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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Heroes and Creatures for Heroes 7. JEmo Version
Thread: Heroes and Creatures for Heroes 7. JEmo Version This thread is 4 pages long: 1 2 3 4 · NEXT»
JeremiahEmo
JeremiahEmo


Bad-mannered
Famous Hero
posted July 23, 2014 11:03 AM
Edited by JeremiahEmo at 15:03, 07 Aug 2014.

Heroes and Creatures for Heroes 7. JEmo Version

Haven - A lot of things has changed from the once Griffin Empire. From Griffin to Unicorn to now, Wolf. After Duncan died in a battle with Sareth, the empire was left to Freyda, who by far was an incompetent queen. Duncan was the better ruler of the two. Freyda grieved and eventually abandoned the Unicorn Empire to dust. One of the few surviving heroes, Irvin (Rutger's brother) steps up to be King and thus renaming the Holy Unicorn Empire to the Wolf Empire.


Campaign Color: Blue
Costume Color changes with player's selected color
Theme: Medieval-inspired
Alignment: Good



Heroes
1. Knight [Might] - mostly like the Knight in Heroes 5. They have very good retaliation. Unlike Paladin, they focus on brute force. They have a lot of passive skills that increase stats of units and their own. They also have the ability to stun a specific stack.

2. Paladin [Mixed] - focus on buffs. They are healers. They have the resurrect skill. Paladins can absorb damage on a specific stack in exchange for mana.


Units
Core:
Tier 1
1. Peasant - male, cheap, weak Haven unit. Every peasant will contribute 2 gold each day.

Peasant Upgrade 1: Militia - male, stronger, faster, good moral. They also have a chance to bash their opponents (stun).

Peasant Upgrade 2: Squire - male, better stats than peasants but not as strong as Militias. However, their key ability is that if they kill a sufficient amount of enemy troops, they turn to a higher tier unit (e.g. you killed 2 stacks of troops with this unit, Squire will turn to Crossbowman later on, 4 stacks will turn Squires to footman and so on..). This skill is an activated ability. The longer you wait, the bigger the tier of this unit. Keep in mind that when you upgrade this unit, the number is equal to the growth rate of the tier (e.g. 22 Squires = 4 Griffins).

Tier 2
2. Crossbowman - male, typical range unit for Haven. They has the ability to spread attack, dividing the damage as well. (Range: 12 tiles)

Upgrade 1: Flamebowman - male, enchanting explosive fire on their arrows, whenever Flamebowmans hit a specific unit, the units near the target will be damaged as well (25% of the damage the target took). This skill also applies with spread attack. (Range: 12 tiles)

Upgrade 2: Arbalester - male, these fellow doesn't have range penalty. (Range: 12 tiles)

Tier 3
3. Footman - male, very sturdy foot soldier.

Upgrade 1: Swordsman - male, faster foot soldier with an emphasis on attack. If they kill at least one unit, they attack again. Swordsman is 50% stronger when facing foot units but 50% weaker when facing mounted units.

Upgrade 2: Pikeman - male, slower foot soldier but extremely sturdy.  Pikeman has an ability called "extreme defense" wherein they reduce 90% of the damage against them. Pikemans are also 50% stronger against mounted units but 50% weaker against foot units.

Elite:
Tier 4
4. Hound - it, fast, fragile unit with good attack.

Upgrade 1: Packmaster - it, same stats as hound but has an increase on sturdiness. Where Packmasters excel is the ability to summon wolves to fight for them in one battle.

Upgrade 2: Dire Wolf - it, better stats than Hounds and Packmasters. They have the ability to run away from the battlefield for one turn then backstab the target (much like Griffin's battledive).

(Wolves are classified as mounted units)

Tier 5
5. Priest - male, range unit that can buff. They're a very sturdy creature. (Range: 8 tiles)

Upgrade 1: Inquisitor - male, better buff, sturdier unit and stronger range attack. Also, better speed and better moral. (Range: 9 tiles)

Upgrade 2: Monk - male, better buff than Priests and a whole different ones from Inquisitors but no range attack. They are stronger, sturdier and faster than Inquisitors. They have knuckles as weapon. They have the ability to quadruple their damage in one strike and that will drain out 12 of their mana points (which is what they have). However, they can rest for one turn to replenish their mana. During resting time, they can't do anything and damage against them will be 90% stronger. Rest is an activated ability.

Tier 6
6. Cavalry - male, armored, mounted units that can cross the battlefield in one turn. They have the charge ability wherein each tile they cross will add more damage.

Upgrade 1: Cataphract - male, overall stronger than Cavalries. Not only do their presence increase all friendly unit's moral, they can also boost base 3 moral to one friendly stack in one battle. 3 moral is only the base. The more Cataphracts, the bigger the moral (e.g. 15 Cataphracts = 1 more moral).

Upgrade 2: Crusader - male, these guys are sturdier and has more health than Cavalries and Cataphracts but weaker in terms of damage and reduced speed and moral than Cataphracts. Plus they have the ability to heal a stack in one battle. Like the Paladin hero, they can also absorb damage from fellow stacks. However, they musn't go beyond 2 tiles from that guarded stack.

Champion
Tier 7
7. Angel - male, very strong flying creature. Angels has the ability to resurrect a fallen ally once per battle. Angels can cast holy light on demonic creatures.

Upgrade 1: Cherubim - male, much stronger than Angels. Due to their beautiful wings, any damage Cherubim receives from good creatures is reduced to 50%. Cherubims can also resurrect allies twice per battle.

Upgrade 2: Seraphim - male, same stats as Angels. Seraphim focuses on magic instead of might. Seraphim can cast a mass effect of holy light on Inferno creatures which is a huge pain. In addition, Seraphim also does 50% more physical damage to evil creatures.



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Inferno - not much has changed for Inferno. For lesser demons, it's a tough life trying to survive in a world that doesn't value life. For higher demons, it's destroy the world as much as you can simply because they want to.


Campaign Color: Red
Costume Color changes with player's selected color
Theme: Hell
Alignment: Evil



Heroes
1. Heretic [Mixed] - Demon hero that revolves entirely around fire magic. Heretics have stuns and the Hellfire ability. High level Heretics can give burning effect to every creature they hit. Their fire-based spells are the strongest compared to any hero in H7. Every fire-based spell also has burning effect.

2. Demented [Magic] - Demon hero that focus on gating and demonic possession. High level Demented can summon up to the same amount of demonic army in the battlefield. They can also cause heroes to go insane through demonic possession. Demented can possess heroes after battle but they can be exorcised by religious leader creatures like priests and its upgrades, shamans and its upgrades, etc.


Units
Core
Tier 1
1. Hellhound - it, one-headed dog that is very fast and high initiative. This is however, the weakest of the Inferno creatures.

Upgrade 1: Orthrus - it, two-headed dog that has higher attack and can do damage to multiple enemy creatures in front of it. This is also faster than the hellhound.

Upgrade 2: Cerberus - it, three-headed dog that can do damage to multiple enemy creatures. Like Orthrus, it has a bonus on attack, damage and speed. The difference is that Cerberus can burn its opponents (damage overtime).

Hellhounds, Cerberus and Orthrus are considered mounted units.

Tier 2
2. Succubus - female, basic range creature of Inferno. Succubus are very sexy female demons. They can seduce male creatures. (Range: 10 tiles)

Upgrade 1: Mistress of Pain - female, Stronger and sturdier than Succubus and has the ability to retaliate range damage. Their damage is much stronger than the Succubus. Also, they are still able to seduce male creatures. (Range: 12 tiles)

Upgrade 2: Lilim - female, Unlike Mistress of Pain, they don't have the ability to retaliate range creatures but they have a much stronger seduction skill. (Range: 10 tiles)

Tier 3
3. Punisher - male, slow but very sturdy creatures. Punishers has the ability to passively cast a Vulnerability spell to anyone they hit.

Upgrade 1: Tormentor - male, faster, stronger and sturdier than Punishers. Their greatest contribution is their aura of vulnerability, in which any unfriendly creature around them will have reduced defense.

Upgrade 2: Sadists - male, has all of Punisher's ability and a few upgrades. Sadists are the sturdiest of the three. Sadists not only cast Vulnerability on the target they hit, they cast Weakness as well.


Elite
Tier 4
4. Incubus - male, Incubus is a very handsome man. He can seduce female creatures. Incubus' ability is that when he hits a target, he casts Sorrow on the target on Basic level. While Sorrow doesn't stack, Incubus' Sorrow is separate than your Heroes' Sorrow. Hence, if you cast Sorrow on the stack and Incubus hits that stack, the double effect of Sorrow will be applied.

Upgrade 1: Injustice - male, Better stats than Incubus. Injustice' Sorrow effect is now on Expert level. Like Incubus, they can also seduce female creatures.

Upgrade 2: Cambion - male, Much better stat than Incubus. Specifically, a big boost on initiative. Cambions can attack a target without suffering retaliation. In addition, Cambions won't get a moral reduction when siding with humans. Same as humans to Cambions. Also, Cambions are not affected by holy light or mass holy light.

Tier 5
5. Pit Spawn - male, much like Pit Lords from H5, these guys can cast fire ball. They are strong, sturdy creatures.

Upgrade 1: Pit Lord - male, stronger and sturdier and can cast meteor showers. Pit Lord also has a greater mana pool.

Upgrade 2: Pit Fiend - male, Pit Fiends can't cast meteor showers like Pit Lords do but they have fire ball and has the Heated Battlefield skill. This is an activated ability requiring 0 mana. When this skill is activated, all fire-based skill including burning damage is increased.

Tier 6
6. Apollyon - male, demonic knight that is very fast.

Upgrade 1: Fiery Apollyon - male, mounted demonic unit that can cross the whole battlefield. Fiery Apollyon burns any enemy creature one tile near it. Fiery Apollyon has a huge boost in defense and health.

Upgrade 2: Apollyon Charger - male, has the ability to hit every enemy creature at the back of its target. In addition, the farther this unit travels, the more damage it accumulates. Like Fiery Apollyon, they can also cross from one battlefield to another. Apollyon Charger has a huge boost in attack and damage.

Tier 7
7. Devil - male, teleporter unit that has huge damage. Devils also have splash damage. When it hits a target, everyone near that target gets a 10% damage as well.

Upgrade 1: Arch Devil - male, much stronger than Devils. Their splash damage is increased to 20%. They lose their teleport skill but they can jump from one place to another causing damage to anyone near it when they land.

Upgrade 2: Master Devil - male, Master Devil's greatest skill is that they can use Frenzy. Their presence also reduce moral to anyone near them.



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Sylvan - after Sylanna's death in the War of Sareth, the Elves were quick to turn to the new dragon Asha gave birth to, Sylvos. While a lot of their allies still remained with them, this lead the Pixies and Emerald Dragons to abandon the Elves and now they are left to find another champion.


Campaign Color: Green
Costume Color changes with player's selected color
Theme: Heavy Native American with a little Celtic
Alignment: Good



Heroes
1. Ranger - [Might] very similar to the H5 Ranger hero. They have a lot of passive skills that increase speed, initiative and range damage to their creatures. Rangers' Logistics skill are also more effective than any other hero. Their hero skill is still Avenger.

2. Druid - [Magic] - druids has a variety of skills. A few of which are summoning beast creatures and their very own version of entangle. Druids can also turn the battlefield into a vineyard. This lowers the speed of all units, friendly or not. They can also clear a forest and turn it to their own little Treants which they can use in battle. These Treants however are weaker than your tier 6 creature but sturdy enough to be cannon fodders. These treants will only live for a certain amount of turns.


Units
Core
Tier 1
1. Nymph - female, with the Pixies and Sprites gone, the Nymphs take their place in the forest. Nymphs are the weakest creature in HoMM 7. However, their beautiful demure appearance makes good male creatures not want to hurt them. They suffer lesser damage from good male creatures. Also, they can heal units. They can cast endurance and cleansing on fellow elven creatures.

Upgrade 1: Meliae - female, are Nymphs that specializes on bees and honey. Meliaes are stronger than Nymphs and their buffs are stronger. They can perform wasp swarm on foes and cast mass endurance.

Upgrade 2: Dryad - female, like their sisters, they are weak. However, they can perform various buffs like endurance and cleansing. Their healing is strong but it's strongest on Treants. They can also resurrect Treants ones in battle.


Tier 2
2. Blade Dancer - male Blade Dancers are the fastest unupgraded core creature in all of Ashan. Unlike their HoMM 5 counterpart, they look much more masculine, menacing and has a male voice. Their looks inspire speed. Also, unlike their H5 counterpart, they are fewer in number but they have 35% chance to dodge physical attacks and better stats especially in speed and initiative.

Upgrade 1: War Dancer - male, War Dancers has an increase in all their stats especially in speed and initiative. What makes them dangerous is that, aside from their 35% chance to dodge physical attacks, they have another 35% chance to damage the attacker with their blades. Damage is equal to their normal damage. Another skill is that they can damage creatures around them.

Upgrade 2: Wind Dancer - male, Wind Dancers are generally sturdier than War Dancers. Their focused stats are defense and speed. They can dodge attacks for up to 70% and they can also damage any creature around them. Wind Dancers' defense increase by 1 for every tile they traverse. The extra defense is only good for one turn.


Tier 3
3. Archer - male, basic range units of Sylvan. Like the Elven archers in H5, they have double attack. (Range: 12 tiles)

Upgrade 1: Hunter - male, these fine range creatures has a chance to knock back their opponent with each arrow they throw. With the double attack, there's a slight chance they can knock the target two tiles. Like every other units, they have an increase on all their stats compared to their pre-upgraded units. (Range: 12 tiles)

Upgrade 2: Longbowman - male, unlike your typical range creature, the Longbowman takes full advantage of their range. They devised a cunning strategy to make arrows get stronger the farther it travels. The farther the target is, the more damage it receives. Inversely, the closer they are, the lesser the damage. Yes, Longbowman makes the most damage among the tier 3 - 4 range creatures when it is a full 12-tile range attack. However, in exchange for a very powerful range attack, they've given up their double attack. (Range: 12 tiles)


Elite
Tier 4
4. Forest Warden - male, Druids who are not known yet start their career in the Sylvan military. They are range attackers. Their attack type is magic. (Range: 12 tiles)

Upgrade 1: Beastking - male, Beastkings has a different set of skills from your average druid. They lose their range attack in exchange for a boost on all their fighting stats. They have claws as big as the bear, paws like the tiger and snake eyes. With the Bear's power, they can throw anyone to a random tile. With the Tiger's power, they can run twice the speed and has faster reflexes (initiative). With the Snake's power, they are immune to poison and can spit unlimited venom (Range: 3 tiles).

Upgrade 2: Vinemaster - male, Vinemasters prefer to specialize in the area of plants. They are magic range attackers. Their spells include slowing enemies down and Vine Whip, which damages targets. (Range: 12 tiles)

Tier 5
5. Unicorn - it, large, fast unit for Sylvan. This is the official tank unit of the elves. They also have an aura of magical resistance.

Upgrade 1: Silver Unicorn - it, Unlike the H5 Unicorn, this Unicorn is actually Silver. Silver Unicorns has all the perks a Unicorn has plus have better stats and the ability to Blind the target.

Upgrade 2: Forest Unicorn - it, These guys has the exact same perks as the Pristine Unicorn in H5.

Tier 6
6. Treant - it, Tank unit for Sylvan. Unlike the H5 one, these guys are not anorexic.

Upgrade 1: Ancient Treant - it, exactly like Ancient Treants in H5. Only their looks change.

Upgrade 2: Savage Treant - it, exactly like Savage Treants in H5. Only their looks change.


Champion
Tier 7
7. Mantis - it, weak but cheap champion unit stat-wise. Mantis don't excel in stats. Where they are strongest is when a target reaches a certain number of stack weak enough to be Mantis food, the Mantis eats the target alive. This heals the Mantis.

Upgrade 1: Flying Mantis - it, fast Mantis that has a huge boost on speed and initiative. Nothing else though. An added ability is that they can fly and they have the ability to Bleed their target. Targets with Bleed effect will lose 10% of their creature due to blood lose if they move in 2 turns.

Upgrade 2: Giant Mantis it, sturdy Mantis that has a huge boost on defense and hit points, nothing else. Although, unlike their brethren, the Flying Mantis, these beasts can't fly. However, their attack is in a form of spitting which acts like acid breath of Green Dragons in H5. They are also immune to earth spells and slow.




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Stronghold - From slaves to masters, the Orcs spent their years of freedom building their empire in the east. They've conquered other Orcs and has now made an empire that rivals Sareth's. These fierce savages are now the most feared warriors in Ashan. Their love for battle has made a lot of humans, elves and demons avoid a war with them at all cost.


Campaign Color: Maroon
Costume Color changes with player's selected color
Theme: Dominant African
Alignment: Neutral



Heroes
1. Barbarian - [Might] Unlike their brethren, the Chieftain, Barbarians focus more on his own might than the might of his units. Barbarians are completely devoid of magic skills including buffs (except rage points system) in exchange for an interesting variety of might-related skills. One attractive skill of the Barbarian is that they can stun a stack to oblivion. So, it's really a bad idea to fight Barbarians with one stack. Also, they are quite fast to level. If they are the finishing blow to kill a stack, they gain a separate amount of experience.

2. Chieftain - [Might] As a complement to the Barbarians, Chieftains focus more on the strength of his units than his own strength. His skill includes whipping stacks like the H5 Chieftain unit. They also can whip multiple stacks. Chieftains also have high resistance to magic. In addition, Chieftains can transport their cities from one location to another provided that it's a Stronghold City. It will slow them down but if they have more units, they will be faster.


Units
Core
Tier 1
1. Warrior - male, Warriors are the basic tier 1 creature of Stronghold. They have no special skills but they are the strongest among the tier 1 creatures when it comes to melee hand-to-hand combat.

Upgrade 1: Impi - male, training in the heart of the Savannah, Impis focus on getting to their opponents fast. They are fast and as long as they don't engage in a melee fight, their initiative is twice as fast. Impis also have the Ambush skill. What this does is that their very first attack deals 50% more damage provided they are 5 tiles away from their target.

Upgrade 2: Pombo - male, smaller Orcs focus all their energy in dodging projectile attacks. Pombos has a 50% chance to dodge any incoming range attack. Their armor is not only light but it is also built exactly for deflecting range attacks thus reducing range attack damage. On top of that, Pombos can taunt any enemy units into attacking them which is effective for one round.


Tier 2
2. Centaur - male, these guys are darker, more muscular and has African facial features and body figure. Their horse part of the body is like a zebra. Also, they are the basic range creature of Stronghold. They have the Maneuver skill. Maneuver makes Centaurs run and retaliate in range attack when a melee unit hits them.

Upgrade 1: Centaur Nomad - male, same skills as the Centaur and an added stats. Nomads has greater damage and attack compared to Marauder.

Upgrade 2: Centaur Marauder - male, no more Maneuver skill but Marauders has no range penalty. They have added stats and they focus on defense and hit points.


Tier 3
3. Minotaur - male, these Minotaurs has just been freed by the Orcs from Dark Elf enslavement. They are quite a useful ally. They are strong, sturdy and has the Bravery skill. What this does is that their moral will always be positive. Due to their love for the Orc homeland, they also gained the Enrage skill.
Look-wise, these guys are exactly like the H5 Dungeon Minotaur except they have no chains and a little tanner.

Upgrade 1: Minotaur Gladiator - male, these guys were the Minotaur Guards during Dark Elf enslavement era. They didn't miss their life during Dark Elf days. In fact, they're enjoying their life with the Orcs since they can showoff their gladiator skills. They still have their bravery skill and with an added double attack.
Look-wise, darker brown of H5 Dungeon Minotaur Guards. Without the chains of course.

Upgrade 2: Minotaur Chief - male, these guys are the Minotaur Taskmaster during Dark Elf days. They look exactly like H5 Minotaur Taskmasters except the armor they wear is less slave-like. They have still kept their pink skin.
These creatures are stronger than Minotaur Gladiators. They don't have bravery but they have aura of bravery. It prevents adjacent creatures to get a moral below one.


Elite
Tier 4
4. Werewolf - male, these fellows are still Orcs but has an added skill of shifting to werewolves.
Orc Werewolves will randomly shift to their Werewolf form during battle. You can't activate this ability. Once they do, any stack it attacks will have a 50% chance to acquire a Bleeding Effect. What this does is that if the stack has a bleeding effect, it shouldn't move for 2 turns (aside from retaliating). If they do, they lose 10% of their units due to blood loss.
Also, they can jump high enough to pass any obstacle.

Upgrade 1: Crazy Werewolf - male, these bad boys are stronger than werewolves. Like Werewolf, shapeshifting to Werewolf form is still completely random.
They have an added ability called Rabies bite. Once activated, the first stack these doggies bite will have rabies. Both the Crazy Werewolf and the target stack will die in 5 turns. However, the Crazy Werewolf must be at least 50% as strong as the target. If the battle ends before that 5 turns (e.g. you win), you will not lose your Crazy Werewolves.

Upgrade 2: Lycanthropy - male, stronger than werewolf and can activate his shapeshifting to Werewolf form whenever the player likes. You can also shift these creatures back to their Orc form.


Tier 5
5. Shaman - male, Orcs from everywhere in the east follow the same type of training and that is, Shamans must be able to fight in close hand-to-hand combat. They must also have the ability to buff haste to their allies and slow to their enemies. What makes Warharden clan, the clan that is currently conquering the east, unique is that their Shamans are male. All the other clan's Shamans are female.
Like any other orc shaman, these Orcs' human side is more visible. Warharden's shamans are also stronger.

Upgrade 1: Spirit Walker - male, not only are these shamans stronger than your average shaman, they can also link to their spirit world. They can shift to their spirit form once in battle for 3 turns. During this time, no physical attack can hit them.

Upgrade 2: Dream Eater - male, while Spirit Walkers focus on their fighting skills, Dream Eaters focus on their voodoo skills. No Orc would ever dare to mess with a Dream Eater. What they do is that they can put any stack to sleep. Dream Eaters can then cast Nightmare skill on that stack, inflicting a huge damage on that stack.
However, any damage not caused by Nightmare will wake that stack up. Nightmare can only be cast when the stack is asleep.


Tier 6
6. Executioner - male, the biggest and tallest of all Orc creatures, except, compared to the Cyclops that is, Executioners use brute force to punish their foes. Do not fight an Executioner for a long time because he loves the taste of blood. The more damage he inflicts, the bigger his damage will become.

Upgrade 1: Ivory Mauler - male, these fellow use Ivory as their weapon. An added skill is that everytime they inflict damage, their initiative is increased. They also have a focused increase on attack and damage.

Upgrade 2: Skull Crusher - male, Skull Crushers are opposite to Ebony Maulers. For one thing, everytime they inflict damage, they reduce the target's initiative. They also have a focused increase on defense and hitpoints.


Champion
Tier 7
7. Cyclops - it, strongest creature of the Orcs.

Upgrade 1: Enraged Cyclops - it, stronger than Cyclops, these beasts can do multiple damage to anyone in front of them. They also have the ability to batter gates and walls.

Upgrade 2: Bloodeyed Cyclops - it, stronger than Cyclops, these beasts has the ability to shoot any creature with red beam coming out from their eyes (like X-men Cyclops). But it only has 3 charges even if you brought ammo cart.



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Sanctuary - The Nagas are lead by the Eternal Empress, who was the best naga in every aspect. A dominant woman as many of her subordinates called her. However, she never worked hard to gain any of those skills. She sold her soul to the devil named Araezur to gain vast amount of power.
After decades of enjoying her power, an Incubus named Zane visited her telling her to fulfill her end of the bargain. The Eternal Empress resisted at first and tried to kill Zane. It turns out that she was no match for him. Araezur came with a Demented who possessed the Eternal Empress. Araezur then ripped the Eternal Empress' soul into pieces. A death that is the most painful way to die.
Since then, the demons have control over all of the Nagas. They slowly turned honor into treachery. They made the ones good faction into evil. The nagas had shut its door from the rest of the world. Now, they've resurfaced to wreck havoc.


Campaign Color: Teal
Colors change based on player's assigned color
Theme: Japanese
Alignment: Evil



Heroes
1. Samurai - [Might] Samurais are tacticians. They have a lot of skills that passively adds to their stats. Where Samurais shine however is their ability to gain perks when they do a certain formation. For example if stacks are close together, they gain a little portion of a single stack’s buff. If a stack is far from the others, it gains a percentage to dodge projectile attacks. If a stack is one tile, opposite of another melee attacking stack from the target, flanking formation applies, which is, it will be the next to attack.

2. Conjurer - [Magic] Conjurers are masters of the water. They heavily focus on renewal and healing spells but they have some damaging spells too; a few of which are Tsunami and Water Prison. One thing to remember is never battle a Conjurer on the sea. Their water magics are much stronger.


Units
Core
Tier 1
1. Lamia - female, since birth, Lamias were told to hate men. But not just any men, it's male humans and elves. This then evolved to male in general. Because of this, Lamias harbor a deep hatred for men of any race.
Lamias has the ability to fight more fiercely against any male creature. They can sacrifice 1 defense point in exchange for 2 attack points.

Upgrade 1: Nure Onna - female, Nure Onna furthers her man hating with the Piercing attack. Any male creature she hits will get the bleeding effect. Unlike the Werewolf's bleeding effect, if the target moves in 1 turn, he will lose 10% of his stack. If the calculation is a decimal, it will favor floor.

Upgrade 2: Hebi Oni - female, the vast majority of Hebi Onis were once weak lamias. Much like the Eternal Empress, they sold their soul to the devil to gain vast amount of power. This power drifted away in time and turned them into an ugly snake woman. Lamias who wants to be Hebi Onis needs to perform rites of initiation. They are stronger than most tier 1 and tier 2 creatures but will sacrifice their looks.
Due to their hideous appearance, they can intimidate surrounding creatures reducing 1 point to all the creatures' stats except luck.


Tier 2
2. Coral Witch - female, once Coral Priestesses, these ladies became corrupted when the Eternal Empress “changed her ways”. Coral Witches can gaze at a stack which turns the target to stone for one turn. During this time, the stack can’t move and all earth spell damage is increased. They can also plant a healing ward on a tile. Any friendly creature within 5x5 range will be slowly healed. Healing ward lasts for 3 turns but it can be killed. Number of Coral Witch determines the sturdiness of ward.  Coral Witches are range magical attackers. (Range: 12 tiles)

Upgrade 1: Pearl Witch - female, Pearl Witches are stronger than Coral Witches and has all their abilities. They can enchant any creature with a Pearl Armor. What this does is that it negates the very first damage that creature gets. This can only be used once in battle. Also, Pearl Witches can summon pearls on a tile. It makes that tile impassable. Pearl Witches are range magical attackers (Range: 12 tiles)

Upgrade 2: Tidal Witch - female, Tidal Witches are stronger than Coral Witches and has an added ability to plant a tidal ward which turns any area 5x5 within range into water. Any creature friendly or foe caught within that area will have reduced speed. Water and Lightning spells damage are also increased in those tiles. Tidal Witches are range magical attackers. (Range: 12 tiles)


Tier 3
3. Mizu Kami - female, the demon’s takeover has made Mizu Kamis weaker. Mizu Kamis are weak for a tier 3 creature. They can resurrect any ally but for each 2 creature you resurrect, you’ll be sacrificing 1 Mizu Kami. This favors floor so if you have 3 creatures resurrected, you’ll only lose 1 Mizu Kami. Also, Mizu Kamis can form a Magical Link with creatures for 2 turns. This divides the damage to every creature you have 3x3 tiles away where this skill is cast. Resurrection has a 3 turn cooldown.

Upgrade 1: Futto Otome - female, Futto Otome or Boling Maidens can burn any opponent it touches or touches it. When a stack makes contact with Futto Otome, physical damage dealt to that stack is increased but it only lasts for a certain amount of turn.

Upgrade 2: Yuki Onna - female, Yuki Onna will turn any tile they pass into ice. Any stack that passes this tile will reduce that’s stack speed by 1 for that same turn. Also, any stack the Yuki Onna attacks will make them (the target) slower causing a decrease of speed by 1 and a 25% chance to dodge that target’s attacks.


Elite
Tier 4
4. Shark Guard - male, of all the creatures  that has been corrupted during the demon’s takeover, the Shark Guards suffered the most. Their intense training has made them stronger but also sacrificing their sanity. Shark Guards have a skill called Ferocious Wounds which functions like their H6 counterpart. In addition, they may attack any creature friendly or foe that is 1 tile close to them at random even if it’s not their turn.

Upgrade 1: Wanizame - male, They are like Shark Guards but are stronger and has an added skill which is Blood Frenzy. This functions exactly like H6 Blood Frenzy.

Upgrade 2: Samebito - male, Samebito makes up for Shark Guard’s speed by being able to leap + attack their opponents.  During leap, they bash the target’s head with their spiky club preventing any form of retaliation.


Tier 5
5. Ladon - it, ladons are big creature with multi head snakes. They can’t be retaliated and they can attack multiple stacks around them at once.

Upgrade 1: Hydra - it, Hydras are stronger and has all the abilities of a ladon. What makes them even more dangerous is that they can regenerate to a point of resurrecting one of their own and they can damage any creature surrounding them with their foul stench, much like H5 Foul Hydra's foul stench skill.

Upgrade 2: Yamata no Orochi - it, Yamata no Orochi has no added skill like the Hydra but it is much stronger with its stats. Specifically, attack, defense, damage and hit points.


Tier 6
6. Ronin - male, out with the Kenshi and on with the Ronins. Like the Lamias and Coral Witches, Ronins’ upper body is more human-like while still keeping the lower body of a snake.
The Ronin has a skill called Duel. During this time, both the Ronin and the target can’t move except attack each other. They can’t retaliate to any opponent that attacks them. Ronin’s are also stronger during duel.

Upgrade 1: Shogun - male, much like the Ronin except stronger, Shoguns have the ability called Four Waves. It functions exactly like the Kensei’s four waves.

Upgrade 2: Shinobi - male, Ronins who prefer to be one with darkness can become a Shinobi. They are faster in terms of speed and has the hide ability. Hide makes them invisible to the opponent player’s eyes for 3 turns.


Champion
Tier 7
7. Sea Serpent - it, With the demonization of the nagas, Kirins fled to a distant ocean. The sea serpents take their place. Sea Serpents are the strongest unit of the naga race. In addition, they can constrict any stack for 2 turns. During this time, the stack can’t move and will slowly receive damage. Only one stack can be constricted at a time. Any skill that stuns however will break the constriction.

Upgrade 1: Great Python - it, Great Pythons are stronger than Sea Serpents. They can also poison any opponent with their venom. Any opponent they attack will get poisoned.

Upgrade 2: Anaconda - it, Anacondas are the strongest of the three. An added skill is that if they successfully constricted a stack, they can swallow this stack alive. For one turn, this stack will be digested and will continue to receive damage. Once that stack is digested, that stack is killed no matter how many it is. If the Anaconda gets killed before the stack is digested, the survivors will live on.



******************************************************************************************************************



Academy gets special treatment for being an awesome faction.

Academy - once there was a man who stumbled on a rare, one of a kind mushroom. He has never seen it before. He tasted it and think it was awesome. It was so good that he made a soup out of it. His brother who was a chief tasted the soup and think it was the best soup he has tasted all his life. He made a business out of it and because it was so tasty, it spread all throughout the Silver Cities very quick. No man, woman or child from the Silver Cities didn't taste the soup. Little did they know that anyone who tasted that mushroom becomes a Djinn. And that's how Academy became dominated by the Djinn.
Some Djinns has air for legs, some Djinns has real legs. They are as diverse as humans.

No Djinn can float high enough to cross the mountains or forests.  They can cross the sea but not for more than three tiles. They'd get tired and land on their feet every now and then.


Campaign Color: Orange
Colors change based on Player's selected Color
Alignment: Neutral
Theme: 50% Arabic, 25% Indian, 10% Egyptian, 10% Greek, 5% Persian


Heroes
1. Wizard - [Magic] With the change in time, wizards no long focus on artificer but Orbs. It gives different advantages to your Rocs, Golems and Titans. Orbs can also heal these creatures. Like their Sorcerer brothers, they have the magic mirror skill but it’s not as strong as the Sorcerer’s. They focus on learning every skill they can muster. Most of their skills gives them an additional one or two spells. Lastly, Wizards are the masters of summoning magic and mana conservation.

2. Sorcerer - [Magic] Sorcerers shine in three things. One, most of their skills gives them a speedier casting time, which makes their turns come faster when casting magical skills. High level Sorcerers are the fastest magical casters. Second, they can turn the battlefield into a magical chaos. Their magic mirror is much stronger than the wizards’. They can turn circle of winters into fireballs or chain lightnings into armageddons. Second, they can throw any potion they concoct in the battlefield. There are different types of potion. It can grow your creature, shrink your creature, create fire bombs, create ice shards and so many more.


Units
Core
Tier 1

1. Roc - it, Rocs were the first creature created by the Wizards after the whole nation turned to Djinns. Rocs are mechanical birds. They are big. They are the biggest tier 1 creature in all of Ashan. They are weak but highly sturdy. They can fly and they are fast. They have high resistance to magic. These mighty birds are mechanical creatures, thus can be tinkered and repaired by a Wizard’s orb.

Upgrade 1: Armored Roc - it, due to their size, Armored Rocs can absorb any range damage your ally gets. Armored Rocs are slower than your average Roc but a lot sturdier. They are good for defensive battles. They are also immune to any form of fire magic.

Upgrade 2: Ironclaw Roc – it, to make up for their weak damage, Ironclaw Rocs can grab any target with its enormous talon and throw them to any tile including allies. This deals some amount of damage and is partially controllable. What I mean by that is that you can’t exactly control where the target will land but may control it depending on what angle your Ironclaw Roc came from when it is about to throw a specific target. Ironclaw Rocs are faster but less sturdier than Armored Rocs. Ironclaw Rocs are immune to any form of fire magic.


Tier 2


2. Golem - it, Golems are the strongest tier 2 creature. If it weren't for their low speed and initiative, they could be the strongest tier 3 creature as well. Oh wait, they can be if Wizards get those Golem upgrades in their skill tree. Golems can't get any slower hence they are immune to slow spells. On top of that, they are also resistant to magic for up to 50%. These bad boys are mechanical creature, thus can be tinkered and repaired by a Wizard’s orb.

Upgrade 1: Steel Golem - it, They are a much needed upgrade for your golem. Their magic proof is increased to 75%. They also has the unlimited retaliation.

Upgrade 2: Magnetic Golem - it, they have enchanted armor and magnetism that functions exactly like their Heroes 5 counterpart.


Tier 3


3. Genie – male, as one of the stronger djinns in the Silver Cities, the Genies has the ability to grant 3 wishes to his owner. Basically, genies has the ability to randomly generate any skill, which are called Wishes, in their skill pool. There are three. The player can choose one of the three. Some of these Wishes are Double Attack, Range Attack, Light Magic Buffs, Dark Magic Buffs, Summon Elementals and many more. Another thing to know about Genies is that they are fragile but can deal massive damage.

Upgrade 1: Marid - male, Marids improve the fighting skills of Genies. On top of their Wishes skill, they are sturdier and deal more damage. They are still easy to kill but definitely a worthy upgrade.

Upgrade 2: Qareen – male, Qareens can change the morality of a creature. He can make a good creature evil and an evil creature good.  This will then cause the whole army not wanting to fight because they have an ally with different moralities. Qareens aren’t as useful against neutral stacks though.


Elite
Tier 4

4. Ifrit – male, Ifrits are the strongest Djinns in the Silver Cities. Their balls of flame can wreck havoc to any creature that hits it. Ifrits are the first range creature of Academy. Because of their flaming body, they hurt any creature that touches them. Ifrits can hurl their fireballs on a straight line, which damages any creature, friendly or foe that it passes through. (Range: 10 tiles)

Upgrade 1: Ifrit Sultan - male, Ifrit Sultans devised a new way of hurling their flaming projectile. It’s not called fireballs anymore but firebombs. They catapult their firebombs up into the air, thus, no one will be hit by it throughout its course. When it lands however, any creature within 3x3 tile will be damaged, friendly or foe. (Range: 10 tiles)

Upgrade 2: Ifrit Caliph - male, Any infidel that goes against Ifrit Caliphs won’t be so lucky. They made their fire power stronger by adding burning effect to it. They are also have better range than your average Ifrit. (Range: 12 tiles)


Tier 5


5. Rakshasa – male, Rakshasas are the best-rounded creature in the Silver Cities. When the humans turned to Djinns, the Rakshasas decided to leave the Silver Cities but the Djinns beg them to stay. Rakshasas are so fast that they can’t be retaliated.

Upgrade 1: Rakshasa Raja – male, Rakshasa Raja can lower his initiative by doing his Rapid Dash skill over and over again. If you let a Rakshasa Raja do Rapid Dash long enough, he may attack twice or even thrice before you can. Rakshasa Raja’s preferred stat is defense and hitpoints.

Upgrade 2: Rakshasa Kshatra – male, Rakshasa Kshatra can’t do Rapid Dash but he can do Whirlwind Strike.  He spreads damage to everyone around him. He’s not as strong as the Rakshasa Rajas though.


Tier 6


6. Immortal – male, Immortals are not even close to being religious leaders but they were trained to exorcise demonic possession. Immortals were the first and best creature the Wizards and Sorcerers created together. They are mechanical but were given brains and emotions. They became one of the biggest assets in the Silver Cities.
Immortals can split their attacks into 6 parts. The damage is the same as their attack and damage calculations except its split. The advantage of this is that at least a couple of damage will hit dodging creatures.

Upgrade 1: Daeva – male, Excellent Immortals are recognized by the Council of Wizards and are given special privilege over other Immortals. Daevas are now part of Wizard society. Some Daevas become personal bodyguard of wizards. Some of them mentor lesser wizards. Daevas has one aura which is, Mechanical Healing. Any Golem, Colossus or fellow Daeva close to them will heal along with them every turn. Not only that, they can also convert any damage they deal on enemy creatures to life force. This will give a stronger healing capability for that same turn.

Upgrade 2: Asura - male, Great Immortals are trained by Sorcerers to become fiercer. Because of this, Asuras has a close bond with Sorcerers. They are easily attached to their mentors. Asuras would likely choose a Sorcerer over a Wizard. . Asuras can convert any life force they steal when damaging enemy creatures into mana. Since they have no use for mana, they can pass it on to the Hero. Asuras can also punch the ground which causes earthquake, which damages any creature caught within the earthquake, makes land mines explode and create a permanent “blockade” on the battlefield.


Champion
Tier 7


7. Colossus – it, being the greatest creation a wizard can ever make, Colossus are big. They do not have any special skill. Only that they are immune to mind control like any other mechanical creature. Like the Golems and Rocs, Colossus can be tinkered and repaired by a Wizard’s orb.

Upgrade 1: Titan – it,  Titans are definitely a must upgrade for Colossus. They deal heavy range damage and heavier melee damage. They have no melee penalty. They are sturdier than your average Colossus and they can call lightning once per battle which deals magical damage to any foe they hit. (Range: 12 tiles)

Upgrade 2: Goliath – it, For strategic gameplay, use Goliath. Goliath can hurl boulder on any target. What makes them strategic is that the boulder Goliath throw will scatter rocks all over the place, thus preventing creatures to pass through on the affected tile. Since Academy has a lot of flying creatures and stronger range creatures, Academy has the advantage if you throw enough rocks. They don’t deal as much damage as Titans in range attacks though but they are stronger when it comes to melee battles and are sturdier. (Range: 12 tiles)


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JeremiahEmo
JeremiahEmo


Bad-mannered
Famous Hero
posted July 23, 2014 11:20 AM
Edited by JeremiahEmo at 09:57, 27 Jul 2014.

Reserved for Campaign Heroes

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 23, 2014 02:45 PM

I always like to see proposals

I'll comment rather Faction-wise than hero/unit split...
also: I personally think a couple more factiosn wouldn't do bad
And also: I perosnally would rather liek short desxcriptions than stating wether the units are male or female, for which I , honestly, do not really care.
Aaand another thing (cam ewhiel commenting on the rest): ...I am a bit surprised that so much thing sseem to be very restricted in terms of what heroes can do. Is that the way it is in H6 or is it just hwo you like it?
Another point: It would be easier to handle if heroes and units had the same faction order but that is a minor style issue.

Haven
Very classic, reasonable heroes. I'd liek a more unique aility for the Paladin (Undead/Demon-Killing or Crusade or something like that), but else fine.
The units are more or less classic as well ... except the glory maybe. Nothing to say without knowing general directiosn of strengths, weaknesses and/or abilities, because it seems rather standard.

Sanctuary
*sighs* I'M still not a sanctuary fan somehow, maybe because I never played H6...
The heroes...I do not actually get what the critical hit thing means...can't other units crit at all? The Ninja...I'm not sure wethere he is powerful or meak, because if you pay only slightest attention hpw can he fool you with the stacks??? Or does he swap everyone's position as well? and if that's so...well than he simply imba. Monks seem a it boring with the descriptions "they are like clerics" but not dreadful, certainly.
The units...overall, it seems quite a bit support-heavy, or am I mistaken here? That also makes it not so interesting in my eyes. I always thought a lamia was more in direction of a succubus or vampire than a siren, but that may jsut be my misknowing.  Also...Anaconda seems not the mightiest name for a champion upgrade but I can live with it

Preserve
well well well ... no mixed hero? I'd make either ranger or beastmaster rather mixed than might. (And i think it can fit for them easily, as well) This transforming seems interesting but also a bit weird - how does it work? The treant-turnign is fitting, certainly. I also like hwo we have three very distinct thematical classes here: Beast-based, Avenge-Based and Plant-Based
The unit overall lineup I think I like. The mantis struck me on first sight as a bit strange here, but then I imagined it in a movie-style (elves fighting in an epic battle alongside a few gigantic mantises) and I REALLY liked it.
What is a trapper (race), what can he do (abilities) what is he for (purpose)? A bit shady to me, so far.

Stronghold
Barbarians have only might hero classes? How sad...overall, though I liek some aspects, especially the moving-around chiefthain, this is by now the hero como of yours I like least (which is not SOOOOO bad, because I actually liked the others But it still is a minus for stronghold for me). I'd swap the Khan and have either a mixed hero which has, on the downsize, either no rage or no warcries, or, if you wish another might hero, put the chiefthains magic resistance here and make it a perfect anti-magic hero class.
Units...very beastman-focused. Which is fine, though I prefer goo-orc-strongholds. IS the mauler ogrysh or orcish?

Dungeon
The Dungeon heroes...are not so my taste. Especially in comparison...the warlock is only-dark seemingly, while the others have far or complex fields of expertise. And I simply do not liek the bandit as far as you described them...I cant even put on why, just a feeling.
The units are actually quite fine, if I get them correct...very dark-themed, blade-maiden could be switched agaisnt somehting monstrish in my taste (old-style gargoyle would be nice), else its fine.

Academy
the wizars again seems a bit far in their ailites. Comapred, for example, with the warlock, they can do so many different things. I love the alchemist, but woudl rather see it mixed than magic type. The scholar is wonderful, in my eyes, as well!
Gremlins are sexless? Overall, a rather standard academy lineup, so nothing to say abotu it especially positive or negative.

Afterward comment: No Undeads and no demons? I strongly suppose you put them into an upgrade idea, or at least on eof them...

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JeremiahEmo
JeremiahEmo


Bad-mannered
Famous Hero
posted July 23, 2014 08:16 PM
Edited by JeremiahEmo at 20:17, 23 Jul 2014.

Yeah, you're right about Academy. Heroes 5 Academy was perfect for me. I don't know which to pull out. Anyway, I'll try.

Academy
Core
1. Gremlin -> Engineer <-> Saboteur (male)
2. Golem -> Iron Golem <-> Steel Golem (it in male form)
3. Mage -> Archmage <-> Battle Mage (male)

Elite
4. Djinn -> Marid <-> Ifrit (male)
5. Gargoyle -> Roc <-> Garuda (it) - don't let the name fool you, these guys are still one of the Wizard's creation. This is like the H5 Gargoyle except bigger and stronger.
6. Guardian -> Deva <-> Asura (male)

Champion
6. Colossus -> Titan <-> Goliath (male)


And you're also right about Sanctuary. The thing about Sanctuary was kinda rushed. It's a faction that has Greek creatures but Japanese heroes. Anyway, I'll ditch the whole Japanese idea since we have Stronghold for the Asian feel anyway. Let me revise Sanctuary also.

Oh and about the Lamias, I adopted the Basque mythology Lamia. The one that is like the Siren, except the Greek one's looks. I mean, they are Naga afterall so they're perfect. Sirens, well, you can always tweak mythologies.  But yeah, this faction lacks muscle.

By the way, I was planning Sanctuary to have two supports (Priestesses and Spring Spirits) Two magic casters (Gorgon and Sirens) and the muscles are at the top-tier. But yeah, I'm gonna change this to Greek/Roman so the whole concept of this faction will change.

Sanctuary
Core
1. Neraid -> Siren <-> Lamia (female)
2. Spear Warrior -> Hoplite <-> Phalanx (male)
3. Tidal Soul -> Spring Spirit <-> Snow Maiden (female)

Elite
4. Medusa -> Gorgon <-> Drakaina (female)
5. Hydra -> Foul Hydra <-> Ladon (it)
6. Longshield -> Praetorian <-> Legionnaire (male)

Champion
7. Sea Serpent -> Giant Eel <-> Anaconda (it)

Sanctuary specializes in stunning. Giant Eels can electrocute their opponents when they make contact with them, just for one turn though. Medusas and Gorgons can gaze at their opponent, stunning them for one turn. Neraids, Sirens and Lamias may or may not stun one random opponent at the beginning of a battle. Depends on luck.


And Preserve Trappers, well, they're basically make traps. Preserve's one greatest advantage is their range attacks. They can stop the enemy's advantage by setting up traps all over the battlefield. I'll make an alternate upgrade for each faction soon.
Then, change some heroes, especially Sanctuary.
Oh yeah, Ninjas weren't suppose to swap creature places but with the chaotic battlefield, any player who doesn't pay attention may do some friendly fire. That's just a bonus for Ninjas. I'm sorry, I forgot to add that they can turn a friendly stack invisible. Oh well, I'll change them anyway. I'm gonna change Sanctuary to a more Greek-feel.

I'll add the alternate upgrades for other factions later too.

Inferno and Necropolis will be added in future expansions. I had to give up something. Not Preserve and Academy though, they've been through enough.

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MattII
MattII


Legendary Hero
posted July 24, 2014 06:26 AM

Okay, first question, why three classes?

Haven
Very classic, which unfortunately means very boring. Not particularly keen of the glories either.

Preserve
too many else and not enough animals for my liking, Preserve should be IMO the faction with the most animals.

Sanctuary
Not sure about thins, but then I've never been quite certain about ninja naga.

Dungeon
Chimera's too weak to be a proper Champion IMO, and there seems to be, again, too many elves.

Stronghold
Harpy seems a little flimsy compared to the other two cores, but otherwise a nice mix.

Academy
Traditional to the core, but I've never really liked the core concept, it's never seemed to me to be really complete. Also, the gremlin seems just a bit weak compared to the other cores.

Academy Mod 1
Gremlin still feels weak, and now you have two archers in core, and none in elite as near as I can tell.

Sanctuary Mod 1
Well you've lost most of the Chinese influence, but replacing it with a Greco-Roman one doesn't improve matters for me.

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JeremiahEmo
JeremiahEmo


Bad-mannered
Famous Hero
posted July 26, 2014 05:10 AM
Edited by JeremiahEmo at 11:54, 26 Jul 2014.

MattII said:
Okay, first question, why three classes?

Preserve
too many else and not enough animals for my liking, Preserve should be IMO the faction with the most animals.

Dungeon
Chimera's too weak to be a proper Champion IMO, and there seems to be, again, too many elves.




Actually, there are 4 non Elven creatures in Preserve: Mantis, Unicorns, Treants and Fauns. Anyway that's your opinion. I for one like the management part of the factions. Animals are good too but management to emphasize their race is what I like to see.


Yeah, it's hard to give all 3 classes functions. I only placed it because I think the idea of Beastmaster + Ranger + Druid is a good idea for Preserve and that since I placed 3 for Preserve, there should be 3 on other classes. But anyway, yeah, it's hard to give all of them unique features.

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JeremiahEmo
JeremiahEmo


Bad-mannered
Famous Hero
posted July 26, 2014 06:00 AM
Edited by JeremiahEmo at 06:59, 26 Jul 2014.

scratch out my original idea. This is the way to go:


Haven

Heroes
1. Knight [Might] - mostly like the Knight in Heroes 5. They have very good retaliation. Unlike Paladin, they focus on brute force. They have a lot of passive skills that increase stats of units and their own. They also have the ability to stun a specific stack.

2. Paladin [Mixed] - focus on buffs. They are healers. They have the resurrect skill. Paladins can absorb damage on a specific stack in exchange for mana.


Units
Core:
Tier 1
1. Peasant - male, cheap, weak Haven unit. Every 2 peasant will contribute 2 gold each day.

Peasant Upgrade 1: Fighter - male, stronger, faster, good moral. They lose their ability to contribute gold but they have a chance to bash their opponents.

Peasant Upgrade 2: Squire - male, better stats than peasants but not as strong as Fighters. Like Fighters, they lose their ability to contribute gold. Their key ability is that if they kill a sufficient amount of enemy troops, they turn to a higher tier unit (e.g. you killed 2 stacks of troops with this unit, Squire will turn to Crossbowman later on, 4 stacks will turn Squires to footman and so on..). This skill is an activated ability. The longer you wait, the bigger the tier of this unit. Keep in mind that when you upgrade this unit, the number is equal to the growth rate of the tier (e.g. 22 Squires = 4 Griffins).

Tier 2
2. Crossbowman - male, typical range unit for Haven. They has the ability to spread attack, dividing the damage as well. (Range: 12 tiles)

Upgrade 1: Flamebowman - male, enchanting explosive fire on their arrows, whenever Flamebowmans hit a specific unit, the units near the target will be damaged as well (25% of the damage the target took). This skill also applies with spread attack. (Range: 12 tiles)

Upgrade 2: Arbalester - male, these fellow doesn't have range penalty. (Range: 12 tiles)

Tier 3
3. Footman - male, very sturdy foot soldier.

Upgrade 1: Swordsman - male, faster foot soldier with an emphasis on attack. If they kill at least one unit, they attack again. Swordsman is 50% stronger when facing foot units but 50% weaker when facing mounted units.

Upgrade 2: Pikeman - male, slower foot soldier but extremely sturdy.  Pikeman has an ability called "extreme defense" wherein they reduce 90% of the damage against them. Pikemans are also 50% stronger against mounted units but 50% weaker against foot units.

Elite:
Tier 4
4. Wolf - it, fast, fragile unit with good attack.

Upgrade 1: Packmaster - it, same stats as wolf but has an increase on sturdiness. Where Packmasters excel is the ability to summon wolves to fight for them in one battle.

Upgrade 2: Dire Wolf - it, better stats than Wolves and Packmasters. They have the ability to run away from the battlefield for one turn then backstab the target (much like Griffin's battledive).

(Wolves are classified as mounted units)

Tier 5
5. Priest - male, range unit that can buff. They're a very sturdy creature. (Range: 8 tiles)

Upgrade 1: Inquisitor - male, better buff, sturdier unit and stronger range attack. Also, better speed and better moral. (Range: 9 tiles)

Upgrade 2: Monk - male, better buff than Priests and a whole different ones from Inquisitors but no range attack. They are stronger, sturdier and faster than Inquisitors. They have knuckles as weapon. They have the ability to quadruple their damage in one strike and that will drain out 12 of their mana points (which is what they have). However, they can rest for one turn to replenish their mana. During resting time, they can't do anything and damage against them will be 90% stronger. Rest is an activated ability.

Tier 6
6. Radiant Glory - it, flying unit that has the ability to heal units.

Upgrade 1: Blazing Glory - male, flying unit that has the ability to heal. They have better stats than Radiant Glories. Their presence boosts attack, defense, speed to all friendly units.

Upgrade 2: Shining Glory - female, flying unit that has the ability to heal. They have better stats than Radiant Glories but weaker than Blazing Glories (that is in exchange for range attack). Their presence boosts buff effectiveness, mana and range attacks to all friendly units. (Range: 6 tiles)

Champion
Tier 7
7. Cavalry - male, armored, mounted units that can cross the battlefield in one turn. They have the charge ability wherein each tile they cross will add more damage.

Upgrade 1: Cataphract - male, overall stronger than Cavalries. Not only do their presence increase all friendly unit's moral, they can also boost base 3 moral to one friendly stack in one battle. 3 moral is only the base. The more Cataphracts, the bigger the moral (e.g. 15 Cataphracts = 1 more moral).

Upgrade 2: Crusader - male, these guys are sturdier and has more health than Cavalries and Cataphracts but weaker in terms of damage and reduced speed and moral than Cataphracts. Plus they have the ability to resurrect a stack in one battle. Like the Paladin hero, they can also absorb damage from fellow stacks. However, they musn't go beyond 2 tiles from that guarded stack.

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MattII
MattII


Legendary Hero
posted July 26, 2014 12:00 PM
Edited by MattII at 08:48, 27 Jul 2014.

JeremiahEmo said:
that's your opinion. I for one like the management part of the factions. Animals are good too but management to emphasize their race is what I like to see.
Each to their own.

Now on to the new Haven:
Heroes
I like this choice slightly better than just the traditional might/magic concept.

Tier 1
A most interesting idea, with my only issue being that both upgrades losing the income bonus feels just slightly wrong.

Tier 2
Nothing overly interesting, but nothing really to criticise either.

Tier 3
Finally, a solution to the issue of whether pikemen or swordsmen should be higher. Not sure if they'd really fit together in real life, but who cares on that score?

Tier 4
A wolf feels slightly wrong in a 'Western European' lineup, what about making it of attack dogs instead (which were used historically by several armies)?

Tier 5
I presume the ranged attack is some sort of magic rather than bow?

Tier 6
Not real fond of glories for some reason (possibly because they appear so similar to light elementals in H6), but

Tier 7
Feels wrong to have a mere guy on a horse at the top when everybody else is bringing Titans, Sea serpents, etc to the mix. Maybe move this guy back to tier 6 and bring the glories up?

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JeremiahEmo
JeremiahEmo


Bad-mannered
Famous Hero
posted July 27, 2014 03:41 AM

^the Wolves are there for a reason. Haven is now ruled by the Wolf Duchy which I will explain in the Campaign, (or maybe in the faction description) later on.


For tier 5, yeah, magic instead of arrows. But Monks doesn't have range, they have strong melee attack instead.


For tier 7, yeah, I was kinda torn between Angels and Cavalries. I decided Cavalries to add more mounted units for the Pikeman to be useful. Maybe I'll change it back to Angels later because I'm currently thinking of Inferno right now and I don't know what other good tier 7 unit other than Devils. And if there's Devils on Inferno, there should be Angels too, you know what I mean? Or maybe no Inferno on Vanilla yet. But then naming the genders of the units has a purpose. Uhmm.. Incubus and Succubus seduction skill. hmm..

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JeremiahEmo
JeremiahEmo


Bad-mannered
Famous Hero
posted July 27, 2014 06:14 AM
Edited by JeremiahEmo at 03:32, 03 Aug 2014.

Inferno - not much has changed for Inferno. For lesser demons, it's a tough life trying to survive in a world that doesn't value life. For higher demons, it's destroy the world as much as you can simply because they want to.

Heroes
1. Heretic [Mixed] - Demon hero that revolves entirely around fire magic. Heretics have stuns and the Hellfire ability. High level Heretics can give burning effect to every creature they hit. Their fire-based spells are the strongest compared to any hero in H7. Every fire-based spell also has burning effect.

2. Demented [Magic] - Demon hero that focus on gating and demonic possession. High level Demented can summon up to the same amount of demonic army in the battlefield. They can also cause heroes to go insane through demonic possession. Demented can possess heroes after battle but they can be exorcised by religious leader creatures like priests and its upgrades, shamans and its upgrades, etc.

Units
Core
Tier 1
1. Hellhound - it, one-headed dog that is very fast and high initiative. This is however, the weakest of the Inferno creatures.

Upgrade 1: Orthrus - it, two-headed dog that has higher attack and can do damage to multiple enemy creatures in front of it. This is also faster than the hellhound.

Upgrade 2: Cerberus - it, three-headed dog that can do damage to multiple enemy creatures. Like Orthrus, it has a bonus on attack, damage and speed. The difference is that Cerberus can burn its opponents (damage overtime).

Tier 2
2. Succubus - female, basic range creature of Inferno. Succubus are very sexy female demons. They can seduce male creatures. (Range: 10 tiles)

Upgrade 1: Mistress of Pain - female, Stronger and sturdier than Succubus and has the ability to retaliate range damage. Their damage is much stronger than the Succubus. Also, they are still able to seduce male creatures. (Range: 12 tiles)

Upgrade 2: Lilim - female, Unlike Mistress of Pain, they don't have the ability to retaliate range creatures but they have a much stronger seduction skill. (Range: 10 tiles)

Tier 3
3. Punisher - male, slow but very sturdy creatures. Punishers has the ability to passively cast a Vulnerability spell to anyone they hit.

Upgrade 1: Tormentor - male, faster, stronger and sturdier than Punishers. Their greatest contribution is their aura of vulnerability, in which any unfriendly creature around them will have reduced defense.

Upgrade 2: Sadists - male, has all of Punisher's ability and a few upgrades. Sadists are the sturdiest of the three. Sadists not only cast Vulnerability on the target they hit, they cast Weakness as well.

Elite
Tier 4
4. Incubus - male, Incubus is a very handsome man. He can seduce female creatures. Incubus' ability is that when he hits a target, he casts Sorrow on the target on Basic level. While Sorrow doesn't stack, Incubus' Sorrow is separate than your Heroes' Sorrow. Hence, if you cast Sorrow on the stack and Incubus hits that stack, the double effect of Sorrow will be applied.

Upgrade 1: Injustice - male, Better stats than Incubus. Injustice' Sorrow effect is now on Expert level. Like Incubus, they can also seduce female creatures.

Upgrade 2: Cambion - male, Much better stat than Incubus. Specifically, a big boost on initiative. Cambions can attack a target without suffering retaliation. In addition, Cambions won't get a moral reduction when siding with humans. Same as humans to Cambions. Also, Cambions are not affected by holy light or mass holy light.

Tier 5
5. Pit Spawn - male, much like Pit Lords from H5, these guys can cast fire ball. They are strong, sturdy creatures.

Upgrade 1: Pit Lord - male, stronger and sturdier and can cast meteor showers. Pit Lord also has a greater mana pool.

Upgrade 2: Pit Fiend - male, Pit Fiends can't cast meteor showers like Pit Lords do but they have fire ball and has the Heated Battlefield skill. This is an activated ability requiring 0 mana. When this skill is activated, all fire-based skill including burning damage is increased.

Tier 6
6. Apollyon - male, demonic knight that is very fast.

Upgrade 1: Fiery Apollyon - male, mounted demonic unit that can cross the whole battlefield. Fiery Apollyon burns any enemy creature one tile near it. Fiery Apollyon has a huge boost in defense and health.

Upgrade 2: Apollyon Charger - male, has the ability to hit every enemy creature at the back of its target. In addition, the farther this unit travels, the more damage it accumulates. Like Fiery Apollyon, they can also cross from one battlefield to another. Apollyon Charger has a huge boost in attack and damage.

Tier 7
7. Devil - male, teleporter unit that has huge damage. Devils also have splash damage. When it hits a target, everyone near that target gets a 10% damage as well.

Upgrade 1: Arch Devil - male, much stronger than Devils. Their splash damage is increased to 20%. They lose their teleport skill but they can jump from one place to another causing damage to anyone near it when they land.

Upgrade 2: Master Devil - male, Master Devil's greatest skill is that they can use Frenzy. Their presence also reduce moral to anyone near them.


******************************************************************
Sylvan - after Sylanna's death in the War of Sareth, the Elves were quick to turn to the new dragon Asha gave birth to, Sylvos. While a lot of their allies still remained with them, this lead the Pixies and Emerald Dragons to abandon the Elves and now they are left to find another champion.

Heroes
1. Ranger - [Might] very similar to the H5 Ranger hero. They have a lot of passive skills that increase speed, initiative and range damage to their creatures. Rangers' Logistics skill are also more effective than any other hero. Their hero skill is still Avenger.

2. Druid - [Magic] - druids has a variety of skills. A few of which are summoning beast creatures and their very own version of entangle. Druids can also turn the battlefield into a vineyard. This lowers the speed of all units, friendly or not. They can also clear a forest and turn it to their own little Treants which they can use in battle. These Treants however are weaker than your tier 6 creature but sturdy enough to be cannon fodders. These treants will only live for a certain amount of turns.

Units
Tier 1

Sorry if I'm breaking some mythological truths here. Satyrs and Fauns, I want them both!

1. Panes - male, basic unit for the elves. Panes can throw darts with little range. (Range: 6 tiles)

Upgrade 1: Faun - male, has better stats than Panes. Fauns are stronger and faster than Satyrs. Their key ability is that the darts they throw is now enchanted with Slow Poison. This will, as you guess it right will slightly reduce the opponent's initiative and speed. Slowing accumulates with every dart the Faun throws. Slow power is determined by number of Fauns in the stack.(Range: 6 tiles)

Upgrade 2: Satyr - male, no more range ability. Instead, Satyrs can use Confuse on one specific target. Confuse spell makes the target stack unpredictable. Sometimes the target stack can be controlled by your opponent. Sometimes the target stack will move around on random directions on its own. Sometimes the target stack will attack random units including their allies. Only one stack can be Confused at a time. During this time, Satyrs are unable to attack. If they get hit by another creature, the spell cancels. Duration of the spell is determined by number of Satyrs in the stack. (Range: 12 tiles)


Tier 2
1. Blade Dancer - male, unlike the feminine look in H5, Blade Dancers in H7 are now a lot cooler with more muscular, deeper voice and more menacing look. They look like they inspire speed. Stat-wise, Blade Dancers are fragile but they are fast. They have the highest initiative among the unupgraded CORE creatures in Heroes 7. Blade Dancers also have a 50% chance to dodge retaliation.

Upgrade 1: War Dancer - male, better stats compared to blade dancers. While they have a 50% chance to just dodge the attack, they also have a separate 25% chance to block their opponent's retaliation using their blade. The difference is that the 25% chance hurts the retaliating opponent. Thus, this gives a 75% chance all in all to not get hit by retaliation.

Upgrade 2: Wind Dancer - male, They have better stats than Blade Dancers, though not as strong and sturdy as War Dancers, they can hit surrounding creatures. In addition, they cannot be retaliated since they are too fast.


Tier 3
1. Archer - male, basic range units of Preserve. Like the Elven archers in H5, they have double attack. (Range: 12 tiles)

Upgrade 1: Hunter - male, these fine range creatures has a chance to knock back their opponent with each arrow they throw. With the double attack, there's a slight chance they can knock the target two tiles. Like every other units, they have an increase on all their stats compared to their pre-upgraded units. (Range: 12 tiles)

Upgrade 2: Longbowman - male, unlike your typical range creature, the Longbowman takes full advantage of their range. They devised a cunning strategy to make arrows get stronger the farther it travels. The farther the target is, the more damage it receives. Inversely, the closer they are, the lesser the damage. Yes, Longbowman makes the most damage among the tier 3 - 4 range creatures when it is a full 12-tile range attack. However, in exchange for a very powerful range attack, they've given up their double attack. (Range: 12 tiles)


Elite

Tier 4
4. Beastman - male, first Sylvan units sturdy enough to be tanks. They are not as sturdy as other tank units, not even close. They are more of a balance between speed, attack and defense.

Upgrade 1: Beast King - male, from Beastman, they have a boost on all their stats. In addition, the Beastking can borrow the strength of his selected creature in battle. Take note, once you select a creature power for the Beastking, he'll stick with it until the end of battle.

a) Strength of the Bear - increase in attack and defense.
b) Speed of the Tiger - increase on speed and initiative.
c) Power of the Hawk - can jump as high as the sky. Not really, but its high enough to pass through any obstacle. When they land, they can damage any unit. This skill is like the Teleportation-Assault skill of H5. These fellow can also see invisible units 4 tiles away.
d) Venom of the Snake - makes Beastking immune to poison. He can also spit on a selected creature, poisoning it. (Range: 2 tiles)

Upgrade 2: Beast Doctor - male, no increase in stat from Beastman. However, they heal and resurrect Mantises and Unicorns.

Tier 5
5. Unicorn - it, large, fast unit for Sylvan. This is the official tank unit of the elves. They also have an aura of magical resistance.

Upgrade 1: Silver Unicorn - it, Unlike the H5 Unicorn, this Unicorn is actually Silver. Silver Unicorns has all the perks a Unicorn has plus have better stats and the ability to Blind the target.

Upgrade 2: Forest Unicorn - it, These guys has the exact same perks as the Pristine Unicorn in H5.

Tier 6
6. Treant - it, Tank unit for Sylvan. Unlike the H5 one, these guys are not anorexic.

Upgrade 1: Ancient Treant - it, exactly like Ancient Treants in H5. Only their looks change.

Upgrade 2: Savage Treant - it, exactly like Savage Treants in H5. Only their looks change.


Champion
Tier 7
7. Mantis - it, weak but cheap champion unit stat-wise. Mantis don't excel in stats. Where they are strongest is when a target reaches a certain number of stack weak enough to be Mantis food, the Mantis eats the target alive. This heals the Mantis.

Upgrade 1: Flying Mantis - it, fast Mantis that has a huge boost on speed and initiative. Nothing else though. An added ability is that they can fly and they have the ability to Bleed their target. Targets with Bleed effect will receive 50% more damage from physical attacks.

Upgrade 2: Giant Mantis it, sturdy Mantis that has a huge boost on defense and hit points, nothing else. Although, unlike their brethren, the Flying Mantis, these beasts can't fly. However, their attack is in a form of spitting which acts like acid breath of Green Dragons in H5. They are also immune to earth spells and slow.

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kayna
kayna


Supreme Hero
posted July 27, 2014 04:00 PM

Gotta love that male in italic written beside 99% of creatures. male

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JeremiahEmo
JeremiahEmo


Bad-mannered
Famous Hero
posted July 27, 2014 04:48 PM

kayna said:
Gotta love that male in italic written beside 99% of creatures. male


You have to love it because your favorite creature, Succubus will take full advantage of it. Incubus however, will not get the same privilege since there are very few female creatures.

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted July 27, 2014 07:07 PM

Female count on this page - 18
Male count on this page - 93 (111 in total, but female includes male so...)

Why I'm not surprised
____________

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JeremiahEmo
JeremiahEmo


Bad-mannered
Famous Hero
posted July 28, 2014 03:30 AM

actually, that's
Haven = (7 * 3) - 3 = 18
Inferno = (7 * 3) - 3 - 3 = 15
Sylvan = (4 * 3) = 12 (and you'd be surprised, the last 3 creatures are it)
3 more factions coming soon so these numbers would likely increase.

= 45 males in total
= 3 females in total.

The rest are it.


But anyway, how does H6 become the norm all of a sudden? I designed the number of males and females like our good game H5.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted July 28, 2014 10:40 AM

i suggest all the females be nude, please. for... research.

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JeremiahEmo
JeremiahEmo


Bad-mannered
Famous Hero
posted July 28, 2014 06:39 PM
Edited by JeremiahEmo at 18:46, 28 Jul 2014.

sorry fred, porn is just not my thing. I hate seeing women naked (and I hate seeing men naked too if you're thinking I'm gay).


I don't get why everyone is surprised about the genders. It's just like H5. Yeah, there's only one so far but the next two factions has females in it. Not to mention one of them is a feminine faction.


I'm curious. Maybe you guys started playing HoMM at Heroes 6?? hmm..


Anyway, update.. we already have:
1. Haven
2. Inferno
3. Sylvan

3 more factions will make the cut.

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Hotarubi
Hotarubi


Known Hero
posted July 30, 2014 12:48 AM

Emo, this isn't Sucks. Give it a rest.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted July 30, 2014 01:47 AM

JeremiahEmo said:
sorry fred, porn is just not my thing. I hate seeing women naked (and I hate seeing men naked too if you're thinking I'm gay).


i wasn't referring to porn, i was referring to nudity. why would you hate human nudity? are you overly religious or something? are you a monk? ... are you herry's father?

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MattII
MattII


Legendary Hero
posted July 30, 2014 10:31 AM

Let's get back on topic shall we?

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JeremiahEmo
JeremiahEmo


Bad-mannered
Famous Hero
posted July 30, 2014 12:59 PM

fred79 said:
JeremiahEmo said:
sorry fred, porn is just not my thing. I hate seeing women naked (and I hate seeing men naked too if you're thinking I'm gay).


i wasn't referring to porn, i was referring to nudity. why would you hate human nudity? are you overly religious or something? are you a monk? ... are you herry's father?


nope. I'm not religious at all. I'm just a very decent guy.

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