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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Fauch's Preserve
Thread: Fauch's Preserve
Fauch
Fauch


Responsible
Undefeatable Hero
posted December 25, 2011 09:00 PM
Edited by Fauch at 21:52, 28 Dec 2011.

Fauch's Preserve

Racial : Nature wrath :
The gauge is filled with 7 points for every steps took by walking enemy units.
The gauge is filled with 10 points every time an enemy unit targets an ally with an attack, a spell or an activated ability.

Basic : The hero can call upon the wrath of nature to entangle one enemy creature for 2 turn. the targetted creature suffers -2 movement, -10 init, deals 20% less damage and is unable to fly. can target core creatures.
Advanced : The hero can call upon the wrath of nature to entangle one enemy creature for 2 turn. the targetted creature suffers -3 movement, -15 init, deals 30% less damage and is unable to fly. can target core and elite creatures.
Expert :  The hero can call upon the wrath of nature to entangle one enemy creature for 2 turn. the targetted creature suffers -4 movement, -20 init, deals 40% less damage and is unable to fly. can target any creatures.
Absolute : The hero can entangle all creatures in a 3x3 area.

Magic schools : air, earth, fire, water, prime

Hero :

Heroic strike :
Might : Warding arrow. Ranged, decreases initiative of targetted stack by 15
Magic : Ranged, earth damage


Neutral Might : Ranger.
Ability : Master hunter. Creatures standing next to obstacles suffer -10% damage from range attack
Blood : Stalker.
Blood 1 : Silent stalker. prevents enemy heroes on the adventure map from seeing the amount of creatures in your army. in battle, the exact number of creatures is discovered once an enemy stack is adjacent to them.
Blood 2 : Invisible Stalker. Your whole army (but not your hero) is invisible to enemy heroes on the adventure map. in battle, the creatures start in invisible mode. it works as in H5 and lasts one turn.
Tears : Warden.
Tears 1 : Seal of protection. Your army receives -10% damage from magic attacks.
Tears 2 : Antimagic. The hero can cast antimagic on a friendly creature and make it immune to all negative magic effects for 2 turns. cooldown : 4 turns.

Neutral Magic : Elementalist.
Ability : Elemental affinity.Increases the efficiency of earth, air, water and fire magic by 5%
Blood : Poisonner.
Blood 1 : Poisonous roots. Entangled creatures suffers earth damage each turn.
Blood 2 :Soil burn. Enemy creatures suffer earth damage for every steps they take. they also suffer the damage once when shooting, landing or ending teleportation.
Tears : Summoner.
Tears 1 : Swift mind.cooldown of tears air, fire, water and earth spells is reduced by 1 turn.
Tears 2 : Master of elements. The hero summons a stack of elemental of a random element (fire, air, water or earth) at the beginning of the battle for free. it doesn't cost an action. bonus from druids and from being an elementalist apply.

Creatures :
Core :


Pixie
growth 10
dam 3-5
def phys 2
def mag 5
health 15
init 45
speed 7
luck 8
morale 5
Flyer
No retaliation


Sprite
growth 15
dam 4-6
def phys 2
def mag 6
health 20
init 50
speed 7
luck 9
morale 5
Swarm (attacked unit suffers from -5% to attack and defense and loses his ability to retaliate as long as it stays adjacent to sprites)

Faun

growth 6
dam 6-8
def phys 5
def mag 2
health 22
init 30
speed 5
luck 3
morale 10
Mirth (The morale of this creature can never get below 10)
Fervor (Increases the morale of all allies by +5, excepts other satyrs)


Satyr
growth 9
dam 6-8
def phys 6
def mag 3
health 33
init 35
speed 5
luck 4
morale 10
Motivation (Activated ability, may cast Burning determination. it takes the whole turn. cooldown : 2 turn)

Elve

growth 7
dam high 5 - 7
def phys 4
def mag 4
health 15
init 40
speed 5
luck 9
morale 6
Shooter
No range penalty
Swift Archer (When this creature uses his range attack, his initiative is increased by 10 until his next action)


Grand Elve
growth 11
dam 5 - 9
def phys 4
def mag 4
health 20
init 45
speed 5
luck 10
morale 7
Enchanted arrows (Activated ability. this creature can perform a magical range attack with earth element. unlimited charge, no cooldown)

Elite :

Unicorn

growth 3
dam 16 - 20
def phys 15
def mag 30
health 80
init 45
speed 7
luck 8
morale 5
Aura of magic resistance (increases by 15 the magic defense of adjacent allies, except other unicorns)

Silver Unicorn
growth 5
dam 16 - 20 (light)
def phys 15
def mag 30
health 100
init 50
speed 7
luck 9
morale 6
Enchanted Horn (The attack of this creature decreases magic defense by 10 for 2 turns)

Druid

growth 3
dam 12-15 (earth)
def phys 14
def mag 15
health 72
init 35
speed 4
luck 7
morale 7
Shooter
No range penalty
Master Summoner (Increases by 20% the effectiveness of summon elemental spells cast by the hero)
Banishment (This creature's range attack deals 50% more damage to summoned creatures)


Elder druid
growth 4
dam 13-16 (earth)
def phys 16
def mag 17
health 80
init 40
speed 4
luck 7
morale 7
Rock growth (This creature can cast the rockwalls spell. it takes a whole turn. cooldown : 4 turns)

Treant

growth 3
dam 12 - 14
def phys 17
def mag 15
health 100
init 20
speed 4
luck 5
morale 6
Resistance to earth (This creature is 50% resistant to damage (earth))
Vegetal shield (Creatures standing right behind a treant suffers only 75% damage from enemy range attack)


Ancient Treant
growth 4
dam 13 - 15
def phys 20
def mag 18
health 125
init 25
speed 4
luck 6
morale 7
Entangling roots (Creatures attacked by a treant are entangled and lose ability to move. the treant can entangle several creatures at once. the effect is dispelled if the treant moves)

Champion :

Fairy Dragon

growth : 1
dam 40 - 50 (air, earth, fire, water)
def phys 25
def mag 45
health 275
init 45
speed 7
luck 10
morale 5
Flyer
Rainbow breath (this creature attacks with several elements at once. it also ignores elemental resistances, but takes advantage of any elemental weakness)
Primordial resistance (this creature receives only 50% damage from prime spells and abilities, also prime damage can be healed)


Mage Dragon
growth : 2
dam 45 - 55 (air, earth, fire, water)
def phys 25
def mag 45
health 300
init 50
speed 7
luck 12
morale 6
Prismatic breath (Similar to stormstrike from H5)
Magic mirror (The effect of hostile spells is reduced by 50% against this creature. the other 50% are inflicted to a random enemy stacks)


Unique buildings :
Mother Tree
Fills the Nature Wrath faction ability gauge to rank 1 at the start of each combat.
2500 gold, 5 ore, 5 wood, 5 crystal.

Hunters Lodge
The iniative of friendly creatures from the Preserve in the city's area of control is increased by 5 and their speed by 1.
2500 gold, 5 ore, 5 wood, 5 crystal.

Summoning Portal
Here can be hired air elemental (4 per week), earth elemental, fire elemental (5 per week) and water elemental (6 per week). their growth is shared, if you buy one type of elemental, the amount of other elementals available will also decrease.
5000 gold, 5 ore, 5 wood, 10 crystal.

Stalkers Guild
Your heroes benefit from +3 land movement in any of your towns' area of control. There is no bonus for sea movement.
5000 gold, 5 ore, 5 wood, 10 crystal.

Grail :
Sylanna's Earth Blessing

Mass regeneration is cast for free on your army at the begining of each battle.
15000 gold, 20 ore, 20 wood, 20 crystal.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted December 28, 2011 09:52 PM

Added unique buildings

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