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Heroes Community > Dimension Gates > Thread: Duel of Champions - new faction wishlist
Thread: Duel of Champions - new faction wishlist This thread is 2 pages long: 1 2 · NEXT»
RedEmperor30
RedEmperor30


Famous Hero
posted May 30, 2014 01:35 PM
Edited by RedEmperor30 at 13:43, 30 May 2014.

Duel of Champions - new faction wishlist BS2/ HoN & beyond

A group of us have decided to create a fan based, new faction wishlist - in the hope that the dev's will take note and realise that the only way to keep the game fresh for both old and new players - is to release new factions.

The 3 factions that we would like to focus on is Sylvan, Dungeon and Dwarves.

Everybody's input will be gratefully appreciated.

To kick off, my inital thoughts for DARK ELVE creatures:-

About
The Dark Elves are underground-dwelling renegades from the Elf forests who have made a pact with the mysterious Faceless. Deadly schemers in the darkness, their whole nation is imprinted by Malassa’s mark and forced to hear the constant whispers of the world.


Vital Statistics
Associated colous: Black and Purple

Symbols: The Eye of Malassa (secrets and lies, illusions, fears and madness) and the Shadow Mark.

Worship: Malassa, the Dragon Goddess of Darkness

Core Philosophy: "We rule the shadows, and someday the shadows will rule everything.”

Country / Kingdom: Ygg-Chall, the Dark Below

Capital City: Konos, the Maze of Shadows

Lore
?

Worship
The Dark Elves worship Malassa, the Dragon of Darkness, Keeper of Secrets.

Social Organisation
Dark Elves divide their society into two classes: those who can bear the constant whispers of Malassa’s Mark and those who cannot. Those who can without losing their minds command great power and political influence. Dark Elves organized themselves into several clans, each led by a child of Tuidhana. Common interests for specific messages found in the whispers of Malassa’s Mark unite them, not blood or relationships. Members of the Nightshard Clan are passionate about sadness and happiness while the Soul Scar Clan is drawn towards pain, suffering and madness.
Architecture

Dark Elf buildings are renovations and extensions of ancient Faceless ruins, built in stone and crystal. Their structures are angular, at right angles and use sharp lines, making them a scar on the landscape of the caverns. Dark elf cities are decorated with statues, frescoes, glyphs and the likes. Their windows are high and narrow, to filter light and prevent assassins from entering.
Magic

Dark Elves favour Dark Magic, the “alien” magic of the mysterious, unfathomable shadows. Coils of darkness reach out to smite their enemies, torches extinguish themselves, blindness descends on enemy eyes. Other spells specialize in deception and stealth, and the most powerful summon the spirit of the void itself, to feed on the willpower of their enemies.
Recent Events

The heat and lava is something the Demons have evolved to actually appreciate, but the fact that they cannot escape their prison is insupportable. A new leader, Kha Beleth, has started to preach a world where all demons are created equal and have a right to live freely within and without Sheogh. He is gathering followers, and intends on using the upcoming Bloodmoon eclipse to gain a foothold on Ashan, and expose, if not impose, his people˘s right to an equal place amongst the children of the Dragon Gods.
Dungeon warfare: “?”

Dark Elves are a pragmatic people, and bribery and assassination are often cheaper than raising an army. Their generals believe that a war is better won with persuasive words, devious stratagems, and a poisoned daggers than with an army in the field, and as such they have no hesitation about sending out spies, saboteurs and assassins as instruments of their policy. Dark Elves can use other tactics as well. The main body of their infantry consists of dispensable slaves (usually Beastmen) or beasts from the darkness. Elite troops are fast-moving skirmishers, armoured in light scale mail, and armed with curved sword and throwing daggers. Support comes from crossbow units and Shadow Sorcerers, who master various mind-control and life-draining spells. If forced to fight in the open, Dark Elves prefer to strike under cover of darkness. If forced to fight in daylight, they can stand their ground, but they’re more inclined to retreat and wait for nightfall.

DARK ELVES CREATURES

Scout
Common
1 might cost
Elf - shooter
2 0 1
1 cost
Immune to retaliation

Assassin
Un Common
2 might, 1 fortune
Dark – Elf - shooter
2 0 3
2 cost
Poison counter 1
Immune to retaliation

Blood Fury
Rare
3 might 2 magic
Blood – Witch - melee
4 3 4
4 cost
Immune to retaliation
Swift
If Blood Fury kills a stack in attack, she gains an additional attack <---- that would be insane!!! She could just keep on attacking if ofc she kept killing

Grim Raider
Rare
4 cost
4 might
Creature - melee
3 3 6
Swirling Attack - Deals 2 dmg to each adjacent creature to target creature
Assault – If friendly shooter creature deployed behind Grim Raider, deals combat damage to target creature, Grim Raider gains charge

Deep Hydra
Rare
5 cost
Creature - melee
4 might, 4 fortune
2 2 7
Swirling Attack + 1 poison counter on each adjacent creature to target creature
Immune to retaliation

Shadow Witch
Rare
4 cost
Blood – Witch - Flyer, Shooter
4 might, 4 magic
4 4 4
Phased + Stun Attack [enemy creature cannot attack and is immobilised their next turn]
Magic Immunity
Immune to retaliation

Black Dragon
Epic
6 cost
Blood – Creature – flyer
6 might 4 magic
4 6 6
Fire Breath – target creature and adjacent creatures receive 4 fire damage
Immunity to Magic

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watcher83
watcher83


Supreme Hero
Child of Malassa
posted May 30, 2014 01:43 PM
Edited by watcher83 at 13:44, 30 May 2014.

So, I will repost my first card idea here just to have them all in one place.

Ritual Pit of the Coven
type: fortune
class: rare
faction: Dungeon
cost: 4 resources
requirements: 3 might, 4 destiny
Description: sacrifice a creature, a chosen blood witch unit* will get its attack increased by the same amount as the cost of the sacrificed creature for this turn.
* blood witches will be a tribe within the Dungeon faction just like warrior is now in Stronghold; as an example among the blood witches tribe is the Blood Fury unit.

A few thoughts at the beginning of this endeavour which wouldn't have been possible without the great idea of our mate RedEmperor:
- the Dungeon faction is formed by the dark pact made by queen Tuidhana with the faceless, by which they renounced their alliegeance to Sylanna and embrace the dark sinister powers of Malassa becoming along side with the faceless children of darkness.
In my thoughts this faction should be about stealth, assassinates, mind control, weakining of opponents, combining the great damage of some more light troops with the sturdiness of minotaurs, hydras and dragons.
Among the creature tribes within this faction we should have: assassins; witches (blood and shadow); archers; dark spirits; beastmen; lizards and dragons.
I will refer to the other 2 factions when I come up with my first card which belongs to them.
All in all I wish the best of creativity to everyone who wants to embark on this project.
____________

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RedEmperor30
RedEmperor30


Famous Hero
posted May 30, 2014 01:52 PM

some reference sites for creatures:-

http://www.heroesofmightandmagic.com/heroes6/Dungeon_Creatures
http://www.heroesofmightandmagic.com/heroes5/dungeon_creatures.shtml

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Stevie
Stevie


Responsible
Undefeatable Hero
posted May 30, 2014 01:58 PM
Edited by Stevie at 21:39, 30 May 2014.

First of all I would like to introduce two concepts as "racials" for this faction:

EDITED AND MOVED! CHECK MY NEXT POST!

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watcher83
watcher83


Supreme Hero
Child of Malassa
posted May 30, 2014 02:04 PM
Edited by watcher83 at 14:54, 30 May 2014.

Creature wise we should have around 17 commons; 14 uncommens; 6 rares; 4 epics and 2 uniques for these 3 factions.
Fortune wise we should have around 11 commons; 7 uncommons; 4 rares and 1 unique.
Building wise we should have around 5 distributed among commons, uncommons and rares.

I think for the time being we should not touch on spells.
Regarding heroes 8 per faction respecting the traits from other existing factions like invoker, caller etc.

Stevie, nice, next u have to come up with some creatures with those abilities so we can judge; keep in mind that 50% is not something which this game uses, u should consider one of this two options: half health rounded up or half health rounded down.

EDIT: On second thought I will give a brief introduction to the other 2 factions now.
Sylvan - the wood elves, children of Sylanna, dragon god of earth
They are a peacefull faction, but will do anything to protect their sacred forest kingdom of Irollan and also to anyone who threatens what they refer as the Harmony.
Traits of this faction will be a mix of sturdy nature spirits with all sort of enchantments (think along the lines of mutual benefits when sprites, dryads and treants come together), guerilla like troops who strike fast, most from afar and finish a battle before it has already started.
Tribes within the faction would be: hunters, marksmen, druids, nature spirits, beasts.

Fortress - the dwarves, children of Arkath, dragon god of fire

Their kingdom, Grimheim, is composed of two worlds, the main one underground, in their great halls, and the snowy peaks of the mountains on the surface. They are divided among builders, warriors, rune priests, fire spirits, storm spirits, and beasts.
It is said that when fighting they never give up, they never surrender; and are presented as some of the most fierce warriors on the face of Ashan, so when thinking of cards for this faction we should keep this in mind.
____________

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Dave_Jame
Dave_Jame


Promising
Legendary Hero
I'm Faceless, not Brainless.
posted May 30, 2014 03:15 PM

Stupid Idea for a common fortune card

Name: "Whispers from the dark"
Type: Fortune
Faction: Dungeon
Cost: 1
Req.: Fortune 1

Effect:
Chose Creature, spell or fortune card. At the begining of your next turn, gain 2 res. for each card of the chosen type the opponent has played in his las turn.
(Or if the opponet playes the chosen type card type, gain 3 res. at the begining of your next turn)

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watcher83
watcher83


Supreme Hero
Child of Malassa
posted May 30, 2014 04:13 PM
Edited by watcher83 at 17:09, 30 May 2014.

Actually dj it's nice, a toll gate with a twist; maybe the 1 destiny requirements are a bit low though since toll gate does the same thing for creatures only and it costs 2 and requires 3 destiny. For what u said in your second opinion I think is fine as it is.
Also gj RedEmperor with the introduction, and the card ideas, u already have a lot, I have to start thinking cause it seems I work more slowly.

"If Blood Fury kills a stack in attack, she gains an additional attack <---- that would be insane!!! She could just keep on attacking if ofc she kept killing" - that is why I love Dervish Masters with my Myranda, even though they get just one aditional attack if they kill.

____________

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Dave_Jame
Dave_Jame


Promising
Legendary Hero
I'm Faceless, not Brainless.
posted May 30, 2014 05:24 PM

May I introduce my twist on Invisibilitie?

It would be an Activated abilitie that would cost Res. (2-3, cost may be balanced)

When used: Until your next turn, Creature with Invisibilitie get Phased and can not be targeted
____________
I'm just a Mirror of your self.

We see, we look, we gather, we store, we teach.
We are many, and you can be one of us.

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watcher83
watcher83


Supreme Hero
Child of Malassa
posted May 30, 2014 05:29 PM

You "may" introduce us to any ideas you have, the point is to gather as much ideas, versions of cards, abilities, when we gather enough info we will all decide by vote or otherwise what stays and what goes; this is at least how I feel on this matter.
____________

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watcher83
watcher83


Supreme Hero
Child of Malassa
posted May 30, 2014 05:34 PM
Edited by watcher83 at 19:00, 30 May 2014.

new card
 Eruina, Seeker of Forbidden Truth
type: hero
stats: 1 might, 1 magic, 2 destiny
magic schools: dark and earth ( to explain my choices, the seeker usually has the main magic school of the faction, and a secondary one which is also found in multiple heroes from that faction, although in less heroes than the primary one; so beyond doubt dark is the primary magic school; and just how humans used to worship air at first and now light as Cassandra has light as primary and air as secondary; so too dark elves used to worship earth)
0: increase 1 of your stats
1: draw a card

Yrbeth, Invoker of Mystic Arts
type: hero
stats: 0 might, 2 magic, 1 destiny
magic schools: dark, earth and prime
0: increase 1 of your stats
1: draw a card
2: discard a creature card, you can play 1 spell from your hand of 4 cost or less for free as long as you meet the requirements.
____________

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Stevie
Stevie


Responsible
Undefeatable Hero
posted May 30, 2014 08:42 PM
Edited by Stevie at 02:07, 04 Jun 2014.

First of all I would like to introduce two concepts as "racials" for this faction:

Invisibility - is an ability that ONLY Assassins have. It's passive and activates at the END of the turn. When invisible, your assassin gains Swift and cannot be targeted. Each counter grants 50% damage of BASE damage (rounded up) for the first attack the creature deals. While invisible, enemy player CANNOT SEE the cards on the battlefield! When an enemy creature tries to attack OVER your invisible card, the assassin counters it, breaking invisibility, receiving 50% less damage (rounded down) for each counter and dealing normal retaliation (does not reduce damage from magical sources - creatures or spells). Of course it doesn't retaliate when enemy creature is immune to it.

Rend - is an ability that only non-magical Dungeon creatures have. When they attack, they put 1 rend counter on the enemy creature. Rended creatures suffer 1 physical damage every turn if they are bellow 50% hp (rounded down). Rended creatures that change position suffer 1 damage for each traveled distance larger than 1. So basically if you move farther than the position in your immediate vicinity, you lose hp accordingly. Diagonal is still 1, and only flyers and melee shooters can move like that so I guess it's acceptable.




Please all of you use this form, so it's more tidy

Quote:

Name:
Type:
Rarity:
Faction:
Cost:
Attributes:
Reqs.:
Stats.:





Creatures for Dungeon.



Name: Spy
Type: Creature
Rarity: Common
Faction: Dungeon
Cost: 1
Attributes: Creature - Dark Elf - Melee
Reqs.: 1 Destiny
Stats.: 1 0 3

Spying - While Spy is deployed, the top card of your opponent's library is revealed to you.



Name: Scout
Type: Creature
Rarity: Common
Faction: Dungeon
Cost: 1
Attributes: Creature - Dark Elf - Shooter
Reqs.: 1 Might
Stats.: 2 0 2

No Retaliation



Name: Troglodyte
Type: Creature
Rarity: Common
Faction: Dungeon
Cost: 1
Attributes: Creature - Beast - Melee
Reqs.: 2 Might
Stats.: 2 1 3



Name: Blood Sister
Type: Creature
Rarity: Common
Faction: Dungeon
Cost: 2
Attributes: Creature - Dark Elf - Matriarch - Melee
Reqs.: 2 Might
Stats.: 1 0 3

No Retaliation
Quick
Rend 1



Name: Cave Bat
Type: Creature
Rarity: Common
Faction: Dungeon
Cost: 2
Attributes: Creature - Beast - Flyer
Reqs.: 2 Might
Stats.: 2 0 3

Anesthetic Bite - Put 1 crippling counter on target attacked creature.



Name: Lurker
Type: Creature
Rarity: Common
Faction: Dungeon
Cost: 2
Attributes: Creature - Dark - Eye - Magic Shooter
Reqs.: 1 Might 2 Magic
Stats.: 2 0 4

No Retaliation


Name: Prism of Darkness
Type: Creature
Rarity: Common
Faction: Dungeon
Cost: 2
Attributes: Creature - Dark - Crystal - Magic Melee
Reqs.: 2 Magic
Stats.: 0 1 5

Reflect - Reflects damage from magical creatures

Note: It can attack



Name: Harpy
Type: Creature
Rarity: Common
Faction: Dungeon
Cost: 2
Attributes: Creature - Beast - Flyer
Reqs.: 2 Might
Stats.: 2 1 3



Name: Thug
Type: Creature
Rarity: Common
Faction: Dungeon
Cost: 3
Attributes: Creature - Dark Elf - Shooter
Reqs.: 3 Might
Stats.: 2 1 3

No Retaliation
Poison 1



Name: Minotaur
Type: Creature
Rarity: Common
Faction: Dungeon
Cost: 3
Attributes: Creature - Beast - Melee
Reqs.: 3 Might
Stats.: 3 0 4



Name: Assassin
Type: Creature
Rarity: Common
Faction: Dungeon
Cost: 3
Attributes: Creature - Dark Elf - Assassin - Melee
Reqs.: 2 Might 1 Destiny
Stats.: 1 1 4

Invisibility 1



Name: Voracious Raptor
Type: Creature
Rarity: Common
Faction: Dungeon
Cost: 4
Attributes: Creature - Beast - Melee
Reqs.: Might 3
Stats.: 3 1 5



Name: Beast Master
Type: Creature
Rarity: Common
Faction: Dungeon
Cost: 4
Attributes: Creature - Dark Elf - Rider - Melee Shooter
Reqs.: 3 Might
Stats.: 2 0 5

Beast Master - While Beast Master is deployed on the battlefield, all friendly Beast creatures get Regeneration 1.



Name: Blood Seeker
Type: Creature
Rarity: Common
Faction: Dungeon
Cost: 5
Attributes: Creature - Dark Elf - Melee
Reqs.: 4 Might
Stats.: 2 1 6

Rake 2
Blood Drinker - Whenever an enemy creature suffers damage from Rake, heal Blood Seeker for the same amount



Name: Orb of Inhibition
Type: Creature
Rarity: Uncommon
Faction: Dungeon
Cost: 3
Attributes: Creature - Dark - Crystal - Magic Melee Shooter
Reqs.: 3 Magic
Stats.: 1 0 5

Suppress - Damage dealt to creatures near the Orb of Inhibition is reduced by 50% (rounded up). That damage is converted to attack damage for Orb of Inhibition for one turn.



Name: Shadow Guard
Type: Creature
Rarity: Uncommon
Faction: Dungeon
Cost: 3
Attributes: Creature - Dark Elf - Assassin - Melee
Reqs.: 2 Might 1 Destiny
Stats.: 0 2 3.

Invisibility 1
Preemptive Strike



Name: Shade
Type: Creature
Rarity: Uncommon
Faction: Dungeon
Cost: 3
Attributes: Creature - Dark - Faceless - Magic Flyer
Reqs.: 2 Might 2 Magic
Stats.: 2 2 4

No Retaliation
Dark Ward



Name: Blood Spinner
Type: Creature
Rarity: Uncommon
Faction: Dungeon
Cost: 4
Attributes: Creature - Dark Elf - Matriarch - Shooter
Reqs.: 3 Might
Stats.: 2 0 5

Rend 1
Curved Projectile - Blood Spinner's attack hits all enemy creatures on the same row.


Name: Master Assassin
Type: Creature
Rarity: Uncommon
Faction: Dungeon
Cost: 4
Attributes: Creature - Dark Elf - Assassin - Melee
Reqs.: 3 Might 1 Destiny
Stats.: 2 2 5

Invisibility 1
Poison 1



Name: Hydra
Type: Creature
Rarity: Uncommon
Faction: Dungeon
Cost: 4
Attributes: Creature - Beast - Melee
Reqs.: 4 Might
Stats.: 2 3 6

No Retaliation
Regenerate 1



Name: Grim Raider
Type: Creature
Rarity: Uncommon
Faction: Dungeon
Cost: 4
Attributes: Creature - Dark Elf - Rider - Melee
Reqs.: 3 Might
Stats.: 2 1 5

Charge
Raptor Strike - When a friendly creature near Grim Raider attacks the first creature in line of its row, Grim Raider attacks it too.



Name: Evil Eye
Type: Creature
Rarity: Uncommon
Faction: Dungeon
Cost: 4
Attributes: Creature - Dark - Eye - Magic Shooter
Reqs.: 2 Might 3 Magic
Stats.: 2 1 5

No Retaliation
Paralyzing Gaze 1 - Enemy creatures with a Might requirement of 2 or lower on the same row with Beholder cannot move and suffer -1 to their attack and defense.



Name: Minotaur Gladiator
Type: Creature
Rarity: Uncommon
Faction: Dungeon
Cost: 5
Attributes: Creature - Beast - Melee
Reqs.: 4 Might
Stats.: 2 3 6

Rend 1
Double Attack



Name: Manticore
Type: Creature
Rarity: Uncommon
Faction: Dungeon
Cost: 5
Attributes: Creature - Manticore - Flyer
Reqs.: 4 Might
Stats.: 2 1 5

Poisoned Stinger 1 - Put 1 poison counter and 1 crippling counter on target attacked creature.



Name: Drake
Type: Creature
Rarity: Uncommon
Faction: Dungeon
Cost: 5
Attributes: Creature - Beast - Flyer
Reqs.: 4 Might
Stats.: 2 1 6

Magic Resist
Fear 2
Cleave - When Drake attacks a creature, it hits another one near the target at random.



Name: Pain Mistress
Type: Creature
Rarity: Rare
Faction: Dungeon
Cost: 4
Attributes: Creature - Dark Elf - Matriarch - Melee
Reqs.: 3 Might 1 Destiny
Stats.: 2 1 5

Rend 1
Pleasure in Pain - For every Rend counter on enemy creatures on the battlefield, Pain Mistress gains +1 to attack.



Name: Beholder
Type: Creature
Rarity: Rare
Faction: Dungeon
Cost: 5
Attributes: Creature - Dark - Eye - Magic Shooter
Reqs.: 2 Might 4 Magic
Stats.: 3 1 6

No Retaliation
Paralyzing Gaze 2 - Enemy creatures with a Might requirement of 3 or lower on the same row with Beholder cannot move and suffer -1 to their attack and defense.
Secrets In The Dark - Whenever the Beholder destroys a creature, search either graveyard for a spell with a Cost of 3 or less and play it for free, then banish it.


Name: Scorpicore
Type: Creature
Rarity: Rare
Faction: Dungeon
Cost: 6
Attributes: Creature - Beast - Flyer
Reqs.: 5 Might
Stats.: 3 2 6

Poison Stinger 2 - Put 2 poison counter and 2 crippling counter on target attacked creature.



Name: Elite Assassin
Type: Creature
Rarity: Rare
Faction: Dungeon
Cost: 6
Attributes: Creature - Dark Elf - Assassin - Melee Shooter
Reqs.: 4 Might 2 Destiny
Stats.: 2 2 5

Invisibility 2
Poison 2



Name: Red Dragon
Type: Creature
Rarity: Rare
Faction: Dungeon
Cost: 6
Attributes: Creature - Beast - Flyer
Reqs.: 5 Might
Stats.: 3 1 6

Magic Resist
Fire Blast 1
Fear 3
Terror 3 - When Black Dragon enters combat, return all enemy creatures with a cumulated Might, Magic and Destiny requirement of 3 or less to their owner's hand.



Name: Deep Hydra
Type: Creature
Rarity: Rare
Faction: Dungeon
Cost: 7
Attributes: Creature - Beast - Melee
Reqs.: 6 Might
Stats.: 3 3 7

No Retaliation
Regenerate 2
Sweep Attack



Name: Faceless
Type: Creature
Rarity: Epic
Faction: Dungeon
Cost: 6
Attributes: Creature - Dark - Faceless - Magic Flyer
Reqs.: 3 Might 3 Magic
Stats.: 2 1 6

No Retaliation
Dark Ward
Attack Anywhere
We Are Many - Faceless gains +1 to attack and defense for each Dark aligned creature on the battleground.



Name: Shadow Seductress
Type: Creature
Rarity: Epic
Faction: Dungeon
Cost: 7
Attributes: Creature - Dark Elf - Dark - Matriarch - Magic Shooter
Reqs.: 3 Might 5 Magic
Stats.: 3 2 5

No Retaliation
Area Blast 2
Magic Focus - Whenever a spell targets an enemy creature, Shadow Witch hits it immediately for free regardless of position.
Seduce - When Shadow Seductress enters the battleground, Enthral target enemy creature.


Name: Black Dragon
Type: Creature
Rarity: Epic
Faction: Dungeon
Cost: 9
Attributes: Creature - Beast - Flyer
Reqs.: 6 Might
Stats.: 4 3 8

Magic Immunity
Fear 4
Fire Blast 2
Terror 4 - When Black Dragon enters combat, return all enemy creatures with a cumulated Might, Magic and Destiny requirements of 4 or less to their owner's hand.



Name: Stevie, the Silent Dagger
Type: Unique Creature
Rarity: Epic
Faction: Dungeon
Cost: 5
Attributes: Unique Creature - Dark Elf - Assassin - Melee Shooter
Reqs.: 4 Might 3 Destiny
Stats.: 1 0 5

Invisibility 3
Poison 2
Permanent Invisibility - This creature does not lose Invisibility counters.

Note: I really couldn't find a cooler name!

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RedEmperor30
RedEmperor30


Famous Hero
posted May 31, 2014 01:57 PM

nice 1 guys, wow it's amazing how many possibilities there really are, the way I am approaching it is thinking what would be a great tactic vs current top meta decks,

I really like stealth, invisibility, assassin, poison and mind control. Would be amazing to have a creature that when enters field you enthral an enemy creature!!

I am also playing with the idea, that dungeon creatures for the most part don't like head on battle so maybe also introducing phased, invisibilty, swift, evade would really compliment the faction

Another thought ofc is a hiring ability, perhaps this is a hero ability, pay 6 resource cost and puppet control enemy creature??

I also think that because they are dark aligned you would need to have a good mix of magic creatures, most of which would be immune to dark magic itself.

@watcher it makes complete sense to have dark earth spell school
@stevie man I need time to go through your list, good job

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Stevie
Stevie


Responsible
Undefeatable Hero
posted May 31, 2014 05:10 PM

Ok, some thoughts on those cards I posted. When I look at Dungeon I can imagine 3 playstyles:

1. Subtlety, deceit and sabotage - Dark Elves mainly. Requires Might and some amount of Destiny (I wanted to make some Fortunes too in regards to that).
2. A more direct approach in order to overpower the enemy - Beasts. Might.
3. Destructive magic combos and keeping the enemy's moves at a minimum - Dark creatures. Magic oriented but in combination with Might.



Anyway. I wanted to keep myself away as much as I could from the abilities of other faction's creatures, but that's only possible to a certain extent. I do not feel though that we need Phased and Evade unless we want to turn Dungeon into Academy.

I do not agree with dark immunity but just for a few high level creatures. You do not want to have a majority of Dark aligned creatures unable to hit each other.

Well, I don't know if I'm gonna take the time to contribute more in the future. So enjoy.

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watcher83
watcher83


Supreme Hero
Child of Malassa
posted June 01, 2014 04:49 PM
Edited by watcher83 at 12:05, 03 Jun 2014.

Raelag, Champion of the Soulscar Clan
type:hero
stats: 2 might, 0 magic, 1 destiny
magic school: dark
0: increase 1 of your stats
1: draw a card
5: Intimidate - targeted enemy creature cannot attack/move until your next turn.*

* focused mind will not be able to counter this ability

EDIT

Matthias, Lord of the Unseen ( he is faceless , not a dark elf)
type:hero
stast: 1 might, 1 magic, 1 destiny
magic schools: dark and water
0: increase 1 of your stats
1: draw a card
2: next creature u deploy with a cost of 2 or less gains stealth*

* stealth - as long as the creature does not act, it cannot be targeted or be attacked by enemy creatures; if the creature attacks while stealth is active it gains +1 attack for the round and breaks stealth; a stealth creature cannot block damage to the hero;

Also I have an idea about runes, and how should they work with dwarves. Most fortress creatures that are on the battlefield will also give an amount of runes, so let's say you have 3 creatures on the battle ground, 2 of them gives one rune and 1 gives 2; so in total u would have 4 runes. I see this working in 2 ways:
- your hero ability will be stronger with higher number of runes;
- rune priest tribe units will be stronger with every extra rune; but rune priest units will not give runes;

@stevie - things u said look cool, keep up the good work

2nd EDIT so I will not double post
today I will give my version of my fav card - the blood fury, just for things to be clear I will repeat myself in saying that I do not think that this version is better than the other versions presented, it's just my version and by the end we will sort out all the ideas; I would also like to point out that since the blood fury is one of my fav units from all homm games it was a really hard process to make it in a way that is not simply overpowered, I hope I managed to do that; keep in mind that in my version it's an epic card, and I wouldn't say that it is better than the wolf captain.

Blood Fury
type: creature
class: epic
faction: dungeon
race: dark elf; blood witch; physical damage; melee;
cost: 4
requirements: 4 might, 2 magic
stats: 4 attack, 0 retaliation, 5 life
abilities: - immune to retaliation;
          - taste for blood; (each time the blood fury or another  friendly blood witch unit kills an enemy unit the blood fury gains +2 attack permanently)



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Steyn
Steyn


Supreme Hero
posted June 03, 2014 09:27 AM
Edited by Steyn at 10:28, 03 Jun 2014.

Stevie said:
Invisibility - is an ability that ONLY Assassins have. It's passive and activates at the END of the turn. When invisible, your assassin gains Swift and cannot be targeted. Each counter grants 50% damage of BASE damage (rounded up) for the first attack the creature deals. While invisible, enemy player CANNOT SEE the cards on the battlefield! When an enemy creature tries to attack OVER your invisible card, the assassin counters it, breaking invisibility, receiving 50% less damage (rounded down) for each counter and dealing normal retaliation (does not reduce damage from magical sources - creatures or spells). Of course it doesn't retaliate when enemy creature is immune to it.


How about:
Invisibility - is an ability that ONLY Assassins have. It's passive and activates when assassin enters the field, move, or do nothing. When invisible, your assassin cannot be targeted (can be hit by aoe damage). While invisible, enemy player CANNOT SEE the cards on the battlefield! When an enemy creature tries to attack OVER your invisible card, the assassin counters it, breaking invisibility, dealing normal attack damage and recieving retaliation damage instead of attack damage. When attacking from invisibility, assassins are immune to retaliation deal extra damage* and invisibility is broken.

EDIT: extra names for assassins:
Black hand, (Shadow) Stalker, scout

*extra damage depends on lvl of invisibility: invisibility 1 giving 1 extra damage, invisibility 2 giving 2, etc.

extra edit:
watcher83 said:
stealth - as long as the creature does not act, it cannot be targeted or be attacked by enemy creatures; if the creature attacks while stealth is active it gains +1 attack for the round and breaks stealth

I see you already had more or less the same idea

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watcher83
watcher83


Supreme Hero
Child of Malassa
posted June 03, 2014 09:52 AM

OK so today it seems I am productive, another card idea follows

Minotaur Guard
type: creature
class: common
faction: dungeon
race: beastman, physical damage, melee
cost: 3
requirements: 3 might
stats: 2 attack; 2 retaliation; 5 life
abilities: aura of bravery ( the minotaur guard and adjacent units are immune to fear effects)
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Steyn
Steyn


Supreme Hero
posted June 03, 2014 10:26 AM

Let me also add an idea to the pile

Infiltrator
type: creature
class: rare
faction: dungeon
attributes: creature, dark elf, melee
cost: 3
requirements: 1 might
stats: 1 attack; 0 retaliation; 1 life
abilities: infiltrate (when played, this card is placed on top of the opponents deck and is disguised as the cheapest shooter in the deck. When the disguised infiltrator is played by the opponent, the opponent has to play the cost of the card used as disguise and the infiltrator deals 1 damage to the opponents life points and is placed at random on your side of the field (or he dies).)

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watcher83
watcher83


Supreme Hero
Child of Malassa
posted June 03, 2014 12:18 PM
Edited by watcher83 at 14:06, 03 Jun 2014.

My first 2 Sylvan cards

Stormcaller Druid

type: creature
class: rare
faction: Sylvan
race: wood elf, druid, shooter, magic attack - air
cost: 4
requirements: 3 might, 3 magic
stats: 2 attack; 2 retaliation, 7 life
abilities: - immune to retaliation
          - air channel ( every air spell cast by your hero deals 1 damage to the enemy hero)

Nature's Bless Druid

type: creature
class: rare
faction: Sylvan
race: wood elf, druid, melee, magic attack - earth
cost: 4
requirements: 3 might, 3 magic
stats: 1 attack, 4 retaliation, 8 life
abilities: - earth channel ( every earth spell cast by your hero also heals the hero for 1 life)

Oh and steyn nice to have you on board with this project
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RedEmperor30
RedEmperor30


Famous Hero
posted June 03, 2014 01:02 PM

Hi guys, i have been out of town with some family business - hope to get back into this ASAP!!

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watcher83
watcher83


Supreme Hero
Child of Malassa
posted June 03, 2014 01:20 PM
Edited by watcher83 at 13:24, 03 Jun 2014.

Ok, time for the 5th dungeon hero, the corrupted one, but since void corruption is a bit overused+ we know dungeon didn't participate in the forgotten wars, I thought I would keep the corruption hero, but change its source to demonic since we know some dark elf clans have been corrupted over Ashan's history by demons.

Sylsai, the Demon tainted

type: hero
faction: dungeon
magic schools: dark and fire
stats: 1 might, 2 magic, 0 destiny
0: increase 1 of your stats
1: draw a card
4: all your 3 cost melee creatures are transformed into juggernauts (it may be cost 4 but keep in mind that u can turn injured units into full health juggernauts, plus u can attack with them before using the ability but u won't be able to attack with the juggernauts in the same turn)

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