than, you should be able to get there. To raze the bridges, it can be helpfull to leave a fourth army behind. It is notable also, that you can recruit only core Creatures in this scenario, and that Ranger Dwellings get a growth bonus. You will take all heroes who escape with a stack of Civilians into the next scenario

-What happens in the Scenario: The valley of Gahyo seems to be the peacefull place it has been for quite many centuries now, in the beginning. The player learns quite a bit about its history here, that it is mostly inhabited by Elves, and a very conservative and arrogant kind at that. Than attacks by an unknown force start, at first at unguarded cities, which you can only see being conquered. Then they will start attacking you, with some strange, neutral creatures, mostly perverted/sick beasts - aided by some wild breed of Trolls.
In the following weeks, while you're defending yourself, part of the Rampart history is revealed, telling of the ancient times when trolls were in war with the Elves - and it comes clear, that at least the Elves (which have immense lifespans), certainly have not forgotten that time and many of the elders speak of a return of this old war and how foolish it was to  make peace with the trolls for the first time.
The Wardens stay quiet on this issue and concentrate on the defense. Finally, it becomes clear that there is simply NO way they will drive the invaders out alone and help would ocme to late, so they flee. If the secondary objective is completed, those civilians with you also are the only which will escape from the valley, though it will make it easier for you - fewer enemies who can follow you. When finally having made it to the path leading out of the Valley, the Wardens turn around to look back one last time.

Cutscene: The three Wardens (it will be indeed those with whom you finished the scenario!) are lookin gdown of the Valley, over which a veil of smoke lies. A few miles down, they see a group of Trolls stepping out of the Valley, their leader grinning as if mad. He raises and shouts up to the Wardens: "Yes, run, run from us. This is Trolls' Land now! Tell it to your pointy-eared masters. Too long have we bowed before you. Now our time has come, and with a bit of help, we will soon have all you Weak Elven Scum cleaned from this Forest!" Then the cutscene fades.

After the scenario, you get another written infos:
"As the news of a Troll attack on the Elven valleys of Gahyo spread through the forest, unrest and unease spread with it. Even in faraway areas quarrels between the two races broke out, while the other races of the forest watched helplessly. The harmony which had resided for centuries seemed broken, old mistrust, which to others had not even been recognizable, were renewed and the long peace questioned. And the heart of the unrest, unfortunately, was in the heart of the forest itself..."

Cutscene: The council of seasons is in a grand meeting, surrounding the three Wardens which you chose in the last scenario. Apparently, they ahve just finished a report. A mix of suspicion and awe is on the faces of the council members. "So..it is true." a figure finally says. It is the Autumn Queen, Ilar'aseyu, recognizable by her magnificient, manycolored garb and the autumn crown on her head. Her face is expressionless as she looks to the left, to the large figure beneath her. "What can you say about that?" The Winter King, Dhorm, has an expression of fear and awe on his face. After a slow moment he shakes his head. "I can not say more about this than you or the others could. I was not aware such a movement existed in our people." his voice is heavy, hoarse and sad. "It is outrageous and terrifying." HE waits a moment than is voice gets stronger. "We, of course, have to take action, to punish  these murderous traitors." Many of the members nod, but many others - all of them elves, have a look on their face that is far from approval. One of them rises, an elven man with ageless looks, long black hair, and dressed in armour as if it was war, and looks at the Winter king.
"That is what you tell us? That you knew NOTHING of this? I find it hard to believe." Many seem to agree to that, and voices rise. The four figures sitting in front of the three guest Wardens all look alarmed now, not only the Winter King and the autumn queen, also the Queen of Spring, the Dryad Lilienne, and Vorios, the Faun, King of Summer. They look at each other, than all of them stand up, take each others hand and speak together. "Calm down!" it immediately gets silent, except of the four voices, speaking the same words, quiet, not sharp, but with a feeling of power behind them. "This still is the Council of Seasons. We all are still one People. We should not fight against each other." The elf who stood up looks slightly concerned now, but still stands, apparently not willing to give in so easily.
The Season regents look at him now. "You have concerns, Oshari? Speak them out, so no hidden fear or rage shall split us." Oshari hesitates, than gathers his spirits and talks, seemingly not only to the Four but to all in the room. "Majesties. Friends. I find it hard to belief that such a treachery was not carefully, and longly, planned." "That is to be assumed." nod the four. Oshari goes on. "And it is not as if we had not warned!" again, the regents look alarmed, but do not stop him. "The peace with the trolls was allways a dangerous thing! Many of you weren't there back than, but I was and..." "Enough." this time, the regents' united voice IS sharp. And cold. "We all know where you are trying to go with your words, but we tell you now, again: We are still one people. And we won't let anything split us. We may not, for the times are getting grave, and we need to hold our strength together!" Oshari stands a moment, pondering, then turns around abruptly and leaves the Hall, quickly, followed by many different looks. The Cutscene fades as the regents let go of their hands again.

Now, you get acces to Scenario M2.3 and Scenario M2.4. Here again, it comes to hero choices. For the scenario you play first, you may choose 1 (M2.3) or 2 (M2.4) of the heroes you took from the last scenario. The remaining wil be to your command in the other scenario.

Scenario M2.3: "Sucking out the Poison"
-Starting Info: "The Council of Seasons now has two huge problems to solve. On of them, and some say, the graver one, is the poisoned, twisted forest, that still is growing - and, finally, seems to have created"
-Choosable Starting Boni: Your main hero begins with the Special artifact "Heartweed"(your troops are immune to poison effects) OR 3 Healing Tents OR  +25 Dryads

-Player Faction: Rampart
-Players: Green, Teal
-Alliances: -
-Enemy Faction: Neutral, Rampart(Twisted)
-Main Objectives: Find and destroy the enemy Base
-Secondary Objectives: -
-Level Cap: 16
-Tactical Info: This is the first scenario in which you stand agaisnt the twisted Rampart faction.

-What happens in the Scenario:

Scenario M2.4: "Reclaiming the Valleys"
-Starting Info: ""
-Choosable Starting Boni:

-Player Faction: Rampart
-Players: Green, Orange
-Alliances: -
-Enemy Faction: Neutral, Rampart
-Main Objectives:
-Secondary Objectives:
-Level Cap: 10
-Tactical Info:

-What happens in the Scenario:


M3 - "Battleprayers"
Start Description: to come
Player Colour: Blue
Main Faction: Haven

M4 - "Retribution War"
Start Description: to come
Player Colour: Yellow
Main Faction: Palace

M5 - "Set the World on Fire"
Start Description: to come
Player Colour: ?
Main Faction: Ruins

M6 - "Rising Night"
Start Description: to come
Player Colour: Purple
Main Faction: Keep

M7 - ""
Start Description: to come
Player Colour: ?
Main Faction: Dungeon

M8 - ""
Start Description: to come
Player Colour: Teal
Main Faction: Academy

M9 - ""
Start Description: to come
Player Colour: Orange
Main Faction: Bastion

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DarkLord
DarkLord


Supreme Hero
Fear me..
posted May 24, 2011 01:47 PM

@ Jiriki
well .. sounds interesting..
i added some divine creatures, but still have too many humans.. anyways will post my proposal in couple of days.. will see what's your opinion about it..

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 24, 2011 11:47 PM
Edited by Jiriki9 at 01:22, 18 Jul 2011.

I'm looking forward to it. =)

EDIT: A different Glimpse.

As it's now, the (basic) game will include 9 factions. Each of the Factions is defined by it's position in 3 aspect-pairs:

Alignment - Good vs. Evil
Society - Order vs. Chaos
Focus - Might vs. Magic

Factions will allways be neutral in one of the aspects and take a position in the 2 others. So there is neither an all-neutral faction, nor a Good-Order-Might Faction. From the remaining options, every of the 12 options will only appear in 1 faction. 3 of these are not in the (basic) game.

A closer look on what the aspects mean:

Good:
A good faction is not necessarily friendly, but it is based on values we call "good". They tend to be protective and often compassionate, to worship aspects of Light or Life and to hate evil, badly. Key aspects here are creation, preservation and virtue.

Evil:
Evil factions are mostly ruled and often populated by egocentric beings. Greed, Hate, scruplelessness and Destruction are main motives. They are not so full of hate for the "good" factions, usually, as these for them, but they despise those foolish altruists, who cannot see what true power is.

Good-Evil-Neutral:
A Faction that is neither good nor evil usually has aspects of both in them. They are neither as virtuefull as Good factions nor as vile as Evil ones, and often, their behaviour is also vartiable. In a neutral Faction you will find good AND evil Heroes.

Order:
A society based on order is a society based on structure and law, on obedience and rules, but also on cleanness and on the fact, that thigns are actually working. Ordered factions usually like to plan things, there towns are well-thought-built and their society hierarchical. They highly mistrust any chaotic faction and usually strive to bring their order to others.

Chaos:
A chaotic faction is based on emotions, variation, flexibility and, most important, freedom. It is not necessary lawless, but the laws are not very tight. Their often is no clear hierarchy in chaotic societies, and any hierarchy there is, is usually based on any kind of power - physical, magical or whatever. They have often grown hatred against ordered factions, because these won't just let them be free.

Order-Chaos-Neutral:
A faction that tends neither to order nor to chaos is what one could call a good middle way. They are not as fix and not as hierarchical as Order-Factions and yet more ordered, structured and reasoned than Chaotic ones. There will be chaotic heroes as well as devoted followers of order in their ranks.

Might:
A faction oriented towards might shows no, or not much, interest inmagic. Mostly, it even msitrusts them. Heroes of a might faction will, at most, be able to learn very basic magics and almost never become a master of the arcane arts. However, taht leads to physical strength and, often, to larger armies.

Magic:
A magically oriented faction is, as it's called, focused on magic and spells, and, often, also on casters and magical units. They might possess less physical strength and numbers than might factions but their mastery of the arcane may proove that not too bad.

Might-Magic-Neutral:
Easy enough, a might-magic-neutral faciton is not focused on might or magic and capable to do both. The heroes of such factions will, however, then focus on one of the actions.

All factions will have 2 hero classes, focussing, then, in the aspect in which the faction is neutral. So for example, Haven, which has "Good Order"-Alignment, gets the Knight as a Might-hero and the Cleric as a Magic-Hero Class. On the other hand the Barbarians, which are "Chaos Might"-Alignment, will have a good and an evil Hero Class...
It shall also be mentioned that in the (basic) game, each aspect will appear exactly 3 times - so it will be 3 good and 3 evil factions, and 3 Order, 3 Chaos, 3 Might, 3 Magic factions.


EDIT 2: Added Empire lineup
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ICTC announced

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted July 18, 2011 09:14 AM

I see your using quotes to explain background. Wonder where you got that from...

anyway, good, interesting start to the factions, as always. It's good to see a human faction not based on medieval europe in favour of something else.
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Love, Laugh, Learn, Live.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 18, 2011 10:12 AM
Edited by Jiriki9 at 20:49, 28 Jul 2011.

well, I have no idea myself ...the quotes won't be the only glimpse into background, but they give a good view on what the factions think about themselves and others think about them...

for the empire...i still feel it's a bit strongly inspired by rome...not sure, yet, what to do with the war hounds...keep them, leave them...also I consider making the crossbowmen non-human

EDIT: added tier-system (I.III.I), Haven lineup and Sun Elves
...and thinking about merging monk/priest& halfling, maybe...

EDIT 2: also added some basic Support Troops - catapult, healing tent, ammo cart, ballista and scouts.

EDIT 3: Added infos about Artifact Slots&Levels and hero class system

EDIT 4: Added Keep
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ICTC announced

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lizardwarrior
lizardwarrior


Honorable
Legendary Hero
the reckoning is at hand
posted July 28, 2011 11:13 PM

so far,so good...I have some questions:

1.The dragon knight is a dragon rider or is something like a dragon knight in Ashan?Personally I prefer a dragon rider.

2.What's a Machina,the name says it's a machine,but what kind of machine?

3.Horus is a hawk/eagle or a birdman?
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Nitramar
Nitramar


Adventuring Hero
posted July 28, 2011 11:18 PM

This looks promising so far. It mainly seems to combine some of the best elements of all previous installments, which I guess should always be the starting point when making a new game to a long-standing series such as HoMM anyway (maybe if Ubisoft would put more effort into this I might actually consider buying heroes6).

However, the most interesting part is your original ideas, some of which I really like.
The ambush thing is especially nice and it looks like you put a lot of thought  into it.
A question though: do ambushes basically work just like garrisons that you can place them anywhere on the map? If so, how is the ambush triggered, do you have to walk right in to the exact square where the ambush was placed on the adventure map or does it attack you within some radius sort of like neutral guards in homm4?
Can you control your ambush, can you decide whether or not to attack a passing army? Can your hero participate in your ambush or can you just leave a part of your army?

I like the ideas for the battle map. I always thought hexagons made battle movement more functional (easier blocking, can move same distance in all directions, etc.). The only concern is 3d: are there going to be large units and if so, how are they placed on the hexgrid? Being able to manually select movement route is a nice idea too. Have you thought about also separating attack and movement actions? So that you have a certain number of attack actions (most units would only have 1) and a certain amount of movement points one of which is consumed for every hex you enter. This way you could choose to move first, then attack and then move back to safety or attack first and then move to another place (e.g. to block a shooter). Just an idea I had once.

Heroes seem to have extremely many skills compared to previous versions: 10*5*7 = 350. How many skills will there be in the entire game? It might be hard to come up with enough unique skills. Also, are heroes seriously ever going to be able to fill all those skill slots? Will wee see level 300+ heroes?

By the way: what is a Wylfing? Google only showed pictures of some sailing boat.
That can't be it, right?






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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 29, 2011 12:54 PM

first of all, thanks for your responds!

Now, I'll answer your questions

Quote:
1.The dragon knight is a dragon rider or is something like a dragon knight in Ashan?Personally I prefer a dragon rider.

A dragon Rider. They fit well with the Empire, in my eyes, in many aspects. A dragon ridden by a man symbolizes the will of the empire to carry their order anywhere. And the Magic Resistance of dragon is worthy since the Empire is rather might oriented...

Quote:
2.What's a Machina,the name says it's a machine,but what kind of machine?

Be surprised Just joking. Machina are a quite new invention by (mainly Dwarven) Empire engineers. they are big, have (very) roughly humanoid form - that is, they walk on 2 legs, and have something similar to arms, as well as a structure that one could call head. I'm still thinking of wether it is steered by a dwarf inside or controlled by far away, walking alone. It is, definitely, purely a machine, no magic in it.

Quote:
3.Horus is a hawk/eagle or a birdman?

A Birdman.

Quote:
However, the most interesting part is your original ideas, some of which I really like.

Thank you =)

Quote:
The ambush thing is especially nice and it looks like you put a lot of thought  into it.
A question though: do ambushes basically work just like garrisons that you can place them anywhere on the map? If so, how is the ambush triggered, do you have to walk right in to the exact square where the ambush was placed on the adventure map or does it attack you within some radius sort of like neutral guards in homm4?
Can you control your ambush, can you decide whether or not to attack a passing army? Can your hero participate in your ambush or can you just leave a part of your army?

Yeah, the ambush thing is an idea I had long ago and it has been shaped over the time.
Basically, it works like this: You have a hero with which you want to lay an ambush - for example to defend a strategical position, lets say, a mountain path. You then open the hero/army screen and click the "Lay Ambush" button. The hero and army then get into the Ambush-Mode. They cannot move anymore and you see the hero in some ambush-position-symbol. You can of course, allways turn the ambush off. For the enemy, the army gets invisible (normally). Without further modification, the Enemy steps into the ambush when stepping onto a square adjacent to the ambushing army. Some unit abilities and skills will probably increase the radius of ambushing. I did not decide that (for this proposal) yet, but I think, yes, you can control wether to attack an enemy or not. The hero definitely also participates in the ambush...but I think it will also possible to only let some of the army lay an ambush.

Quote:
I like the ideas for the battle map. I always thought hexagons made battle movement more functional (easier blocking, can move same distance in all directions, etc.). The only concern is 3d: are there going to be large units and if so, how are they placed on the hexgrid? Being able to manually select movement route is a nice idea too. Have you thought about also separating attack and movement actions? So that you have a certain number of attack actions (most units would only have 1) and a certain amount of movement points one of which is consumed for every hex you enter. This way you could choose to move first, then attack and then move back to safety or attack first and then move to another place (e.g. to block a shooter). Just an idea I had once.

there are going to be units which occupy more than one hex, definitely. it will depend on the unit how they are placed. Some will occupy 2 hexes. for these, you will be able, in movement, to choose how they stand in the end..for this creatures, it will maybe be highly important wether they are attacked from the back or the front. Others will occupy 3 hexes (from which each is adjacent to each). Here you will still be able to decide where they face - unlike in former HoMM, face direction will not be indicator for which side units belong!
Your idea about movmeent and attack is interesting! but I think I won't take it in this proposal, or, to be precise, I think I'll make it a creature ability (like an advanced version of strike and return, see?)

Quote:
Heroes seem to have extremely many skills compared to previous versions: 10*5*7 = 350. How many skills will there be in the entire game? It might be hard to come up with enough unique skills. Also, are heroes seriously ever going to be able to fill all those skill slots? Will wee see level 300+ heroes?

In this proposal, it will be VERY unlikely a hero fills all their skills completely. In fact, it will be difficult to reach the 5th skill level at all. Mainly, you should consider wether your hero should be master of some skills, or capable of many...the max hero level will be far below the level of theoretically possible skills. Still, I think of reducing the sub-skill number...

Quote:
By the way: what is a Wylfing? Google only showed pictures of some sailing boat.
That can't be it, right?

The Wylfing is a Wolf-Man, related, in this setting, to werewolves, but quite different - not sometimes man, sometimes wolf, but half man, half wolf. I decided against werewolf as unit, because werewolfs I see as shapeshifting only once a month usually, which would be a bit seldomly...

again, thank you for your responses!
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ICTC announced

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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted July 29, 2011 01:27 PM

So it's a worgen, basically

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