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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Might And Magic: Heroes - My Next Game ideas.
Thread: Might And Magic: Heroes - My Next Game ideas. This thread is 3 pages long: 1 2 3 · «PREV
Dorin01
Dorin01

Tavern Dweller
posted September 26, 2012 05:20 PM
Edited by Dorin01 at 14:30, 01 Oct 2012.

TOWER

Gremlin.
A very strange race of Goblins who live in the winter lands where the Towers are built. They have mechanical pistols that can hit the enemies from a distance.
Ability: Shooter.

Master Gremlin.
Master Gremlins have larger bullets that they use to shoot their enemies, but unlike the lower Gremlins, they also have a chain with a large metal ball at the end of it, which they use to approach enemies close.
Ability: Shooter. No hand-to-hand penalty.

Stone Gargoyle.
All the Towers are decorated with gargoyles. The wizards saw them useful in their plans and decided to animate them.
Ability: Immune to Magic.

Obsidian Gargoyle.
Obsidian Gargolyles are bigger and stronger than their counterparts. Very good defenders of the city, but at the cost of their speed.
Ability: Immune to Magic.

Golem.
Strong guardians of the Tower, the Golems are animated by Magic.
Ability: 25% Damage from Spells.

Iron Golem.
As you enter deeper in a Tower, you can see that the Golems are built from stronger and more durable materials. Perfect for guardians.
Ability: 50% Damage from Spells.

Steel Golem.
Decorating the main halls of the Tower, the Steel Golems were animated to be even stronger than the other ones. Almost nothing can penetrate their defence.
Ability: 75% Damage from Spells.

Mage.
The teachers at the Tower, they are very weak in close combat, but they make up for it with their Magical abilities.
Ability: Shooter. Caster.
Spellbook: Dispell. Hurricane. Animate (ressurects dead mechanical units).

Arch-Mage.
An Arch Mage posseses the very good ability of helping his master when the latter decides to use his magic.
Ability: Shooter. Caster. Magic Teacher(Hero spells cost -2 mana).

Genie.
Genies are servants of the wizards. Long ago they were found in the catacombs of the Tower, and since then they have been loyal to them.
Ability: Beneficial Caster (can cast only beneficial spells).
Spellbook: Haste. Bless. Dispell.

Djinn.
The Djinns are stronger and more powerful than the Genies. They can prove essential to winning a battle, because of their Magical skill.
Ability: Beneficial Caster.
Spellbook: Haste. Bless. Dispell. Animate. Ressurection.

Naga.
When coming to take the winter lands, the Wizards got trough the swamp lands. There they kidnapped many powerful Nagas and enslaved them.

Naga Queen.
The Naga Queens are stronger and more agile than their weaker selfs, quickly evading the enemies counter-attacks and striking again.
Ability: Double Strike.

Giant.
Using their magic, the Wizards can conjure their great mitycal allies, the Giants.

Colossus.
Stronger and powerful than a Giant, a Colossus posseses the great ability of teleporting himself near every enemy.
Ability: Teleportation.

Titan.
Even the Giants pale in comparasion to the powerful Titans. This great creatures can prove to be the deadliest creature on the battlefield, thanks to his powerful ranged skill.
Ability: Shooter.

Note: Colossus/Titan are ALTERNATES, not UPGRADES, before someone asks.



ACADEMY

Wolf.
In the desert lands where the Academy is located, the wizards bring each week a large number of wolfs that they mind control to do their bidding.

Black Wolf.
Larger and stronger than a normal Wolf, the Black Wolfs can bite their enemies hard enough that it won't get counter-attacked.
Ability: No Retaliation.

Leprechaun.
The "butlers" of the wizards, Leprechauns are small and weak creatures that can increase their master's luck.
Ability: Increases Luck.

Satyr.
Leprechauns who prove not to be very useful to the wizards are transformed by Magic into Satyrs. They are bigger, stronger and more skilled in battle, but their allies don't get better luck.
Ability: Unlimited Retaliation.

Nomad.
Before the wizards came, humans actually populated the desert land, but after the Academy was built, they were reduced to simple "invaders".
Ability: Jousting.

Itinerant.
Some of the people who actually got money were much better treated by the wizards, because they could provide a good amount of money.
Ability: Taxpayer. Jousting.

Gold Golem.
In the Academy, large statues decorate the halls. But they are not simple decoration. They serve as animated defenders of the desert land, but unlike others like them, their Golden armor can use the magic that animated them.
Ability: Animate.

Diamond Golem.
The Diamonds that decorate the armor of the Diamond Golems allow them to use magic.
Ability: Caster.
Spellbook: Armor. Magic Armor. Animate. Haste.

Sphinx.
Some female Nomads were used in experiments by the wizards, who fused them with Ranis, and gave them an unique ability.
Ability: Riddle(when attacking, 50% chance the enemy hero will lose 1/4 of his mana).

Androsphinx.
The male Nomads were turned, like the women, into Androsphinxes. They are stonger and have wings, while their ability is even better.
Ability: Puzzle(when attacking, 50% chance the enemy hero will give 1/4 of his mana to the allied hero)

Rakshasa Rani
Lion spirits that the wizards can summon. They are very powerful that are masters of magic.
Ability: Destructive Caster (can only cast destructive spells)
Spellbook: Fireball. Lightning. Chain Lightning.

Rakshasa Kshatra
More powerful spirits than the Rani who are more centered on hand-to-hand combat than casting, but they have powerful spells too.
Ability: Fireball. No Retaliation.

Rakshasa Raja
Powerful casters that have very few mana points, but when they run out of them, can still be deciding in battle.
Ability: Caster. No Retaliation.
Spellbook: Fireball. Lightning.

Rust Dragon.
The wizards were able to create some new types of Dragons by adding mechanical parts to the already powerful beings. For some the mechanical parts grew old, so they are not as powerful anymore.
Ability: 50% Damage from Spells.

Golem Dragons.
The Golem Dragons are the powerful mechanical Dragons in their prime. They are very strong and can also control Magic to a lesser extent.
Ability: Caster. 50% Damage from Spells.
Spellbook: Armor. Fireball.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted October 01, 2012 09:51 AM

Back to commenting on other peoples' ideas.

The Tower is very nice in itself but I got a big issue: You say that the Tower is the MIGHT version of qizards and Co, right? Then, why are MAGES and DJINN here??? Both are extremely magical. I'd say it's ok if there is only 1 but with two off the most magical creatures throughout the series, and indeed both being able to cast spells, I would say the reasonign of the Tower Wizards "might over magic!" is but an empty phrase.
A smaller issue is that I Teleport feels wrong on colossus to me.

Also, now a general issue...you seem to have very many creatures losing former abilities when upgraded. Is that a misunderstandign of mine, or correct?

The Academy still seeems a bit strange, talking of Creature combo.
The Nomad having jousting is strange to me as well. That's not atypical nomad ability, and not so fitting imo!
What does "animate" do? Golems casting spells also seems very strange to me!
Sphinx is a bit low...the change of gender COULD be fewed as sexism (The male is better than the female ) The ability is not outstanding, but nice.
Rakshasas...cannot few them good, still I hope they are not so blue and weirdlooking, anymore?
The Dragons of Academy seem much more might-faction fitting!!! So, overall my advice is, if you want the counterpart thing to coem out right, switch some of the academy and tower units.

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Abc11
Abc11

Tavern Dweller
posted October 01, 2012 11:29 AM

Quote:
Back to commenting on other peoples' ideas.

The Tower is very nice in itself but I got a big issue: You say that the Tower is the MIGHT version of qizards and Co, right? Then, why are MAGES and DJINN here??? Both are extremely magical. I'd say it's ok if there is only 1 but with two off the most magical creatures throughout the series, and indeed both being able to cast spells, I would say the reasonign of the Tower Wizards "might over magic!" is but an empty phrase.
A smaller issue is that I Teleport feels wrong on colossus to me.

Also, now a general issue...you seem to have very many creatures losing former abilities when upgraded. Is that a misunderstandign of mine, or correct?

The Academy still seeems a bit strange, talking of Creature combo.
The Nomad having jousting is strange to me as well. That's not atypical nomad ability, and not so fitting imo!
What does "animate" do? Golems casting spells also seems very strange to me!
Sphinx is a bit low...the change of gender COULD be fewed as sexism (The male is better than the female ) The ability is not outstanding, but nice.
Rakshasas...cannot few them good, still I hope they are not so blue and weirdlooking, anymore?
The Dragons of Academy seem much more might-faction fitting!!! So, overall my advice is, if you want the counterpart thing to coem out right, switch some of the academy and tower units.

It seems you are right... I was in a hurry, the TOWER is supposed to be the Magic city. I will edit it soon enough.

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bluelore
bluelore


Adventuring Hero
posted October 05, 2012 11:23 PM

I think the naga in the tower look weird,considering that the sanctuary is strongly focused on naga(and lizardmen).
I also think that the upgrade from leprechaun to satyr doesn't make much sense,I mean a leprechaun is a small guy with a green hat and a satyr is a goat man,why don't you make it simply satyr->faun?
Not to mention that they kinda feel out of place in the academy,since the academy you use seems to be desert-orientated and satyrs or even leprechauns are more associated with forests.

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Dorin01
Dorin01

Tavern Dweller
posted October 06, 2012 12:43 PM

STRONGHOLD

Goblin
Cowardly creatures that once entering the battle can't think of anything but their own life. If they are attacked, they will run as far as they can, until they can't do it anymore. Only then, they will actually fight for their lifes.
Ability: Cowardice.

Hobgoblins.
Unlike their cousins, the Hobgoblins are proud warriors. Even if they are weak or out-matched, they will do anything for their master and allies.

Goblin Witch-Doctor.
A normal Goblin can be taught by the mages how to ruin the Magic of their enemies. But they will still run away if they are attacked.
Ability: Cowardice. Defile Magic(enemy Caster abilities don't work right).

Centaur.
Prowd creatures who are masters with the bow. Unlike any other shooter, they will also retaliate ranged attacks.
Ability: Shooter. Shooter Retaliation.

Centaur Captain.
Great creatures, who are the leaders of their kinds, the Centaur Captains are much more powerful than their lower ranks.
Ability: Shooter. Shooter Retaliation.

Hog.
A very ancient race of Orcs, the Hogs are humanoid pigs, who can throw their axes at the enemies.
Ability: Shooter.

War Hog.
The War Hogs are better trained with their weapons than the normal Hogs. They can wield their axes twice as good as them, proving to be masters with them even in close combat.
Ability: Shooter. No Melee Penalty.

Jaguar Warrior.
Elite guards of the Stronghold, the Jaguar Warriors are a special kind of creatures. The Orcs who haunted the Jaguars wear their prays skin as proof of their skill.

Panther Warrior.
Stronger than the Jaguars, the Panther Warriors are also the wiser among the Stronghold armies. They can lead the allies in battle very well.
Ability: Wisdom(when on the battlefield, all allied creatures can move an aditional hex).

Ogre.
An Ogre is a savage beast with a thirst for battle. If they are close enough, they can deal a lot of damage with very minimal damage taken.

Ogre Mage.
Some Ogres prove to be very skilled with Magic too. They can cast powerful spells on their allies to make them stronger and faster.
Ability: Caster.
Spellbook: Haste. Blood Lust(targeted ally moves faster and does more damage). Battle Rage(when an ally dies, targeted unit gaines 25% more strenght).

Roc.
Ancient birds who live on the mountains above the Strongholds, the Rocs are powerful creatures who protect their homes from the possible threats by siding with the Orcs.

Thunder Bird.
Like the Fire Birds who are ancient birds of Fire and the Hyippogrhyps who are ancient birds of Earth, the Thunder Birds are ancient birds of Lightning.
Ability: Immune to Lightning based spells. Caster.
Spellbook: Lightnining. Chain Lightning. Thunder Shout(enemies retreat to their starting positions).

Cyclops.
Once slaves, the Cyclopses gained their freedom when they sided with the Orcs. Powerful creatures, their rage is unmatched by anyone.

Untamed Cyclops.
Powerful allies of the Orcs, they also prove to be very hard to control once in battle. If allies are too close, Untamed Cyclopses might hit them too.
Ability: Boiling Blood(creature does 50% more damage until half of their numbers fall).

Siege Cyclops.
Some Cyclopses are powerful enough to pick up nearby rocks and throw them at the enemies, before they enter the battle. This proves very useful when siegeing enemy castles.
Ability: Siege Shooter(can also target Siege Walls).

Note: Hobgoblin/Witch-Doctor and Untamed/Siege Cyclops are alternates!


HORDE

Orc Peon.
Untrained ranks of the Orcs, who can only wield their axes with next to no skill in battle, Peons fall quickly in battle.

Orc Grunt.
Grunts are better at handling their weapons, but their small size and low training are still not enough to make them higher power units.

Troll Headhunter.
The Headunters are the skilled hunters of the Horde. Using their spears, they can target any animal for a deadly shot, but in war that might not be enough.
Ability: Shooter.

Troll Berserker.
Still untrained for the battle, the Berserkers have an advantege over the Headhunters. They have double the amount of spears and when those run out, they become powerful in hand-to-hand too for a limited amount of time.
Ability: Shooter. Troll Rage(for 3 turns, creatures deals 50% more damage).

Earth Daughter.
Female Orcs, they are the powerful oracles that can see the future. In battle, they use some of their low skill in Magic to attack the enemy from a distance.
Ability: Shooter.

Sky Daughter.
More skilled with Magic than the younger female Orcs, the Sky Daughters can cast damaging spells on the enemy.
Ability: Caster.
Spellbook: Weakness, Slow, Suffering.

Shaman.
The only creatures who posses true skill with Magic in the Might-oriented Horde, are the Shamans. Powerful shooters and casters, they can do a lot of damage.
Ability: Magic Shooter. Caster.
Spellbook: Weakness, Slow, Suffering, Vulnerability.

Brawler.
A savage kind of humans, who inhabit the Horde lands, they are used as slaves by the Orcs to become powerful military units.
Ability: No Retaliation.

Battle Rager.
Much better trained than the Brawlers, the Battle Ragers become more powerful with every strike.
Abiltiy: Ravage(with every hit, creature gains 2% damage bonus).

Berserker.
Savage humans to the point that they show no traits of their actual origin, the Berserkers can prove to be the deciding factor for the Horde.
Ability: No Retaliation. Unlimited Retaliations.

Wolf Rider.
The small Grunts are the right size to ride the Black Wolfs. This way, they can make the animal bite their foes, while they also strike them with their weapons.
Ability: Attacks Twice.

Boar Rider.
Large Boars who are not used as food by the Orcs are trained to be battle mounts. Grunts can also ride them and, at the cost of some speed if they had taken the Wolfs, they deal almost twice as much as damage.
Ability: Attacks Twice.

Warrior.
The huge Horde military units. Powerful when they attack, they can destroy anything in their way. Sadly, they don't have armor, so they fall pretty fast.

Mauler.
Just like the Warriors, the Maulers also don't wear to much of an armor, but they compensate that by doing large amounts of damage, taking down as many creatures as they can, before they themselves are taken down.

Crusher.
Like their name says, they crush anything in their path. They finally wear a nice set of armor that increases their defence, but they also do the same amount of damge. A terrible beast to engage in close combat.

Behemoth.
In some of the caves on the Horde lands, the Orcs found Behemoths. Large cratures who rely on their strength alone, they can take down any creature.

Ancient Behemoth.
Older Behemoths develop a nice set of fur that proves to be a powerful armor. Using it, they can take reduced damage from any attack.
Ability: Furry Armor(50% damage taken from ranged attack and 25% damage from hand-to-hand attacks).

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted October 06, 2012 03:30 PM

The Witch Docotrs' ability sounds very interesting, but how does it work? "Dont work right" is a bit vague

A Hog as humanoid pig seems more beastman than orc to me

Wisdom in an orc unit?^^ Even if they're wiser than the rest, I suspect it a bit

But overall, I think the stronghold quite fine so far.

The Trolls seem a bit WC oriented? (with spears) but maybe I'm wrong.

I like humans in!

I do not think I'm too fond of ahving the mount completely changed with upgraded. Not as extreme as wolf>boar...

No ability at all for the warriors and co? O.o


Generally, I recognized you use rather few abilities, imo.

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Dorin01
Dorin01

Tavern Dweller
posted October 06, 2012 03:48 PM

Quote:
The Witch Docotrs' ability sounds very interesting, but how does it work? "Dont work right" is a bit vague

A Hog as humanoid pig seems more beastman than orc to me

Wisdom in an orc unit?^^ Even if they're wiser than the rest, I suspect it a bit

But overall, I think the stronghold quite fine so far.

The Trolls seem a bit WC oriented? (with spears) but maybe I'm wrong.

I like humans in!

I do not think I'm too fond of ahving the mount completely changed with upgraded. Not as extreme as wolf>boar...

No ability at all for the warriors and co? O.o


Generally, I recognized you use rather few abilities, imo.


Don't work right = Doesn't have effect OR Costs more mana. Probably should edit.

And the Warriors don't get abilites, because they have HUGE damage imput. Biggest for the Tier 6.

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Dorin01
Dorin01

Tavern Dweller
posted October 06, 2012 05:02 PM

DUNGEON

Gnoll.
Weak beasts who live under the earth, Gnolls don't have any special powers or skills, but their large numbers can make a bit of diference.

Gnoll Marauder.
During the night, this bandits go to the surface to search for victims. The rob the innocent people that pass by them and steal all of their gold.
Ability: Theft(brings 10 Gold each day).

Harpy.
Long ago, the Harpies wondered the skies, free without any reason to fight. Then, the humans and the monsters started to fight. Not wishing to be caught in the middle, they retreated under ground.
Ability: Strike and Return.

Harpy Hag.
Older kinds of Harpies, the Hags have larger claws that they use to cut trought the enemy, stunning them for a moment, giving them enough time to retreat without getting damage.
Ability: Strike and Return. No Retaliation.

Beholder.
Creatures with only one, large eye, the Beholders are highly intelectual creatures. They can use their brain power to produce electricity and shoot it at the enemy.
Ability: Shooter.

Evil Beholder.
There aren't many creatures as inteligent as the Beholders. Sadly, some of them use that knowledge for foul reasons. Still, when danger comes, they will side with a hero to assure they survive.
Ability: Shooter. Intelect(creature gains +5% damage each turn).

Medusa.
Deep under the ground, live the Medusa's. Masters of the bow, they can poison their arrows to infect the targeted enemy.
Ability: Shooter. Poison Darts.

Medusa Queen.
As skilled with the bow as the lower rank Medusa's, the Queens also have the ability to petrify the opponent in place, if attacked.
Ability: Shooter. Poison Arrows. Petryfing Retaliation.

Minotaur.
Long ago, the Minotaurs where highly regarded as beautiful and majestic beings, but when they became held as monsters and were hunted by the humans, they took refugee in the underworld.

Minotaur Guard.
All the Minotaurs live in mazes. To ensure that they are safe, some highly trained become Guards. They are brave creatures that will always fight against even the strongest threats.
Ability: Bravery(+1 initiative each time they strike).

Minotaur Kings.
Each maze also has a ruler. Honorable creatures, the Minotaur Kings will do anything for their people as the highly trained, brave creatures they are.
Ability: Bravery. Double Strike.

Manticore.
A mysterious creature, nobody knows from where the Manticores came, or how this winged, lion-headed creature came to be.

Scorpicore.
Large and stronger than the Manticores, the Scorpicores also have a large scorpion tail that they use the pierce the enemy and paralyze him.
Ability: Paralyze(enemy stays in place untill he gets hit).

Shadow Dragon.
Many Dragons live in the underworld. The Shadow Dragons are the weaker Dungeon Dragons, but they can still prove to be stronger than most other enemies.
Ability: Fire Breath(when attacking, hits 3 more hexes).

Red Dragon.
The Red Dragons are legendary. A long time ago, they were part of the ruling group of Dragons next to the Green ones, the Fire ones and the Gold ones.
Ability: Fire Breath. Immune to Fire.

Black Dragon.
Second only to the Azure Dragon in Might, the Black Dragons are the greatest creatures in the Dungeon.
Ability: Fire Breath. Immune to Magic.


LAIR.

Scout.
The weakest type of Shadow Elves, the Scouts can only make damage from a distance with their ranged weapons.
Ability: Shooter.

Stalker.
Better trained than the Scouts, the Stalkers are also better geared for battle. Armed with crossbows, if they find a good place to hide, they can strike unnoticed.
Ability: Shooter. Shadow Cover(on the battlefield, he can stay hidden from the enemy for up to 5 turns).

Assassin.
The higher skilled shooters of the Shadow Elves, the Assassins take examples from other ranged creatures and poison their arrows.
Ability: Shooter. Poison Darts.

Maiden.
Trained to be the fastest creatures on the battlefield, they can strike any enemy with full force, then return to the place they came from.
Ability: Strike and Return.

Blood Maiden.
Unequaled in speed by any non-flying creature, the Blood Maidens not only can return to safety after they attack, but when they strike, the enemy gets weakened.
Ability: Strike and Return. Weakness.

Dark Rider.
In the under world, the Shadow Elves discovered some large lizards creatures. They so decided that those would make great mounts for their troops.
Ability: Charging(similar to Jousting).

Grim Rider.
Some of the lizards proved to be hostile. That made the Shadow Elves even more intrigued, as they would prove more ferocious. Some of that hostility is kept on the battlefield too, reserved for the enemy.
Ability: Charging. Lizard Bite(the Lizard attack an additional hex).

Witch.
The main spell-power of the Lair, the Withces are powerful Casters that can use spells to hurt the enemy or to help the ally.
Abilty: Caster.
Spellbook: Slow. Bless. Confusion.

Shadow Witch.
More powerful than a normal witch, the Shadow Witches gain a few additional spells and the ability to shoot at the cost of some Mana. But more than that, like the Assassins, they can hide in the Shadows.
Ability: Mana Shooter. Caster. Shadow Cover.
Spellbook: Slow. Bless. Confusion. Vulnerability.

Witch Mistress.
The most powerful of the Casters in the Lair, the Mistresses posses all the abilities of their lower ranks.
Ability: Shooter. Caster. Shadow Cover.
Spellbook: Slow. Bless. Confusion. Vulnerability. Weakness.

Gnasher.
Ugly creatures with a horn on their head, they can ram in the enemy with full force. Sadly, they get tired after to many hits.
Ability: Horned Charge(creature can charge to an enemy from anywhere on the battlefield for additional damage.

Gargantuan.
Larger than their counterparts, the Gargantuans also have two heads, therefore two horns, which doubles the times they can charge at the enemy.
Ability: Horned Charge.

Chimera.
Distant cousins of the Wyvern, the Chimeras live underground, rather than in swamps. They also have two heads, making them attach twice.
Ability: Double Attack.

Chimera Monarch.
Next to the two lizrd heads, the Monarchs also have an aditional third one, which they use to counter attack.
Ability: Double Attack. Double Retaliation.

Fallen Angel.
When the Shadow Elves were exiled to the underworld, they found there bodies of Angels. Using their Magic, they were able to ressurect them. As gratitude, the Fallen Angels promised to help the Shadow Elves until they become even.
Ability: Hates Haven/Castle creatures.

Death Angel.
After the Fallen Angels were ressurected, some of them decided to use the high Magic abilities of the Shadow Elves, combined with theirs and make them more powerful.
Ability: Hates Inferno/Asylum creatures.

Nephilim.
Some of the Fallen Angels and the Death Angels procreated and gave birth to the Nephilim. These hybrids gained all of their lower ranks abilites, while also gaining Magic abilites from the Shadow Elves.
Ability: Hates Haven&Castle/Inferno&Asylum creatures. Caster.
Spellbook: Magic Immunity. Magic Shield. Fireball. Meteor Shower.

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Dorin01
Dorin01

Tavern Dweller
posted October 07, 2012 10:22 AM

FORTRESS.

Defender.
The main units of the Fortress, the Defenders are dwarfs who come in great numbers and who can do lots of damage if not disposed of quickly.

Shieldguard.
Some of the Defenders are give better armor and larger shields, allowing them to resist better to Spells.
Ability: Enchanted Shield (creature have 50% chance of resisting harming spells).

Spearwielder.
Smaller and quicker dwarfs than the Defenders, the Spearwielders are unmatched in the Fortress as ranged power.
Ability: Shooter.

Harpooner.
Throwing their harpoons, these dwarfs can drag their target out of their safe zones, allowing allies to get to it faster.
Ability: Shooter. Harpoon Drag (target gets dragged one hex closer).

Skirmisher.
Much more skilled than the Harpooners, a Skrimisher can target two of his enemies and drag both of them closer.
Ability: Shooter. Harpoon Drag. Two-Handed Throw (creature can target two enemies at once).

Ape.
In the woods surrounding the Fortress, the dwarfs found big black apes. They tamed them and made the Apes workers that do all their work.
Ability: Primate(immune to mind control spells).

Snow Ape.
The woods also housed Snow Apes. Larger than their cousins, with white fur, the Snow Apes proved to be harder to tame, so the dwarfs decided to unleash their rage on the battlefield.
Ability: Primate. Primal Rage(creature enters a state of rage in which they can do 30% more damage for 3 turns).

Bear.
At first, the dwarfs wanted to use the bears as mounts, but the though animals proved to be harder to tame. These large, brown bears, can do high damage with their claws.
Ability: Claw Strike(creature can strike the enemy so hard, they lose their initiative).

Black Bear.
Larger and stronger than the normal Bears, the Black Bears are also given some armor, making them more durable in battle.
Ability: Claw Strike.

White Bear.
As large as a Black Bear, the White Bears are also stronger. They have larger claws that make them stun their enemies.
Ability: Claw Strike. No Retaliation.

Rune Priest.
The runes that the dwarfs are guarding, enable some of them to have magical powers. The only ones that proved to control them, however, are the dwarf Priests.
Ability: Caster.
Spellbook: Haste. Bless. Divine Strenght.

Rune Patriarch.
Unlike the Priests, the Patriarchs are strong enough to also be able to cast the damaging spells that the runes teach them.
Ability: Caster.
Spellbook: Haste. Divine Strenght. Lightning. Weakness.

Thane.
Great ancient warriors, Thanes are dwarfs possesed by the spirits of the dwarf gods, enabling them to use great power in battle.
Ability: Storm Strike(creature's attack is follwed up by Chain Lightning).

Thunder Thane.
Some of the Thanes were to weak to hold the power of the gods, so they became possesed completly, giving them blue skin and glowing yellow eyes. They now posses abilites unmatched in the Fortress.
Ability: Storm Strike. Lightning. Immune to Lightning.

Fire Dragon.
The Fire Dragons are able to be summoned by dwarfs in battle, from Dragon Altars, were the gods send their personal pets to help in battle.
Ability: Immune to Fire.

Lava Dragon.
Born in the very heart of vulcanos, the Lava Dragons are very powerful beings that can destroy anyone in their path.
Ability: Immune to Fire. Lava Burst(once per battle, creature can summon from the ground a large lava string that hurts all nearby creatures).

Magma Dragon.
As they grow older, the Fire Dragons also grow stronger, becoming Magma Dragons. These creatures are very powerful and can use their powers to burst into flames and hurt their enemies.
Ability: Immune to Fire. Magma Blow(creature "explodes" hurting all nearby creatures).

Note: Lava/Magma Dragons are alternates!

SANCTUARY.

Troglodyte.
In the swap lands, the Troglodytes are the main population. They are weak creatures, but come in large numbers. They are immune to the Blind Spell, because they don't have eyes.
Ability: Immune to Blind.

Shark Guard.
The guards of the swamp lands, the Shark Guards are not very powerful creatures, but they are ruthless in battle.
Ability: Ferocious Wound(reduces target initiative).

Lizard Man.
Honorable creatures that use the Sanctuary walls as higher places from were they can shoot their targets with two arrows.
Ability: Shooter. Double Shoot.

Coral Mermaid.
As honorable as the Lizard Man, the Coral Mermaids chose not to waste their few arrows, targeting at the feet of the enemy, slowing them.
Ability: Shooter. Feet Shot(targeted enemy loses speed).

Serpent Fly.
The Serpent Flies are usually very annoying creatures, but once they get feel threatened, they will join forces with the other Sanctuary creatures. Their bites are poisonous, dispelling all beneficial spells of the enemy.
Ability: Dispell Bite(all targeted enemy beneficial spells are dispelled).

Spring Spirit.
Living in the waters of the swampy Sanctuary, the Spring Spirits are blessed creatures who are able to reflect the enemy ranged attacks back at their shooter.
Ability: Reflection.

Basilisk.
Mighty creature that can prove to be one of the strongest on the battlefield. Their bites stone the enemy to place, making them lose turns.
Ability: Stoning(enemy gets stoned for 3 turns).

Kappa.
Ugly creatures, but with the hearts of true warriors and bravery unmatched, the Kappa can jump on large distances and land straight on the enemy, hurting even the most powerful creatures.
Ability: Leap(creature leaps into the air and lands on the enemy, dealing huge damage).

Gorgon.
Powrful creature, the mighty Gorgons are able to strike fear even on the most powerful enemy. Sometimes, when attacking, they can kill at least one of them.
Ability: Death Stare(50% chance at least one enemy will die, 50% chance the enemy will run away in fear).

Siren.
Beautiful creatures, the Sirens can lure some of the enemy creatures to fight under it's control.
Ability: Luring Song(50% chance targeted enemy will fight under the Siren's control for up to 5 turns). Caster.
Ability: Haste. Ice Bolt. Divine Strenght.

Wyvern.
Large flying units, the Wyvern have large and poisoned fangs. They can hit any unit unit on the battle field and it will be harmed by the infected bite.
Ability: Infected Bite(attacked enemy gets poisoned, can infect other enemies as well).

Kenshi.
The most noble and brave creatures of the Sanctuary, the Kenshi will never turn down a battle. They are sometimes reffered to as Naga Kings, and that is for good reason.
Ability: Unlimited Retaliation. Bravery.

Hydra.
The large creatures who live deeply in the swamp lands, the Hydras will never leave their lands under the threat of foreign domination. They have five heads which they use to attack in all directions, leaving enemies without a way to react.
Ability: Five-Headed Attack(attacks all adjacent hexes). No Enemy Retaliation.

Kirin.
A sacred Water Dragon, the Kirin is legendary among the lands, and is sometimes even worshipped by the Nagas. Each time they attack, they summon an Ice Bolt to hit it's enemy, and while on the battlefield, all creatures morale increases.
Ability: Ice Bolt. Increase Morale.


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Abc11
Abc11

Tavern Dweller
posted October 07, 2012 12:59 PM

Bump!

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Dorin01
Dorin01

Tavern Dweller
posted October 07, 2012 02:06 PM
Edited by Dorin01 at 20:38, 08 Oct 2012.

NEUTRAL.
Every neutral creature (except Elementals) has an AFILIATION. This means that these neutral creatures are more likely to join heroes from the afiliated town.

Tiger.
Fierce creatures with no fear, their fangs can bite trough any armor.
Ability: Retaliates Twice.
Afiliation: Rampart.

White Tiger.
Bigger and more fierce than their relatives, the White Tiger will attack any creature they meet.
Ability: Unlimited Retaliaton.
Afiliation: Rampart.

Air Elemental.
Made out of Air, the Air Elementals are strong creatures who can't be hurt by Air spells.
Ability: Immune to Air.
No Afiliation.

Storm Elemental.
Also made out of Air, the Storm Elementals not only  can't be hurt by Air magic, but they can also use it on friendly creatures.
Ability: Immune to Air. Haste.
No Afliation.

Fire Elemental.
Strong creatures, made out of Fire, the Fire Elementals can incinerate thir enemies from a distance.
Ability: Immune to Fire. Shooter.

Lightning Elementals.
Made out of Electricity, the Lightning Elementals are immune to Air based spells and they can attack a large area.
Ability: Immune to Air & Lightning. Splash Damage.
No Afiliation.

Water Elemental.
Mighty creatures made out of Water, the Water Elementals are powerful Water Magic casters.
Ability: Caster. Immune to Water.
Spellbook: Water Pool(slows down enemy). Waterfall(direct damage spell).
No Afliation.

Ice Elemental.
Made out of Ice, these Elementals are very easy to shatter, so they use their spells to do damage.
Ability: Immune to Ice. Caster.
Spellbook: Ice Bolt. Winter Ring(does area damage).
No Afiliation.

Earth Elemental.
The toughest Elementals, their rock made skin proves to be nearly impenetrable.
Ability: Immune to Earth. Immune to Lightning.
No Afiliation.

Magma Elemental.
In addition to the hard skin of rocks, real magma flows trough their bodies, making the enemy also hurt himself when attacking.
Ability: Immune to Fire. Magma Splash(when attacked, magma splashes out of his body, hurting the enemy).
No Afliation.

Mummy.
Powerful undead creatures that can penetrate any defence.
Afiliation: Necropolis.

Mummy Pharaoh.
Known as the first Necromancers, the Pharaohs kept their powers even  after death.
Ability: Raise Dead.
Afiliation: Necroplis.

Enchanter.
Mighty wizards, the Enchanters are almost undefeatable in Magic combat.
Ability: Caster.
Spellbook: Animate. Bless. Lightning Bolt.
Afiliation: Tower

Sorcerer.
The mighties casters, Sorcerers are feard by any creature and can prove to be decisive in battle.
Ability: Caster.
Spellbook: Animate. Bless. Divine Strenght. Blind. Fireball.
Afiliation: Tower.

Dead Knight.
Strong undead riders, the Dead Knights are very powerful. No Necromancer has found a way to raise as powerful creatures as the Dead Knights.
Ability: Double Strike.
Afiliation: Scourge.

Death Knight.
One of the most feared Undead creatures, nobody knows what makes the Death Knights raise from the dead.
Ability: Double Strike. No Retaliation.
Afiliation: Scourge.

Rogue.
Weak thieves who are good at hiding and striking from the shadow, but they fall very quickly.
Ability: Theft. Shadow Strike(strikes from the shadow, with no retaliation for 3 turns).
Afiliation: Lair.

Bandit.
Stronger than the Rogues, the Bandits bring twice the amount of gold the Rogues do and also can hide twice as long in the shadows.
Ability: Theft. Shadow Strike(lasts 6 turns).
Afiliation: Lair.

Wolf Man.
Cursed by the wizards, these Wolf Men can strike ruthless at any creature.
Ability: No Retaliation.
Afiliation: Dungeon.

Werewolf.
A Werewolf is a Wolf Man who has been cursed long enough that he lost all of his humanity.
Ability: No Retaliation. Claw Strike.
Afiliation: Dungeon.

Psych Elemental.
These highly inteligent creatures can use their Psychic powers to strike from a distance.
Ability: Immune to Mind Control. Frenzy.
No Afiliation

Magic Elemental.
Creatures made out of pure magic, they can't be harmed by it.
Ability: Immune to Magic. Mana Transfigure(if spells are used on creature, the Mana of the spell is transfered to the hero).
No Afiliation.

Vestal.
Female monks, the Vestals are stron Casters that can help their allies if needed.
Ability: Caster.
Spellbook: Divine Strenght. Bless. Haste.
Afiliation: Haven.

Celestial.
The purest Vestals are given strenght by the gods themselves are turned in pure creatures on par to the strongest Angels.
Ability: Caster.
Spellbook: Divine Strength. Bless. Haste. Ressurect Allies.
Afiliation: Haven.

Jester.
A Jester is a pretty powerful creature able to hold it's own with even the higher trained creatures.
Ability: Increases Morale.
Afiliation: Castle.

Harlequinn.
Skilled with the daggers, the Harlequinns can attack strong enough to ensure that they get unharmed out of combat.
Ability: Increases Morale. No Retaliation.
Afiliation: Castle.

Pirate.
A strong shooter who uses a pistol to attack from the distance.
Ability: Shooter.
No Afiliation.

Corsair.
Having twice the amount of bullets than the Pirate, the Corsair can also hold his own with the sword.
Ability: Shooter. No Melee Penalty.
No Afiliation.

Halfling.
Pretty strong creatures despite their size, the Halfling can bring luck to their allies and provide ranged support.
Ability: Increases Luck. Shooter.
Afiliation: Academy.

Demon Hunter.
Using a special type of blades, the Demon Hunters can kill even the strongest demons in the shortest of time.
Ability: Hates Inferno/Asylum.
Afiliation: Altar.

Demon Slayer.
Stronger than the Demon Hunter, the Slayer can strike twice at the enemy.
Ability: Hates Inferno/Asylum. Double Strike.
Afiliation: Altar.

Ice Demon.
Weaker devils like Imps, Demons, Overseers and Gogs can be turned into Ice Demons at special places in the snowy lands.
Ability: Shooter.
Afiliation: Inferno/Asylum.

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