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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Shrine of Creation - Lists of Altar User Creations
Thread: Shrine of Creation - Lists of Altar User Creations
Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 05, 2012 02:54 PM
Edited by Jiriki9 at 11:43, 08 Jan 2012.

Shrine of Creation - Lists of Altar User Creations

Hey People, I had this idea a few days back when I thought "I have to update the User's faction list. Soon". I thought "why have seperate lists for thing slike abilities, and factions, and maybe so on." So.
In this thread, I wish to gather all User-created stuff in the Altar from now on. Factions, heroes, and so on.

Note that, unlike the ToC, here it's not about thread but about the actually made stuff.
Note also, that this is a thread to gather inspiration, and to show what we have created, not for creation itself.

Content:
Post 1: Abilities
Post 2: Factions
Post 3: Full Proposals & Spinoffs
Post 6: Creatures
Post 7: Game Mechanics & Changelog



List of Abilities

Many abilities here are from the Old "Ability Creation" Thread. But others are in as well. Feel Free to HCM me yours if you want them in, or post in that thread but please don't post them here. Thank you.

For inspiration and, according abilities by me (for I'm the only one I can speak for) for free use in your H6-versions and contests.
The name of the creator of an ability is underneath it behind a'~'
and in italics).

List of people who, by their word, agree to free use of their abilities:

!!!Note: If you use the abilities, please mention the creator, or at least that you got it from this list!!! Thank You!

~Fauch
~Jiriki9
~Nightterror
~Radar
~Moonlith
~Adrius
~Jabanoss
~Xerox

Thansk to all of them!

Active Battle Abilities:

Anti-Magic Zone: This creature can create a 4x4 wide Anti-Magic Zone, reducing spelldamage taken by 75% for all the heroes creatures that stay inside it. Lasts for 3 turns or untill 1000 damage has been absorped.
~Xerox

Arcane Shot: This creature can fire off an instant shot that causes 150% of normal magical damage and dispells one spell effect.
~Xerox

Bear Form: This creature can shapeshift into bear form, increasing minium/maximun damage dealt by 3, defense by +180%, and health points by +25%. In bear form the creature gains various new abilities, fitting its tanking style.
~Xerox

Blizzard: This creature can make ice shards pelt an large circle area doing 288 Frost damage over 4 turns in it.
In addition, the creatures within the Blizzard will be chilled, reducing iniative and movement speed by 15% for 2 turns when they step outside of it (within the Blizzard it lasts untill the effect is over).
~Xerox

Camouflage: Stack looses a turn,but it can't be attacked oraffected by direct-damage spells
~Xerox

Curse of Time: An ability which can be used instead of attacking which drastically lower the targets hitpoints (works similar to Aging that ghost dragons had in H3)
~jabanoss

Darkness: Creature creates a 3x3 area of darkness where the creatures inside are immune to shots from outside.
~Asheera

Death Blast: Activated ability, once per combat. Instead of attacking, this creature can perform a special attack upon a target within a range of five squares. Death Blast deals 30*n damage, n being the total number of creatures in the stack performing the Death Blast, and punishes the target stack with random four of the following curses: Exhaustion, Cancellation, Decay, Suffering, Sorrow and Misfortune. Does not affect undead creatures. This attack is magical in nature, making it capable of damaging incorperal creatures.
~Moonlith

Death Grip:This creature can harness the unholy energy that surrounds and binds all matter, drawing the target towards it and forcing the enemy to attack the death knight for 3 turns.
~Xerox

Drive-Away-Dive: Like Battle Dive, but the creature using this ability does not fly to a randomly position, the attacked creature has to move away and the creature takes it position.
~Jiriki9

Earth Shield: This creature can protect itself or an with an earthen shield, reducing spelldamage taken by 30% and causing attacks to heal the shielded target for 150 of its health points.  This effect can only occur once every few seconds. Overhealing can result in ressurections, and the scales with heroes spellpower. The spell has 6 charges.
~Xerox

Enchant: Activated Ability, the creature enchants its weapon, allowing it to ignore all spells and abilities protecting the enemy. The effect lasts for 3 turns.
~Adrius

Encourage: Activated Ability, once per battle. When used, this ability increases all other friendly creatures' initiative, speed and attack.
~Jiriki9

Energy Drain: The creature can drain 33% of a target's initiative while increasing its own Initiative by 33% as well. Duration is 2 turns.
~Asheera

Entice: Activated ability. Instead of attacking, this creature may choose to entice a target, having a 50% chance of hypnotizing it for one turn. When succesfull, the targetted creature will attack the nearest creature of its own army upon its turn. Doesn't work on Undead, Elemental or Mechanical creatures.
~Moonlith

Fire Line: Activated ability, once per combat. This creature can choose a straight line originating from itself, dealing elemental Fire damage to all creatures on that line (including friendly ones). The line reaches 7 squares in horizontal or vertical directions, or 6 squares in diagonal directions. Total damage equals (t-5)*n*15, where n= the number of creatures performing this ability and t= the tier level of creatures performing this ability.
~Moonlith

Garrote: Tis creature can garrote the enemy, causing 150% of normal damage +  the same amount of damage dealt over  4 turns. Must be stealthed.
~Xerox

Hates <XYZ>: Deals 150% damage against <XYZ>, but when it has a chance to act against <XYZ> it will do so and disobey any other orders.
<XYZ> can be: any creature type, a faction, a certain type of creature, a creature with a certain ability, etc.
~Xerox

Haunt: This creature can send a ghostly soul into the target, dealing 64 to 75 (scales with heroes spellpower) magical damage and increasing the effect of all dark magic on the target by 20% for 3 turns. When the Haunt spell ends or is dispelled, the soul returns to you, healing you for 100% of the damage it did to the target.
~Xerox

Illusion: Creature can use this ability to create 3 other fake targets of itself. The illusions aren't able to deal any damage and die instantly, but they can still block enemy shooters, etc. When the ability is used, three more creatures of the same type appear adjacent to this creature, and the original creature is then exchanged randomly with one of the illusions (there's also a chance that it won't be exchanged), so that the enemy won't know which is real and which is fake. Only the player that commands these creatures is able to see the fake ones as semi-transparent.
~Asheera

Life Pain: Creature can sacrifice its own health to damage its enemy remotely, damage dealt is equal to damage taken. If the stack has more hitpoints than its target, its target will die immediately and the stack will lose equal amount of hitpoints. Conversely, the stack will be reduced to the last creature with one hitpoint while the target take equal amount of damage.
~Isabel

Lightwell: This creature can create a Lightwell, healing anyone for 900 damage over 3 turns who clicks on it. Lasts for 3 turns or untill 10 charges. Overhealing might ressurect some creatures.
~Xerox

Loves/Adores/Admires <XYZ>: If a stack of <XYZ> fights in the same side as this creature, it gains a bonus on moral and initiative. On the other hand, it deals only 50% damage against <XYZ>.
<XYZ> can be: any creature type, a faction, a certain type of creature, a creature with a certain ability, etc.
~Jiriki9

Malicious Dive: Like a normal dive attack, but it also ignores half of the targets defense and decreases the initiative of the hitten creature.
~Jiriki9

Mark Target: Activated ability. Wasting only 75% of its accumulated initiative, this creature will attack the marked target upon its next turn dealing twice as much damage.
~Moonlith

Meditation: Creature can use a turn to regenerate all of its mana to full capacity.
~Asheera

Mimic: Activated Ability, this creature can mimic an activated ability last used by an enemy or a friendly creature. For example, Archangel uses Resurrection ability; The Phantom Mage uses Mimic and gets to use Resurrection on an allied unit. If an Archer’s Scatter Shot ability was used after the Archangel had used Resurrection however, Scatter Shot would’ve been the mimicked ability.
~Adrius

Mudslide: this creature can once per battle deform and flow over the eight squares in front of it, causing double damage to all creatures that happen to stand there. The surviving creatures suffer a -1 morale penalty for two turns from the horror of being buried alive. This creature then reforms in any squares available.
~Crepus

Net Thrower: Once per combat this creature can throw their net on an adjacent enemy unit. This unit then gets its ATB decreased by 0.5 (but no lower than zero) and its initiative set to three until it moves again. Before creature gets to move it can not retaliate.
~Crepus

Ogre Chanting: Activated ability, three times per combat. When activated, all friendly creatures receive a bonus to their Bloodrage, randomly +10, +15, or +20.
~Moonlith

Ogre Warsong: Activated ability, once per combat. When activated, all friendly creatures have a 50% chance of receiving an instant Morale bonus, increasing their accumulated initiative by 0,5. Additionally, Morale of all creatures is increased by +1 for the remainder of combat.
~Moonlith

Plague: Activated ability, this creature throws a bomb at a selected enemy. The bomb poisons the enemy and all creatures adjacent to it; the effect lasts for 2 turns per creature but can be renewed if the creature gets adjacent to another infected creature. For example, a plague bomb is thrown at an enemy squad, the enemy squad then runs forward and passes another stack, the stack is then infected. This effect can also trigger on your own units. The damage made is ½ of this creature's normal damage per turn. If the opponent isn’t careful, this poison can turn into a real mess…
~Adrius

Rescue: When activated, the creature flies away (like with nosedive). Next time a friendly unit would get attacked in meele, the Unit which performed Rescue carries the attacked unit to a free field out of the attackers range and lands next to it. (effect: The attack is prevented and the attacked unit's positon gets changed)
~Jiriki9

Rock drop: activated ability, can once per battle leave the scene, find a huge rock and drop it on enemy troops (damage is 30*(# of hunters)/(enemy defence)+ 5*(# of hunters) rounded up). The creature having this ability is a flyer.
~Crepus

Rumble: Activated ability. Once per combat creature can send a ripple through the earth that damages enemy War Machines and Castle Walls. Does not work in nautical battles.
~Crepus

Skirmish Assault: Activated ability. This creature may move up to 4 tiles, after which it will attack the nearest enemy creature (ranged) and deal 20% more damage to it. This creature must be able to perform a ranged attack from the target square. Additionally, this ability can only be used a maximum of 4 times.
~Moonlith

Spirit Link: The creature can link its spirit with another creature on the battlefield. Every time the linked creature receives some damage, it will receive only half, while the rest is transferred to this creature.
~Asheera

Stomp: activated ability, by sending a rattle in the earth beneath its feet, this creature can inflict a small amount of damage (approx. 40% of melee attack) to all enemies in the line of her attack. 50% chance of stunning each enemy, removing 0.3 initiative. Does not work on flyers, nor while on ships. Damages siege walls.
~Crepus

Summon vortex: The creature may spend one turn to put 2 vortex wherever he wants on the battlefield.
every creatures (even enemies) can now use the vortex to quickly travel through the battlefield (it's a 2 ways vortex)
~Fauch

Vampiric touch: once per combat, using this ability on friendly creature Spider Priestess grants it Vampirism spell applied (activated ability).
The Spell is casted without mastery and spellpower bonus, so 'damage dealt - life drained' ratio is always 2:1. Lasts for 2 turns.
~Radar

Weave Spell-net: Use this ability once per battle. The target unit is afterwards surrounded by a spell-net, making it completely immune against EVERY spell or magical ability - but also decreasing its initiative and making it impossible for the target to cast spells themself. The net lasts three rounds at least, unless it suffers more than 350magical damage, than it is destroyed immediately.
~Jiriki9


Passive Battle Abilities:

Adamant: creature is immune to fear and 50% resistant to Mind Spells. Only loses 0.25 ATB if affected by bad morale. Good morale gives 0.75 ATB.
~Crepus

Aggression: This creature attacks all enemy creatures who passes by when moving. For example, an enemy unit targets a location behind this one, it runs to it but passes by this creature, it gets attacked with 50% damage. The enemy creature’s movement is not cancelled.
~Adrius

Amphibious: This creature is Amphibious and gets a +1 bonus on attack and defense, and a +2 bonus on initiative on wet ground (Swamp, Shore, Ship,...), but it gets an malus of -1 attack, defense and initiative on dry grounds (roughlands, desert,...) and a malus of -2 on attack and defense as well as a malus of -5 on initiative and a malus of -5HP in extreme climatic situations (Volcanic or Arctic Landscape).
~Jiriki9

Ardent Defender: When 35% of this creature stack has been killed, all damage taken is reduced by 30%.
~Xerox

Armor Piercing Shot: The ranged attack of this creature ignores the targets defense.
~Jiriki9

Assassinate: When striking from Invisibility, this creature deals triple damage.
~Jiriki9

Attack of Ignorance: the creature attacked always loses all attack, defense, luck and morale bonus from its hero, as well as all abilities derived from those hero has (like Vitality, Soldiers Luck etc). Duration one turn.
~Crepus

Aura of Sickness: All adjacent enemy creatures have a 20% penalty to their hit points.
~Asheera

Aura of Weavemaster: This aura halfes the mana cost of spells cast by a friendly unit or hero and increases mana costs by 50% for enemy Creatures or Heroes.
~Jiriki9

Balloon: Flying + This creature can only be hit by ranged attacks or Flying units (because its allways flying), but it deals only ¼ of its damage to creatures without flying.
~Jiriki9

Berserk: Sometimes (randomly) this creatures take their own move, you can't controll them that turn but if they hit they always do a critical strike.
~Nightterror

Birds Tongue: When this creature is attacked by any kind of Bird (Without Rider!!!) there is a chanc of 50% that the bird does not attack and a chance of 5% that it changes allegiance and joins this creature's army.
~Jiriki9

Blessing of light: Instead of retaliating, this unit cast resurrection on itself when attacked.
~jabanoss

Block: Similiar to magical damage resistance but reduced damage from physical attacks.
~Homer171

Blood Addicted: When bloodlust is cast on a group of this creatures, they do not only gain more damage, they also gain a second attack and always hit with a cricital hit.
~Nightterror

Blood of Swiftness: This creature will always act first in combat.
~Rubycus

burning boulder: this creature throws large chunks of lava, causing damage in a 2x2 area. (could be an activated ability also)
~Crepus

Capture Souls: This creature can capture souls. When it kills any opponent with a soul (so no undead, mechanical, elemental,...) in melee battle, its attack and defense stats are increased a bit (hp of killed creature(s)/100). It cannot get more than +20 in these stats this way.
~Jiriki9

Chain shot: The ranged attack of this creature casts chain lightning.
~Fauch

Chariot Charge: When this creature attacks, it deals +50% damage per 3 squares (only three fully crossed aquares count) it crossed on its way to its target and it has a chance of <number of crossed squares>*5% to stun the enemy so they won't be able to retaliate and lose initiative (mechanical creatures are not affected).
~Jiriki9

Cheat Death: When this creature gets hit by an attack which would otherwise kill, it will instead reduce the creature stack to 30%. In addition, all damage taken will be reduced by up to 90% for one turn.  This ability has a 3 turn cooldown.
~Xerox

Child of the light(Light unicorn): A random bless is cast on this creature each time it takes a turn.
~Fauch

Chivalry: This creature is unaffected by destructive spells and range attacks.
~Mamgaeater

Circle Throw: The creatures ranged attack flies in a circle, i.e., there are several possible fields which could be attacked. The damage is evenly divided on the hit enemies, if more than one are hit.
~Jiriki9

Cleanser: Every time this creature is attacked, Cleansing is cast on this creature and all adjacent creatures.
~Adrius

Clone:  This creature casts clone on itself when it takes its first turn.
~Fauch

Cloning: This creature may create a friendly stack of his target when attacking.
~Fauch

Cocoon: When this creature attacks, it applies a 'cocoon' negative effect on the target stack. This effect has a 'power' variable that increases by 1 as the spider does damage equal to the hit points of the spider. It is cumulative as well. This effect can not be dispelled in any way. After the stack dies, some spiders spawn on its place based on the power of the effect placed before
~Asheera

Collider (Whitebear Rider): For each tile the creature moved before it attacks, it will push the target stack back for one tile.
~Isabel

Confuse magic: When this creature is present in combat, the enemy spells from one random chosen school of magic is decreased by one mastery level.
~Rubycus

Crushing blow: This creature has a chance to stun an opponent when attacking, making him lose his turn, and reducing its attack and defense for the turn. The more attack the creature have, the more powerful the ability is.
~Fauch

Dark Mark: Each time this creature deals damage to an enemy it is randomly cursed with decreased luck, morale, attack or defence (-2) for two turns. Cumulative with several attacks.
~Crepus

Defensive Position: This creature always retaliates before it is hit, like it had the Preparation perk and defended. Preparation perk has no effect on this creature.
~Asheera

Defensive stance: The defense of this creature is increased by 2 each time he gets attacked.
~Fauch

Deep Fog: There is deep fog around this creature, giving it and all adjacent creatures a chance to be missed by enemy attacks (basically gives Incorporeality to adjacent creatures and itself).
~Asheera

Destruction Field: When this creature has an enemy stack next to it and casts a destructive spell, the nearby enemy stack will also be hit, meaning that this creature can hit two or more stacks with one destructive spell.
~Adrius

Digger: This creature moves by digging underground, bypassing obstacles, creatures, and castlewalls. It needs to move a minimal of 5 tiles if it wishes to move, and the 2x2 tile adjecent to it, normally used to reach its destination when walking, is used to dig underground, dealing 50% of normal damage to that area (including friendly creatures). When this creature needs to move in order to attack an enemy creature it was not already adjecent to, thus resurfacing, the target creature cannot retaliate. Digging underground and resurfacing cause the battlefield to shake.
~Moonlith

Dispelling Strike: all beneficial spells cast on attacked creature have their active time decreased with 25%-75% and the level of the blessing is decreased by one (unless no mastery in casting) (Evil Eye, only on ranged attack)  
~Crepus

Disrupt Magic: This creature does an additional 60% damage to undead, elementals, golems, gargoyles and titans.
~Crepus

Divine Influence: This creature’s Spellpower increases by 25% if it’s affected by any Light Magic, the effects are cumulative.
~Adrius

Divine intervention: This creature casts mass curse expert at the beginning of each of his turns.
~Fauch

Division: This creature may get cloned when attacked.
~Fauch

Double Casting: There is already double-strike and double-shot so why not double-spell?
~Homer171

Double Dive: When this creature uses a Dive ability, it dives at another randomly chosen enemy creature before it Dives at the target.
~Jiriki9

Dragonslayer: Output damage dealt by Dragon Knights to tier 7 creatures and Phoenixes is increased by 25%
~Radar

Dreamstate: This creature restores 25% of total mana every turn.
~Xerox

Eat Souls: This creature eats souls. When it kills any opponent with a soul (so no undead, mechanical, elemental,...) in melee battle, this creature has a 5% chance to convert 5% of the killed creatures(') hp to its own max-hp.
~Jiriki9

Elemental Toughness: At lava terrain Fire Elementals have increased attack, Earth Elementals defense is greater on ground/muddy terrain, Air Elementals speed/initiative is increased on cloudy terrain (new) or determined by quantity of objects in battle and Water Elementals health (or damage) is increased on sea battles. Also some creatures could get these native terrain bonuses like Efreets on lava terrain etc.
~Homer171

Emotionless: Creature can have a morale level no lower than -1 and no higher than +1. They are immune to all sorts of terror and fear, and have a 50% immunity against other mind magic.
~Crepus

Evade: This creature has a chance to reduce the damage he receives, and even to dodge completely an attack.
~Fauch

Executioner: If any enemy creature gets bad morale, this creature will immediately run up to it and attack it with 150% damage, providing that the creature is within range.)
~Adrius

Extreme Speed :
Attacks before being attacked, so it retaliates before the enemy actually attacks it.
~Nightterror

Fast and Furious: The creature is able to move/strike twice a turn, much like if Morale gave +1 ATB (Morale can still trigger, but only once, of course, after the second action
~Asheera

Fearless: A unit with fearless is immune to any enemy unit abilities or Hero Perks that are based on fear, as long as it has no negative moral. List of abilities: Cowardice, Fear Attack, Fearsome Strike, Frightful Aura, Sorrow(Spell), Banshee Howl(Necromancer), Fear my Roar(Warcry);
~Jiriki9

Fearsome Strike: Units of a lower tier don't retaliate.
~MattII

Feedback: When creature attacks an enemy with a blessing there’s a chance that blessing is removed and that the creature casting that blessing takes damage equalling 3x spell mana, as well as loses 0.2 ATP.
~Crepus

Fire Essence: Whenever elemental fire damage effects would damage this creature, instead of suffering damage, it restores health equal to 50% of the damage, and resurrects fallen troops in the stack
~Moonlith

Fire Trail: Creature leaves a fire trail when it moves on the battlefield, which deals some damage per creature in the stack. Each tile of the trail lasts for 1 turn, and it is renewed when the creature moves on a already fire trail tile.
~Asheera

First Strike Retaliation:
(maybe I'm wrong but canÄt remember it would allready be in this list or as "real" ability in H5)
The creature retaliates before the attacker does their attack.
~Jiriki9

Flame Soul: When this stack dies, it explodes into a Fireball effect with advanced Mastery. The Spellpower of this spell is the spellpower that would have been for the FULL stack.
~Asheera

Fool`s Luck: regardless of enemy luck, attacks against this creature can be unlucky.
I guess it would work well on 1st or 2nd tier creatures.
~Einomida

Frenzy: The attack of this creature is increased by 2 each time he gets attacked.
~Fauch

Frost Aura: Each time it takes a turn, this creature cast frost ring on itself.
~Fauch

Gigantic Creature: This creature occupies a 2x2 square, deals 20% more damage to small creatures upon melee attacks, and has a 50% chance of stunning small creatures upon melee attacks, preventing them from retaliating. Additionally, it is immune to moat effects, and the battlefield shakes whenever this creature moves or falls to its death.
~Moonlith

Glider: This unit allways glides through the air during a battle, which gives advantages and disadvantages: First, it can only be attacked by ranged attacks or by big creatures or those with flying. Second, this creature can neither wait nor defend. Third, this creature counts as Flying.
~Jiriki9

Guard Allies: Whenever an enemy creature, standing adjecent to this creature, attacks a friendly creature, who is capable of performing a retaliation attack, this creature will do so as well to this enemy creature.
~Moonlith

Hates undead: This creature deals 50% more damage to undead.
~Fauch

Haunting Presense: This creature starts invisible upon the battlefield. This effect disappears after three turns, or after attacking. In invisible state, this creature cannot be directly attacked, but is still affected by area attacks.
~Moonlith

Healer: At the start of its turn, this creature heals all adjecent friendly stacks for 40 + 3*n health, where n is the number of creatures in this stack. Health can exceed its maximum in which case dead creatures are resurrected.
~Moonlith

Hellraiser: Any damaging spells cast by this creature do 100% more damage. Additionally, damaging spells cast by friendly creatures or the hero do 20% more damage. Doesn't affect friendly creatures which also have this ability
~Moonlith

Holy Shield: This creature has an 20% to competly block of an non-magical attack. Deals normal damage + 20 holy damage each time the creature blocks an attack.
~Xerox

Horde Empathy: If there are at least two stacks of this level 1 or 2 creature on the board then every time one stack receives damage that kills at least one creature all other stacks move forward 0.1 in the ATB bar. If a stack is killed remaining stacks get a 0.5 increase in the ATB bar and their speed, morale and max. damage are increased by 1 for the rest of the combat (cumulative).
~Crepus

Ignore enemy Presence: This unit can use its ranged attack even if an enemy stands next to it.
~Jiriki9

Immortal: Each time it takes a turn, the spell animate dead has 20% chance to be cast on this creature.
~Fauch

Incorperal(Reworked version): This creature does not have a physical form, is immune to physical ranged attacks, and receives only half damage from melee attacks. Magic Attacks can harm this creature normally.
~Moonlith

Initial Rush: At the start of combat this creature gets a 0.3 increase in their ATB value, and on its first move it has speed 9.
~Crepus

Life Stain: Each subsequent strike on the same target will be 2 times more powerful.
~Isabel

Lightning Overload: After this creature casts the Lightning Bolt or Chain Lightning spell, there is a 50% chance for Lightning Bolt and a 25% chance for Chain Lightning that a second, similar spell on the same target will be cast at no cost but for half damage.
~Xerox

Lightning strike: This creature always cast lightning bolt when attacking.
~Fauch

Long Spear: The Unit attacks from a short distance (1 fld.), only creatures with long spears can counter.
~Jiriki9

Lucky: This creature has +2 luck/always positive luck?
~Fauch

Lucky Creature: This creature's Luck rating is never lower than 2.
~Moonlith

Magic Absorption: For each unit in the creature stack, spelldamage taken is reduced by 1. In addition, all resisted spells restore 20% of the creatures total mana.
~Xerox

Magic mirror: This creature benefits permanently from the spell magic mirror.
~Fauch

Magic Weapon: The melee attacks of this unit ignore the ability "Incorporeal".
~Jiriki9

Magical Hoves: This creature can't be slowed and they never get a penalty on harsh tilesets such as desert and snow landscapes.
~Nightterror

Mana drain: When attacking, this creature has 30% to suffer no retalation (stealing the retaliation), dispel every beneficial spells active on the victim, steal a mana point (an opportunity to cast a spell) and kill and additional number of creature, depending on the number of dragons.
~Fauch

Mana Regeneration: This creature regenerates 20% of its maximum mana each turn.
~Asheera

Mana Shield: When attacking this creature, its mana is used to absorb a portion of the damage. Every mana point absorbs 30 points of damage (so instead of reducing the stack's HP, you reduce its mana, if higher than 0 that is).
~Asheera

Martyr: When the creature is destroyed, your other creatures gets a +3 morale boost.
~Mamgaeater

Master Robber: Every critical hit made by this creature gives the hero + 100 gold.
~Nightterror

Melt Resistance: When striking, this creature has a certain chance (like Bash, etc) to lower the magic resistance or immunity of the enemy by 50% for three turns.
~Asheera

Miner: If a stack of this unit is positioned in a mine to defend it, it will also increase the mine's daily income. If its a gold mine, income will be increased by Tier*Creature_amount*10. If it's a ressource mine, the income will be increased by Tier*Creature_amount/20, allways rounded down, but at least it  will be increased by 1.
~Jiriki9

Opportunist: This creature strikes any enemy who bypasses (if the enemy goes adjacent to this creature and doesn't stop, but continues to move, this creature makes an attack against it.
~Asheera

Parry: This creature has a certain chance (like creature abilities like Bash, etc) when being attacked, to parry the opponent's attack (and receive no damage) and then retaliate. This can happen ONLY when it has a retaliation available.
~Asheera

Parry (II): This creature has 30% chance to block an attack.
~Fauch

Patience: Whenever this creature waits or defends, it increases the damage for her next melee attack or retaliation by 25%.
~Jiriki9

Petrifying Gaze: In melee attacks there is a 50% chance enemy is petrified. Petrified creatures do not retaliate, their ATB is set to -0.5 and their initiative is set to 3 until their next move. Only works on living creatures. If enemy is healed then petrification is lifted (but ATB value remains where it currently is).
~Crepus

Piercing Bolts: This unit ignores a portion of the targets defense when attacking on range.
~jabanoss


Poisonous arrow: The ranged attack of this creature reduces the defense by 3. The effect is cumulative.
~Fauch

Prism: This creature is immune to the attacks of creatures using "Magic Attack", like Academy’s Mages. A creature using the ability "Magic Attack" to shoot through this creature gains a heavy increase to the attack’s damage. The damage increase is 25% and the attack will ignore 50% of the damaged creatures’ defence.
~Adrius

Protected: Dispel is cast on this creature every time it takes a turn (curses are dispelled).
~Fauch

Rage: This creature’s damage is increased by 3,5 % for every turn the enemy’s creatures and hero acts. For example, after 10 enemy turns the creature’s damage bonus is 35 %. If the damage bonus goes over 50% Frenzy is cast on the creature with Expert Mastery. The frenzy spell remains until the creature manages to kill an enemy stack, the damage bonus is then reduced to 30% again and the frenzy spell is cleansed. The frenzy spell cannot be cleansed in any other way.
~Adrius

Rampage: When this creature does a successful lucky strike, the damage of all creatures in heroes army will increase by 15% for the next two turns. Doesnt stack.
~Xerox

Random curse: This creature cast a random curse when attacking
~Fauch

Rapid Second Strike: Works with strike twice ability, second strike is delivered before enemy can retaliate.
~MattII

Rejuvenation: Taking Defense stance regenerates some/full health.
~Homer171

Revenge: This creature casts curse on any creature who attacks him (even if he doesn't retaliate).
~Fauch

Rifle: This creature bears a rifle into combat, that can only shoot all two turns, because it has to be reloaded in the meantime - everytime this unit does a ranged attack, it's initiative is halfed until it's next turn.
~Jiriki9

Scout: When a stack of this creature is in a hero's army, the opponent allways has to place his troops first (unles he allways has a creature with "Scout" in their army) and your hero can see the position of some his creatures at the begin of the abttle, depending on how big your Scout Stack is. (You see <Scout-Creature's tier>*<Scout-Creature amount>/25 enemy creature stacks) You can, however NOT yet see how much creatures your enemy has in the stacks, just an estimation (like on the adventure map: few, several, a pack, many,...)
~Jiriki9

Secure Area: Activated Ability. when used, the ability targets an area of 4*4 fields. The enemy can NOT see which area is targeted. Whenever an enemy creature moves from, through or into this area, it gets range-attacked by the securing creature and has no chance of range retaliation.
~Jiriki9

Secure Line: Activated Ability. when used, the ability targets a line of 6 squares (vertikal from the normal h5-point-of-view). The enemy can NOT see which squares are targeted. Whenever an enemy creature moves from, through or into this area, it gets range-attacked by the securing creature and has no chance of range retaliation.
~Jiriki9

Seering Steps: This creature leaves burning fields wherever it moves. The fields act the same as Firewall, remain for three turns, and deal elemental fire damage to any creature moving onto them. Damage dealt is 5 for every creature in the stack that set the field
~Moonlith

Shadow Cloak: This creature and all friendly creatures within 3 squares are invisible, as long as this creature does not attack. If it does, the Cloak does not work, until this creatures' next round.
~Jiriki9

Shadowhunters: Whenever this creature suffers damage from an enemy unit it will split its stack, providing that there is enough space on an adjacent tile. Once the splitting has occurred, both creatures lose the Shadowhunters ability and instead receive the Pack Hunter ability. This effect only triggers once per stack and the creatures are reunited after the battle.
~Adrius

Shakes earth: This creature casts earthquake when moving.
~Fauch

Shield: This creature benefits permanently from the shield spell.
~Fauch

Shoot and Strike: When this creature attacks an opponent in melee and still has shots left, it gets an extra ranged attack (low range) before its melee attack, dealing 50% of the normal ranged damage.
~Jiriki9

Shot from Above: When this creature shoots, it does not stand still, but first moves half of is movement, and then shots. When it does not have Strike and return, it than stays wher it is now on the battlefield, otherwise it returns. A shot from above can NEVER be countered.
...this ability definitely is only for flyers and mainly designed for Gliders (Balloons could also have it...)
~Jiriki9

Shrug Magic: Creature has an ability to possibly auto-cleanse each curse cast upon it. 20% chance per turn of permanent curses, for all time-based chance is (50 – 2*time left)% turns. Shrugging automatically occurs before creature moves, only one curse per turn can be shrugged.
~Crepus

Siege Unit: This creature can attack castle walls, dealing x - y damage per creature to them.
~Moonlith

Skeletal: This creature consists out of bones and thus receives only 50% damage from ranged attacks.
~Moonlith

Sky Glider: Like glider, but this creature can not be attacked by big creatures.
~Jiriki9

Slider (Marksman): This creature can choose to slide to an adjacent tile after being attacked by a melee creature (or after retailiation if possible).
~Isabel

Sloth: This creature cannot retaliate and creatures attacking it may attack an additional time.
~Mamgaeater

Sneaky Strike: When this creature was invisible at the beginning of its turn and is attacking, it deals twice the normal damage.
~Jiriki9

Sniper Training: This creatures damage increases by 2% for every tile the enemy is away from it. So if a enemy was 5 tiles away, then this shooters damage would increaase by 10% against it.
~Xerox

Soul Eater: This unit gains 10% health and mana per each unit killed,don't work on undead,mechanical and elemental units
~LizardWarrior

Spear Phalanx:  This unit deals double damage to large units.
~jabanoss

Spiritual: This unit is not completely real in the physical world, therefore there is a chance of 50% that a physical enemy attack on this unit deals no damage and a 25% Chance that a physical attack by this unit deals no damage.
~Jiriki9

Stampede: For every tile walked before attacking, this creature deals 10% of its normal damage to any creatures standing adjecent (including its target) when it attacks its target.
~Moonlith

Stampede: Stampede allows them to trample over small core enemy units when they march toward their actual target, the more units in this stack, the bigger the stampede damage.
~Nightterror

Stone Gaze: This creature's melee attack has a 30% chance to turn up to 10% of enemy stack to stone (capped at the number of creatures in attacking stack) thereby killing it instantly. Only works on living creatures.
~Crepus

Strider (Wind Dancer): Enemy creatures cannot retailiate if this creature is hasted.
~Isabel

Supreme retaliation:  This creature has a 50% chance to withstand enemy no retaliation ability, it also retaliates so fiercely that enemy defence is completely ignored.
~Crepus

Swift: This creature casts haste on itself each time it takes a turn.
~Fauch

Swift casting: Casting spell or using special abilities by this creature consumes no ATB value (unit gains bonus action).
~Radar

Tailstrike of rocks: All adjacent enemy creatures receive 5% earth damage done to the attacked creature and are stunned like the Bash ability. Main attacked target does not suffer this.
~Crepus

Tailstrike of Sparks: All adjacent enemy creatures receive 5% air damage done to the attacked creature and are stunned like the Master of Lightning ability. Main attacked target does not suffer this.
~Crepus

Taunting attack: this creature has a chance to cause the enemy to lose all of its defense, get an increase in initiative by 3 and forces that enemy to only attack this creature for three rounds, until this creature is dead or until enemy is directly attacked by other troop.
~Crepus

Tiny: This creatures occupies a 1x1 area on the battle grid. Units may move through this creature's square as though it were an open square.
~Blizzardboy

Touch of Gold: When this effect triggers creature does normal damage, but the last creature in enemy stack to receive damage turns to gold and dies. Hero immediately receives gold equalling 10x creature HP.
~Crepus

Tormented Retaliation: When this unit attacks a unit there is no retaliation against this unit, instead the closest ally of the target is attacked. If there is no ally then this unit is attacked as usual.
~jabanoss

Track Blood: Whenever an enemy creature suffers melee damage within 5 tiles of range, this creature will move towards it (if it can) and attack it for 50% of its normal damage, suffering no retaliation.
~Moonlith

Trample: This creature may move through one enemy stack instead of attacking. The stack is dealt damage as though it were attacked.
~Mamgaeater

Ultimate petrification: This creature may petrify his victim permanently when attacking.
~Fauch

Unblockable: Creature can shoot even when blocked, but not adjacent creatures.
~Asheera

Unity: Damage is spread evenly across the stack.NO unit will die before HP in the stack=to stack size. each creature needs 1 HP before creatures start to die.
~Knut_Are_M

Unstable: This creature may explode when attacking or being attacked.
~Fauch

Vampiric Embrace: 15% of damage dealt will be converted into healing for all troops in heroes army. The damage is splitted, but the most hurted stacks will be healed more then the ones with much health left. Overhealing might ressurect some creatures.
~Xerox

Wall Climbers: These units ignore castle moats and can climb across castle walls.
~jabanoss

Whip strike: The melee attack of this creature may paralyze the target for a turn.
~Fauch

Wild Beast: There is a 10% chance this creature, upon its turn, will attack the nearest creature regardless of who owns it.
~Moonlith

Wounding: When striking an enemy, this creature inflicts a magical deep wound. Because of this, the target will receive some damage every round. This damage is equal to 25% of the original damage. This effect has a permanent duration and cannot be cured or dispelled normally, but it will vanish once someone heals the target by any means (Resurrection spell, Raise Dead, First Aid Tent, Regeneration, Lay Hands, etc). This effect doesn't work on Mechanical and Elemental creatures.
~Asheera


Adventure Map Abilities:

Battle Scout: The enemy has to place their troops before you, and you'll see their position, yet no numbers, but only number ranges like on the Adventure Map (horde, throng, etc.). This works only when you have enough unity with this ability in your army.
~Jiriki9

Beast Rage: At the beginning of every day, there is a chance of 5% that this creature's stack deals 10% of its total hp as damage to your army, randomly divided on all other stacks in your army. This ability never damages this creature's stack itself.
~Jiriki9

Far-Range Transport: This ability can be activated in the adventure mode. This Creature and a chosen stack of units in the army of this creature are directly moved to any heroe, town or garrison within this creatures’ moving radius (differs from creature to creature). Can only be used in a certain interval (which also differs from creature to creature^^)
~Jiriki9

Night vision: hero sees two squares further on subterranean parts of the map if there is astack of this creature in the army.
~Crepus

Pathfinder: With a stack of this creature in his army, a hero gains +5% movement and suffers 5% less from difficult terrain.
~Jiriki9

Ransack: At the end of the combat, you gain an amount of gold according to the number of ransackers in your army and the number of ransackable creatures (mostly humanoids) in your enemies' army.
~Jiriki9

Scout: The hero can see 1/2/3 square/s further into the darkness when they have at least 5/10/20 of this units in their army.
~Jiriki9

Trade: Wood and Ore are cheaper to buy and get you more money when sold with this creatures in your army (0.1% per creature).
~Crepus




Combined:

Dark Channel: Can remove a Dark Magic curse from friendly troop and transfer it to enemy troop (activated, twice per battle). Heroes effective spellpower in casting Dark Magic is increased if there is a stack of this creature in the army. (Activated+Passive)
~Crepus

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 05, 2012 02:57 PM
Edited by Jiriki9 at 10:00, 02 May 2012.

Now for the Faction List

The Factions are ordered by categories, and in these, in alphabetical order.

Remakes/Classic Factions
Here shall be all factions listed, which are made as variations of factions which allready have been in the game.

Academy

Academy from Darklord's "Heroes 7 - New Universe proposal
So far a rather typical academy. In DarkLords New Universe, Ashan was destroyed and the survivors fled to a new universe (similar to the change between HoMM III and IV). The Wizards recovered faster from the losses and therefore have a good foothold in the new world. The faction heroes are elementalists, Might heroes riding on elemental mounts, and Wizards, flying on Carpets into battle.
Core:
-Stone Golem > Iron Golem
-Mage > Archmage
-Mystic
Elite:
-Djinn > Djinn Sultan
-Fire Bird > Phoenix
-Naga > Naga Queen
Champion:
-Sphinx
Ultimate:
-Titan

Academy by Xerox
“All secrets will be understood, and mastered, in time.” Designed as proposal for Academy in H6. By story and background, we of course have the typical (Ashan) Academy again. The lineup has some innovations, though! The Heroes are Wizards (Magic) and Engineers (Might), the racial "Warping" lets them teleport their troops around the battlefield. In battle, they seem to rely on their troops working together and on abilities, rather than raw force.

Core:
-Golem -> Magnetic Golem
-Rain Bird -> Huma Bird
-Battle-Mage -> Mageblade
Elite:
-Djin -> Marid
-Gana -> Gana Matah
-Keprakh -> Keprakh Vizier
Champion:
-Colossus -> Titan

Dungeon
Her you can find all our Dungeons and similar (underground) factions.

Dungeon
by War-Overlord
"The Strong lord the Weak, as is their Right." Here, a Dungeon in Ashan after the Events of Dark Messiah is presented. The Minotaurs rule this Dungeon, after a succesful revult against the Dark Elves. However, the Faction is still secretive and has no scruples of any kind. Malassa is sitll worshipped by the Minotaurs. The faction also still has few expensive units and a high damage output. Might Heroes are Overlords and Darkmages, boith capable to call a Black Dragon for one attack by their racial.

Core:
-Grotesque -> Chiroptic Grotesque
-Brute -> Enforcer
-Ballista Archer -> Spiderballista Archer
Elite:
-Beholder -> Corrupted Beholder
-Manticore -> Chimaeric Manticore
-Dark Raider -> Raider Knight
Champion:
-Cave Drake -> Black Drake

Fortress - Dwarves
Here, all Dwarven Towns (which are not VERY VERY different and innovative) shall be gathered.

Fortress
by War-Overlord
"Never yield and never lose face." War-Overlord gives us a view on the Ashan dwarves during the time of MM:H6. The dwarves are all ruled by one elected King under the Mountain, who is king overall the individual kings (one for each city). The magic Hero is the Rune Smith. The faction is under work and we don't know all yet.

Core:
-Mountain Guard -> Shieldguard
-Flametrooper -> Pyrowarrior
-Snow Ape -> Yeti
Elite:
-Warbear Rider -> Warbear Knight
-Salamander -> Volcanowyrm
-Cave Troll -> Wrecker Troll
Champion:
-Mastodon Rider -> Mammoth Rider

Mountain Clans from Darklord's "Heroes 7 - New Universe proposal
A nordic seeming Faction, based on winter and Thunder Powers, as well as on strength. In DarkLords New Universe, Ashan was destroyed and the survivors fled to a new universe (similar to the change between HoMM III and IV). The Dwarves have no organized faction consisting of all dwarves at the beginning of the game, and are in constant territorial wars with the orcs. Their heores are the Thanes on their white bears and the Runemages with their rune wolves.
Core:
-Dwarf Defender
-Rune Guard
-Rune Priest
Elite:
-Lnyx
-Gryphon > Thunder Gryphon
-Otso
Champion:
-Thunderlord
Ultimate:
-Ice Dragon

Tower by Lord_Immortal
"Stand your ground,for hope dies last." here, we get a slightly different approach on a Dwarven Faction. Besides mighty Dwarven units, it mostly counts on Strong Beasts. The Might Heroes are Stone Lords (Thunder Thanes for Tears and Ice Artisans for Blood), Magic Heroes are Rune Crafters (Storm Masters and Crystal Walkers)

Core:
-Winter Wolf > Dark Ice Wolf
-Stone Gargoyle > Obsidian Gargoyle
-Snow Leopard > White Tiger
Elite:
-Huscarl > Thane
-Elder Priest > Ancestral Battlemage
-Zephyr Roc > Thunderbird
Champion:
-White Walker > Crystal Walker

Haven

Empire from Darklord's "Heroes 7 - New Universe proposal
In general, still following the "justice, order and faith" theme of haven, though renamed into Empire. The lineup has quite some changes in comparison to odler HoMMs and by gameplay, the focus is mroe on divine boosts now. In DarkLords New Universe, Ashan was destroyed and the survivors fled to a new universe (similar to the change between HoMM III and IV). The Humans still follow their order and are under the Rule of King Roland of the lionheart Dynasty. Their armies are led by the mighty Knights, riding into battle on their Lion mounts, and supported by the Priests, casting their spells from the Back of the Pegasi they ride.
Core:
-Simargl
-Witch Hunter
-Cleric > Priestess
Elite:
-Templar > Crusader
-Alkonost
-Paladin
Champion:
-Sun Chariot
Ultimate:
-Archangel

Inferno

Gehenna
by Paiazza
An alternative Inferno faction, with quite some other units than the known, going with some name changes, not the least the change of Inferno into Gehenna (a word for hell). Otherwise, the ambiance keeps the good old demon style.
Core:
Possessed > Infused (walker)
Succubus > Scarlet Angel (flyer, caster)
Hell Hound > Cerberus (walker)
Elite:
Pandemoneus > Modeus (caster)
Tormentor > Lacerator (walker)
Juggernaut > Dreadnaut (walker)
Champion:
Pit Fiend > Pit Lord (Caster)

Necropolis

Necropolis from Darklord's "Heroes 7 - New Universe proposal
In style, a bit different than for example H5 necropolis, but still a typical Undead faction. In DarkLords New Universe, Ashan was destroyed and the survivors fled to a new universe (similar to the change between HoMM III and IV). Necropolis is in a devastating situation. Their army  small and constantly attacked by the Necromancers, survival was the main goal for undead troops. Necropolis Might Heroes are Death Knights, riding a Ghost Horse, and Necromancers on their Skeletal Horses.
Core:
-Ghost > Banshee
-Ghoul
-Mummy > Cursed Mummy
Elite:
-Vampire > Vampire Lord
-Lich > Archlich
-Revenant
Champion:
-Wight > Wraith
Ultimate:
-Avatar of Death

Rampart/Sylvan
And similar Towns.

The Preserve
by kwarc
A Forest Faction pretty close to H5 Sylvan. Not much background info is given. Might Heores are Wayfarers (Pilgrims for Tears and Conquerors for Blood Path) and Magic Heroes Hermits (Ascetics and Archons for the Paths), both using the "Avenger" Racial, allowing the hero to attack enemy targets anytime they are attacked by a friendly unit.

Core:
-Nymph > Dryad/Sylphide
-Hern > Satyr/Faun
-Hunter > Ranger/Sharpshooter
Elite:
-Druif > Druid Elder/High Druid
-Lycanthrope > Werewolf/Werebear
-Treant > Ancient Treant/Battle Treant
Champion:
-Green Dragon > Emerald Dragon/Crystal Dragon

Sanctuary

The Sanctuary by Foonlegacy (post 15)
"Lie still in the stagnant waters, watching from the abyss; the events of the world unfold." A Faction of scaled creatures, worshipping shalassa, licing in wetlands, in a 3-caste-society.  They have no magic, but rely on their strength, and their strong guerilla tactics, making them capable of attacking and retreating many times.
Core:
Lantern Light > Wisp
Swamp Serpent > Swamp Dragon
Darter > Strider
Elite:
Basilisk > Basilisk King
Gorgon > Medusa
Naga Guardian > Naga Archon
Champion:
Hydra > Ancient Hydra

Stronghold

Stronghold from Darklord's "Heroes 7 - New Universe proposal
Quite a typical, "Wild&Tribal" Orc Faction, with many beastmen in the lineup as well... In DarkLords New Universe, Ashan was destroyed and the survivors fled to a new universe (similar to the change between HoMM III and IV). The Orcs had not much survivors who could flee through the new world, and their situation is even more desperate because of the constant wars with the dwarves. THe Orcs are led by Chieftains, riding Giant Boars, and guided by Shamans, riding onto battle on their  Wild Beasts.
Core:
-Orc Mauler > Orc Axeman
-Harpian (male Harpy)
-Hobgoblin > Witch Doctor
Elite:
-Ogre > Ogre Lord
-Centaur
-Minotaur
Champion:
-Cyclops
Ultimate:
-Behemoth


New Factions
Here shall be all factions which have not been in the game so far. To be here, a faction should share neither theme nor big parts of the lineup of a faction that allready has been in game.

Horror Factions
The Factions I gather here shall be all those who have a focus on Vampires, Werewolfs, and similar gloomy beings.

The Covenant (post 8)
“This gift is a curse!” A Faction of Vampires not in Necropolis, though allied with them. They of course have a sinister theme, dwellign in dark forests, caves & caverns, and a rather aristocratic society.  Their strategy relies on speed and damage, as well as the healing ability, the racial is "blood potency", allowing them to harvest blood energy from living beings and using it for blood rites.
Core:
-Ghoul -> Revenant
-Stalker -> Assassin
-Reaver -> Slayer
Elite:
-Werewolf -> Alpha Werewolf
-Black Knight -> Dark Crusader
-Blood Lord -> Dread Lord
Champion:
-Bone Drake -> Netherdrake

Transylvania
by SkrentyzMienty
A Gothic town slightly similar in appearance to the H2 Sorcerer, only darker and more frightening. A bit like a distant cousin of Necropolis, only not undead
1.Level- Bat – Vampire Bat/Night Echo (Flyer, life steal like Vampire/Flyer Shooter due to emitted ultrasounds, short range)
2.Level- Evil Bunny Doll – Evil Rabbit Doll/Voodoo Rabbit (Walker/Caster)
3.Level- Pumpkin – Pumpking/Mutant Pumpkin (Walker/Walker, both "jump" around the battlefield xD )
4.Level- Gargoyle – Gargoyle Observer/Dungeon Keeper (Flyer/Flyer)
5.Level- Scarecrow – Crow Tamer/Raven Wizard (Walker/Caster)
6.Level- Witch - Ocultist/Shadow Hag (Shooter Caster/Shooter Caster)
7.Level- Werewolf - Terror Howler/Moon Werewolf (Walker/Walker)

Unique/Other Factions
Factions which can not be put in another category. (or for which I don't have one, yet )

Abyss (post 11)
An evil faction living in a secret underground world, based on a new-invented race called azamoths. These " are dark purple skined large creatures.Because they live in totally darkness,azamoths are completly blind.Their blood is acidic and burn the skin of others creatures which injury them.They have 40 sharp theet and are carnivorus.Azamoths have a muscular body,weight 200-300kg,height 2-2.5m,even reaching 3." They hunt for "prey" on the surface, including humans and such. Their heroes are the inspectors, with their "mysticism" racial, allowing them to learn chaos spells.
Core:
-Troglodyte -> Mutated Troglodyte
-Wormus -> Defiler
-Tainted -> Afflicted
Elite:
-Annihilator -> Crusher
-Avenger -> Chaos Officer
-Exterminator -> Assaulter
Champion:
-Chaos Warlord -> UyarrMo's Chosen

The Acropolis(post 3)
by Blizzardboy
Humans and others worshipping Sylath, the Dragon of Air, living for freedom, led by the Valkyries who use Divine Powers to strengthen their troops.
1 Halfling Slinger>Halfling Bowman/Halfling Bard
2 Templar>Sonic Templar/Disciple
3 Sabretooth>Sacred Sabretooth/Thundercat
4 Invisible Stalker>Invisible Cyclone/Invisible Blade
5 Light Cavalry>Pegasus Diver/Pegasus Lancer
6 Swanny>Swan Maiden/Swan Avatar
7 Dragonknight>Silver Dragonknight/Pearl Dragonknight

Atlantis
by SkrentyzMienty
An aquatic Naga faction.
1.Level- Murloc - Murloc Spearwielder/Aqua Guard (Walker/Walker)
2.Level- Sea Snake - Coatl/Sea Serpent (Flyer shooter/Flyer)
3.Level- Basilisk - Greater Basilisk/Snap Dragon (Walker/No meele penalty shooter)
4.Level- Mermaid - Siren/Temptress (Caster Shooter/Caster)
5.Level- Naga - Naga Queen/Royal Naga (Walker/Walker)
6.Level- Myrmidon - Myrmidon King/Poseidon (Walker/Walker)
7.Level- Sea Monster – Leviathan/Sea Terror (Shooter/Walker)

The Burrows(post 4)
by Snatch
"You don't have to leave home for reaching knowledge and wisdom, but if you do: Have fun!" Gnomen faction, hidden, a bit fairy-tale like. Developed for all versions of HoMM up to V as a special. Many units appear in all it's lineups, metionable are especially leprechaun, swan child, trickster&illusionist as characteristical units, imo. Racial in the H5-version is "Interfering" with which enemy spells can ffail.
1. Firefly -> Twinkling Swarm or Dragonfly
2. Rascal -> Trickster or Thief
3. Badger -> War Badger or Tunnel Badger
4. Astrologer -> Illusionist or Alchemist
5. Swan Child -> Swan Mother or Swan Princess
6. Woodwose -> Forest Demon or Lord of the Hills
7. Kobold -> Leprechaun or Boggart

Cavernsby Minnakht
“In the depths, there was peace. Soon, peace will be everywhere.” A new faction of Large Stone-Humanoids living undisturbed underground for ages, suddenly exposed to the surface. The faction is situated in Ashan and they worship Sylanna (mainly) and Malassa (a bit). Their racial helps them to heal the army whenever allies fall. The heroes are Exiles (magic) and Survivors (might). The creatures are overall rather slow and enduring.

Core:
Slimeroach -> Vomit Spawn
Jet Mole -> Carbon Mole
Protector -> Stonewall
Elite:
Squid Man -> Ulith Squid Man
Striker -> Deadeye Silencer
Mud Man -> Magma Man
Champion:
Patriarch -> Pillar of Society

Citadel
by MrDragon
“The only thing that is eternal is change, Chaos above all.” A faction of Demons from Sheogh, who are not fiery, buta darker, more sinister and subtle kind. Their heroes, Dread Knights and Dream Eaters, use the 'Eldritch Binding' Racial to make their enemies loose their special abilities. The creatures are mostly rather strange-looking and unusual.
Core:
-Talon Fiend -> Eurynomous
-Tatzelwurm -> Warpwurm
-Baku -> Baku Devourer
Elite:
-Erymanthian Tracker -> Erymanthian Hunter
-Abomination -> Chimera
-Efreet -> Efreet Vizier
Champion:
-Empusa -> Empusa Ascendant

Crowdel
“We will survive by any means”. A slightly humoristic/cynical human faction. THey rely completely on immense manpower, and have no ultimate leader, usually. This faction is situated on Ashan. Their Racial is "cunning", increasing the chance of abilities to trigger.
Core:
-Horde -> Legion
-Artisan -> Handyman
-Capsize -> Decayed Cap
Elite:
-Hogger -> Hogpulled
-Wind Mage -> Miasma Mage
-Living Ore -> Living Metal
Champion:
-Experiment -> Overenchanted

Dark Temple Clans from Darklord's "Heroes 7 - New Universe proposal
Similar in some aspects to how Dungeon is sometimes fewed, but I still think it's a different faction. In DarkLords New Universe, Ashan was destroyed and the survivors fled to a new universe (similar to the change between HoMM III and IV). THis faction however is mysterious, and based on shadow. The heroes are Assassins, mounted on shadow horses, and Nightmare-Riding Warlocks.
Core:
-Shade
-Troglodyte
-Gargoyle
Elite:
-Wurm
-Soul Reaver
-Avenger
Champion:
-Mistress of Horror
Ultimate:
-Faceless Lord

Dhaerow
by Duke_Falcon
A race-based faction full of Dark Elves, many of them mixed with Spiders/having Spider attributes.
Core:
Velg'larn => Mor'Velve
Salgtril => Kensai
Z'harn => Orbb Z'harn
Elite:
Drider => Drider jalil
Faern => Yathrin
Abyssal widow => Lady penitent
Champion:
Streea'Valsharess => Yor'Thae
Boss:
Spiderqueen's Avatar

The Embassy(Post 12)
by sith_of_ziost
A faction of Worshippers of Sylath, the dragon of air, with a protective attitude. Amongst them are also winged humanoids. The hero class of this faction are the sages.
1 Avian>Falconite/Eagle's Wing
2 Shieldmaiden>Iron Maiden/Valkyrie
3 Gust Archer>Saggitar/Galeforce Archer
4 Solarus>Raybender/Solemnus
5 Magus>Boreamancer/Updraft Magus
6 Windrider>Sylphie/Garuda
7 Griffin>Zephyr/Celestine

Euphoria
by SkrentyzMienty
A town based on luck and morale, ambience a bit like "the Shire" from lord of the rings.
1.Level- Halfling - Hobbit/Halfling Defender (Shooter/No melee penalty shooter)
2.Level- Leprechaun - Fortune Teller/Forest Enchanter (Caster/Caster)
3.Level- Satyr - Faun/Satyr Commander (Walker/Walker)
4.Level- Pegasus - Silver Pegasus/Celestial Pegasus (Flyer/Flyer)
5.Level- Troll - Greater Troll/Troll Warrior(H2 Style) (Shooter/Shooter)
6.Level- Roc - Thunderbird/Lightning Roc (Flyer/Flyer, both cast lightning bolt after attack)
7.Level- Faerie Dragon - Magic Dragon/Arcane Dragon (Caster flyer/Caster flyer)

The Fae
by gnomes 2196
A faction which takes a less "good" approach on creatures as Elves and fairies, going more back to their role in European Lore, as mischievous and mean. They are ruled by the Fae mother, a sinister monster, who seems to be beautiful in mortal eyes.
Core:
Fairy > Nixy
Elf > Twisted Elf
Redcap > Bloodcap
Elite:
Kelpie > Feral Kelpie
Shifter > Doppelganger
? > ?
Champion:
Grim > Barghest

Frostfire
by SkrentyzMienty
This faction's theme is about a symbiotic relationship between the elements of fire and ice/water. it would have an appearance similar to H5 Fortress with a crater in the earth and a snowy climate.
1.Level- Wisp - Wisp Elder/Ancient Wisp (Caster Flyer/Caster Flyer)
2.Level- Gog - Magog/Magmaton (Shooter/No melee penalty shooter)
3.Level- Fire Cat - Blazing Cat/Fire Lynx (Walker/Walker)
4.Level- Tauren – Tribal Tauren/Tauren Commander (Walker/Walker)
5.Level- Efreet - Efreet Sultan/Incinerator (Flyer/Flyer, both have fire shield)
6.Level- Ice Demon - Ice Terror/Tundra Demon (Walker/Caster)
7.Level- Yeti - Wendigo/Sasquatch (Walker/Walker)

The Glacier
by Gnomes2169
"Our society shall maintain its order, at whatever price must be paid." A faction of humans living in a frozen Land in Ashans Far South, managing survival there only with the help of Shalassa. Their armies are lead by the White Captains (Might), who are capable in the racial ability "Flash Freeze", to damage and lower enemies.

Core:
-Enforcer -> Whitecloak
-Chill Drake -> Mature Drake
-Phalanx -> Dragoon
Elite:
-Monk of Order -> Sable Monk
-Shadow -> Silencer
-Serpent Summoner -> Dragon Priestess
Champion:
-Arctic Spirit -> Ice Phoenix

The Gray Order(Post 16)
by Maken
A rather atheistic faction, declining to worship the gods, but striving for Balance. They are led by the Exarchs, who possess the power of shapeshifting.
1 Mercenary > Dacoit / Tiger Fist
2 Chakram > Chakram Twister / Chakram Hooper
3 Disciple > Dervish / Monk
4 Desertling > Dune Rider / Sand Storm
5 War Elephant > Elephant BErserker / ARmored Elephant
6 Garuda > Moonfolk Garuda / Sunfolk Garuda
7 Gana > Deva / Asura

The Gutter
by minnakht
"The foundation is one thing that remains after any incident" A swampish sewerish faciton, based on "lowly" races having gathered for a while but just recently begun establishing something like a social order.
Core:
-Swamp Troll > Putrid Troll
-Green Crone > Swamp Hag
-Leperchaun > leperchaun Magicker
Elite:
-Minetaur > Minetaur Artisan
-Compost Crawler > Explosive Heap
-Drakish Ranger > Drakish Mindcrafter
Champion:
-Mud Giant > Sewer Giant

Heliopolis
by SkrentyzMienty
A faction based on Ancient Egypt, pyramid, desert-themed.
1.Level- Serpopard (Walker and long-range attacker like H4 Pikeman)
2.Level- Ammit (Walker/Walker)
3.Level- Mummy (Walker)
4.Level- Isis (Caster Shooter)
5.Level- Sobek (Walker)
6.Level- Bennu (Flyer)
7.Level- Anubis (Caster but more melee-orientated)

Jurassic(Post 17)
by Blizzardboy
A Faction of Wild Ogres, which are beastmasters and tamed Dinosaurs and other wild, dangerous breed. They worship Brotaki, the vastly unknown son of Urgash, who declines his fathers evil ways and doesn't strive for dominion.  The beastmasters also call Beast Companions onto the battlefield for help.
1 Forest Ape -> Redwood Ape / Battle Ape
2 Raptor -> Megaraptor / Raptor Pouncer
3 Grapeshot Launcher -> Boulder Launcher / Firecracker
4 Harpy -> Harpy Tornado / Harpy Bronzeclaw
5 Tarrasque -> Dragonweed / Dragonstalk
6 Predator -> Battlemaster / Axemaster
7 Sobek -> Sobek Avatar / Sobek Incarnate

Labratory (post 9)
by Minnakht
“Everything needs to be tested, no matter the cost.” MAd scientists, mainly former wizards, experimenting wildly and without much ethic standards, which both also reflect in the army.
Core:
Crypt Spider > Night Spider
Kobold Soldier > Kobold Operative
Grimoire > Destructome
Elite:
Edimmu > Polyedimmu
Bloodstain > Blood Vortex
Rolley > Crusher Tank
Champion:
Gory Mess > Writhing Mass of Primal Chaos

The Mirage
by BlizzardBoy
“Where we lay our heads is home.” An interesting faction of very different folk, who have made their home on a place-shifting Island. They worship the Life-Aspect of Asha, and hate the demons, seeking to unite the world under one order strong enough to defeat them. The Magic Heroes are Bards, whilst Agents the Might Heroes. Both have the ability to bind their souls to an instrument and to use the "Camaraderie" racial, through which the synergy between hero and troops is enhanced.

Core:
Duelist > Hoodwink
Minstrel > Troubadour
Nanodragon > Faerie Dragon
Elite:
Salamander > Prismatic Chameleon
Shapeshifter > Doppelganger
Phasm > Phantasm
Champion:
Muse > Jeweled Muse

Mistswamp
by SkrentyzMienty
A cross-over between fortress and dungeon from Heroes 3.
1.Level- Gnoll - Gnoll Marauder/Gnoll Shaman (Walker/Caster)
2.Level- Troglodyte - Spiked Troglodyte/Troglodyte Monarch (Walker/Walker)
3.Level- Harpy - Harpy Hag/Harpy Witch (Flyer/Flyer, both strike&return after attack)
4.Level- Beholder - Evil Eye/Deathgaze (Shooter/Shooter, both cast random cursing spell after attack)
5.Level- Medusa - Medusa Queen/Chaos Medusa (Shooter/Shooter, both turn enemies to stone after melee attack)
6.Level- Gorgon - Devigorgon/Mighty Gorgon (Walker/Walker,both have the Death Stare ability)
7.Level- Behemoth - Ancient Behemoth/Gargantuan (Walker/No melee penalty shooter like H4)

The Obelisk(Post 4)
by sith_of_ziost
A mysterious Order of Mages, who have woken a mysterious ancient power. They worship Sar Elam, colors are Aquamarine & Pure White, their Motto: “Rise to power, fall from grace, and crawl as nothing: No matter, Sar Elam still has a purpose for even you.” Hero is Arcanist, Racial Enchantment.
1 Homunculus>Protoplasm/Changeling
2 Adept>War Adept/Dawn Singer
3 Incarnate>Avatar/Familiar
4 Crystal Shardling>Triskelion/Crystal Spawn
5 Idol>Saint/Orator
6 Prophet>Muse/Oracle
7 Lark>Starling/Peregrine

The outlaws
by Inudaughter
A faction of desert-living bandits, who value freedome very high. They have not a declared realm or nation, but dwell in deserts officially mostly belonging to the Wizards. Socially, they are organized in 'families', with the family heads making many of important decisions. The heroes of the faction however are Bandit Chiefthains, which have the ability to carry some of their buildings along with them (as tents).
1 Bandit>Thief/Elf Robber
2 Mercenary>Veteran Mercenary/Dwarf Mercenary
3 Harpy>Harpy Lilith/Blood Harpy
4 Beholder>Redeye Beholder/Beholder Brother
5 Desert Raider>Desert Mercenary/Gang Leader
6 Dark Wizard>Golem WIzard/Dark Artificer
7 Dark Sphinx>Shadow Sphinx/Sand and Fire Sphinx
8 Spectral Dog

The Outpost
by enamelity
ICTC5-faction
An Empire of intelligent, feeling, mostly humanoid machines, originally created by a Silver Cities Wizard, but the First Machine, which is now their god "MEchanicus Alpha", rebelled and now the Wizards and the machines are Arch enemies. They live in the Shrouded South and, on the whole, rather peacefull, except for the Wizards. They are also an extremely curious people. There are three hero classes with three seperate racial: The healing (repairing) "Imperator Artifex" the might-based "Imperator Bellator" and finally the Fire-magical "Imperator Ignipotens".
This faction does not really use tiers, but an innovative unit system, which ufnortunately seems a bit complex. Units are divided in three classes (NOT AT ALL LIKE IN H6!!!), and for the first class, there are many different and multiple upgrades.

The Preserve
by minnakht
”The useless, the hated – we all deserve places to stay.” A gathering of the oppressed, non-humanoid species - animals fighting for animal rights.
Core:
-Bovistrix > Tauristrix
-Bunchthorn > Grimeling
-Vulping > Carbune
Elite:
-Traltha > Hudlar
-Castelid > Chealvear
-Limeserpent > Marblisk
Champion:
-Time-Lost Abomination > Ancient Druid

Redemption (post 16)
by gnomes2169
A faction led by mysterious beings created by Elrath himself: Templars. They have sworn to fight and destroy the demons, and rely, strangely, on redeemed formerly evil creatures. It is notable, that the alternate upgrade of the creatures is again evil - fallen. The Redemptions are led into battle by the Reclaimers, who have their own school of spells and cast these, and any spell, with their life power, instead of mana.

Tier 1: Repentant -> Redeemed/Fallen
Tier 2: Forsaken -> Ascendant/Possessed
Tier 3: Abandoned Construct -> Silver Construct/Desecrated Construct
Tier 4: Whisper -> Shadow/Corrupter
Tier 5: Cursed -> Half Demon/Chaos Prince
Tier 6: Rune Mage -> Rune Lord/Crimson Mage
Tier 7: Avatar -> Demi-God/Ravager

The Roost (post 11)
by Minnakht
"Descended from heavens, we are willing to participate." A faction of floating crystal-beings, who just recently have descended their sky cities closer to the ground from the skies, and seem to be rather intelligent. Their magic hero classes are strategist (might) and Blitzer (magic)
Core:
Spark > Ball Lightning
JEPHRIF STRANGLER > STRANGER JEPHRIF
VILE FLOATER > SMOKE DEVIL
Elite:
JEPHRIF BLAZER > JEPHRIF NIGHTWIZARD
TEXTILE > KARAKASA
HUNTINGBIRD > ZIZLING
Champion:
FUSION SERPENT > ETERNAL FLYER

The Ruins
by Raelag84
This faction is the remains of an ancient civilization, dwelling in what seem ruins in the jungle. They are inhabited by Nagae, but also other beings, even human amazons. They are worshippers of Shalassa, the dragon of Water, mainly. A interesting twist is the existence of rice as currency, which is also to find in the racial of the Naga generals.
1. Slime>Water Being/Water Beast
2. Martial Warrior>Martial Artist/Martial Mermaid
3. River Naga/River priestess/Dolphin Trainer
4. Lizard Cavalry>Fire Lizard/Mosesaur
5. Mucalinda>Many-faced Mucalinda/Sea Serpent
6. Garuda>Photos GarudaGreat Ak
7. Avatar>Great Avatar/Ocean Avatar
8. Essence of Shallsia

The Serpent Cult
by Adrius
ICTC5-faction
A faction of various beings worshipping not the dragon gods, Asha or Urgash, but "the God Snake", an ancient and terrifying Snake God, to whom they also dedicate sacrifices. The faction has a ratehr complex and detailedly given, background, including history, religion and society, which is really enjoyable to read! The Hero classes are Serpent Lords and Venomancers. The Special of the faciton is the venomancy, a well thought through system of using venoms in battle. The Racial Ability Detonate even strengthens the venoms.
Remarkable are also 2 things. First, this is a reloaded faction version, there was an older one, this is the new, improved one. Second, it has a unique Tier system, a mix between CEC and 7-Tier, somehow.
Core:
-Spitter Lizard
-Befouler
Advanced:
-Sandcrawler
-Cobra Warrior
Elite:
-Fellviper
-Serpentress
Champion:
-Coatl

The Sunpeople
by flackmandan
ICTC5-faction
A Desert Faction of Sun-Worshippers, with Desert Orcs and Fire Beings in their Ranks. They are led by the SunLords, the mightiest of the Sun Mages. The abilities are many about Fire and Heat.
Tier 1: Lesser Desert Orc Lesser Desert Orc Swordsman / Lesser Desert Orc Shieldbearer
Tier 2: Lesser Fire Elemental Volcanic Elemental / Lesser Magma Elemental
Tier 3: Greater Desert Orc Greater Desert Orc Raider / Greater Desert Orc Defender
Tier 4: Sunmage Apprentice Sunmage Manipulator / Sunmage Desacrator
Tier 5: Efreet Efreet Sultan / Efreet Vizier
Tier 6: Draconian Draconian Warrior / Draconian Totem
Tier 7: Firebird Phoenix / Molten Firebird

Swarm (post 1)
by gnomes2169
The Swarm is a faction with a hivelike structure, inhabited by strange creatures once created by druids, mixtures of plant, reptiles and insect. But the druids lost control, the xslivers purpose changed and they seek todestroy all other races - and the slivers were a quickly evolving race. Nowadays, their arch enemies are demons and wizards. The Swarm heroes don't learn spells from guilds, but when leveling up - the two hero types Hivelord and Queen learn different spells here...They use the racial skill of adaption, allowing them to get stronger by chosing a faction you allreay fought, giving a bonus depending on the faction.

Tier 1: Sliver -> Hive Guardian
Tier 2: Splitter -> Spiker
Tier 3: MEddler -> Twister
Tier 4: Infected Dendrite -> Transformed
Tier 5: Troll -> Troll Berzerker
Tier 6: Sliver Spawn -> Sliver Juggernaut
Tier 7: Giant Mantis -> Alpha Mantis

Toxicarro
by SkrentyzMienty
Faction based on poison and situated in canyon liek terrain with toxic substances in the air and water.
1.Level- Boar - Acid Beast/Spiked Boar (Walker/Walker)
2.Level- Lizardman - Reptillion/Lizard Bowmaster (Shooter/Shooter)
3.Level- Serpent Fly - Cobra Fly/Acid Fly (Flyer?Flyer)
4.Level- Waspwort - Carnivora/Savage Dionea (Walker/Shooter)
5.Level- Venom Spawn - Pollution Spawn/Abomination (Shooter/Caster Shooter)
6.Level- Frenzied Gnasher - Aggressor/Cave Keeper (Walker/Walker)
7.Level- Rust Dragon - Corrosionsaur/Acid Dragon (Flyer/Flyer)

The Vestibule(Post 9)
by Sith_of_ziost
A mysterious faction of Mystics, who see who is going to be a hero. Highly based on Knowledge. With their racial, they can call forth heroes onto the battlefield for combat.
1 Buckler Infantry > Aegis Defenders –OR- Cavalcade Infantry
2 Duelist > Swordsinger –OR- Myrmidon
3 Ninetails > Lynxicon –OR- Wardenfeln
4 Aurora Knight > Shieldmaiden Knight –OR- Borealis Knight
5 Pontiff > Mediator –OR- Seneschal
6 Eos Saint > Eos Desciple –OR- Beholder
7 Paragon > Adjudicator –OR- Deus

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 05, 2012 02:58 PM
Edited by Jiriki9 at 09:12, 20 Sep 2012.

Full Proposals
This list shall cover all attempts on Full Proposals. I won't give much detail here, focus is on looking at settin and gameplay, not at the certain factions, creatures, etc. It is not necessary that a proposal is 'complete'!!!

Heroes 7 - New Universe
by DarkLord
This game takes place after the Evenets of Dark Messiah, having here ended with Sareth freeing the Demons. An epic Battle emerged between Urgash and Asha, who is aided by the 6 Elemental Dragon. Finally, the destruction of the world cannot be prevented, but through Sacrificing herself, Asha allows the population of Ashan to flee to a new world...Arev!
...and in the new world, new battles arise...

Features
-6 Epic Factions: Academy, Necropolis, Empire, Mountain Clans, Stronghold, Dark Temple
-An awesome Story playable through the huge Campaign Set, with three Campaigns for each Faction
-4-Tier System: (Core-Elite-Champion-Ultimate)
-mini factions: are like "mercenary camps".. you can recruit creatures there if you own the town. they also increase your gold income

Expansion - Awakening
-offers 3 new factions: Fortress(Swamp), Rampart and ?
---work in process---

Jiriki's View
The Approach seems quite nice, though the opening is quite similar to H4. The factions seem good and the campaign is just epic. However,I'd like it more elaborated in terms of gameplay. Nevertheless, if you don't know it: Definitely take a look at it! You're gonna be awed!


Heroes of Might and magic VIIby gnomes 2169
Gnomes' HoMM idea takes us into the (far far FAR) future of Ashan, where the planet isn't anymore even known under this name, but under the name of Zehan. Many have broken off the traditional factions.

Features:
-9 Factions: Haven, Dungeon, Preserve, Barbarian, Stronghold, Academy, Fortress, Necropolis, Renegades
-10 Creatures per faction, with 2 'trees' for each faction, letting you focus on 7 of the 10
-8 Ressources: Gold, Wood, stone, ore, Gems, Mercury, Sulfur, Crystal
-Epic Tactical Battles fought by your heroes and units, with the Environment affecting the battle
-Special Features, like Weekly Modifiers, Ambushes and Survivors of a lost Battle

Jiriki's View
Definitely still under work, but looking very promising in my eyes. The things allready there are nicely done and well elaborated. The gmae mechanics are described in a detailed and easy, yet not annoying way! Not all creatures may be that unique, but the Factions are far from the usual stuff. Definitely worth a visit, and I, personally, wait for more here...

Heroes 7by hobo2
A proposal focusing on the game itself rather than Background and story. It has quite some new twists, as well as quite many, and creative, factions.

Features:
-12 Factions: Asylum, Bastion, Bazaar, Dungeon, Forge, Fortress, Haven, Hideout, Inferno, Necropolis, Sanctuary, Stronghold
-8 units per faction, ordered into 4 tiers
-15 main skills with 3 secondary skills each
-4 flavours of magic: Air, Earth, Fire and Water
-many new features
-Hexagon Battlefield, movement system of the newer King's Bounty games

Jiriki's View
Well, I am kind of split on this. It's really creative and the factions are mostly really nice. Also, it seems to be very thought-through! Many things are not my taste, but it are issues of personal taste, so you should nevertheless try it out!

Heroes of Might and Magic VIIby Jiriki9
This game leaves Ashan aside, and, without any pre-story reaching back to Ashan, takes place in a different world. Here, many things are different. The game will open up an epic storyline as well as a lot of Gameplay features.

Features:
-9 Factions: Academy, Bastion, Castle, Dungeon, Haven, Keep, Palace, Rampart, Ruins
-7 Units per Faction: 3 Core, 3 Elite, 1 Champion
-Epic Campaign Set with 9 Campaigns (in work)
-15 Main Skills, divided in "Might", "Magic" and "Adventure" Skills, all with several subskills
-3 Schools of Magic, "Elemental", "Vital" and "Arcane", each with some subschools, and a new System of Spell Learning
-New Game features such as Ambushs, Plagues, Random Events and much more
-Hexagon Battlefield, H5-turn-system
-A wide range of Support Troops (which replace the former war machines)
-7 Ressources: Gold, Wood, Stone, Iron, Crystal, Mithril and Mercury

Heroes of the Black Starby lizardWarrior
Not too long ago, LizardWarrior started with a new HoMM proposal. He takes us to the World of Regium, where a small meteorite,called "The Black Star" by the population hit the Regium on a isle in the Berith Archipelago.From that moment strange things happened on Regium,a strange malformation of the magical energies influenced by the moons of Regium.Also it opened many gates to an unknown plane.Also they appeared...the worshipers and minions of the three:Baphomet,Beelzebub and Lucefer,a strange cult that started to gather more and more followers and with a objective to subjugate all those which don't obey to the will of the three Infernal Lords...from that moment Regium changed dramatically.Will be this cult and its allies destroyed?Will be the apocalypse stopped?

Features:
-8 Factions: Castle, Keep, Sanctum, Bastion, Outpost, Fortress, Dome & Cult
-unique Line-Up System, dividing the army of each faction into three "Sub-armies"
-Civilian Units, helping with your income.

Jiriki's View
Still very much in the beginning, this one. I also am not 100% sure how good the line-up system will work out. However, one can easily see Lizards experienced and creative hand in it!

Might and Magic heroes - Next ideaby Dorin01
So far, we do not know too much about setting and features of this game, but it is promising, and I am certain Dorin will grant us these. Notable is the Mass of Factions here, as well as the "counterpart" factions, which are very close to one other faction.

Features:
-17 factions, 7 with counterparts, 3 without

Spinoffs
There was a time, when we were all nuts for making spinoffs of our beloved game, changing either the gameplay, or the setting quite much. They shall not be forgotten!!!

Setting Changes
Here come spinoffs which try to keep the classical game mechanics of homm, more or less, but switch into a different setting.

Heroes of Science and Powerby Jiriki9
Heroes of Science and Power (HoSP) is a game quite close to HoMMin idea and mechanics, but in a Science Fiction setting. The Galaxy is no save place in this game, and its inhabitants are all striving for power - in one or in another way.

Features:
-7 factions: Galactic Federation, Terran Alliance, Nietzscheans, Convent of Machines, Silicids, Hive, Necrologists, all with unique racials and a unique siege  Machine
-7 units per faction, ordered in Core-Elite-Champion-system, with one upgrade/unit
-a broad variety of skills, allowing a precise hero development
-"Technology"-Skills, allowing the use of technology in battle and on AM: Biology, Energy Science, Physics and Chemistry
-4 general War machines: Mobile Medical Centre (MMC), Ammunition Transport, Jammer, Artillery
-5 ressources: Credits, Metal, Synthetics, Fuel, Energy
-random events in non-campaign scenarios
-An Epic Campaign Set


Realtime Strategy Games
Here you find our ideas for strategy games which are based on HoMM, but have gone into RTS.

RPGs
Welcome to returning into roleplaying. The games here are based on HoMM, but return it into a rpg.

Might and Magic: Total Eclipse
by Xerox
Xerox offers us another entrance into Ashan. It's the Year 564, the year of the second Demonic Invasion. As a hero of your people, you must choose your side. Will you join the Dragon knights to bring order and justice to Ashan, or will you as a weapon of chaos and destruction destroy her for the might of the Demon overlords?

Features

Might and Magic: Total Eclipse is an RPG set primarily in the Holy Falcon Empire of Ashan, and explores what happened behind the scenes of the demonic invasion that takes place in Heroes VI.
* Seek your destiny - will you join their Dragon Knights in their quest for order or the Demon Lords in their obession for chaos? Decide the outcome of the story.
* Play as a Human, Elf or Orc, eachwith three different origins.
* Choose your path, will you walk through Blood or Tears?
* Travel through a vast open world, filled with dungeons, dynamic events, towns and cities.
* Features an unique dynamic, interactive quest system. See a farm burning while travelling through the Falcon Empire? That's a quest right there, no quest givers with big question marks above their heads.
* Learn spells from Magic Guilds located across Ashan, or from powerful Magic scrolls found through your adventures.
* Join different factions: Church of Elrath, Cult of Necromancy, Scarlet Thorn, Hunter's Guild, Gladiators, Orcish Clans...
*Master the Magic schools by joining their dedicated cults and guilds.
* Master several types of skills such as Attack, Sorcery and Defense through the Leveling and Skill system!
* Find and collect scrolls and powerful artifacts hidden within the deepest dungeons and highest mountains of Ashan.
* Recruit companions and make new friends that will aid you in your quest with their unique skills.
* Create your own unique Duel Hero and challenge real enemies or AI in various Player VS Player maps, such as Find the Grail based on the classic Capture the Flag format.

Jiriki's View
Well, the game is just in it's beginnings still, but I would love to see it elaborated...or better, I would love to PLAY it! The whole thing seems to be nicely thought-through, and I'm definitely looking forward for more. So a visit on the thread is highly advised!

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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted January 05, 2012 03:20 PM

Methinks another peanut may be on its way

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Vindicator
Vindicator


Supreme Hero
Right Back Extraordinaire
posted January 05, 2012 03:33 PM

I think you've missed some of war-overlord's proposals; if I remember correctly, he had a Minotaur faction completed, and his Sylvan one is looking good as well.

Dungeon (war-overlord's)


I'll see if there is any more factions in the altar
____________

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 05, 2012 03:52 PM
Edited by Jiriki9 at 11:27, 27 Jan 2012.

thank you for contributing!
The list still misses much!!! I'll update it step by step. But it is very helpfull when you contribute.
Though HCMs would be nicer in terms of keeping the thread clean.

Creature List
It may come to quite a task but here I want to gather the fabulous creatures we made - and there are quite some awesomely nice here!!!

A: Remakes
Here I'll place units which were allready in a heroes game.

Gnollby Xerox
The Gnoll comes from humans that were set in prison cells and infused with the blood of Dogs and Hyenas. The Gnoll shares some aspects of these animals and hunt in packs and scavenge other creatures.
-Faction: Bulwark (Beastmen-Faction)
-Tier: 1/7
-Abilities: Pack Hunter (The more creatures there are in the stack, the higher stats this creature gets.), Scavenger (This creature can scavenge dead creatures on the battlefield, restoring health points. The creatures loses one turn.
-Stats: Low stats on almost everything except iniative.
-Tactical: Gnolls are rather nice creature when you get many of them. Get the hero with the "Gnoll special" skill and you start with powerful Gnolls from the begining. At the end of the battle you might want to run away from the last enemy stack and Scavenge to restore dead Gnolls.
Upgrade: Gnoll Raider
Gnoll Raiders are the most skilled Gnoll warriors. They often form their own packs to raid small villages. When they kill a enemy they take their money and bring it to their leaders.
-Abilities: Corpse Harvester (This creature can loot dead enemy creatures, stealing their gold. The creature loses one turn.), Pack Hunter, Scavenger
-Stats: +1 iniative and speed then the normal Gnoll but otherwise the same.
-Tactical: The Gnoll Raider can be very nice in early game. With Pack Hunter they become offensive, with Scavenger they survive and with Corpse Harvester you will get gold from creatures. And lots of extra free gold is very nice early in the game.
You could just run around with these and lay traps and harvest dead enemy corpses for gold.
Alt. Upgrade: Gnoll Chief
Gnoll Chief are pack leaders. They are old and wise and not very strong in combat. However since the Chiefs are pack leaders of the Gnoll, they can easly call reinforcements to aid them in battle.
-Abilities: Pack Hunter, Pack Leader (Once per battle this creature can howl, summoning reinforcements. The Reinforcements are 20% of the creatures orginial stack.), Scavenger
-Stats: Same stats as the normal Gnoll except some very minor +health.
-Tactical: he Chief is very nice. The summoned other stack stacks with "Pack Hunter" ability if the other stack is close to the Chief (that sounded funny...). It makes the Chief very powerful. I would take these if i had lots of rescourses.

Low-Level Units
Here you'll find the weaker units we created, designed to be Core, or, in the old system, Tier 1-3 (of 7)

Mid-Level Units
Here you'll find the medium units we created, designed to be Elite, or, in the old system, Tier 4-5 (of 7)

High-Level Units
Here you'll find the weaker units we created, designed to be Champion, or, in the old system, Tier 6-7 (of 7)

Special Units
Here you'll find bosses and special units which don't fall into the other categories for some or the other reason.

B: New Units
For units which were not in an offical HoMM-game so far.

Low-Level Units
Here you'll find the weaker units we created, designed to be Core, or, in the old system, Tier 1-3 (of 7)

Stygma (post 18)by GenieLord
The Sygmas are evil spirits of dead children, trapped in dolls. The are in a permanent search for the creature/person that ended their lives on that young age, looking for revenge. They can pretend to be normal dolls, and therefore, they are useful as spies. However, educated Wizards and Mages know how to recognize Stygmas, according to a few special signs which they contain.
-Faction: "Mausoleum" (an Academy turned Undead by Necromancers)
-Tier: 1/7
-Abilities: Undead, Flyer, Sneak (When a hero stands in front of an enemy town with a stack of Stygmas, they can sneak into the town and give him/her information about the amount of troops in the garrison. Doesn't work on Academy towns, as the Wizards know how to recognize Stygmas.)
-Stats:
Attack: 2
Defense: 1
Damage: 1-3
Speed: 5
Initiative: 9
Hit Points: 4
Upgrade
-Abilities: Undead, Flyer, Sneak, Haunt (When the Cursed Stygmas choose to use this ability, they will lose all their turns in the battle. From now on, they will haunt a chosen area on the battlefield (a 4-tiles square). Any enemy creature that will pass on that area will be attacked automatically by the Cursed Stygmas.)
-Stats:
Attack: 3
Defense: 2
Damage: 2-3
Speed: 6
Initiative: 9
Hit Points: 5

Mid-Level Units
Here you'll find the medium units we created, designed to be Elite, or, in the old system, Tier 4-5 (of 7)

High-Level Units
Here you'll find the weaker units we created, designed to be Champion, or, in the old system, Tier 6-7 (of 7)

Special Units
Here you'll find bosses and special units which don't fall into the other categories for some or the other reason.

----------
Raw Form for crea List:

<name>by X
-Facrtion:
-Tier:
-Abilities:
-Stats:
-Tactical
Upgrade
-Abilities:
-Stats:
-Tactical
Alt. Upgrade
-Abilities:
-Stats:
-Tactical

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 07, 2012 11:21 AM
Edited by Jiriki9 at 10:13, 27 Jan 2012.

Game Mechanics/Features List:

List to come:

Changelog:

2012/01/07: Added quite more lists, added first entries to the Full Proposals and Spinoffs
2012/01/07: Added Spinoff "HoSP" and 2 Full Proposals (gnomes' and my)
2012/01/24: Added Hobo2's full proposal
2012/01/27: Added 2 more factions (Glacier&Fortress)

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MrDragon
MrDragon


Supreme Hero
Eats people with Ketchup
posted January 08, 2012 09:38 AM

The Faction List is missing my Citadel Faction.
Link is in my sig.
____________
Mr.Dragon Factions in production.
Citadel: 7/7 creatures, 2/2 hero base classes. (complete, for now)

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 27, 2012 10:14 AM
Edited by Jiriki9 at 11:28, 27 Jan 2012.

If any of you have a (short, but full) comment on a certain faction, proposal, ability, etc., please send it to me and I'll add it below the commented entry as "<your name>'s view".
Also: Feel free to send me Entries, especially on the mass of Creas I would like (and need) some help.

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Minnakht
Minnakht


Known Hero
Green eyed monster
posted January 28, 2012 09:07 PM

You missed one.

Not that anyone reads those anyway...
____________
Shameful Advertising

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 29, 2012 10:01 AM

added. maybe. I sincerely hope people do. It can have nice effects:
a) inspiration, from gaining an idea how to make factions (newbys) to creative ideas (if the user allows it=>use in own ideas)
b) avoiding of doubling ideas, which could be misinterpreted as copying
c) give feedback and appreciate the work people have put in their creations (these days, this has become really rare indeed which is really sad, since there are really good ones here)

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted January 29, 2012 07:34 PM

I really do enjoy the fact that everything is listed in here. It just makes finding everything so much easier...

Why is this thread not stickied yet?
____________
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 February 12, 2012 10:15 AM
Edited by Jiriki9 at 09:13, 20 Sep 2012.

Thank you!

...maybe we should ask alci?

EDIT: added Dorin01s proposal.

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