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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Gnome's HOMM VII idea.
Thread: Gnome's HOMM VII idea. This thread is 6 pages long: 1 2 3 4 5 6 · NEXT»
gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted September 11, 2011 06:07 AM bonus applied by alcibiades on 11 Sep 2012.
Edited by gnomes2169 at 22:35, 15 Mar 2012.

Gnome's HOMM VII idea.

Who doesn't want to make a new game? I'll guiltily admit that this idea came to me because I saw Jiriki's proposal, but I have my own ideas. I will probably make the outlines for the campaigns for a few factions at the very least, and I'll have somewhere around 8-10 factions over-all. Each faction will have interactions with their God in some way or another, though that might just be for background in some cases.

I'm also not going to be organized as nicely as him... No tables of contents (at least in the beginning...)

Part one, general overview

World: This world is named Zehan, at least by some people. It has been so long since anyone agreed on anything that the planet's original name has been lost to history. In reality, this world is what has become of Ashan after ages of war, betrayal, death and hatred. The people who survive have broken the traditional factions. Dictators, kings and heroes rise and fall as quickly as the seasons change. Some try to bring good to a crumbling world, while others revel in it's chaos and destruction. Good and evil acts both cause unexpected, almost unintended results. And that is where our story begins... but first, you must learn about what has happened to the peoples of Ashan in their years we have been absent.

The human empires have crumbled time and time again until only stories were told of the Queen Isabel and Freyda, some make them heroes, others side them with the demons. Too much time has passed for even the legends of the greatest heroes to go unwarped. Kingdoms now stand, divided and dysfunctional. Sometimes a hero rises and unifies the people, sometimes a dictator conquers the land, forcing the people under his rule to submit. Ceril is one hero who will no longer stand for a mad king's domineering rule.

With the advent of the Demon Sovereign's demise, even the demons changed. Tearing each other apart in madness, Agreal, last surviving hero of the Blood Wars and slayer of the Sovereign, led a small faction of demons from their prison and rejoined with the dark elven clan that had survived the final minotaur revolt and the sylvan fury. Both races mingled, while the demons still trapped in their prison turned more and more feral. Their secret is slowly leaking out, leading Agreal to find a way to make a place in this world.

The dark elves had a final war with the forest elves, and while that war raged the minotaurs completely threw off their shackles. Almost every dark elven tribe was slain to the child in between the rebelling slaves and the elven fury. Eventually, the war died down and the elves and minotaurs went their separate ways, leaving tattered survivors of the dark elves to gather together under Realag's banner and go into hiding. As stated before, their blood has mixed with that of the demon's, who had taken the shape of elves to escape detection. The minotaurs are the new conquerors of the underground, the new masters who must stay imprisoned. They are the new chosen of Massala... though their God has been silent for too long. High Matriarch Goritch-Kul will lead the creatures of darkness to new freedom and great conquest, freedom to look up to the skies!

Sylanna's chosen have changed the least of all the races. Though years of defending their ancient forests from people who were once their allies have made some bitter, the forest elves still carry on their ancient duty of protecting their forest homes. Lately, the elves have turned to darker arts because of the desperate situation the world has come to, what with new barbarians rising in the north and revolutions raging in their neighbor's lands, Findain's ultimately great grandson, Leon, must see his lands through the coming war. To make his job harder, Sylanna has begun to send messages that contradict each other and in the minds of his disciples whispers are heard with peals mad laughter...

A new people have risen from the desolate north naming themselves the Dragonites. White scales adorn their flesh and they lead beasts long thought dead, beasts who's bones are turned to stone over the passing of the ages. The blood of dragons runs through these people's blood, creating great pride and great personal strength. They see the races that they are fighting as their slaves, and that civilization is for the weak minded fools. The only people that they see as worthy foes are the proud Orcs, and chieftain Sisth would test these warriors herself.

The Orcs are noble warriors and kings in their own rights. They were the first to fight the Dragonite armies who came over the mountains and the seas. They were the ones who cut the final swath into the Sovereign's last defenses. They not only fight for Father Sky and Mother Earth, now certain factions fight as mercenaries or freedom fighters for noble human factions, but the recent conflict with the Dragonites has brought around a lust in many Orcs to return to their barbarian origins. Father Sky has sent visions to these Orcs' leader, A Warchief known as Kor'Sila showing him Wizards that enslave his brothers and sisters. Meanwhile, A great Orc Warchief named Hurick leads his kingdom to battle against the Dragonites.

The Silver cities have slowly begun to crumble as the demonic threat disappeared. Peoples of Ashan began to see the power of magic as dangerous and unnecessary. But two cities still stand. Where before the wizards were only the select and elite, now they have been forced to accept all with any spark of magic in them with open arms. Tensions with Orcs, the Empires of man and the Minotaurs have been compounded by the Dragonite raids. And of course there are always the necromancers who continually rise from the ashes no matter how many times you crush them... Or so the pupil Crius believes. He has read about the old day's glory, of texts that told of a glorious Wizard who stood at the gates of hell and laughed. He will bring back those days kicking and screaming if he needs to.

The Necromancers have been crushed time and again by Empires, Wizards, Orcs, Elves, dwarves... everything that lives, really. Though at times of need, people have allied themselves with the Necromancers, such alliances were always short-lived. Asha has become cold and detached from her followers, some of the new Necromancer initiates say that their god has left them... but Sane will prove them wrong. Who could destroy them once a God walked the earth?

The dwarves found that, much to their downfall, the minotaurs were far more ruthless. The mountain clans died in their halls, though some clans survived due to the virtue of being located or banished to the surface. Arkath, seeing his followers dieing around him, sent divine assistance to save them. Fire burned away the underworld invasion forces and sent them back to the holes they came from. Of all the gods, Arkath is the one who is the most involved with his people, sending manifestations of his will into the world. The dwarves have also created mechanical wonders to rival the ancient Wizard's to aid their survival. Lothar seeks to regain his old halls, to end the desecration of his family's ancient home.

And then we come to the last of those in this power struggle. The Order of Time has stood, watching the world burn time and again while waiting for their God to give them the command... A command that never comes. Lias, Captain-Commander of the Order's armies, has had enough waiting. Too many have died for the Order to watch and wait for a command that will never come. These people must be saved from themselves. The Council must be convinced that now is the time, now is the place, that now is the hour of greatest need! But how to do that...

Resources:

Money: Gold
Common: Wood, stone, ore.
Rare: Gems, Mercury, Sulfur.
Limited: Crystal
All are used for buildings, though in different amounts. Gold is used for all units, though higher lever creatures may use a day's worth of mine production to purchase. Crystals are used for powerful creatures in all factions, and crystal mines only produce one crystal unit every two days.

Caravans:

Caravans are used by heroes and cities to bring armies to them as reinforcements. Yes, heroes can have caravans move their troops directly to their on-field armies, though this is more expensive and a caravan that sets off an ambush will have some of its survivors (if they survive) desert the army.

Creatures

Creatures will be divided into the "Core, elite, champion" grading scale, with the ratio being dependent on the race and the individual creature. Each faction will have a creature selection choice that will block off another creature of the same tier (and unlock creatures of the next tier along the same line, while locking other creatures.) In this way, there are actually four creatures for the core and elite tiers, and two for the champions, but you can only use three core/ elites and one champion type per city.

Example: Haven has the Spearman (Empire) tree, and the Mercenary (Dominion) tree. The construction of the Spearman will unlock the Griffon and Angel structures (once you get enough town points) and disable the Witch Hunter and the Champion (creature), since those are the Dominion creatures. The rival armies do not mix, ever. Certain lines will be more suited to certain situations, Dominion has stronger creatures while Empire has more and better abilities, for instance. Otherwise, you can still recruit basic core and elite creatures as normal.

If you take a town of the same faction that chose the opposite creature line (basically alignment) from you, then your hero destroys the buildings, giving you the resources required to build them, and executes the creatures that were not hired from the buildings, giving you free EXP. After that, you have the ability to create your own buildings.

Creature stats:
HP: How much damage the top creature of a stack can take at maximum/ how much it has left over.
Attack: Raises physical damage by 10% per every point higher than enemy creature's defense.
Defense: Lowers physical damage by 5% per every point higher than the enemy creature's attack.
Initiative: Determines the order the creature goes in each round of battle.
Speed: Determines how far a creature can move in battle.
Shots: How many ranged attacks a creature can make per battle.
Range: Determines how effective indirect attacks will be. Indirect attacks that go over walls or half the field will deal half damage. One quarter damage will occur if the enemy is halfway across the field and behind an obstacle.
Spellpower: the converted power of all spell casting creatures in one stack. Stack power is determined by # Of creatures/Creature level (25>5>1). Max creature SP=Hero SP+5
Mana: Determines how many spells can be cast by a creature each battle.

Heroes
Heroes lead armies, equip powerful artifacts, cast powerful spells and utilize powerful skills to effect battle. They are the heart of every army, and the most powerful warriors of their empires. Here is their basic rundown:
Stats:
Heroes, much like creatures, have stats that determine how they effect the course of battle, though unlike creatures, heroes do not participate directly in combat. Instead, their power and experience is added to their creatures' power, or is used in the act of spell casting. The stats are:
Attack: Adds 1 point to all creatures attack stat in the hero's army per point of hero attack.
Defense: Adds 1 point all creatures defense stat in the hero's army per point of hero defense.
Spellpower: Increases the duration or damage of spells the hero casts. Also allows spell casting creatures to raise their spellpower since the creature cap depends on hero's power.
Knowledge: Increases hero's mana by 10 per point.

Other than their statistics, heroes also have artifacts that they can equip artifacts that cause different bonuses for friendly creatures, negative effects for enemy creatures or allows the hero to cast certain spells (scrolls). A hero can equip an artifact to their: Head, neck, chest, back, feet, arms, left hand, right hand, left finger, right finger, neck and three pocket slots. Artifacts will generally have a specified equip zone.

Heroes have or can purchase (for 500 gold) a spell book. from there they can cast spells to influence battle to their advantage.

The last aspect of a hero is that they have the ability to learn skills. Skills cover a whole range of factors, creature attack power, creature defense, creature movement and positioning, adventure map movement and sight, spell power and special hero abilities. Heroes can unlock certain advanced skills by choosing the right basic skills. Each level up a hero has a list of 4 skills generated and he or she can choose two of them to advance or learn. At least two of the skills will be ones that the hero knows. A single hero may have up to ten skills until he or she reaches level 25, because they will have capped their known skills at this point. Instead, their generated skills list generates for skills that they do not know at all and you can either spend one of your skill points to start developing a new skill or you can use both skill points to advance of of your hero's statistics (attack, defense, etc). You can only advance the skill one rank per level up. Once this skill is capped (in five levels) you can chose another skill, ad infinitum. These "Non-standard" skills can come from any pool and are not class restricted nor are they more or less likely to appear than faction favored skills.

Battles:

Battle system: Battle occurs on a turn basis, where every creature moves at least once before the beginning of the next turn. Creatures act on a turn based system determined by the initiative of the creatures. Higher initiatives move first. In the case of a tie, creatures will randomly go based on terrain, size, faction, hero type and hero skills. Battle fields will be determined in size and structure based on passable land around the battle and terrain anywhere from a 10x10 field to a 22x22 field. Obstacles are randomly generated in non-siege battles. Siege battles are always on a battle field as large in dimension as the city level (minimum of 10X15), walls add an extra 5 tiles to the battle field.

Moral and luck modifiers: Moral activates on creatures randomly as battle goes on. If "good" moral activates, then the creature it activates on will gain a second action on this turn. This effect only happens once per battle. If you have a negative moral, the creature has a chance of having "bad" moral activate on it. If "bad" moral activates, then this creature will go last this turn, regardless of initiative. Moral can be increased and decreased by skills, artifacts, spells, hero specials and creature abilities. Moral is lowered as you mix creatures from different factions.

Luck is much like moral, but it happens only on attacks and retaliations. If good luck activates, the creatures who benefit from it will deal double damage. If bad luck activates, then the creatures deal half damage. Luck is only effected by skills, spells, artifacts and hero specials.

Both luck and moral have a 5% chance of activation per point present. Both have a maximum of 10 and a minimum of -10.

Attack and defense: Creatures have both an attack value and defense value that are effected by spells, artifact sets and hero statistics. The higher they are, the less or more damage creatures under a hero's command grow.

Every point a creature has over an enemy creature's defense causes the attacking creature to deal 10% more damage. Maximum of 300%. Defense works in the opposite way, causing creatures to deal 5% less damage per point of defense higher than a creature's attack, culminating in a minimum of 1/3 of the attack's original damage (before applying damage absorbing skills).

Heroes: Heroes have their own turns in the system of combat and their own initiative value. Every five levels adds a small amount if initiative to the hero's total. Heroes are not effected by spells except haste and slow (Which will effect initiative). Heroes cast spells and have their own attack ability that deals direct, unmitigated damage that increases based on hero level and attack stat value. Heroes also effect battle by increasing ally creature's attack and defense.

Environment: Environment will effect different things based on where the battle is taking place. Unless a creature has an ability that allows it to maintain its original status, it will be hindered somehow by the battle field terrain. Also, certain spells become more or less effective when uses in certain battles.
-Plains: No difference.
-Forest: -1 move for walkers.
-Ship: -2 move and initiative for walkers, +20% to the effects of water magic.
-Underground: -25% to range, -3 move for living fliers, -2 move for living walkers, -10% initiative, +20% to the effects of dark spells.
-Lava: -2 defense, -2 initiative for living creatures, +20% to fire magic.
-Mountain: +20% earth magic, +20% air magic.
-Arctic: +10% to water magic, lowers living creature's speed by 1 and initiative by 5, lowers fire creature's speed by 2 and initiative by 10

Sieges: Sieges are attacks on towns by an opposing player. They are generally long and key battles. In a siege, the defender may have built walls and towers to aid in their defense, giving both a defensive and offensive bonus to the defending player. Flying creatures can land on walls and obstacles that they city defenders may have thrown up, while also just bypassing them all together. towers may be targeted by shooters and adjacent fliers for 1/8 of the normal damage. Towers can be killed by the Trebuchet (a siege machine that all heroes automatically have), and the walls can be killed by this war machine as well.

Events:

-1. Weekly modifiers

"Week of ____" will not effect specific creature growth. (Week of... will be listed later.) In fact, most will effect movement, power or standing armies, very few will effect growth of anything.

-2. Ambushes

Ambushes will occur based on your reputation with other factions. the more creatures of a faction you kill, the lower that faction's relations will become for you. At a certain point, they will send assassins to try to deal with you, mostly low-level creatures with a weak hero. When an ambush occurs, enemies will be arranged above and below the player's armies. If the hero ambushed has tactics and scouting, he may rearrange his army. forces killed in ambushes do not count towards reputation.

-3. Survivors

At the end of a defeated battle, a small percentage of creatures, roughly 20% of the army total, will retreat to your closest town. They arrive at the speed of a hero with full logistics and can be attacked by an enemy hero. If the survivors are killed, then no creatures return.

Part four, Heroes

Stats

Artifacts

Haven

Dungeon

Preserve

Barbarian

Stronghold

Academy

Fortress

Necropolis

Renegades

Expansion 1:
Tainted

Expansion 2:
Inferno

Part six, Week modifiers and ambushes


Part seven, Spells

Part eight, Skills

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted September 11, 2011 10:47 AM

So far, I really like this, gnomes!
I'm looking forward for the factions, creatures and campaigns!
____________
ICTC announced

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MattII
MattII


Legendary Hero
posted September 11, 2011 01:13 PM

Sounds interesting thus far.

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted September 11, 2011 04:56 PM

Great story-line gnomes

About the omitted crystal; could it be still be present and now even more valuble than Gold? Maybe all factions need it for their lvl 7s
____________
"Do your own research"

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted September 11, 2011 08:20 PM

Perhaps it could... Though it would be either lvl 4's or Champion units. Still trying to decide if I want to use something along the lines of the H4 or H6 lines.
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted September 15, 2011 04:40 AM
Edited by gnomes2169 at 23:35, 06 Mar 2012.

Divided because I know that this will be a long, long proses. Also, I added creature and hero stat description to the World Overview list.

Part two, Faction overview

Haven "The human race is surprising, where most species would give up and die after their twelfth near-extinction, the humans still kick and scream their way back. No matter how many times they are kicked down, nor how many times they destroy themselves, their structures of stone and monuments to heroes rise again and again. Their faith is their shield against the hardships of life, but it is not enough to hold of the chaos of the world. It never is."
-Lias, Captain-Commander of the order of time

Aka: The Empire-The Dominion
Symbols: Griffon-Crossed swords
Colors: Silver, gold, blue - Black, blue, white
God: Elrath-Elrath or others
Most common magics: Light, water, earth
Restricted: Prime, fire, air, summoning, runic
Make-up: Humans, beasts, domestic animals.
Creatures:
Core:
-Blood Hound
-Woodsman
and
-Pikeman
or
-Mercenary
Elite:
-Centurion
-Priest
and
-Griffon
or
-Witch hunter
Champion:
Angel
or
Champion

Heroes
-Might: Paladin
-Magic: Vestal

Dungeon "Slaves of the elves no longer, instead we are our own masters. And we are greater than the elves ever were. Deeper have we delved into our home, farther have we conquered than they ever thought possible. The races above, they shudder to think of when we break the last barriers. At the mention of our name, they cower. that is power! They are the weak, we; the strong. And what stops the strong from taking what they wish from the weak?"
-High Matriarch Goritch-Kul

Aka: Massala's disciples - The Beast masters
Symbols: Black Dragon Head - Minotaur Head
Colors: Black, brown, purple - Black, maroon, brown
God: Malassa - Malassa
Most common magics: Dark, earth, warcries
Restricted: Air, light, prime, runic
Make up: Minotaurs, reptilians, creatures of the deep
Creatures:
Core:
-Fighter
-Beholder
and
-Shadow fiend
or
-Deep Bat
Elite:
-Medusa
-Minotaur Lord
and
-Black Witch
or
-Lizard
Champion:
-Black Dragon
or
-Hydra

Heroes:
-Might: Overlord
-Magic: Matriarch

Preserve "Listen to the birds and the beasts of the forest, listen to the tree's song. Listen to the land as the wind passes through it. Listen my son, for one day you will have to care for it. I pray to Sylanna that you will not know war, but let the world tell you how to fight, let it teach you the ways of the fox for cunning, the wolf for ferocity, and the owl for wisdom. Why wisdom? you must learn when to take a life, and when to let an enemy live, for they might one day turn into something that shines brighter than the stars. So, to learn compassion, listen to the birds. To learn pity, listen to the wind. And to learn Mercy, to learn mercy above all else, listen to your heart."
-Findan's last message to his successors.

Aka: The High elves - The Fea
Symbols: Ancient oak - The stars
Colors: green, brown, blue - Green, brown, black
God: Sylanna - Sylanna
Most common magics: Fire, water, air, earth
Restricted: Dark, prime, warcries, runic
Build up: Elves, animals.
Creatures:
Core:
-Wolf
-Hunter
and
-Blade Dancer
or
-Pixie
Elite:
-Unicorn
-great Eagle
and
-Druid
or
-Doppelganger
Champion:
-Green dragon
or
-Dendrite

Heroes:
-Might: Ranger
-Magic: Elementalist

Barbarian "Hmph, look at them. These people, who were said to be the greatest of the land's defenders, the greatest knights of the realm. Pff, pathetic insects! Nothing little more challenging than a razor-rac. These people don't deserve their lands, they aren't worthy of our army's full attention! This scouting party should be enough to crush them all."
-Kor'Sila

Aka: The Conquerors - The Blood seekers
Symbols: Shattered throne - Blood tear
Colors: White, brown, green - White, red, black
God: Father Sky - Mother earth
Most common magics: Warcries, water, fire
Restricted: Light, dark, prime, air, runic, summoning
Build up: Dragonites, prehistoric reptiles, draconian creatures
Creatures:
Core:
-Raider
-Razor-rac
and
-True-blood
or
-Blood letter
Elite:
-Berzerker
-Tyrant Lizard
and
-Knight
or
-Wyrm
Champion:
-White Dragon
or
-Red dragon

Heroes:
-Might: Barbarian
-Magic: Blood mage

Stronghold "Once, we were a people with no home. A proud but lost people, barbarians. We feared the magics that had created us. you laugh, but it was so. Whatever we feared, we learned to hate. And so we hated magic and the wizards who used it. We hated the men of great cities for their order, for their hope and their faith in their community. It has been long and hard, but we have finally moved past our hate. Look upon our cities, my sons, and you will see the greatest nations in the world! No longer are we a people without a home, no longer do we live in hate!"
-Kreelon, first king of the Orcs

Aka: The Kingdom - The Wild Ones
Symbols: Armored fist - War axe
Colors: Brown, red, silver - Brown, red, green
Gods: Mother Earth (emphasis) - Father Sky (emphasis)
Most common magics: Warcries, earth, air
Restricted: Prime, light, dark, runic, summoning
Make up: Civilized orcs, wandering orcs, magical experiments.
Creatures:
Core:
-Goblin
-Mauler
and
-Shaman
or
-Warrior
Elite:
-Wyvern
-Slayer
and
-Bloodrager
or
-Chieftain
Champion:
-Cyclops
Or
-Roc

Heroes:
-Might: Warchief
-Magic: Elder Shaman

Academy "Masters of the Maelstrom, masters of the elements, masters of men and magic. Kings, advisers and manipulators. Destroyers and saviors. That is what we once were. Well I ask you, why leave it as, 'Once?' Let us rebuild our old glory! Let us become what we once were, together!"
-Crius, headmaster of the Silver Academy.

Aka: The Remakers - The Mage lords
Symbols: H5 Mysticism symbol (can't link!) - Shining staff
Colors: Blue, yellow, orange - Blue, grey, white
Gods: Sar-Elam - None
Most common magics: Light, dark, Summoning, Prime, Air
Restricted: Runic, Warcries
Make up: Humans, magical creations, ancient clockwork creatures
Creatures:
Core:
-Gremlin
-Gargoyle
and
-Golem
or
-Battle mage
Elite:
-Djinn
-Rakshasa
and
-Chimera
or
-Avatar
Champion:
-Titan
or
-Magic elemental

Heroes:
-Might: Warden
-Magic: Wizard

Fortress "Dwarves of the Hall is what we are, and the Hall is where we belong! 'Tis not healthy, us livin' on the surface this long. Aye, Arkath be protectin' us from those who would do us harm, but that ain't goin' te fill the ache in our hearts! Te survive, the clans must find some way te reclaim the Hall. Until then, our brotherhood will give us strong backs and our companionship must shield us from our loss."
-Dwarven shield commander

Aka: The Hall - The Surfacers
Symbols: Rune - Hammer
Colors: Silver, brown, white - Silver, blue, gold
God: Arkath - Arkath
Most common magics: Runic, fire, earth
Restricted: Water, dark, air, prime
Make up: Dwarves, mechanical automatons, Fire creatures
Creatures:
Core:
-Defender
-Bear rider
and
-Burning spirit
or
-Clockwork lion
Elite:
-Thane
-Rune knight
and
-Pyromancer
or
-Assault construct
Champion:
-Magma Dragon
or
-Colossus

Heroes:
-Might: Mountain lord
-Magic: Flame keeper

Necropolis "Another cult? Sane, why have you shown me this? Where is your discovery?! ... Sane? SANE?! Where are-"
-An inquisitive Wizard's last words.

Aka: The Death lords - Asha's chosen
Symbols: Skull - Spider
Colors: Black, green, purple - Green, black, white
God: Asha - Asha
Most common magic: Dark, summoning, prime
Restricted: Light, warcries, runic
Make up: Everything that can die.
Creatures:
Core:
-Skeleton
-Zombie
and
-Bone hound
or
-Ghost
Elite:
-Vampire
-Litch
and
-Abomination
or
-Wight
Champion
-Bone Dragon
or
-Grim

Heroes:
-Might: Death knight
-Magic: Necromancer

Renegades "This is the Order of Time. We were told by our council and God to wait for the time when the world needed us most before we interfered with its happenings. We have watched from the depths of time and space, watched good man after good man die, watched order eradicate itself and civilizations stagnate. We have watched the hopes of men die, and their fears come true. We will watch no longer, lord Councilor. We will act."
-Captain Lure

Aka: The Council - The Rebels
Symbols: Ornate shield - Silver flame
Colors: White, grey, black
God: Sar-Elam - Lias
Most common magics: Prime, light, dark
Restricted: Warcries, runic, fire
Build up: Immortals, spirits, magical creatures
Creatures:
Core:
-Monk
-Time soldier
and
-Guardian
or
-Prime Mage
Elite:
-Drake knight
-Storm wisp
and
-Praetorian
or
-Living metal
Champion:
-Councilor
or
-Tempest

Heroes:
-Might: Captain
-Magic: Time bender

Expansion #1:
Tainted "Long years I slaved under the dominion of an all knowing, all powerful being. I stood at his right hand, as a son stands beside a father. As hard as it is to comprehend, even back when I was at my worst, even when my demonic nature drove me to do things that would make your insides curdle, elf, I knew that I loved him. Even when I saw him for the monster that he was, even when I killed him, I still loved him. And then Isabel... Isabel..." He turned to look away from me, voice cracking, "So yes, demons have emotions just as complicated as yours, yes we seek companionship, and yes, if she asked you to marry her claiming to love you, the succubus did not lie. Go, have a good life, raise a family, and be happy. We are all that we have left."
-Agreal to a dark elf.

Aka: The Tainted - The Assassins
Symbols: Orb of fire, orb of darkness - Eclipse
Colors: Black, red, blue - Black, grey, red
God: Agreal - Malassa
Most common magic: Fire, water, dark, earth
Restricted: Light, runic, warcries, air
Make up: Demonic elves, dark elves, blood creatures
Creatures:
Core:
-Scout
-Shadow dancer
and
-Half-breed
or
-Stalker
Elite:
-Blood Golem
-Feral Shadow
and
-Demon hunter
or
-Whisperer
Champion:
-Blood knight
or
-Dark lord

Heroes:
-Might: Assassin
-Magic: Warlock

Expansion #2
Inferno The whole of the burning planes shudders for and instant. Demons stop their butchering to stare towards the dessicated palace. Some recoil in shock, others fear, but in their eyes is a mad hunger, a need that can finally be filled. The burning field begins to crack and heave as fires are drawn to the palace, consuming it in a burning halo, a vortex that grows and spins faster, larger, beckoning to them. And the demons run to it, scrambling over and clawing one another in their attempt to be there first. Their haste proves to be their savior, as the fire erupts, consuming all those left behind. But as the dust settles, something happens that hasn't happened for an age.
The demons rise again.
Old lords and dukes of this fiery kingdom stare in amazement as from the palace a man walks out. In his step, the fires grow brighter, touching him delicately, caressing his immortal flesh. Mal-Beleth waits until the demons congregating outside of Sheogh's core turn to notice him. With one deep throated laugh, he cries to them, "I AM REBORN!"
-Rebirth of the Demon Sovereign.

Aka: The Demon Lords - the Feral Ones
Symbols: Pentagram - Raging inferno
Colors: Red, black, orange - Grey, black, yellow
God: Mal-Beleth - Mal-Beleth
Most common magic: Fire, dark, prime
Restricted: Light, water, air, warcries, runic
Make up: Demons, feral demons, unholy perversions
Creatures:
Core:
-Cerberus
-Familiar
and
-Horned demon
or
-Magog
Elite:
-Nightmare
-Soul drinker
and
-Succubus
or
-Lacerator
Champion:
-Pit spawn
or
-Blade fiend

Heroes:
-Might: Duke
-Magic: Lunatic
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted September 15, 2011 05:54 AM

nice. one question: is it possible to change the "line" of a city when you conquer it? Or will you be stuck with an Empire City, for example, even if you are a Dominion-Player in that Scenario?

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted September 15, 2011 09:18 AM

Time lord?


"when did I appear in Ashan?"
____________
Love, Laugh, Learn, Live.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted September 15, 2011 01:53 PM

bixie is bakc?! haven't seen you here for a while...

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted September 15, 2011 02:00 PM
Edited by gnomes2169 at 07:25, 25 Jul 2012.

Part three, Creatures

Haven:
Haven creatures are mostly very "Tanky," as in they have high HP and defense. Haven creatures have good growths and generally low damage ranges, though some elites have wide ranges. generally, haven is meant to outlast the enemy and is a very inexpensive faction.

Core:
-Blood Hound: "Big, big dogs they are. Mostly used to hunt criminals or other performers of dastardly deeds, they can also be used to hunt enemies on the field of battle. They might be called man's best friend, but that's only if you aren't a criminal."
Appearance: A large brown hound with a white belly.
Stats:
Attack 6      Health 24
Defense 3     Initiative 45
Damage 3-5    Speed 7
Abilities:
--Pack hunter: Attack of the Blood Hound is increased by 1 for every spell point you would normally get from a caster, so every 25 Bloodhounds increases attack by 1.
Move type: Walker
Cost: 55 gold
Growth: 11 (17 w/ fortifications)
Strategy: Gains power the more you have, but survivability is low until you get a powerful might hero. Very much a strike before being struck creature.

-Woodsman: "Well, we ain't quite so good as them sylvan foresty people, but we are good enough archers and woodsmen to keep the roads clear of highwaymen."
Appearance: Cloak and compound bow. Has a hunting knife attached to his belt.
Stats:
Attack 3      Health 20
Defense 2     Initiative 35
Damage 2-3    Speed 4
Shots 14
Abilities:
--Shooter: Can perform indirect attacks
--Forest blend: Takes 25% less damage from range in a forest battle. Also, they can conceal themselves for two turns in a forest battle.
Move type: Walker
Cost: 65 gold
Growth: 15
Strategy: Your basic shooter who is better against ranged enemies then it is against melee creatures. Conceal helps keep them alive, since their HP does them no favors.

and
-Pikeman: "We are the king's honor guard, his hand in the world. We will uphold that ideal and keep back the blades that would harm him, protecting his flesh with our own."
Appearance: Silver lightly armored spearman, bladed pike and a kite shield.
Stats:
Attack 5      Health 32
Defense 11    Initiative 30
Damage 2-4    Speed 5
Abilities:
--Reach: Melee attacks can be made up to two spaces away for 60% damage and no enemy retaliation.
--Large shield: Spearmen take half damage from range.
--Disciplined: Spearmen are immune to fear effects and can never have negative moral.
--Armored: Spearmen cannot have their defense lowered by magical or non-magical means.
Move type: Walker
Cost: 80 gold
Growth: 12
Strategy: Can you say "Tank?" They are outclassed by the Mercenary because of their speed, attack, range, cost and growth differences. They have better abilities then the Mercenary, but are inferior unless you need to create a wall against ranged enemies.

or

-Mercenary: "the dominion has many sources of income, but their chief export is their soldiers, some of the best in the world. They are all hard, strong men who's only care is that of their employer's. They value their freedom greatly."
Appearance: A tall man in leather armor, has a handheld crossbow and a greatsword.
Stats:
Attack 8      Health 24
Defense 8     Initiative 45
Damage 4-6    Speed 7
Shots 4
Abilities:
--Shooter: Able to perform indirect attacks.
--No melee penalty: Melee attacks do full damage.
Move type: Walker
Cost: 63
Growth: 14
Strategy: A powerful creature with few abilities. Outclasses the spearman in most aspects, and though it has few abilities it is still a solid creature, in fact it could be considered one of the best cores.

Elite:
-Centurion: "The strongest foot soldier available for the defense of the homeland, the Centurion has had years of training and hundreds of taxpayer funds go into its equipment and fielding. Centurions have had years of field experience and are always found defending the most important target."
Appearance: Walking suit of armor with tower shield and a falchion. Wears a cape the color of the player who controls it. Has the symbol of the Dominion or the Empire, depending on your choice.
Stats:
Attack 14     Health 95
Defense 24     Initiative 25
Damage 13-17    Speed 6
Abilities:  
--Large shield: Decreases indirect damage by 50%.
--Defender: Adjacent units take 25% less damage from range.
--Bash: 15% chance to prevent retaliation and force an enemy to act last the turn this ability activates. Only works on attacks. Passive.
--Disciplined: Centurions are immune to fear effects and can never have negative moral.
--Armored: Defense cannot be lowered by magical or non-magical means.
--Wall of flesh and steel: The Centurion cannot be moved except by their own movement phase.
Cost: 1250 gold
Growth: 3
Move type: Walker
Strategy: Tank it up. Starting the trend of high survivability we've all come to know and love from Haven in the past games (unless you choose the Spearman), the Centurion is the ultimate defender. It is the most defensive of all the elites and one of the most expensive. Bash is a nice little bonus to a good creature, but a rare one. It's speed makes reaching the enemy troublesome, but not impossible. Still, better to let the enemy come to you so that you can defend valuable targets like your woodsmen and priests.

-Priest: "Holy men who cast powerful blessings and who smite enemies of humans with the holy power of Elrath. They are some of the only individuals able to cast spells in the human kingdoms."
Appearance: Old man in a bishop's robes. Caries a staff with a cross mounted on its end.
Stats:
Attack 15      Health 73
Defense 13     Initiative 30
Damage 14-17   Speed 4
Shots 12       Mana 40
Abilities:
--Shooter: May make indirect attacks.
--Caster:
---Haste: Speeds up initiative of target creature by 10. Duration = 1 turn every 5 priests present in the stack. 5 mana.
---Bless: Closes the gap between maximum and minimum damage by 50%. Duration = 1 turn every 5 priests present in the stack. 5 mana
---Divine wrath: Deals 50 damage to target creature every point of spell power. 1 point per 5 priests. 15 mana
---Divine endurance: Increases health and defense of target creature by 20% for 4 turns. 20 mana.
--Spiritual guide: All creatures in an army with priests gain 1 moral, and your heroes have an extra point in spell power for every mastery level of light magic.
Cost: 1050
Growth: 3
Strategy: The only exception to the "Haven's elites are a tank" rule, the priest is the only caster haven has available, and they do their job well. They are support casters who also have a single strong offensive spell, with many more protective and blessing spells. Their ability to empower their heroes gives even a might hero a chance to do something with his spells. Protect them with more expendable creatures, because they are rather frail and high priority targets.

and

-Griffin: "Proud winged creatures, they defend the empire that they call home with zeal, attacking all who challenge them with equal vigor. They will only obey the Emperor and his soldiers."
Appearance: I do hope you know what a griffin looks like by now. Has a chest plate and shoulder armor.
Stats:
Attack 17     Health 115
Defense 19    Initiative 55
Damage 16-19  Speed 8
Abilities:
--Flying: May move over and land on obstacles and walls.
--Unlimited retaliation: Retaliates against all melee attacks on any given turn.
--Dive attack: Select a stack. Griffins fly into the sky and are untargetable until this stack makes an action. The next action this stack would take causes the griffons to perform a dive attack on their current position for 70% damage and no retaliation. after the dive, Griffins land in the closest adjacent tile space they can to the target.
--War shriek: Griffins are able to use an ability twice every battle that increases its attack and initiative by 5 and lowers the initiative and moral of adjacent enemies by 2 for two turns. Active ability.
--Large creature: Griffins take up four hexes of space on the battle field.
Move type: Flying
Cost: 1100
Growth: 4
Strategy: A powerful creature that continues the tank line while also adding in speed, damage and growth. Griffins are only available if you chose the Spearman, so you are getting two tanks at the very least with this line. Their high damage and unlimited retaliation make them perfect for the rush tactic, and their dive has more accuracy and speed then it did before, since it will always hit and you could target an enemy that goes immediately after the griffin. Bless and Curse work wonders with these creatures.

or

-Witch hunter: "Hunters of those who use dark magic, Witch Hunters are both fast and powerful fighters, getting in two attacks where most would only get one. They also have built resistance to lesser dark spells due to their years of hunting the darkness. Because of their dark and uncertain reputation, only the Dominion will field these warriors."
Appearance: Think This.
Stats:
Attack 22     Health 90
Defense 17    Initiative 60
Damage 14-20  Speed 7
Abilities:
--Double attack: Makes two attacks when the action occurs, one before retaliation, one after.
--Immunity to curses: Immune to all lvl 1-3 dark magic (including Vampirism/ life drain and mass spells).
--Monster hunter: Anything that does not have the creature type of Human  will take 30% extra damage from this creature.
Cost: 880
Growth: 5
Strategy: Once again, a powerful creature betrayed by its lack of abilities. While you could argue that double attack increases its damage potential that is the only ability that will make a difference in every battle, and the griffin has the ability to go over walls. One on one, the Witch hunter probably would kill the grif... but just barely. Witch hunters are affected strongly by bless, but are immune to curse.

Champion:
-Angel: "Vestal of Elrath's power, the King may call upon these warriors to fight his foes in the times of greatest need. They have great power and the ability to resurrect those who have fallen in battle."
Appearance: Like this.
Stats:
Attack 36     Health 340
Defense 39    Initiative 50
Damage 60-61  Speed 8
Abilities:
--Flying: May move over and land on obstacles and walls.
--Resurrect: Revives creatures in target stack. 120 hp per angel is resurrected or healed. Once per battle.
--Large creature: Angel stack takes up four hexes in the battle field.
--Blinding aura: Adjacent enemies will have lowered attack, defense and initiative because of this creature's pretty glowing lights.
--Disciplined: Angels are immune to fear effects and can never have negative moral.
--Spirit: This creature's type is spirit, and it takes 20% less damage from physical sources. On the other hand, it takes 40% more damage from magical sources.
Move type: Flying
Cost: 3200 gold +3 chrystal.
Growth: 1 (2 w/ fortifications)
Strategy: A powerful creature who's ability makes it even stronger, the angel is basically a one-creature army. Use it as such. For battles against the angel, these are your priority targets. Focus fire, and you should be able to take them down, though not without a few losses.

or

-Champion: "The champion is the leader of the Dominion attack charge, rushing enemy lines and disrupting their defenses, even charging far enough into enemy lines to strike those hiding behind the front lines. The farther they charge, the more power the champions will crash into the enemy with."
Appearance: Like this.
Stats:
Attack 29     Health 210
Defense 29    Initiative 60
Damage 23-38  Speed 12
Abilities:
--Charge: Deals 10% more damage each space traversed before the Champion attacks.
--Shatter the lines: Any attack that has +30% damage will lower enemy defense by 20% and removes the abilities "Defender", "Large shield", "Armored" and "Disciplined" for two turns.
--Overrun: Any attack that has increased its damage by at least 40% will hit the enemy immediately behind the target for 70% damage.
--Large creature: the champion takes four hexes on the battle field.
--Canto: This creature may move any spaces it has remaining after an attack. (Ex: The Champion moves 3 spaces and attacks, afterwords it may move up to five spaces from where it was.)
--Armored: The Campion's defense cannot be lowered via magical or non-magical means.
Move type: Walker
Cost: 2133 gold +2 ore +2 wood.
Growth: 1 (3 w/ fortifications and growth booster)
Strategy: Hit them hard, and hit them first. The Champion benefits from one of the highest growths in the game because of their growth-boosting building. They are very destructive the first turn... but probably won't survive long after. They are strongly affected by bless and curse.

Dungeon
Dungeon creatures are all very powerful, but almost all have the flaw of having incredibly low creature growths and they are not very fast either. All creatures are immune to underground terrains, and many are immune to certain curses or negative effects.

Core:
-Fighter: "The minotaur turned its head at the grating. Some fool had entered the labyrinth. Running along the twists and turns, the minotaur hefted its axe, raising the blade to his face and bellowing. A thousand cries answered his, and the minotaurs fell on the intruders. Soon, there were only seas of red."
Appearance: Bull-man covered in black fur, carries a greataxe.
Stats:
Attack 8      Health 36
Defense 4     Initiative 25
Damage 4-7    Speed 5
Abilities:
--Bravery: Moral is never lower than 1.
--Dark fighter: Underground battles have no effect on battle for this creature.
Move type: Walker
Cost: 75 gold
Growth: 9
Strategy: A slow creature with high health and low defense. their abilities are only slightly better than useless above ground, but they are necessary to make the minotaur effective underground. Low growth for the "Swarm" creature makes them a bit difficult to utilize, but bravery does assist sometimes.

-Beholder: "'Beauty is in the eye of the Beholder,' That's how the saying goes at least. They forgot to mention the hatred, malice, destruction and envy that stands behind that beauty."
Appearance: Large floating eye with a few eye stalks sticking out of the rest of the scaly body.
Stats:
Attack 7      Health 22
Defense 7     Initiative 35
Damage 2-6    Speed 5
Shots 36
Abilities:
--Shooter: May make indirect attacks.
--Eye of malice: Enemy attacked indirectly has a 25% chance of being inflicted with a lvl 1 dark spell curse. Also, the beholder may retaliate against all ranged attacks.
--No melee penalty: Direct attacks deal normal damage.
--Infinite retaliation: With all those eyes talks, more lasers than one could count can be fired to punish any attacker. The beholder retaliates on all attacks.
--Dark fighter: Underground battles have no effect on battle for this creature.
Move type: Flyer
Cost: 110 gold
Growth: 8
Strategy: The beholder is probably one of the stronger core shooters both statistically and because of its abilities. It is just as deadly in melee as in range, and its ranged attacks inflict lvl 1 curses on the enemy. If there is a powerful stack on the field, target them with beholders to weaken them. Also, if you must fight a bunch of shooters than use beholders almost exclusively, since then your enemy will be forced to attack them and take busloads of retaliation.

and

-Shadow fiend: "Bill, I told you to stop touching me! Bill!... Bill?"
Appearance: A black, humanoid, living shadow with purple eyes.
Stats:
Attack 7      Health 18
Defense 2     Initiative 45
Damage 5-12   Speed 8
Abilities:
--Creature of darkness: The shadow fiend is immune to dark spells -In fact, it is healed by DD dark spells- and the effects of underground terrain. It also gains invisibility on the first three turns of combat in swamps and the underground.
--Wraith touch: Enemies damaged by Shadow fiends loose two moral. Caps at three stacks. Also, any enemy struck has a 50% chance of being aged (-2 initiative and damage, stackable twice).
Move type: Walker
Cost: 150 gold
Growth: 10
Strategy: The S.Fiend is a very strong creature attack wise. When attacked, it tends to just die. Immunity to dark spells gives it a decided advantage in combat where curses are common, as they won't effect the Shadow fiend. If there is a strong stack of cores present on the field, then aging comes very much in handy.

or

-Deep Bat: "Screeching, biting things the size of your common house cat, the bats screeched loud enough and spun around us fast enough that we didn't hear a thing from those minotaurs until they were right on top of us."
Appearance: Large bat
Stats:
Attack 3      Health 13
Defense 1     Initiative 65
Damage 1-3    Speed 12
Abilities:
--Screech: Ability that lowers enemy initiative by 15% for two turns. Enemy must be adjacent to the bats. Passive.
--Random maneuvers: Lowers melee damage by 50% and ranged damage by 25%.
--Echolocation: Bats are not effected by underground terrain and are immune to blind.
--Flyer: This creature my fly over and land on walls and obstacles.
Move type: Flyer
Cost: 65 gold
Growth: 25
Strategy: A disruptive creature that heroes with no DD spells may find a bother to take care of, Deep Bats disrupt enemy initiative minorly if given the right incentive. The ability to fly and their high speed/ initiative give them a good ability to cause havoc in the enemy's lines.

Elite:

-Medusa: "The serpentine body slithered across the cool tile lustfully. Medusa laughed despite herself, so delicate these humans were. So frail. Dropping her bow and endless quiver of arrows, Medusa drew close to her victim. Pushing up his chin and feeling him tremble, she studied the slave's face. 'This one will do well in the front garden.' She told the minotaurs. Making eye contact, her mask of beauty became an evil grimace. the slave had time to get out and abrupt scream before turning forever into a statue."
Appearance: a beautiful serpentine women, body and upper torso are human, lower body is snake.
Stats:
Attack 16     Health 80
Defense 16    Initiative 40
Damage 15-18  Speed 6
Shots infinite
Abilities:
--Shooter: May make indirect attacks.
--Unlimited shots: The Medusa never runs out of shots.
--Stare of Stone: Once every four turns, the Medusa stack may make a special attack that kills one core creature per Medusa. The Medusas still suffers a retaliation to this attack if the enemy is adjacent to them. This hits all core stacks on the battlefield.
--Dark fighter: Underground battles have no effect on battle for this creature.
Move type: Walker
Cost: 1250 gold
Growth: 3
Strategy: A very powerful creature that has a very low growth, the Medusa might be considered one of the most powerful elites (at least when fighting cores). As a shooter with infinite shots, the Medusa is strong as long as it remains unblocked. It also remains powerful when engaged in melee by cores because of its abilities. Sure, the enemy deals retaliation damage back even if the ability is activated, but there won't be too much to retaliate with once medusas kill their number in enemies. They have some of the highest defense and speed for elite shooters. Take them out with range or elites/ champions if you have to fight them.

-Minotaur Lord: "Minotaur Lords. Some of the strongest and most dangerous fighters of the underground, these "lords" have claimed the heads of better likes than you boy. Heavily armored and armed to the teeth, Minotaur Lords are dauntless and almost impossible to kill through conventional means. What does that mean? Hope that you have a mage handy."
Appearance: This
Stats:
Attack 24     Health 125
Defense 23    Initiative 20
Damage 19-27  Speed 4
Abilities:
--Armored: Immune to defense damaging effects.
--Dark fighter: Underground battles have no effect on battle for this creature.
--Endless courage: Moral is never lower than three. The minotaur lord is immune to fear attacks.
--Cleave: Attacks ignore a small percentage (15%) of an enemy's defense on attacks and retaliations.
Move type: Walker
Cost: 1500 gold
Growth: 2
Strategy: The strongest elite creature stat wise in the game. Unfortunately it's rather slow, but that is compensated by the fact that it takes no recognizable damage from most physical sources. Minotaur Lords are also very useful in battle because when they get a turn they are decently likely to get another one immediately after. Also, tough defensive creatures like the Dendrite or the White dragon have their defense lowered appreciably by Cleave. All in all, if you fight them use range and curses to kill them with lowered risk to yourself.

and

-Black Witch: "And here you thought that Minotaurs couldn't use magic."
Appearance: Minotaur female with black and purple robes and a heavy rod.
Stats:
Attack 14     Health 80
Defense 18    Initiative 30
Damage 13-14  Speed 5
Mana 60
Abilities:
--Dark fighter: Underground battles have no effect on battle for this creature.
--Caster:
---Despair: Lowers moral by 5 for 10 turns. 5 mana
---Decay: Deals 20 damage per 5 Black Witches for three turns. 10 mana
---Slow: reduces initiative by 10 for 10 turns. 5 mana
---Curse: Enemy has 75% less damage range off of the maximum for 10 turns. 5 mana
---Summon Darkness elemental: Summons a stack of Darkness elementals that disappear at the end of battle. Amount summoned is 1*#of Black Witches/5, minimum of one. 20 mana
--Shadow bending: All allied creatures of the "Dark" alignment (Shadows, elementals, spirits, dragons, bats, grims/ most other undead creatures) have their speed increased by 20% and their health by 10% as long as one Black witch is on the battlefield.
Move type: Walker
Cost: 1000
Growth: 4
Strategy: A good caster since it has a rather decent growth. Plenty of curses and dark spells to make your enemy's life miserable. You don't want them to get into melee, which is the only kind of combat that they can participate in. With their mana, this shouldn't be too hard. Their ability to create minions and empower many other creatures of this faction make them valuable assets to your armies. Also, the Necromancers might find use for them since their creatures will have a boon from the Shadow bender ability.

or

-Lizard: "Hiss, roar, and a scraping silence are the last things that many a brave adventurer or cave driver hears. These... Cave lizards are nasty little buggers. Fortunately, hooves and saddles don't mix well, so there aren't any minotaur raiders."
Appearance: Think something on the lines of a black allosaurus. (For those who dont know what us yanks mean by Allosaurus...)
Stats:
Attack 20     Health 99
Defense 17    Initiative 60
Damage 16-21  Speed 9
Abilities:
--Leap: The raider jumps over a wall or obstacle. If an enemy stack/ stacks that are on the other side or adjacent to the spot the Lizard lands is subject to a free attack without retaliation.
--Lizard bite: Lizard chomps an enemy that is subject to an ally attack if they are adjacent to the enemy attack. The chomp is free of retaliation but only deals 50% normal damage.
--Dark-vision: No penalties for fighting underground battles. 50% resistant to the effects of blind.
--Large creature: Lizard stacks take up a two by two hex space.
Move type: Walker
Cost: 1350
Growth: 3
Strategy: My favorite creature from H5, or any game ever made I guess. Fast and resistant to one of the nastiest spells in the game, Lizards are good at dealing damage and getting over obstacles and not being retaliated against by melee. A powerful creature, but gaining it prevents the hiring of your only possible caster.

Champion:

-Black Dragon: "Leaders and messengers for Malassa's people. Malassa's children are completely immune to magical effects and are nearly unstoppable on the battlefield. Their scales deflect almost all arrows and blades, while their fire burns through all enemies in their path."
Appearance: H4 dragons
Stats:
Attack 46     Health 580
Defense 46    Initiative 40
Damage 75-120 Speed 8
Abilities:
--Flier: May move over and land on obstacles and walls.
--Magic Immunity: Immune to all magic, hostile or not.
--Fire attack: Melee attacks burn through the first creature stack and hits the stack immediately behind it for full damage.
--Immunity to terrain: takes no terrain penalties, ever, for any reason.
--Extremely large creature: Black Dragon stacks take up a 4x4 hex space.
Move type: Flying
Cost: 8200 gold +4 sulfur
Growth: 1 (1 w/ fortifications)
Strategy: The most powerful creature in the game. Completely immune to all negative effects and they are the most expensive for it. Nothing counters this creature very well except for a high-damage dealing physical faction. Growth of one a week makes them rather low in number, even when you get a 50% growth from your castle walls.

or

-Hydra: "Multi-headed monstrosities, Hydras are hard to kill and they rarely stay dead. Their regeneration allows them to regrow lost heads and sections of their body rapidly. The only way to make sure damage dealt stays permanent is to cauterize the wounds with fire. That is, if you can get the torch past the eight snapping, tearing and shifting heads."
Appearance: See Darklord's H7 version. (blatant plagiarism ;P)
Stats:
Attack 31     Health 353
Defense 34    Initiative 30
Damage 40-51  Speed 5
Abilities:
--No enemy retaliation: Enemies don't have the option to retaliate against any of the Hydra's attacks.
--Eight-headed attack: Up to eight stacks adjacent to the Hydra are targeted in a single attack or retaliation.
--Greater retaliation: Hydras heal 75% of their maximum hp at the start of every turn. Regeneration can resurrect dead Hydras. Canceled if the damage dealt is fire damage.
--Dark fighter: Underground battles have no effect on battle for this creature.
Very large creature: Hydra stacks take up a 3x3 hex space.
Move type: Walker
Cost: 3200 +2 sulfur
Growth: 1 (2 w/ fortifications)
Strategy: Send them into the enemy. Most factions don't have the ability to permanently kill off the Hydras short of actually destroying the entire stack in a single turn... Basically impossible. Even in low numbers, a surrounded stack of hydras could eradicate a good amount of creatures, since they can attack everything around them and deal a good amount of damage. Their only really weak point it their slowness. Higher numbers than the dragons by 1 a week (once fortifications are made...).

Preserve
Preserve creatures all fall into the basic category of "Strike before being struck." Their damage ranges are all over the board, but generally a creature with a damage rating of "High" has a large range and a creature with a rating of "low" has almost no damage range. Most creatures are very, very fast. Growth is about average.
Core:
-Wolf: "Wander the woods at your own risk, my son, but never do so at night. Things that wander out there are feral, elves no longer control nature as they once did. And hope that if something hunts you, it does not do so in a pack..."
Appearance: Large, feral grey wolf. Eyes are purple or blue (depending on if you choose the Fae or the High Elves).
Stats:
Attack 5      Health 23
Defense 3     Initiative 45
Damage 2-6    Speed 7
Abilities:
--Howl: Lowers enemy moral by 1 while present on the battle field.
--forest creature: Unaffected by the forest terrain.
--Savage: 30% chance to lower enemy defense by 20% on every melee attack.
Move type: Walker
Cost: 55
Growth: 12
Strategy: A very basic creature, the wolf's naturally low defense is bolstered by your hero's naturally high defense, so its weakest point is covered. High damage is slightly betrayed by range and average attack, but this creature can overcome that with blessings and speed.

-Hunter: "We give you the right to walk our forest paths, but while you do so you are bound to our laws. Know that no twig cracked underfoot, no leaf that has been disturbed and no fire goes unnoticed. Criminals will be shot. Survivors will be shot again."
Appearance: Elf in a Legolas-esqu suit with a large longbow.
Stats:
Attack 9      Health 15
Defense 1     Initiative 45
Damage 3-9    Speed 6
Abilities:
--Shooter: The hunter can make indirect attacks.
--Double shot: The hunter shoots twice when attacking indirectly (unless one shot will finish the enemy).
--Forest stalker: Gains invisibility for 2 turns on a forest battle. Also, the Hunter is immune to forest terrain penalties, and is 10% more effective at hiding behind obstacles.
Move type: Walker
Cost: 105
Growth: 9
Strategy: In a battle's tactics phase, hide them behind obstacles! Just putting that out there... On home terrain, the Hunter can be deadly, since the first attack (at the very least) has a good chance of going off before the enemy can spot and destroy the hunters. Hunters die very quickly when they are caught out in the open... Double shot gives them great damage from range.

and

-Blade Dancer: "Elven Swords-Masters get their skills from generations of honing their art. Over the years, it has become abundantly clear that the females are far better at the job than males, though some exceptions are present as Leon proves. Blades masters are a whirlwind on the battle field, sweeping past all defenses and at least wounding everyone that stands in between them and their target."
Appearance: Unarmored elf with two short, curved blades and a third, larger, blade on their back. Female.
Stats:
Attack 3      Health 26
Defense 8     Initiative 55
Damage 3-5    Speed 8
Abilities:
--Whirlwind rush: Enemies along the blade dancer's path are hit by the blade dancer for 10% damage, no retaliation. If the enemy is large, then it will be struck for as many new tiles as the blade dancer runs past (up to 4).
--War wheel: The blade dancer deals damage to all creatures around it. Sort of a Link spin-attack ripoff.
--Wind dance: Defense increases by 3 (maximum of 12) every time a wind spell is cast by either sides, lasts until the end of battle.
--Fire dance: Maximum damage is increased by 1 (maximum of 4) each time a fire spell is cast on it, lasts until the end of battle.
--Earth dance: Health increases by 1 (max of 4) for every earth spell cast on the blade dancers, lasts until the end of battle.
--Water dance: Initiative increases by 2 (maximum of 10) every time a water spell is cast.
Move type: Walker
Cost: 80
Growth: 14
Strategy: Core creature with the highest survivability in the Preserve lineup, the Blade dancer is a fast creature that works best if given a large amount of room to move. They could, theoretically, deal 110% damage to every enemy creature in a single attack if given one space to move and if they were trapped in a cube of enemy stacks. For all of this, the Blade dancer has low offensive power because of its low attack power. Price tag and growth make it a very nice creature, and its elemental dances make it even better for a casting hero.

or

-Pixie: "In the years of torment that have transpired, the land itself has become tainted. The Pixies directly show how far that taint had come, twisted by dark magics and almost driven mad. Their darting forms do not allow the enemy a chance to retaliate and they can fly over the highest of walls."
Appearance: H5 Faerie, but with black and purple skin. The roots on her are rotted, and the glowing bugs hovering beside her are red. Wings are visible as red butterfly-like membranes.
Stats:
Attack 1      Health 12
Defense 3     Initiative 65
Damage 1-2    Speed 9
Abilities:
--Flyer: Pixies are able to fly over and land on obstacles and walls.
--No enemy retaliation: Enemies may not make a retaliation on the Pixie stack.
--Symbiosis: The Pixie may use an active ability that heals an allied Dendrite. Each Pixie heals 5 HP, and this ability can resurrect Dendrites.
Move type: Flyer
Cost: 40
Growth: 28
Strategy: The weakest core in the preserve Lineup, the pixie is rather useless. Though it does unlock the path for the Doppelganger and the Dendrite, the choice of Pixie makes for hard early game creeping. The swarm creature, which is like almost every Preserve creature rather fast.

Elite:

-Unicorn: "Unicorn. A horse with a horn. A horse that wards magic, with a horn. A horse that generates a field of anti-magic, that stabs people and blinds them with its brightly glowing horn... Though the elves do not see it, they are slowly loosing their hold on these creatures."
Appearance: A bleedin' unicorn. One of the least inspired creatures of yore ever created. Horn is white if you choose the high elves, purple if you choose the Fae.
Stats:
Attack 18     Health 122
Defense 18    Initiative 55
Damage 13-20  Speed 8
Abilities:
--Magic damper: Unicorn and creatures around the unicorn have 25% magic resistance. ((Max resistance = 70%))
--Blinding attack: Attacks have a 25% chance of blinding enemies for 3 turns.
--Large creature: Unicorns take up 4 spaces on the battlefield.
--Forest creature: Unaffected by the forest terrain.
Move type: Walker
Cost: 1200
Growth: 3
Strategy: I somewhat hate these guys... Very generic. It is apparently a bit popular and hard to make a Sylvan/ Nature based faction without them. Max resistance for creatures that don't have natural spell immunity is 70% and cannot be raised farther, not by all the stack-spliting and skill grabbing in the world, but for a hero without the resistance skill fighting a spell-casting enemy faction, the unicorns can come in handy. Also, blind can effect up to 3 stacks at a time, so if you are lucky you can disable a good chunk of an enemy's army rather quickly. Slow for the Preserve lineup.

-Great Eagle: "Obviously, a giant flying eagle carried me here! Look, you can see it over there! I love how the elves were able to convince them to join the defense of the forestland! ... Even if the things scare the bejesus out of me..."
Appearance: Giant brown and grey eagle with ribbons tied to their feet. Ribbons are green or purple, depending on the faction choice.
Stats:
Attack 14     Health 73
Defense 13    Initiative 60
Damage 12-14  Speed 12
Abilities:
--Flyer: This creature may move over and land on obstacles and walls.
--Carry: If the Eagle stack has 1/2 the number of allied small creatures in an adjacent space, it may pick up the stack and move with the stack to a new location. At the end of the turn the stack is released in an open adjacent space. Cannot attack on the turn it uses this action.
--Canto: The Eagles may move any extra spaces they had left after an action. Example: Eagles move 1 space and attack. They may move 11 spaces after the enemy retaliation.
--Large creature: The Eagle takes up four spaces.
Move type: Flyer
Cost: 700
Growth: 6
Strategy: The fastest and most numerous of the elites, eagles are weak in battle statistics. With their growth they may transport the core creatures of the Preserve faction with ease into battle. They could also transport the Druids and Doppelgangers into battle. Eagles are really just transports for your slower or less mobile creatures.

and

-Druid: "High elven elder warriors and seers of the elves who have become so attuned to nature that they use it in the defense of their homeland. They maintain the balance between order, chaos, life and death in the forest. Druids are the ruling elite of the High Elves, and so they naturally are repulsed by the Fae's destructive, chaotic and dark nature."
Appearance: Green cloaked elf that holds a withered staff. The druid is tall and hunched over from age. Long white hair falls from the hood. Has a wolf companion under his left hand.
Stats:
Attack 17      Health 77
Defense 13     Initiative 45
Damage 12-19    Speed 6
Mana 30
Abilities:
--Shooter: The druid may make indirect attacks
--Caster:
---Lightning bolt: Deals 30+30*# of Druids/5 damage to one target creature stack. 6 mana
---Gust: Lowers enemy flyer speed by 1 and initiative by 5. Raises ally flyer speed by 1 and initiative by 5. Lasts the entire battle. 6 mana
---Summon Wolf: Summons 10+5*#of druids/5 number of wolves to the battlefield for the duration of the combat. Wolves are unsummoned at the end of the battle. 5 mana
--Wild empathy: All animals, elementals, monsters and dragons in your army have their moral increased by 2 and initiative increased by 5 as long as a living stack of druids is present on the battlefield.
Move type: Walker
Cost: 1265 gold
Growth: 3
Strategy: A great support creature, the druid is powerful when combined with your animal forces. Also, with your flying creatures present the druid can further enhance his bonuses by using the spell "Gust" to add even more speed (yes, the chain gets ridiculous). Druids have almost no melee potential whatsoever, so it is suggested that you keep things that would kill them at least one space away and that you take out the strongest shooters quickly. Low health and low numbers do not bode well for this rather good creature.

or

-Doppelganger: "The ultimate spy is the one that can look like anything. The doppelganger takes that one step farther. Her or she can look like anything, anyone, or anywhat it wishes at any time. They were once elves, in fact many of them were once druids, deeply connected to Sylanna, but through bursts of chaos magics they changed from what they once were. Now they are one of the Fae, agents taking orders only from themselves and Sylanna... the second only when it pleases them.

Because of their connection to nature, the Doppelgangers can not only transform into animals but also into a few of the elements, with the most powerful ones changing into whatever they have seen and combining forms as they wish. There is one in particular named Vholke that is said to be able to change into a dragon... and not one of the mortal dragons, but their parents."

Appearance: In human form (also known as the base form), a man in banded armor with a falchion in one hand. Has gold eyes and is wearing a light, open cloak (think Aragorn).
Stats:
Subject to change at all times.
Abilities:
--Shapeshift: The doppelganger is unique in the fact that it constantly changes shape as need arises. Each shape has different stats and abilities. Damage from one form carries over as a % to the next form.
---Human form: Starting form.
Attack 17     Health 82
Defense 17    Initiative 45
Damage 14-17  Speed 7
Gains the ability "Parry": Takes 15% less damage from physical sources.
---Bear form:
Attack 22     Health 122
Defense 26    Initiative 25
Damage 22-29  Speed 4
Gains the ability "Large creature."
---Wolf form:
Attack 18     Health 81
Defense 16    Initiative 55
Damage 13-18  Speed 8
Gains the ability "Maul": Ignores 20% of enemy defense.
---Falcon form:
Attack 15     Health 78
Defense 14    Initiative 65
Damage 13-16  Speed 6
Gains the ability "Flyer"
---Viper:
Attack 16     Health 89
Defense 19    Initiative 40
Damage 14-19  Speed 7
Gains the ability "Poisonous attack III:" Attack deals damage and poisons enemy for 3*# of Doppelgangers in lasting damage for three turns. Undead are immune.
---Fire form:
Attack 20     Health 83
Defense 13    Initiative 45
Damage 20-30  Speed 6
Gains ability "Fire shield:" Deals 15% damage back to attacker before retaliation occurs, or after an enemy retaliation on the Doppelgangers.
---Dark form:
Attack 13     Health 113
Defense 23    Initiative 50
Damage 13-17  Speed 6
Gains ability "Hexing attack:" Inflicts a lvl 1-2 curse on enemies that the doppelganger damages in an attack or retaliation. Curse lasts for 5 turns. It never inflicts a curse that the enemy is immune to.
Move type: Variable
Cost: 900 gold
Growth: 5
Strategy: Too many possible strategies to put down, the Doppelganger is all-purpose and can fill in any holes that your hero fails to. The best counter to doppelgangers? None. Shifts too much for there to be an effective one.

Champion:

-Green dragon: "The true aspect of Sylanna's will, the green dragon is a proud protector of the High elven people. Of all the dragons, it is easily the fastest and it has a powerful resistance to elemental magics sent against it. The green dragon's spit is acidic and melts away any armor."
Appearance: H5 actually made a very good one. Might be one of my favorite creatures appearance wise from a HOMM game...
Stats:
Attack 34     Health 295
Defense 33    Initiative 70
Damage 39-62  Speed 11
Abilities:
--Flyer: The Green dragon may fly over and land on obstacles and walls.
--Child of Sylanna: The green dragon is immune to all fire, water, earth and electric spells.
--Acid breath: Can damage an enemy stack behind the target stack. Also, lowers damaged enemy defense by 20%. Cumulative effect.
--Large creature: Takes up four tiles on the battlefield.
Move type: Flyer
Cost: 3000 gold +2 crystal.
Growth: 1 (2 w/ growth boosting building)
Strategy: Though weaker in most stats than the angel, the Green Dragon could still easily give it a run for its money. Abilities and speed give the green dragon an edge over most champions since blesses can still effect the green dragon and most direct damage spells do not. Green dragons are resilient to death, and they can absolutely destroy enemy defense. Not easy to defeat without a few losses because of the speed, which is some of the highest in the game.

or

-Dendrite: "For the Fae, even the trees will fight. You high elves have lost your way, we are the new order."
Appearance: This
Stats:
Attack 23     Health 380
Defense 48    Initiative 30
Damage 21-30  Speed 6
Abilities:
--Entangling roots: Enemies damaged by the Dendrite have the spell "entangling roots" cast freely on them. they remain rooted until the Dendrite is no longer adjacent to them. Passive.
--Ingrain: The dendrite becomes immobile, but gains magic resistance 50% and 20% regeneration. Also gains 30% more defense. While this ability is active, the Dendrite may make special attacks that have no retaliation and may hit enemies up to 1/2/3 spaces away for 50/30/20% base damage.
--Large creature: Takes up four tiles on the battlefield.
Move type: Walker
Cost: 2000 gold +2 wood
Growth: 1 (3 w/ fortifications and growth boosting building)
Strategy: The only slow creature in the Preserve lineup, the Dendrite is a wall, a wall, a wall. They are also a tank, tank, tank. They should be used to defend castles and primary targets. Also, getting an enemy to waste a retaliation on them is another viable strategy.

Barbarian
barbarians are tough, but generally have very few abilities. They all have a natural resistance to magic (10%) and they all have high damage with low ranges. (I might actually assign number values to them eventually.) Barbarians have average speed and low numbers comparatively, though town development is fast. A very might-based faction.

Core:

-Raider: "Basic half-breeds are no better than mongrels. They fight through cowardly means beneath the True-Blood. Pathetic."
Appearance: Small, malnourished lizardman with a handaxe. Feral look in its eye.
Stats:
Attack 7      Health 26
Defense 5     Initiative 45
Damage 5-6    Speed 7
Abilities:
--Backstab: Deals 20% extra damage to creatures that have already used their retaliation this turn.
--Blend: Turns invisible for two turns unless an enemy moves adjacent to the Raider stack.
Move type: Walker
Cost: 65
Growth: 10
Strategy: Try to get one of your stronger units to take the punishment of an enemy retaliation before using the raiders to maximize damage. They and the Razor-racs are the two weakest creatures in the barbarian lineup.

-Razor-rac: "Small, darting creatures darted all around the knight, moving too fast for him to target anything. Once in a while, a small blur ran from the foliage and made a minor scratch to some part of the Knight's body, tearing the armor, flesh and bone that he had. Eventually, the knight fell, and then the battle was over... but the feast had just begun."
Appearance: Small, about shin high, the Razor-rac looks like a velociraptor with feathers. It is has green, black, white and red feathers, and a pair of rather long talons on its back legs.
Stats:
Attack 4      Health 14
Defense 2     Initiative 60
Damage 1-2    Speed 8
Abilities:
--Swerve: Active ability, channeling. While this ability is activated, the Razor-rac takes 20% less damage from physical attacks, but looses two points of speed.
--Darting attack: The Razor-rac's takes only 50% damage on retaliations.
Move type: Walker
Cost: 45
Growth: 20
Strategy: Swarm creature, The Razor-rac's abilities help it stay alive despite the almost non-existant survivability of this creature. speed and attack, as well as the darting attack ability, work together to clearly state that this is a first strike creature.

and

-True-blood: "Great, winged and regal creatures, the Dragonite True blood are ferocious on the battlefield. With the strength of the dragons running in their veins, True blood warriors are known to send their foes flying back with each strike. Few are able to kill a single soldier in one-on-one combat."
Appearance: With dragon-kin. Has large, whole wings and carries a giant blade that it uses both hands for on attacks. Wears silver armor. About 3 meters tall.
Stats:
Attack 6      Health 45
Defense 11    Initiative 30
Damage 7-9    Speed 5
Abilities:
--Flyer: May land on or fly over obstacles and walls.
--Force attack: Sends enemies back by one space when the True Blood deals melee damage. Also, attacks ignore 10% of enemy defense. Cancels retaliation.
--Fire and Ice resistance: The True Blood takes 50% less damage from fire and water spells.
--Armored: Immune to defense lowering effects and spells.
--Disciplined: The True-Blood does not suffer any fear effects and never has negative moral.
Move type: Flyer
Cost: 120
Growth: 8
Strategy: The strongest core creature of all the factions. Force attack can be both useful, because it moves the creatures defending enemy shooters one space back, but it is also bad because the attack will prevent the True Blood from blocking shooters. Incredibly durable and very powerful once it reaches the enemy, the True blood is weak to curses.

or

-Blood letter: "I'm telling you what we saw, the red drago-whatevers attacked a force of our militia men that outnumbered them five to one. For every soldier or creature that fell in battle, the rest of the reds fought with more and more fury and fervor, until of the one hundred beasties that attacked there were only ten left. By that time, the last of our militia fell as well, and the battle was over."
Appearance: A 2.7 meter tall dragon man, the Blood letter is a red version of the True blood, though wings are torn and the armor is rust-colored. wields two wicked looking scimitars.
Stats:
Attack 9      Health 26
Defense 4     Initiative 35
Damage 5-10   Speed 6
Abilities:
--Scent of blood: For every creature that the Blood letters kill and for every blood letter that dies, the Blood letter stack gains 1% more damage per attack for the duration of the battle.
--Fire resistance: Fire damage is lowered by 50% and fire attack damage is lowered by 25%.
Move type: Walker
Cost: 80
Growth: 12
Strategy: A meat grinder that deals more damage the more meat it grinds. Blood letters are powerful in longer battles, though for a very long time they would loose out to the True Blood. Exploit their lack of flying and their average speed if you must fight them.

Elite:

-Berzerker: "Members of both the True and Half blood societies send their most fearsome and their most battle-crazed warriors to fight in the Berzerker corp. In this troop, there is no separation based on how thick or thin your blood is, the only way to control the Berzerkers is to have them lead each other. Their mental state drives them to be wild, uncontrollable. Even magic cannot dent their fury."
Appearance: Two dragonites, one Half blood and one True blood. They carry a waraxe and a poleaxe respectively, and they both wear the bare minimum armor.
Stats:
Attack 26     Health 83
Defense 12    Initiative 60
Damage 17-21  Speed 8
Abilities:
--Berzerk: Unaffected by the berzerk spell and mind control. Creatures have a 50% chance of moving and attacking on their own. Never attacks friendly units.
--Sweeping attack: deals damage to creatures adjacent to the berzerker and its target. Deals 50% damage to enemies not targeted directly.
Move type: Walker
Cost: 900
Growth: 4
Strategy: Hard to control, their cost and growth tell you their survivability rate. Even in sieges the Berzerkers will rush out to fight the enemy though the walls are the only thing saving them. Berzerkers are the only elite/ champion of the Barbarians that not only has low defense but also only slightly better than average HP. Shoot them in the head if you are going to fight them and concentrate fire on these creatures.

-Tyrant Lizard: "Large, nasty things that bleed a long time before they die, the Tyrant Lizards keep to their namesake by trampling all opposition underfoot."
Appearance: A T-Rex, red and white in color with a ridged spine.
Stats:
Attack 22     Health 140
Defense 15    Initiative 15
Damage 17-25  Speed 4
Abilities:
--Trample: The Tyrant Lizard may make a special move-attack that targets a non-adjacent enemy stack at least three spaces away but still in the move range. The TL will stomp the stack before attacking, dealing 20*TL damage to the stack if it is small and 15*TL if it is large. This can only be used on non-adjacent creatures.
--Large creature: The Tyrant Lizard takes up four hexes on the battle field.
Move type: Walker
Cost: 1300
Growth: 3
Strategy: A strong creature betrayed by a lack of abilities (funny how that works, isn't it?) and rather low growth, Tyrant Lizards are purely offensive and retaliation/ damage soaking creatures.

and

-Knight: "Eldest of the True-Blood Warriors and the most elite, the Dragonite Knights are known not only for their ferocity in battle, but also their control and their strict code of conduct and honor. They will not stand for cowardice among their foe, and exposing your back to them is a quick way to loose your head."
Appearance: This with white armor.
Stats:
Attack 18     Health 115
Defense 24    Initiative 25
Damage 20-22  Speed 5
Abilities:
--A coward's reward: Enemies that attack/are attacked by the Knight (Or adjacent at the end of the turn) are considered "Engaged" in combat with the Knight. If an enemy engaged with the Knight is about to move to a non-adjacent space, then the Knight gets a free attack for 70% damage on the stack.
--Glorious charge: The Knight rushes a target enemy, moving twice as far as normal attacking and knocking them back one space. Enemies become engaged before being knocked back, and are subject to "Coward's reward." Cancels enemy retaliation. Two charges.
--Cleave: Attacks ignore 15% of enemy defense.
--Flyer: The Knight may fly over or land on obstacles and walls.
--Magic resistance: All magic is 40% less effective.
Move type: Flying
Cost: 1500
Growth: 3
Strategy: Great for pinning key targets, since enemies that try to run away from them suffer damage. They are also good at penetrating enemy defense and are strong against spell casters. With the ability Glorious charge, you can punish any two stacks that you want with 170% of the damage you would have normally dealt, and you can punch a hole in their defensive lines.

or

-Wyrm: "Serpents thought dead slither through the earth, burrowing and creating tunnels for their allies to use. In truth, the Dragonites are allies of the creatures, not masters like with the others. The Wyrm's poison and its crushing coils made it a valuable asset... and ensured that attempting to tame the beasts would be suicide."
Appearance: This.
Stats:
Attack 18     Health 76
Defense 18    Initiative 50
Damage 16-19  Speed 8
Abilities:
--Tunneler: The Wyrm may make passages under walls, moats and obstacles that will remain until the spell "Earthquake" is cast or until the end of battle. All walking creatures may move through these tunnels as they would normally, flying creatures may not.
--Lethal poison attack: Attacks made by the Wyrm will apply a poisoning effect of 8 per Wyrm. Enemies take 8 damage per wyrm that damaged them at the beginning of their action for three turns.
--Coil: The Wyrm looses the ability to move when this attack activates. The Wyrm may target one creature stack. While targeted, the stack cannot move, suffers 12*Wyrm damage per turn and takes 200% damage from retaliations made by Wyrms. Coil may be deactivated at any time.
--Large creature: Wyrms take up four hexes on the battlefield.
Move type: Burrower/ walker
Cost: 1125
Growth: 4
Strategy: Invaluable in a siege, the Wyrm is also adept at stopping a single target from moving at all. Poison is a nasty effect, and when you add in the extra damage from coil, you can see their true destructive potential.

Champion:

-White Dragon: "Ancient and venerable, the dragons of ice are known for stocking up caves full of knowledge and texts. They are slow to anger, but are deadly when properly enraged. Their breath chills to the bone, while their skin protects against all the elements."
Appearance: Giant, feaking, white, dragon with ice crystals growing from/ on it. Blue, glowing eyes.
Stats:
Attack 32     Health 440
Defense 46    Initiative 30
Damage 63-74  Speed 6
Abilities:
--Freezing breath: Much like acid breath, instead of damaging armor attacks will decrease enemy initiative and speed by 10% per attack.
--Frozen aura: Enemies around the White dragon are slowed for 20% and take 40*white dragon damage per turn.
--Elemental resistance: All elemental magics and attacks deal 50% damage to the White Dragon.
--Flyer: May fly over or land on obstacles and walls.
--Very large creature: Takes up a 3x3 area.
Move type: Flyer
Cost: 6100 +6 gems
Growth: 1 (1 w/ fortifications)
Strategy: Use them as the tank and blocker they are. Ice dragons can bog down the fastest of Champions, reducing their speed to near nothing without limit. They are strong vs. elemental magics.

or

-Red dragon: "Red dragons are said to be born in the hearts of volcanoes, drawing breath in the first great eruption that gives birth to them. Where they fly, fire rains down on the land. They burn so brightly that even stone melts with a mere whiff of its breath."
Appearance: A burning, red orange dragon with green eyes.
Stats:
Attack 48     Health 360
Defense 20    Initiative 80
Damage 33-99  Speed 12
Abilities:
--Incinerate: 20% chance of dealing 80% more damage and damaging enemy defense by 50% for the remainder of the battle. On this attack there is no retaliation.
--Fire rain: If the red dragon flies over a creature stack, that stack receives 60 damage per Red dragon.
--Fire breath: Attacks deal full damage to enemy stacks behind the target stack.
--Immunity to fire: Fire attacks and spells deal no damage to the Red dragon. The red dragon may land in Lava in a battle.
--Flyer: May fly over and land on obstacles and walls.
--Very large creature: Red dragon takes up a 3x3 area on the battle field.
Move type: Flyer
Cost: 6100 +6 sulfur
Growth: 1 (1 w/ fortifications)
Strategy: Fast, powerful and worth the cost, the Red dragon is a very worthy alternative to the White dragon. Definitely attack and movement oriented, it complements the Blood Seeker's attack based tree very nicely. Their damage range is massive and easily exploitable, and their defense is pathetically low, bested by many elite creatures so you w\should be able to kill them rather quickly. However, having the status of the fastest creature in the game and having the ability incinerate ensures that they will deal some damage before being eradicated.
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted September 15, 2011 02:10 PM

Chronomancer?
I dunno, what's it supposed to look like?

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted September 15, 2011 02:13 PM

Chronomancer sounds  very nice, though it's more a time mage...

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted September 15, 2011 03:43 PM

Well, I thought of Tempest-fuget-maestro

But I think Avirosb & Jiriki9 each had half of a good name.

"ChronoMage"

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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted September 15, 2011 04:01 PM


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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted September 15, 2011 04:08 PM


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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted September 15, 2011 04:21 PM



I admire the quality of help you're getting gnomes.
____________
"Do your own research"

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted September 15, 2011 04:28 PM
Edited by gnomes2169 at 06:45, 07 Mar 2012.

Stronghold
Like all good Orc factions, the Stronghold has some rather decent to very good creatures. Unlike most games, though, the stronghold orcs have access to three very powerful magics, so that changes the roles of the creatures a little bit. Like in H5, stronghold creatures have a "Blood rage" ability that gives them increased combat abilities. Unlike H5, this blood rage does not absorb damage (thus preventing invincible chains), nor do your units loose it when they are attacked. Blood rage is very quickly lost when you tell your creatures to wait, defend or they get negative moral. Damage ranges are average, and growth rates tend to be at least above average.

Core:

-Goblin: "Cowards to the very end you say? Must be the wild goblins. The ones I'm talking about, wheeell, they are brave-ish... though only in large numbers. They really aren't that strong or durable physically, but they are fast and a mean shot with those bows of theirs. Crafty little buggers too, laying traps everywhere they go..."
Appearance: Goblin in a gully suit (cammo poncho-thing.)
Stats: Everything below average, low health.
Abilities:
-Cowardly: Unless the goblin stack outnumbers an attacking stack by 5x, when attacked at a melee the goblin stack runs two spaces away without retaliation.
-Shooter: This creature may make indirect attacks.
-Set snares: Select combat map cell has a snare set on it. When an enemy walker passes over this snare, they will have lowered movement the rest of the turn and take a small amount of damage. Damage is about 10% of its normal value. There is no limit to the amounts of snares the Goblins may set.
-Raging blood: Lvl 1; +2 damage, Lvl 2; +1, HP Lvl 3; +5 Initiative, Lvl 4; Looses ability "Cowardice", Lvl 5; Gains ability "Maneuver."
Move type: Walker
Cost: Low
Growth: High
Strategy: A good creature in terms of staying power, the goblins are rather worthless otherwise. Once their rage gets high enough (if they survive long enough), the Goblin can become decent. Nothing spectacular at all.

-Mauler: "Basic infantry, Maulers are orc warriors on quests to prove themselves or seekers of honor. Many are raw recruits just given a morning star or mace. They are unarmored and unskilled, relying solely on their heritage in combat."
Appearance: Unarmored orc with only a pair of rustic tunic-pants on. Horns are small, almost unnoticeable. Skin in brown with blue tattoos on it.
Stats: Average everywhere.
Abilities:
-Raging blood: Lvl 1; +2 HP, Lvl 2; +1 Speed, Lvl 3; Gains ability "Bash", Lvl 4; +2 Damage, Lvl 5; +3 attack and defense.
Move type: Walker
Cost: Average
Growth: Average
Strategy: Build up bloodrage, otherwise these creatures are at the bottom end of the totem pole. Their stats are completely average, though they can become better if given the proper time to build. Weak creatures if your hero doesn't have a high-leveled blood rage skill.

and

-Shaman: "Mother Earth whispers the secrets she would share with us. She gives us the power to protect, visions to avoid and power to defeat danger. Father sky, though long silent, begins to whisper as well... He gives us the power of freedom."
Appearance: Very similar to the shaman from H5, but she holds only one curved dagger and wears a more Native American styled robe.
Stats: Below average in all things. Mana low.
Abilities:
--Raging blood: Lvl 1; +2 damage, Lvl 2; -1 Spell costs, Lvl 3; -1 Spell costs, Lvl 4; Refresh mana, Lvl 5; Infinite mana.
--Caster: The shaman may cast the following spells.
---Slow: Lowers target enemy's initiative by 25% for 5 turns.
---Endurance: Raises target creature's defense by 7 for 5 turns.
---Stone spikes: Deals 3 damage to a cross-shaped section of the battle field for every Shaman that casts the spell.
Move type: Walker
Cost: Average
Growth: Average
Strategy: A decent spell caster and your only spell caster, the Shaman does its job well for a core creature. It can make your creatures harder to kill and can deal decent amounts of damage anyway if it runs out of options. Its bloodrage bonuses reaffirm its casting purpose.

or

-Warrior: Noble orcs and defenders of their chief's honor, Warriors are the core of the Stronghold's might. Unlike most other military's, the basic infantry of the orcs is trained through, and accepted by, trial by fire, with warriors wearing only loose leather armor over vital points and carrying only the simplest of weapons to defend themselves. They gain honor based on the highest-authority creatures they kill, and so they seek out these challenges with zeal, using their carefully controlled blood rage to win their clan and king honor.
Appearance: Lightly armored grey-brown skinned orc that holds a scimitar. Armor does not cover arms except at the shoulder and elbow.
Stats: High health and attack, everything else is average.
Abilities:
--Controlled blood rage: Lvl 1: +3 damage, Lvl 2: +5 attack, Lvl 3: +3 damage
--Challenge hunter: Deals 30% extra damage to the "Hights profile" (most valuable) creature on the battle field. Rank of creature is considered first with champion being highest and core being lowest, and then niche being considered after (in order: Caster, shooter, flier, walker). This means that if an enemy had a black dragon and a councilor (flyer champion vs. caster champion), the Warrior deals extra damage to the councilor before the dragon, it having the "Higher profile," and thus the higher value if killed.
--Dodge: Light armor allows the Warrior to evade missiles better than most. 10% less damage from ranged attacks.
Move type: Walker
Cost: Average
Growth: Average
Strategy: The warrior can build to be the highest damage-dealing core creature of any faction because of its blood rage abilities. Challenge hunter is an interesting ability in that it only allows extra damage to the "Strongest" or "Most important" creature in the enemy's army. A very offensive creature, though it is betrayed by its lowered ability to build throughout a battle.

Elite:
-Wyvern: Flying creatures who the centuries have not changed noticeably, these creatures are byproducts of the Wizards trying to create dragons subservient to their will. These creatures are the reason why the research was stopped... mostly because the researchers themselves were no longer living to finish it. Their flesh regenerates quickly, and the glands of their mouth secrete toxins and a bacteria that eat the flesh of their foes away to nothing.
Appearance: Much like the H5 Wyvern, but more black now.
Stats: Generally high or above average, initiative and damage are high.
Abilities:
--Flying: The wyvern may land and move over walls or other obstacles.
--Regenerate: Heals 35% of max health each turn.
--Decaying bite: Applies "Poison 3" and lowers initiative by 2 every attack. Undead are immune.
--Large creature: Wyverns occupy a 2x2 space on the battle field.
Move type: Flying
Cost: Above average
Growth: Below average
Strategy: A good creature over all, it has no true weaknesses. Cursing would be the best way to defeat it, and not letting it get cursed is the best way to use it. One of the only creatures not effected by blood rage.

-Slayer: Exactly what their name is. Slayers are specialized in killing everything that needs killing. While not the most durable of fighters, Slayers have had years of experience and have earned the honor to be in the line of succession for new chieftains. To secure this foothold, they have been known to make a public one-on-one challenge with enemies on the battlefield.
Appearance: A tall orc wielding a halberd. He wears a light plate armor.
Stats: Above average attack and speed, average damage, below average defense and health.
Abilities:
--Blood rage: lvl 1: +5  attack, Lvl 2: +2 speed, Lvl 3: +5 health, Lvl 4: +5 initiative, Lvl 5: +3 damage
--Challenge: Select creature in the Slayer's movement range will become "challenged" for three turns. If at any time during these three turns the Slayer attacks the target stack, it will receive an additional attack on them and gains triple the base blood rage on both attacks. During this time the Slayer may not attack any other creatures other than the target.
--Endless assault: On any first attack on a creature challenged by the Slayer there is a 25% chance to enter into a 1 on 1 duel with the target stack. This duel interrupts the battle until one stack or the other is destroyed completely. During this fight, heroes may not cast spells, use abilities or apply attack or defense stats to the Slayer or its target (all prior curses and blessings (Like haste, slow and being challenged) are still applied). After one stack wins, battle continues as normal.
Move type: Walker
Cost: Average
Growth: Average
Strategy: A creature which can become very powerful very quickly, if given the opportunity. With its movement, most creatures should be able to stay our of its challenge range long enough for ranged creatures to render them no threat, though slow defenders are in for some pain. These creatures are perfect for breaking the turtle lines and they excel at one on one battles. When blood rage is full, few core or elite creatures can withstand their assault while challenged.

and

-Bloodrager: Wild orcs who obey commands from Father Sky, The warriors termed as "Bloodragers" are as close to mad with the demonic taint in their blood as one can become. As a battle progresses, it gets only stronger, faster and harder to kill. When in its full fury, the wild orc is nigh-unstoppable.
Appearance: Stooped over orc with a mad look to its eyes. He carries an oversized, two bladed axe that he clutches at almost convulsively with both hands.
Stats: All above average
Abilities:
--Demonic rage: Like blood rage, but much more... frightening. Lvl 1: +2 to all stats and no enemy retaliation, Lvl 2: +2 to all stats, Lvl 3: +3 to all stats, Lvl 4: +3 to all stats, gains ability Cleave, Lvl 5: +4 to all stats.
--Call of war: Blood rage increases at double the normal rate.
Move type: Walker
Cost: Average
Growth: High
Strategy: Building up Blood rage... sorry, Demonic rage to its full level gives you +8 to every stat, no retaliation and 15% damage penetration. This creature is a build creature, much like the rest of the faction, and its build is rather frightening and quick.

or

-Chieftain: Leaders of men and orcs alike, the chieftain is a sight indeed. Orcs of the Kingdom who have gained the honor to become captains of the King's armies, the Chieftain strives to remain worthy of its title, often striding into the heart of battle where fighting is the most fierce. The presence of a chieftain is enough to inspire its troops, and the commands that it issues are followed even in the most turbulent and chaotic of battles without question.
Appearance: A tall, proud orc with noble bearing, the chieftain wears full plate with no helmet. The armor is regal. His weapon is a large blade, a two handed sword of ornate creation.
Stats: All above average, with slightly higher health.
Abilities:
--Controlled blood rage: Lvl 1: +6 defense, Lvl 2: Access to the ability "Command," Lvl 3: +8 HP
--Inspiring presence: A passive ability that gives all allied creatures +2 to their minimum and base moral (moral starts at +2 and cannot go lower than -8).
--Command: Requires Lvl 2 blood rage. This ability allows the Chieftain to give a creature that already acted this turn a second action. This ability has a two turn cool down.
Move type: Walker
Cost: High
Growth: Average
Strategy: For the Stronghold, this creature is rather quick and durable, even at its base! When fully built, though it is a small build, the Chieftain is perfectly suited for getting your more offense-based creatures, like Slayers and Warriors, to act again. More strategic and harder to manipulate than the "Smash and kill" Bloodrager, but both have the same cost and growth. A hard decision to be sure.

Champion:

-Cyclops: Not even centuries of domestication truly settled the Cyclops. Though it is a bit more calm than it once was, it is still a big, stupid brute that will smash its way though whatever obstacle the person who feeds it tells it to. Its savage temperament fit the recently split faction of wild orcs better than the noble Kingdom, and the wild ones have taken special care to use them to their full potential. Where most factions wait for walls to crumble from Trebuchet shot, the Cyclops just barrels through them like everything else.
Appearance: A cyclops with a large metal club in its right fist. It is well-muscled, with little to no fat and overlapping plates on its body. Looks a bit wild, despite its armament.
Stats: High health, attack and damage, Average defense, Low speed
Abilities:
--Blood rage: Lvl 1: +10 damage, Lvl 2: Improved siege capabilities, Lvl 3: +12 Health, Lvl 4: Immunity to mind control Lvl 5: Gains ability Trample at champion strength (60 damage to small creatures, 45 to large. For more information, see Tyrant lizard).
--Large creature: The Cyclops takes up a 2x2 space on the battle field.
--Siege capable: May attack walls and gates like the trebuchet at 1/8 normal damage to a creature with 60 defense. With Lvl 2 blood rage, damage is increased to 1/4 normal damage.
Move type: Walker
Cost: Average
Growth: Average
Strategy: A siege machine and damage soaker, the Cyclops is tough to kill even if you have lots of range to do so. Its weakness is how slow it is, though it is able to take lots of punishment it will take allot before reaching enemy lines. DD magic is also good against this creature, as it has no magical resistances.

Or

-Roc: Lore spoke of giant birds of thunder that inhabit the mountains. Lore was correct. These giant, noble and master-less creatures saw a kindred spirit in the orc Kingdom and decided to ally themselves with it on an order from Father Sky. The Rocs battle all foes of the Orcs, no matter the strength or size of it. As spirits of thuder, earth and wind, the Roc is not only unaffected by such magics, but it is also able to use them against its foes, summoning gusts of wind to buffet enemy lines, causing earth to soften to slow enemy advances, even calling lightning from the sky on those that they attack to punish the hostilities shown to them. Few are safe from this majestic animal.
Appearance: Large, brown and blue bird. When it lands, the ground around it shifts. When it flies, gusts of wind billow below its wings. At all times, small arches of energy jolt between its feathers, giving it an electrical shimmer.
Stats: Average attack, average defense, above average damage, average health, very high speed.
Abilities:
--Flying: The rock may land on and fly over obstacles and walls with no penalty.
--Soften earth: One charge ability that turns a 4X4 area into quick sand that lowers enemies within its movement to 1 for the rest of the battle. The Roc is immune to earth spells.
--Turbulent wind: Wind and lightning spells cast by the enemy in battle have 50% of their normal effect. The Rock is immune to air spells.
--Call lighting: 50% chance to call down a lightning bolt that deals 45 damage per Roc to an enemy stack on every attack. Affected by lightning/ magic resistance. The Roc is immune to all spells involving energy, including DD fire spells.
Move type: Flyer
Cost: Average
Growth: Average
Strategy: The creature with the most useful abilities in Stronghold, the Roc is rather powerful despite not being able to build Blood rage. It is a superb creature for disrupting enemy spells like haste, chain lightning, lightning bolt and deflect missiles, since the spells will only be half as effective. It is immune to a good list of DD spells, though still vulnerable to water, and it has some rather good hampering and damaging abilities, while being tied for the fastest creature. Very worth while, in the long run.

Academy
Academy creatures tend to either be very durable of very twiggy, and they tend to have a very high dependence on the magic powers of their heroes to improve the gaps where their statistics are lacking. Creatures tend to cost less than most and have rather good growth. Damage tends to be low-ish.

Core:

-Gremlin: "These creatures resemble little more than big eared children, playing with their toys and tinkering constantly. Of all the creations of our ancestors, the Gremlin is the most loyal and most entertaining out of all of them, standing by our side for centuries and playing jokes on the old codgers to keep them nice and spry every once in a while. Make no mistake though, when these little guys are geared up for war they are ready for whatever may come. With their tools, self-fashioned handguns and explosive ammunition, the Gremlins can hold off creatures many times their size and keep our mechanical support going."
Appearance: A small creature (It comes to the waste of a human), the gremlin has large, fin-like ears and a heavy Arabic cloak. It has a pair of goggles on its forehead and a telescopic eyepiece on one of the lenses. You cannot see its mouth or nose, as a fold from its robe/cloak covers them.
Stats: Low attack, low defense, below average damage, low health, high speed.
Abilities:
--Repair: Target mechanical unit has its health restored by 4 per Gremlin. This ability may be used three times, with a one turn cooldown.
--Sabotage: Target enemy mechanical creature with lower converted health than the Gremlin is disabled for two turns. Two charges with a three turn cooldown.
--Shooter: The Gremlin may make indirect attacks.
--Hand cannon: Ranged attacks ignore half of all forms of damage reduction.
--Explosive rounds: Special attack, enemies adjacent to the target stack are dealt physical damage from shrapnel. Damage is 50% of the damage dealt to the target. Two charges, no cooldown. This ability cannot be recharged.

-Gargoyle
and
-Golem
or
-Battle mage
Elite:
-Djinn
-Rakshasa
and
-Chimera
or
-Avatar
Champion:
-Titan
or
-Magic elemental

Fortress

Necropolis

Renegades
The renegades are an interesting faction in that they manipulate the pace of battle the most effectively of all of the factions. Very little is able to truly get in the way of their creatures who have a wide variety of stuns, teleportations and other abilities to circumvent fortifications and formations. Their stats and growths are generally around average, though damage is a bit low with a low range.

Core:
-Monk: Men and women who have studied and meditated on the ways of the Last Dragon for centuries, the Monks of the Temple have learned how to bypass conventional defenses with just their will. Honing their physical body to its peak, the Monks are able to quickly move to their foe, phasing through all creatures and walls in their path. For some reason, creatures and objects immune to magic are too... substantial for them to walk through.
Appearance: A man (for the Council) or a woman (for the Rebels) wearing a loose robe with the symbol of their faction on it. Chain armor can be seen peeking out from below the robe at the V of their necks. The robe's hood is down.
Stats: Average attack, above average defense, below average damage, average health, above average speed.
Abilities:
--Phasing: When the monk encounters an obstacle or creature, it moves through without any penalty. This ability does not work on creatures or obstacles that are immune to magic.
--Ki strikes: Attacks ignore the effects of creatures that lower physical damage, as well as 4 points of defense.
--Double retaliation: The Monk may retaliate against two attacks.
Move type: Walker
Cost: Above average
Growth: Below average
Strategy: A good creature over all since it has decent combat abilities. If your enemy leaves a space for them, the monks can sneak past their defenses and block shooters with little difficulty. Also, it is able to do some damage once behind enemy lines, getting off multiple retaliations and penetrating enemy defense and defensive abilities.

-Time soldier: These soldiers and the Monks make up the core of the Order's armies. Not quite human but not quite anything else either, these immortal warriors have spent decades with the blade and have learned how to fold time so that two actions may be performed in the space of one. Deadly, if left alone for too long.
Appearance: A man with banded plate armor (a type of light plate), he carries two one-edged short swords. When he moves, the Time Soldier seems to "flicker."
Stats: Average everything but defense, which is above average.
Abilities:
--Time warp: An ability that allows the Time soldier to move twice as far as normal and attack twice before enemy retaliation. Four turn cool down with three charges. Cannot warp through walls or creatures.
--Shift: The Time soldier shifts and phases while attacking, making it a bit harder to hit him. Physical attacks deal 15% less damage over all.
Move type: Walker
Cost: Below average
Growth: Above average
Strategy: Time warp is their best attribute, allowing them to be almost anywhere at once. They can deal decent damage before being retaliated on, lowering the damage they are forced to receive for the attack.

and

-Guardian: Personal soldiers of the Council, Guardians are the only creatures capable or willing to use the bows that the council can create. The bows themselves require no ammunition, and they bend space so that their arrows always strike the target. Despite being archers, the Guardian is still heavily armored in case the enemy reaches them.
Appearance: A not-quite human with ashen skin, the Guardian carries a recurved bow and wears a short sword at his waist. The Guardian does not reach back to any quiver when he fires, instead a glowing arow creates itself when the string is drawn back. The Guardian wears light field plate.
Stats: Low attack, above average defense, below average damage, above average health, average speed.
Abilities:
--Shooter: This creature may perform indirect attacks.
--Infinite shots: The Guardian may make an infinite number of indirect attacks.
--Infinite range: The Guardian suffers no penalty for range or obstacles.
--Armored: Defense cannot be lowered through magical or non-magical means.
--Energy shots: Ranged attacks penetrate 20% of enemy defense.
--No melee penalty: The Guardian suffers no penalty from hand to hand combat.
Cost: Average
Growth: Average
Strategy: Just shoot things, and shoot them well. Forever and ever... A slightly more durable core shooter, the Guardian is adapted to its role very well. It is just as deadly close up as it is from far away. This creature is just loaded with abilities.

or

-Prime Mage: Prime magic is... hard to regulate. As such, those that use it are generally mistrusted and their is an ever-present fear of someone abusing this power. If the Council of Order could have their way, then only they would be trusted with such power. Unfortunately for them, Lias and the military, in blatant defiance, created the Prime Order. The Council would rather not see "Uncertain" hands using magic that can bend time and space, and they would rather not see anyone abuse the power to rewrite history... so when Lias rebelled against the council, the Prime mages had the choice to follow, or go to the executioner's block. This wasn't really a choice.
Appearance: A black and white robed man. The robe is tight with no hood. The man himself has pale skin and wears a silver Ouroboros pendant. His hands glow with a silver energy. The Prime Mage uses no weapons.
Stats: Below average attack, average defense, low damage, above average health, average speed. Above average mana.
Abilities:
--Change fate: A one-time ability that undoes the damage causes by a lucky strike or a fatal blow in battle. This ability revives creatures destroyed by the increased damage of a lucky strike (weakens to a normal attack), or it restores the last living creatures in a stack (25 Time soldiers were remaining, all killed in one strike. 25 Time soldiers are brought back).
--Caster: The Prime mage may cast the following spells in battle:
---Aging: Decreases target enemy stack's initiative and damage by 2 for the rest of the battle, minimum of 1. May be cast twice on one target. 10 mana.
---Haste: Target friendly creature gains 10 initiative for X turns, where X=# of mages/25. 4 mana.
---Slow: target enemy creature has its initiative lowered for X turns, where X=# of mages/25. 4 mana.
--Prime protection: Lingering curses cast on this creature have 5 fewer turns of duration (minimum of one), this includes damage spells like Decay and debuffs like Petrify.
Move type: Walker
Cost: Above average
Growth: Low
Strategy: A great unit for use against the factions that tend to gang up on and power kill certain creatures, and against factions that tend to get in the first strike! Unfortunately, this creature is greatly weakened by the ability "Last stand" or "Guardian angel," as it lessens the amount of creatures who can be revived (1 Time soldier vs 50). It runs out of mana quickly if you use Aging, but against swarm or other core creatures this spell can wreak havoc, even if the hero casts bless on Grandmaster, the damage dealt is still lowered. Choosing to go the Council rout or the Rebel rout is hard, since both offer rather good creatures.

Elite:

-Drake knight: While the other dragon gods have had many, powerful children, Sar Elam created these beings as he rose to Godhood. The drake is smaller and weaker than its other divinely-created counterparts. Drakes are also far more social, not only talking to but seeking out other beings for companionship. When the Order was created, these beings were being hunted by the Dragon Knights as they were seen to be pests and an insult to the Great Dragons. The Order gave them refuge, and they have been within it ever since. The rider on their back is an immortal with whom they share a bond, and she is a skilled archer who uses the heights that the Drake provides to hunt her foes.
Appearance: This with a person on its back.
Stats: Above average attack, average defense, high damage, high health, average speed. Average shots.
Abilities:
--Flying: The Drake Rider may fly over and land on obstacles and walls. They may move over any creatures that are in their path.
--Large: The Drake Rider takes up a 2x2 hex size on the battle field.
--Shooter: The Drake rider may perform indirect attacks.
--No Melee Penalty: The Drake rider deals normal damage in melee, but only 1/2 damage with range.
--Flyby shot: Active ability that uses up two ammunition, the Drake may use this ability to deal 2x the normal damage to an enemy within 5 spaces of it. Afterwords, the Drake must move 3 spaces in any direction. This ability does work if blocked, but not if the Drake cannot move to an open space.
--Canto: The Drake rider may use any remaining movement that it had after performing an attack.
Move type: Flyer
Cost: High
Growth: Low
Strategy: The Drake rider is one of the more durable shooters in the game. Its abilities encourage you to use it in almost every combat situation as a strike and return or shift creature. Canto can be used to keep slower enemies away from you until you run out of shots, and Flyby shot is for when they get too close. Curses and blessings affect this creature least out of the entire lineup, since they have a damage range of 1.

-Storm wisp: Whisps are a collection of spirits and memories which, for some reason, never moved on from this world to the next. Very few mortals can hold their attention, and fewer still can actually see them. Those who come in contact with a whisp often enter a trace-like state and have visions of the past and memories of those who have died imparted onto them, and these visions are often misinterpreted as visions from the gods. When a whisp comes in contact with the Order, they quickly tame it by awakening the friendliest soul and focus its powers. For the most part this creates a being that is so full of energy that many mistake it for a ball of lighting, thus the mistaken label of "Storm Whisp."
Appearance: A pulsing, yellow ball of energy with static bolts constantly shifting along its surface.
Stats: No attack, below average defense, high damage (very large range), below average health, high speed.
Abilities:
--Flying: the Storm Whisp may fly over and land on obstacles and walls with no penalty.
--Large creature: The Storm Whisp takes up a 2x2 hex on the battle field.
--Insubstantial: Physical attacks deal 30% less damage over all. Magic attacks deal normal damage.
--Visions: An enemy attacked or damaged by the Storm Whisp will have a 20% chance of being incapacitated for 2 turns. The turn they come out of the trance, the enemy will only be able to move and cannot attack or cast spells/ use abilities. Attacking a stack in the trance will wake it up with no side effects, but prevents retaliation.
--Lightning strike: Attacks are aligned with the wind element and will deal more or less damage accordingly, while bypassing physical defense. Damage can only be weakened by magic/ air resistance, and only 50% reduction at most.
Cost: Average
Growth: Average
Strategy: They have two very unique abilities, one acts almost like torpor, and the other ignores the attack and defense of creatures and just hits enemies for full damage! Tactics can be a bit strange with this creature, since on one hand with the ability "Visions" you can incapacitate a creature for basically three turns, and on the other getting a free attack wakes them up, you have to decide what you want to do. Insubstantial works very well against might factions, since enemies will deal substantially less damage. Their ability Lightning strike makes them both one of the most worthwhile and useless of creatures, since against powerful might heroes specialized in defense you will be able to bypass this great shield, and against core level creeps you will never deal extra damage from having overpowering attack. High speed just is icing on the cake. This creature is strongly affected by bless and curse.

and

-Praetorian: Even immortals can die. In the Order of time, the strongest and most loyal are brought back as spirits who inhabit suits of armor that defend their summoners. Only the council knows the magic to bring these honorable warriors back, and so only they have dominion over them. Being only semi-alive, the Praetorian is resistant to great deals of damage and is unaffected by most physical attacks. Their runic armor gives them great resistance to curses and magical attacks.
Appearance: This
Stats: Average attack, above average defense, below average damage, high health, average speed (high movement).
Abilities:
--Large creature: The Praetorian takes up a 2x2 hex space on the battlefield.
--Armor-bound spirit: The Praetorian takes only 75% of any incoming physical damage after attack and defense have been applied.
--Runic wards: The Praetorian has 70% magic resistance and spells will deal only 30% of their original effect or have only 30% duration if they affect the Praetorian at all.
--Soul-bound: If a Councilor is present on the battlefield or if the hero leading the Praetorian is a Renegades hero, then the Praetorian will be immune to spells like frenzy, hypnosis and mind control.
Move type: Walker
Cost: High
Growth: Low
Strategy: Probably the best anti-mage creature in the game (besides the Black Dragon), the Praetorian is very hard to kill or even counter because of its inability to be damaged by most sources. For a tank creature, the Praetorian can move surprisingly far (especially considering its average initiative) and it will most likely reach the enemy before your foe has time to kill it. Once it reaches the enemy, it can deal a decent amount of damage, but it will not deal the most of all elites. Again it is a hard choice for the Renegade elites, since both sub-factions have about equal creatures. I guess it depends on your playing style.

or

-Living metal: Creatures created when the wizards were at their greatest power, when Sar-Elam walked the earth, the beings of living metal were the last creation before the Great Downfall, which led to the creation of the order and disappeared from the histories of all the other races. They follow their own law and their own path. when Lias left the order, the living metal left of its own accord and joined him. in his quest, it has been revealed to be quite fearsome in battle and a priceless ally.
Appearance: Living metal looks like a vaguely humanoid an endlessly shifting liquid piece of silver. It has no eyes, though it does appear to have a head and arms.
Stats: Above average attack, high defense, above average damage, low health, below average speed.
Abilities:
--Living creature: This creature is normally affected by healing and moral and can be resurrected.
--Endlessly shifting attack: If a creature has an ability that decreases damage against it, except the creature type "Spirit", that ability is ignored. Regardless, 20% of enemy defense is ignored. Passive.
--Absorb magic: Magical attacks that deal damage deals 45% less to the Living metal. Each magic attack this creature suffers increases initiative by 3 and damage by 2.
--Metal offering: At the end of the week, the Living metal will generate an amount of gold equal to 30*# of living metals you own in total.
Move type: Walker
Cost: Average
Growth: Average
Strategy: If you are hard-pressed for money, this creature will help you along nicely. Also, if you are short on strictly hard-hitting offensive creatures (you more than likely will be), then the Living metal will be a blessing for you. It has very good damage, defense and attack ratings for a creature of its class, though its health and speed leave something to be desired. Its defense penetration and damage assurance are very useful against factions that have damage absorb abilities, and the magic absorb punishes DD casting heroes. A versatile creature.

Champion:

-Councilor: Leaders of the Order, Councilors are powerful and ancient mages that do not generally share their secrets with any but the high commander. As Lias was the first and only high commander, only Lias knows that they draw their power from a great anti-chamber of chaotic creation magics, which is the greatest secret of the council. If one were to absorb even a fraction of this magical power, they could become another Sar-Elam. As it is, the council only siphons a fraction of a fraction of this power in the direst need, and uses it against the enemies of the Order as a last resort. Because of their magic's raw power, the spells of a councilor are neigh-irresistible. Only the youngest of the council is present on the field of battle, as the older are too frail.
Appearance: This (yes, they are young for ancients. Immortal race, remember?)
Stats: Average attack, average defense, high damage, average health, average speed. Many shots. Nearly endless mana.
Abilities:
--Shooter: The Councilor may make indirect attacks until their shots value drops to zero.
--Magic from creation: Spells cast by the Councilor penetrate 40-80% of enemy magic resistance (determined when the spell is cast). This ability also affects magic immune creatures. Passive.
--Caster: This creature may cast the following spells.
---Every spell that the Renegades have access to at expert level. As this is a champion creature, every spell cast has +1 SP for each Councilor in the stack.
Move type: Walker
Cost: High
Growth: Average
Strategy: The most powerful casting creature in the game, the Councilor does not really care what protections you have against its magics. If your resistance total exceeds 70%, ie you have a total of 130% magic resistance due to artifacts, spells and abilities, then this ability will become less effective as it has to overcome the excess resistance before it cancels from the 70%. That doesn't matter so much, due to the fact that the councilor has every light blessing spell in the game to go with all the blessing prime spells as well, magic resistance would only really affect dark curses and direct damage spells (both very useful, but not as much as single-target blessings). An expensive creature with average growth, make sure you flag some kind of gold mine, or you will be left in quickly piling debt.

or

-Tempest: This creature is ancient, predating the dragon gods, and some say that they are older that the Great Dragons themselves. The Tempest seems to be nothing more than a humanoid mass of blinding energy. Why they have joined Lias and why they even part of the order in the first place is a mystery... but they seem to be drawn to chaos, as much as it is drawn to them. Again, this begs the question of why they have been such long-standing allies of the Order. They only told Lias that order must be preserved, at any cost. The full capabilities of the Tempest have never been shown, and there are no rumors as to what they might be.
Appearance: A fully white humanoid with blue and green eyes. Everything is glowing. The Tempest wears no armor and has no clothing or gender markings. The Tempest has no gender at all.
Stats: Low attack, above average defense, high damage (large range), above average health, high speed.
Abilities:
--Living creature: This creature is not actually a spirit, despite appearances.
--Cancel retaliation: The Tempest's attacks are not retaliated on.
--Hand of chaos: The Tempest's attacks ignore defense and all magic and elemental resistances. In other words, damage is not mitigated by anything except hero skills.
--Herald of the storm: The Tempest spends a turn channeling. For every air, prime, fire, water and lightning spell cast while channeling, the power of this ability increases by 3x. On the second turn, player targets a 5x5 area to hit with a two turn duration storm of chaos energies. This ability deal 40 damage per Tempest to all creatures in the area, ally and enemy.
--Prince of time: Friendly prime magic lasts 2 turns longer and is 25% harder to dispel. Enemy prime magic has an equal duration and dispel penalty (-2 duration, -25% dispel resistance).
--Teleport: the Tempest does not walk or go over enemies/ obstacles, it instead moves through solid matter to an unoccupied area in its movement range.
Move type: Teleport
Cost: Very high
Growth: Low
Strategy: Although it doesn't have any spells of its own, the Tempest is not only a worthy alternative to the Councilor, but it is maybe a superior one. Though it has very low growth, the Tempest is able to stand toe-to-toe with most dragons if used properly. Factions with high defense be warned, this creature's attacks don't care about it. The ability "Cancel retaliation" and its high, easily manipulated, damage and speed combine to make it a very ferocious creature in melee. Your hastes, slows and other prime magics will last longer and be harder to remove if these creatures were once present on the battlefield, even if you no longer have any remaining. Because of their cost, you will love having so many Living Metal creatures on your side. Twice the cost of councilors, and about as effective. Use them wisely, and watch out for other fast and strong champions.

Tainted

Inferno

Neutral
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted September 15, 2011 04:53 PM
Edited by gnomes2169 at 01:44, 26 Jan 2012.

Stronghold
Like all good Orc factions, the Stronghold has some rather decent to very good creatures. Unlike most games, though, the stronghold orcs have access to three very powerful magics, so that changes the roles of the creatures a little bit. Like in H5, stronghold creatures have a "Blood rage" ability that gives them increased combat abilities. Unlike H5, this blood rage does not absorb damage (thus preventing invincible chains), nor do your units loose it when they are attacked. Blood rage is very quickly lost when you tell your creatures to wait, defend or they get negative moral. Damage ranges are average, and growth rates tend to be at least above average.

Core:

-Goblin: "Cowards to the very end you say? Must be the wild goblins. The ones I'm talking about, wheeell, they are brave-ish... though only in large numbers. They really aren't that strong or durable physically, but they are fast and a mean shot with those bows of theirs. Crafty little buggers too, laying traps everywhere they go..."
Appearance: Goblin in a gully suit (cammo poncho-thing.)
Stats: Everything below average, low health.
Abilities:
-Cowardly: Unless the goblin stack outnumbers an attacking stack by 5x, when attacked at a melee the goblin stack runs two spaces away without retaliation.
-Shooter: This creature may make indirect attacks.
-Set snares: Select combat map cell has a snare set on it. When an enemy walker passes over this snare, they will have lowered movement the rest of the turn and take a small amount of damage. Damage is about 10% of its normal value. There is no limit to the amounts of snares the Goblins may set.
-Raging blood: Lvl 1; +2 damage, Lvl 2; +1, HP Lvl 3; +5 Initiative, Lvl 4; Looses ability "Cowardice", Lvl 5; Gains ability "Maneuver."
Move type: Walker
Cost: Low
Growth: High
Strategy: A good creature in terms of staying power, the goblins are rather worthless otherwise. Once their rage gets high enough (if they survive long enough), the Goblin can become decent. Nothing spectacular at all.

-Mauler: "Basic infantry, Maulers are orc warriors on quests to prove themselves or seekers of honor. Many are raw recruits just given a morning star or mace. They are unarmored and unskilled, relying solely on their heritage in combat."
Appearance: Unarmored orc with only a pair of rustic tunic-pants on. Horns are small, almost unnoticeable. Skin in brown with blue tattoos on it.
Stats: Average everywhere.
Abilities:
-Raging blood: Lvl 1; +2 HP, Lvl 2; +1 Speed, Lvl 3; Gains ability "Bash", Lvl 4; +2 Damage, Lvl 5; +3 attack and defense.
Move type: Walker
Cost: Average
Growth: Average
Strategy: Build up bloodrage, otherwise these creatures are at the bottom end of the totem pole. Their stats are completely average, though they can become better if given the proper time to build. Weak creatures if your hero doesn't have a high-leveled blood rage skill.

and

-Shaman: "Mother Earth whispers the secrets she would share with us. She gives us the power to protect, visions to avoid and power to defeat danger. Father sky, though long silent, begins to whisper as well... He gives us the power of freedom."
Appearance: Very similar to the shaman from H5, but she holds only one curved dagger and wears a more Native American styled robe.
Stats: Below average in all things. Mana low.
Abilities:
--Raging blood: Lvl 1; +2 damage, Lvl 2; -1 Spell costs, Lvl 3; -1 Spell costs, Lvl 4; Refresh mana, Lvl 5; Infinite mana.
--Caster: The shaman may cast the following spells.
---Slow: Lowers target enemy's initiative by 25% for 5 turns.
---Endurance: Raises target creature's defense by 7 for 5 turns.
---Stone spikes: Deals 7 damage to a cross-shaped section of the battle field for every Shaman that casts the spell.
Move type: Walker
Cost: Average
Growth: Average
Strategy: A decent spell caster and your only spell caster, the Shaman does its job well for a core creature. It can make your creatures harder to kill and can deal decent amounts of damage anyway if it runs out of options. Its bloodrage bonuses reaffirm its casting purpose.

or

-Warrior: Noble orcs and defenders of their chief's honor, Warriors are the core of the Stronghold's might. Unlike most other military's, the basic infantry of the orcs is trained through, and accepted by, trial by fire, with warriors wearing only loose leather armor over vital points and carrying only the simplest of weapons to defend themselves. They gain honor based on the highest-authority creatures they kill, and so they seek out these challenges with zeal, using their carefully controlled blood rage to win their clan and king honor.
Appearance: Lightly armored grey-brown skinned orc that holds a scimitar. Armor does not cover arms except at the shoulder and elbow.
Stats: High health and attack, everything else is average.
Abilities:
--Controlled blood rage: Lvl 1: +3 damage, Lvl 2: +5 attack, Lvl 3: +3 damage
--Challenge hunter: Deals 30% extra damage to the "Hights profile" (most valuable) creature on the battle field. Rank of creature is considered first with champion being highest and core being lowest, and then niche being considered after (in order: Caster, shooter, flier, walker). This means that if an enemy had a black dragon and a councilor (flyer champion vs. caster champion), the Warrior deals extra damage to the councilor before the dragon, it having the "Higher profile," and thus the higher value if killed.
--Dodge: Light armor allows the Warrior to evade missiles better than most. 10% less damage from ranged attacks.
Move type: Walker
Cost: Average
Growth: Average
Strategy: The warrior can build to be the highest damage-dealing core creature of any faction because of its blood rage abilities. Challenge hunter is an interesting ability in that it only allows extra damage to the "Strongest" or "Most important" creature in the enemy's army. A very offensive creature, though it is betrayed by its lowered ability to build throughout a battle.

Elite:
-Wyvern: Flying creatures who the centuries have not changed noticeably, these creatures are byproducts of the Wizards trying to create dragons subservient to their will. These creatures are the reason why the research was stopped... mostly because the researchers themselves were no longer living to finish it. Their flesh regenerates quickly, and the glands of their mouth secrete toxins and a bacteria that eat the flesh of their foes away to nothing.
Appearance: Much like the H5 Wyvern, but more black now.
Stats: Generally high or above average, initiative and damage are high.
Abilities:
--Flying: The wyvern may land and move over walls or other obstacles.
--Regenerate: Heals 35% of max health each turn.
--Decaying bite: Applies "Poison 3" and lowers initiative by 2 every attack. Undead are immune.
--Large creature: Wyverns occupy a 2x2 space on the battle field.
Move type: Flying
Cost: Above average
Growth: Below average
Strategy: A good creature over all, it has no true weaknesses. Cursing would be the best way to defeat it, and not letting it get cursed is the best way to use it. One of the only creatures not effected by blood rage.

-Slayer: Exactly what their name is. Slayers are specialized in killing everything that needs killing. While not the most durable of fighters, Slayers have had years of experience and have earned the honor to be in the line of succession for new chieftains. To secure this foothold, they have been known to make a public one-on-one challenge with enemies on the battlefield.
Appearance: A tall orc wielding a halberd. He wears a light plate armor.
Stats: Above average attack and speed, average damage, below average defense and health.
Abilities:
--Blood rage: lvl 1: +5  attack, Lvl 2: +2 speed, Lvl 3: +5 health, Lvl 4: +5 initiative, Lvl 5: +3 damage
--Challenge: Select creature in the Slayer's movement range will become "challenged" for three turns. If at any time during these three turns the Slayer attacks the target stack, it will receive an additional attack on them and gains triple the base blood rage on both attacks. During this time the Slayer may not attack any other creatures other than the target.
--Endless assault: On any first attack on a creature challenged by the Slayer there is a 25% chance to enter into a 1 on 1 duel with the target stack. This duel interrupts the battle until one stack or the other is destroyed completely. During this fight, heroes may not cast spells, use abilities or apply attack or defense stats to the Slayer or its target (all prior curses and blessings (Like haste, slow and being challenged) are still applied). After one stack wins, battle continues as normal.
Move type: Walker
Cost: Average
Growth: Average
Strategy: A creature which can become very powerful very quickly, if given the opportunity. With its movement, most creatures should be able to stay our of its challenge range long enough for ranged creatures to render them no threat, though slow defenders are in for some pain. These creatures are perfect for breaking the turtle lines and they excel at one on one battles. When blood rage is full, few core or elite creatures can withstand their assault while challenged.

and

-Bloodrager: Wild orcs who obey commands from Father Sky, The warriors termed as "Bloodragers" are as close to mad with the demonic taint in their blood as one can become. As a battle progresses, it gets only stronger, faster and harder to kill. When in its full fury, the wild orc is nigh-unstoppable.
Appearance: Stooped over orc with a mad look to its eyes. He carries an oversized, two bladed axe that he clutches at almost convulsively with both hands.
Stats: All average
Abilities:
--Demonic rage: Like blood rage, but much more... frightening. Lvl 1: +1 to all stats and no enemy retaliation, Lvl 2: +1 to all stats, Lvl 3: +2 to all stats, Lvl 4: +2 to all stats, gains ability Cleave, Lvl 5: +2 to all stats.
--Call of war: Blood rage increases at double the normal rate.
Move type: Walker
Cost: High
Growth: Average
Strategy: Building up Blood rage... sorry, Demonic rage to its full level gives you +8 to every stat, no retaliation and 15% damage penetration. This creature is a build creature, much like the rest of the faction, and its build is rather frightening and quick.

or

-Chieftain: Leaders of men and orcs alike, the chieftain is a sight indeed. Orcs of the Kingdom who have gained the honor to become captains of the King's armies, the Chieftain strives to remain worthy of its title, often striding into the heart of battle where fighting is the most fierce. The presence of a chieftain is enough to inspire its troops, and the commands that it issues are followed even in the most turbulent and chaotic of battles without question.
Appearance: A tall, proud orc with noble bearing, the chieftain wears full plate with no helmet. The armor is regal. His weapon is a large blade, a two handed sword of ornate creation.
Stats: All above average, with slightly higher health.
Abilities:
--Controlled blood rage: Lvl 1: +6 defense, Lvl 2: Access to the ability "Command," Lvl 3: +8 HP
--Inspiring presence: A passive ability that gives all allied creatures +2 to their minimum and base moral (moral starts at +2 and cannot go lower than -8).
--Command: Requires Lvl 2 blood rage. This ability allows the Chieftain to give a creature that already acted this turn a second action. This ability has a two turn cool down.
Move type: Walker
Cost: High
Growth: Average
Strategy: For the Stronghold, this creature is rather quick and durable, even at its base! When fully built, though it is a small build, the Chieftain is perfectly suited for getting your more offense-based creatures, like Slayers and Warriors, to act again. More strategic and harder to manipulate than the "Smash and kill" Bloodrager, but both have the same cost and growth. A hard decision to be sure.

Champion:

-Cyclops: Not even centuries of domestication truly settled the Cyclops. Though it is a bit more calm than it once was, it is still a big, stupid brute that will smash its way though whatever obstacle the person who feeds it tells it to. Its savage temperament fit the recently split faction of wild orcs better than the noble Kingdom, and the wild ones have taken special care to use them to their full potential. Where most factions wait for walls to crumble from Trebuchet shot, the Cyclops just barrels through them like everything else.
Appearance: A cyclops with a large metal club in its right fist. It is well-muscled, with little to no fat and overlapping plates on its body. Looks a bit wild, despite its armament.
Stats: High health, attack and damage, Average defense, Low speed
Abilities:
--Blood rage: Lvl 1: +10 damage, Lvl 2: Improved siege capabilities, Lvl 3: +12 Health, Lvl 4: Immunity to mind control Lvl 5: Gains ability Trample at champion strength (60 damage to small creatures, 45 to large. For more information, see Tyrant lizard).
--Large creature: The Cyclops takes up a 2x2 space on the battle field.
--Siege capable: May attack walls and gates like the trebuchet at 1/8 normal damage to a creature with 60 defense. With Lvl 2 blood rage, damage is increased to 1/4 normal damage.
Move type: Walker
Cost: Average
Growth: Average
Strategy: A siege machine and damage soaker, the Cyclops is tough to kill even if you have lots of range to do so. Its weakness is how slow it is, though it is able to take lots of punishment it will take allot before reaching enemy lines. DD magic is also good against this creature, as it has no magical resistances.

Or

-Roc: Lore spoke of giant birds of thunder that inhabit the mountains. Lore was correct. These giant, noble and master-less creatures saw a kindred spirit in the orc Kingdom and decided to ally themselves with it on an order from Father Sky. The Rocs battle all foes of the Orcs, no matter the strength or size of it. As spirits of thuder, earth and wind, the Roc is not only unaffected by such magics, but it is also able to use them against its foes, summoning gusts of wind to buffet enemy lines, causing earth to soften to slow enemy advances, even calling lightning from the sky on those that they attack to punish the hostilities shown to them. Few are safe from this majestic animal.
Appearance: Large, brown and blue bird. When it lands, the ground around it shifts. When it flies, gusts of wind billow below its wings. At all times, small arches of energy jolt between its feathers, giving it an electrical shimmer.
Stats: Average attack, average defense, above average damage, average health, very high speed.
Abilities:
--Flying: The rock may land on and fly over obstacles and walls with no penalty.
--Soften earth: One charge ability that turns a 4X4 area into quick sand that lowers enemies within its movement to 1 for the rest of the battle. The Roc is immune to earth spells.
--Turbulent wind: Wind and lightning spells cast by the enemy in battle have 50% of their normal effect. The Rock is immune to air spells.
--Call lighting: 50% chance to call down a lightning bolt that deals 45 damage per Roc to an enemy stack on every attack. Affected by lightning/ magic resistance. The Roc is immune to all spells involving energy, including DD fire spells.
Move type: Flyer
Cost: Average
Growth: Average
Strategy: The creature with the most useful abilities in Stronghold, the Roc is rather powerful despite not being able to build Blood rage. It is a superb creature for disrupting enemy spells like haste, chain lightning, lightning bolt and deflect missiles, since the spells will only be half as effective. It is immune to a good list of DD spells, though still vulnerable to water, and it has some rather good hampering and damaging abilities, while being tied for the fastest creature. Very worth while, in the long run.

Academy

Fortress

Necropolis

Renegades
The renegades are an interesting faction in that they manipulate the pace of battle the most effectively of all of the factions. Very little is able to truly get in the way of their creatures who have a wide variety of stuns, teleportations and other abilities to circumvent fortifications and formations. Their stats and growths are generally around average, though damage is a bit low with a low range.

Core:
-Monk: Men and women who have studied and meditated on the ways of the Last Dragon for centuries, the Monks of the Temple have learned how to bypass conventional defenses with just their will. Honing their physical body to its peak, the Monks are able to quickly move to their foe, phasing through all creatures and walls in their path. For some reason, creatures and objects immune to magic are too... substantial for them to walk through.
Appearance: A man (for the Council) or a woman (for the Rebels) wearing a loose robe with the symbol of their faction on it. Chain armor can be seen peeking out from below the robe at the V of their necks. The robe's hood is down.
Stats: Average attack, above average defense, below average damage, average health, above average speed.
Abilities:
--Phasing: When the monk encounters an obstacle or creature, it moves through without any penalty. This ability does not work on creatures or obstacles that are immune to magic.
--Ki strikes: Attacks ignore the effects of creatures that lower physical damage, as well as 4 points of defense.
--Double retaliation: The Monk may retaliate against two attacks.
Move type: Walker
Cost: Above average
Growth: Below average
Strategy: A good creature over all since it has decent combat abilities. If your enemy leaves a space for them, the monks can sneak past their defenses and block shooters with little difficulty. Also, it is able to do some damage once behind enemy lines, getting off multiple retaliations and penetrating enemy defense and defensive abilities.

-Time soldier: These soldiers and the Monks make up the core of the Order's armies. Not quite human but not quite anything else either, these immortal warriors have spent decades with the blade and have learned how to fold time so that two actions may be performed in the space of one. Deadly, if left alone for too long.
Appearance: A man with banded plate armor (a type of light plate), he carries two one-edged short swords. When he moves, the Time Soldier seems to "flicker."
Stats: Average everything but defense, which is above average.
Abilities:
--Time warp: An ability that allows the Time soldier to move twice as far as normal and attack twice before enemy retaliation. Four turn cool down with three charges. Cannot warp through walls or creatures.
Move type: Walker
Cost: Below average
Growth: Above average
Strategy: Time warp is their best attribute, allowing them to be almost anywhere at once. They can deal decent damage before being retaliated on, lowering the damage they are forced to receive for the attack.

and

-Guardian: Personal soldiers of the Council, Guardians are the only creatures capable or willing to use the bows that the council can create. The bows themselves require no ammunition, and they bend space so that their arrows always strike the target. Despite being archers, the Guardian is still heavily armored in case the enemy reaches them.
Appearance: A not-quite human with ashen skin, the Guardian carries a recurved bow and wears a short sword at his waist. The Guardian does not reach back to any quiver when he fires, instead a glowing arow creates itself when the string is drawn back. The Guardian wears light field plate.
Stats: Low attack, above average defense, below average damage, above average health, average speed.
Abilities:
--Shooter: This creature may perform indirect attacks.
--Infinite shots: The Guardian may make an infinite number of indirect attacks.
--Infinite range: The Guardian suffers no penalty for range or obstacles.
--Armored: Defense cannot be lowered through magical or non-magical means.

or

-Prime Mage: Prime magic is... hard to regulate. As such, those that use it are generally mistrusted and their is an ever-present fear of someone abusing this power. If the Council of Order could have their way, then only they would be trusted with such power. Unfortunately for them, Lias and the military, in blatant defiance, created the Prime Order. The Council would rather not see "Uncertain" hands using magic that can bend time and space, and they would rather not see anyone abuse the power to rewrite history... so when Lias rebelled against the council, the Prime mages had the choice to follow, or go to the executioner's block. This wasn't really a choice.
Appearance: A black and white robed man. The robe is tight with no hood. The man himself has pale skin and wears a silver Ouroboros pendant. His hands glow with a silver energy. The Prime Mage uses no weapons.
Stats: Below average attack, average defense, low damage, above average health, average speed. Above average mana.
Abilities:
--Change fate: A one-time ability that undoes the damage causes by a lucky strike or a fatal blow in battle. This ability revives creatures destroyed by the increased damage of a lucky strike (weakens to a normal attack), or it restores the last living creatures in a stack (25 Time soldiers were remaining, all killed in one strike. 25 Time soldiers are brought back).
--Caster: The Prime mage may cast the following spells in battle:
---Aging: Decreases target enemy stack's initiative and damage by 2 for the rest of the battle, minimum of 1. May be cast twice on one target. 10 mana.
---Haste: Target friendly creature gains 10 initiative for X turns, where X=# of mages/25. 4 mana.
---Slow: target enemy creature has its initiative lowered for X turns, where X=# of mages/25. 4 mana.
Move type: Walker
Cost: Above average
Growth: Low
Strategy: A great unit for use against the factions that tend to gang up on and power kill certain creatures, and against factions that tend to get in the first strike! Unfortunately, this creature is greatly weakened by the ability "Last stand" or "Guardian angel," as it lessens the amount of creatures who can be revived (1 Time soldier vs 50). It runs out of mana quickly if you use Aging, but against swarm or other core creatures this spell can wreak havoc, even if the hero casts bless on Grandmaster, the damage dealt is still lowered. Choosing to go the Council rout or the Rebel rout is hard, since both offer rather good creatures.

Elite:

-Drake knight: While the other dragon gods have had many, powerful children, Sar Elam created these beings as he rose to Godhood. The drake is smaller and weaker than its other divinely-created counterparts. Drakes are also far more social, not only talking to but seeking out other beings for companionship. When the Order was created, these beings were being hunted by the Dragon Knights as they were seen to be pests and an insult to the Great Dragons. The Order gave them refuge, and they have been within it ever since. The rider on their back is an immortal with whom they share a bond, and she is a skilled archer who uses the heights that the Drake provides to hunt her foes.
Appearance: This with a person on its back.
Stats: Above average attack, average defense, high damage, high health, average speed. Average shots.
Abilities:
--Flying: The Drake Rider may fly over and land on obstacles and walls. They may move over any creatures that are in their path.
--Large: The Drake Rider takes up a 2x2 hex size on the battle field.
--Shooter: The Drake rider may perform indirect attacks.
--No Melee Penalty: The Drake rider deals normal damage in melee, but only 1/2 damage with range.
--Flyby shot: Active ability that uses up two ammunition, the Drake may use this ability to deal 2x the normal damage to an enemy within 5 spaces of it. Afterwords, the Drake must move 3 spaces in any direction. This ability does work if blocked, but not if the Drake cannot move to an open space.
--Canto: The Drake rider may use any remaining movement that it had after performing an attack.
Move type: Flyer
Cost: High
Growth: Low
Strategy: The Drake rider is one of the more durable shooters in the game. Its abilities encourage you to use it in almost every combat situation as a strike and return or shift creature. Canto can be used to keep slower enemies away from you until you run out of shots, and Flyby shot is for when they get too close. Curses and blessings affect this creature least out of the entire lineup, since they have a damage range of 1.

-Storm wisp: Whisps are a collection of spirits and memories which, for some reason, never moved on from this world to the next. Very few mortals can hold their attention, and fewer still can actually see them. Those who come in contact with a whisp often enter a trace-like state and have visions of the past and memories of those who have died imparted onto them, and these visions are often misinterpreted as visions from the gods. When a whisp comes in contact with the Order, they quickly tame it by awakening the friendliest soul and focus its powers. For the most part this creates a being that is so full of energy that many mistake it for a ball of lighting, thus the mistaken label of "Storm Whisp."
Appearance: A pulsing, yellow ball of energy with static bolts constantly shifting along its surface.
Stats: No attack, below average defense, high damage (very large range), below average health, high speed.
Abilities:
--Flying: the Storm Whisp may fly over and land on obstacles and walls with no penalty.
--Large creature: The Storm Whisp takes up a 2x2 hex on the battle field.
--Insubstantial: Physical attacks deal 30% less damage over all. Magic attacks deal normal damage.
--Visions: An enemy attacked or damaged by the Storm Whisp will have a 20% chance of being incapacitated for 2 turns. The turn they come out of the trance, the enemy will only be able to move and cannot attack or cast spells/ use abilities. Attacking a stack in the trance will wake it up with no side effects, but prevents retaliation.
--Lightning strike: Attacks are aligned with the wind element and will deal more or less damage accordingly, while bypassing physical defense. Damage can only be weakened by magic/ air resistance, and only 50% reduction at most.
Cost: Average
Growth: Average
Strategy: They have two very unique abilities, one acts almost like torpor, and the other ignores the attack and defense of creatures and just hits enemies for full damage! Tactics can be a bit strange with this creature, since on one hand with the ability "Visions" you can incapacitate a creature for basically three turns, and on the other getting a free attack wakes them up, you have to decide what you want to do. Insubstantial works very well against might factions, since enemies will deal substantially less damage. Their ability Lightning strike makes them both one of the most worthwhile and useless of creatures, since against powerful might heroes specialized in defense you will be able to bypass this great shield, and against core level creeps you will never deal extra damage from having overpowering attack. High speed just is icing on the cake. This creature is strongly affected by bless and curse.

and

-Praetorian: Even immortals can die. In the Order of time, the strongest and most loyal are brought back as spirits who inhabit suits of armor that defend their summoners. Only the council knows the magic to bring these honorable warriors back, and so only they have dominion over them. Being only semi-alive, the Praetorian is resistant to great deals of damage and is unaffected by most physical attacks. Their runic armor gives them great resistance to curses and magical attacks.
Appearance: This
Stats: Average attack, above average defense, below average damage, high health, average speed (high movement).
Abilities:
--Large creature: The Praetorian takes up a 2x2 hex space on the battlefield.
--Armor-bound spirit: The Praetorian takes only 75% of any incoming physical damage after attack and defense have been applied.
--Runic wards: The Praetorian has 70% magic resistance and spells will deal only 30% of their original effect or have only 30% duration if they affect the Praetorian at all.
--Soul-bound: If a Councilor is present on the battlefield or if the hero leading the Praetorian is a Renegades hero, then the Praetorian will be immune to spells like frenzy, hypnosis and mind control.
Move type: Walker
Growth: Low
Cost: High
Strategy: Probably the best anti-mage creature in the game (besides the Black Dragon), the Praetorian is very hard to kill or even counter because of its inability to be damaged by most sources. For a tank creature, the Praetorian can move surprisingly far (especially considering its average initiative) and it will most likely reach the enemy before your foe has time to kill it. Once it reaches the enemy, it can deal a decent amount of damage, but it will not deal the most of all elites. Again it is a hard choice for the Renegade elites, since both sub-factions have about equal creatures. I guess it depends on your playing style.

or

-Living metal: Creatures created when the wizards were at their greatest power, when Sar-Elam walked the earth, the beings of living metal were the last creation before the Great Downfall, which led to the creation of the order and disappeared from the histories of all the other races. They follow their own law and their own path. when Lias left the order, the living metal left of its own accord and joined him. in his quest, it has been revealed to be quite fearsome in battle and a priceless ally.
Appearance: Living metal looks like a vaguely humanoid an endlessly shifting liquid piece of silver. It has no eyes, though it does appear to have a head and arms.
Stats: Above average attack, high defense, above average damage, low health, below average speed.
Abilities:
--Living creature: This creature is normally affected by healing and moral and can be resurrected.
--Endlessly shifting attack: If a creature has an ability that decreases damage against it, except the creature type "Spirit", that ability is ignored. Regardless, 20% of enemy defense is ignored. Passive.
--Absorb magic: Magical attacks that deal damage deals 45% less to the Living metal. Each magic attack this creature suffers increases initiative by 3 and damage by 2.
--Metal offering: At the end of the week, the Living metal will generate an amount of gold equal to 30*# of living metals you own in total.
Move type: Walker
Growth: Average
Cost: Average
Strategy: If you are hard-pressed for money, this creature will help you along nicely. Also, if you are short on strictly hard-hitting offensive creatures (you more than likely will be), then the Living metal will be a blessing for you. It has very good damage, defense and attack ratings for a creature of its class, though its health and speed leave something to be desired. Its defense penetration and damage assurance are very useful against factions that have damage absorb abilities, and the magic absorb punishes DD casting heroes. A versatile creature.

Champion:

-Councilor: Leaders of the Order, Councilors are powerful and ancient mages that do not generally share their secrets with any but the high commander. As Lias was the first and only high commander, only Lias knows that they draw their power from a great anti-chamber of chaotic creation magics, which is the greatest secret of the council. If one were to absorb even a fraction of this magical power, they could become another Sar-Elam. As it is, the council only siphons a fraction of a fraction of this power in the direst need, and uses it against the enemies of the Order as a last resort. Because of their magic's raw power, the spells of a councilor are neigh-irresistible. Only the youngest of the council is present on the field of battle, as the older are too frail.
Appearance: This (yes, they are young for ancients. Immortal race, remember?)
Stats: Average attack, average defense, high damage, average health, average speed. Many shots. Nearly endless mana.
Abilities:
--Shooter: The Councilor may make indirect attacks until their shots value drops to zero.
--Magic from creation: Spells cast by the Councilor penetrate 40-80% of enemy magic resistance (determined when the spell is cast). This ability also affects magic immune creatures. Passive.
--Caster: This creature may cast the following spells.
---Every spell that the Renegades have access to at expert level. As this is a champion creature, every spell cast has +1 SP for each Councilor in the stack.
Move type: Walker
Growth: Average
Cost: High
Strategy: The most powerful casting creature in the game, the Councilor does not really care what protections you have against its magics. If your resistance total exceeds 70%, ie you have a total of 130% magic resistance due to artifacts, spells and abilities, then this ability will become less effective as it has to overcome the excess resistance before it cancels from the 70%. That doesn't matter so much, due to the fact that the councilor has every light blessing spell in the game to go with all the blessing prime spells as well, magic resistance would only really affect dark curses and direct damage spells (both very useful, but not as much as single-target blessings). An expensive creature with average growth, make sure you flag some kind of gold mine, or you will be left in quickly piling debt.

or

-Tempest: This creature is ancient, predating the dragon gods, and some say that they are older that the Great Dragons themselves. The Tempest seems to be nothing more than a humanoid mass of blinding energy. Why they have joined Lias and why they even part of the order in the first place is a mystery... but they seem to be drawn to chaos, as much as it is drawn to them. Again, this begs the question of why they have been such long-standing allies of the Order. They only told Lias that order must be preserved, at any cost. The full capabilities of the Tempest have never been shown, and there are no rumors as to what they might be.
Appearance: A fully white humanoid with blue and green eyes. Everything is glowing. The Tempest wears no armor and has no clothing or gender markings. The Tempest has no gender at all.
Stats: Low attack, above average defense, high damage (large range), above average health, high speed.
Abilities:
--Living creature: This creature is not actually a spirit, despite appearances.
--Cancel retaliation: The Tempest's attacks are not retaliated on.
--Hand of chaos: The Tempest's attacks ignore defense and all magic and elemental resistances. In other words, damage is not mitigated by anything except hero skills.
--Herald of the storm: The Tempest spends a turn channeling. For every air, prime, fire, water and lightning spell cast while channeling, the power of this ability increases by 3x. On the second turn, player targets a 5x5 area to hit with a two turn duration storm of chaos energies. This ability deal 40 damage per Tempest to all creatures in the area, ally and enemy.
--Prince of time: Friendly prime magic lasts 2 turns longer and is 25% harder to dispel. Enemy prime magic has an equal duration and dispel penalty (-2 duration, -25% dispel resistance).
--Teleport: the Tempest does not walk or go over enemies/ obstacles, it instead moves through solid matter to an unoccupied area in its movement range.
Move type: Teleport
Growth: Low
Cost: Very high
Strategy: Although it doesn't have any spells of its own, the Tempest is not only a worthy alternative to the Councilor, but it is maybe a superior one. Though it has very low growth, the Tempest is able to stand toe-to-toe with most dragons if used properly. Factions with high defense be warned, this creature's attacks don't care about it. The ability "Cancel retaliation" and its high, easily manipulated, damage and speed combine to make it a very ferocious creature in melee. Your hastes, slows and other prime magics will last longer and be harder to remove if these creatures were once present on the battlefield, even if you no longer have any remaining. Because of their cost, you will love having so many Living Metal creatures on your side. Twice the cost of councilors, and about as effective. Use them wisely, and watch out for other fast and strong champions.

Tainted

Inferno

Neutral
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted September 15, 2011 05:04 PM

Quote:
Barbarian
Aka: The Conquerors - The Blood seakers
Symbols: Shattered throne - Blood tear
Colors: White, brown, green - White, red, black
God: Father Sky - Mother earth
Magic: Warcries, water, fire
Build up: Dragonites, prehistoric reptiles, draconian creatures
Creatures:
Core:
-Raider
-Razor-rac
and
-True-blood
or
-Blood letter
Elite:
-Berzerker
-T-rex (better name, plz)
and
-Knight
or
-Wyrm
Champion:
-White Dragon
or
-Red dragon

Heroes:
-Might: Barbarian
-Magic: Blood mage


It's kidna hard to imagine what the Core units are...True-Blood...bloodletter...It's a bit better for the Elites and Champions...it seems a bit...scaly here, but the abrbarians were the dragon-people weren't they? So that should be ok..

Necropolis Lineup is classical...Not sure about the Abomination...and the Grim...i assume it is kinda a Grim reaper?

for preserve...
i don't like the classical four elemental unit sin lineups much...but I liek the Doppelganger in

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted September 15, 2011 07:44 PM
Edited by bixie at 19:45, 15 Sep 2011.

Quote:

Quote:
Time lord?


"when did I appear in Ashan?"

I could use a better name. Any suggestions?

Welcome back, BTW.


been away, surgery.

Chronovore, as in an eater of time. Basically accelerating the individual timelines on it's victims, eating the potential years that have pasted.

Edit: since you've chosen tempest, I'll keep the chronovore for another project.
____________
Love, Laugh, Learn, Live.

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