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Heroes Community > Age of Heroes Coliseum > Thread: Finding Harmony Competition 2.0
Thread: Finding Harmony Competition 2.0 This thread is 10 pages long: 1 2 3 4 5 6 7 8 9 10 · «PREV / NEXT»
Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted June 17, 2015 08:55 AM

Well, now here I have to step in...as long as he has but one eye!

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Fauch
Fauch


Responsible
Undefeatable Hero
posted June 21, 2015 06:04 PM
Edited by Fauch at 23:02, 24 Jun 2015.

The Black Woods.

Witches are female humans, devoted to the quest of power through the mastering of the darkest magic. They were persecuted and burnt after the villagers found out about their doings and all the harm they caused. Some of them fled to the forest and took refuge in an old abandonned castle. They used their powers to corrupt the forest and bind the local fauna to their will, either through fear or manipulation. Protected by the forest itself, witches are free to experiment as they will and prepare their revenge.

Tier 1 :
Halfling. small creature, shooter, walker.

Halfling are creatures ressembling short human, though they look younger than dwarves usually do. They usually live in hole in the ground, they are quite agile and also feel at ease in trees. They were living in peace and minding their own business until the witches came. They were offered protection if they prevented any intruder to penetrate further into the forest. That is to say the witches wouldn't unleash the ogres on them as long as they served them...

Abilities :
Shooter. This creature can attack from a distance. It suffers malus from long distance and also in melee.

Hit and run. This creature can move and shoot or shoot and move in the same turn.


Halfling Champion

Abilities :
Giant slayer. The range attack of this unit deals 50% more damage to large units.


Tier 2 :
Sprite. Small creature, melee, flyer

Sprites are facetious and shy tiny beings dwelling in trees and bypassers usually don't notice them, though they can often feel their presence and will confuse them with animals. Sprites were corrupted by the witches, who can now see through their eyes and use them as spies.

Abilities :
Flyer
No retaliation


Dryad

Abilities :
Scout. As long as one of those creatures is in your army, you can see the exact numbers composing any enemy army in your movement range.


Tier 3 :

Wolf. small creature, melee, walker

the wolf is one of the most feared creatures by humans. It is also widely found in the forest and fairly easy to tame, so it was an easy choice for the witches. They are generally found protecting the territory in the vicinity of the castle.

Abilities :
Ferocious. The wolf retaliates before the enemy attack. If 2 stacks of wolfs confront each other, the attacks are simultaneous.


Warg

Abilities :
Overwhelming power. Unless they are in defense mode, small creatures of tier 1 and 2 are unable to deal damage to a warg that attacks or retaliates against them.

Large Creature.


Tier 4 :

Winged monkey. small creature, melee, flyer

Witches use mirrors as doors to other worlds. In one of those worlds, they found the powerful and fast winged monkeys. Winged monkeys are hard to tame, they don't like to obey, but they are impressionable. Some demonstration of their destructive powers and witches bound them in fear.

Abilities :
flyer

Dead weight. Activated ability. The Winged monkeys can pick up small walking creatures and lift them off the ground, though the number of monkeys required to lift a single creature depends on the level of this creature. The monkeys can then use half of their remaining movement point (they are carrying something heavy) to drop the creatures where they want. This attack deals the same damage as a regular attack. If you drop them on another stack, it will suffer the same damage as if the monkeys attacked it. The monkeys will then position themselves in relation to the dropped stack, in the same position than when you initially ordered the attack.


Winged Wrestler

Abilities :
Interception. Activated ability. You can target any flying enemy. The winged wrestler will skip his turn, but if the targetted creature takes off, and enters the winged wrestler movement range, the winged wrestler will immediately take off as well, and stop it in his track, dealing his normal attack damage. The targetted unit can retaliate normally.


Tier 5 :

Dendroid. large creature, melee, walker

Trees animated by the evil magic of the witches, they surround the castle and act as a rampart. This part of the forest is permanently dark and particularly frightful.

Abilities :
Entangling roots. Enemies attacked by dendroids are trapped and unable to move, unless the dendroids move away or die.

Visions of nightmare. The dendroids can take frighful shapes, the morale of all adjacent enemies is lowered.


Shadowcaster

Abilities
Heart of darkness. By interlocking their branches, shadowcaster can completely block the light of the sun. Dark magic is 20% more efficient on entangled enemies.


Tier 6 :

Witch. small creature, shooter, Walker, dark damage

Witch are just as hungry for power as wizards or necromancers can be. They got persecuted by humans and fled to the forest. They use the darkest of magic to reach their goals and bind everything to their will. They are extremly deceiving and manipulative, and when you find out their true nature, it's usually too late.

Abilities :
Shooter

Cursing attack. The attack of the witch also casts a random dark magic curse on the target.


Evil Matriarch

Abilities
Immunity to mind control

Ensorceling Presence. Creatures with "Weak will" abilities which start their turn adjacent to an Evil matriarch are automatically hypnotized.


Tier 7 :

Ogre. large creature, melee, walker

There are legends of giants dwelling in the depth of the forest, devouring anyone that comes across their path. People usually don't survive the encounter, though witches have strong powers of persuasion and can easily control the weak minded ogres.

Abilities :
Devouring. When it attacks a stack of small, living creatures, and kills at least one of them, the first ogre in the stack regenerates his whole health.

Weak will. Mind control spells used on ogres (such as berserk and hypnotize) can be countered by casting similar, but more powerful spell (better mastery, more spellpower, or spells of higher level, for example, counter a berserk spell by hypnotizing your own ogres)


Ogre Berserker

Abilities :
Feel the Rage. Each time it suffers damage or is hit by a negative spell, the attack of the ogre increases by 5% and his initiative by 2 (considering the values are similar as in H6), for his next action. This is reinitialised when the ogre takes his action.


Hero : Dark Mistress.

Dark mistresses are the eldest and most experienced among the witches. They have hundreds of years, but could stay alive and young through sacrifices and pacts with occult forces. They are in direct contact with the most primordial forces and energies.

Racial Abilities : Mirroring.
Allows you to create evil clones of enemy stacks (Well, evil doesn't mean anything, except that they serve the enemies of the army they come from, that is to say, they fight for you), they disappear at the end of the battle. The gauge is filled when hostile spells are used (either by you or your opponents).

level 1 : The clone has 10% of the health and damage of the original stack.
level 2 : The clone has 20% of the health and damage of the original stack.
level 3 : The clone has 30% of the health and damage of the original stack.
level 4 : The clone has 30% of the health and damage of the original stack and can act instantly.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted June 23, 2015 03:00 PM
Edited by Jiriki9 at 11:03, 24 Jun 2015.

Nice to have you in, fauch!

EDIT: leiah, will you be in again?

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leiah2
leiah2


Known Hero
posted June 24, 2015 03:46 PM

Well, I guess not this roubd but if there is a next one I will, have not been ble to come up with a good idea for these creatures

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted June 25, 2015 09:32 AM

There will definitely be a third round, and as I am away from July 4th to July 18th you will have one week more time for that one (And I will already confess: to equal this out, there will be a twist next round )

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted June 26, 2015 01:31 PM

@leiah: as I am participating this turn and you are not, would you be willing to judge it (unless the other participants voice objections, of course!)? This way we'd still be three participants

And to all: anybody an idea for Manticore upgrade aside Scorpicore?

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Fauch
Fauch


Responsible
Undefeatable Hero
posted June 26, 2015 03:24 PM

manticore king

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leiah2
leiah2


Known Hero
posted June 26, 2015 05:08 PM

Jiriki9 said:
@leiah: as I am participating this turn and you are not, would you be willing to judge it (unless the other participants voice objections, of course!)? This way we'd still be three participants

And to all: anybody an idea for Manticore upgrade aside Scorpicore?


Yeah, I could give it a shot .

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted June 29, 2015 08:56 AM

Well, we have monday now, deadline is over, and so is round 2.
The judging lies in leiahs hands this turn.

Still, I will already proclaim the next round!

Round 3
In this round you will still have to take 3 Creatures from the list. But this time, the round will also have a twist!
Twist: Additional to having 3 creatures of the list, this turn you have to include a racial/faction ability which works on the Adventure Map.
Creatures: Bear, Behemoth, Fire Elemental, Harpy, Simurgh, Squire
Deadline: As I am away from July 4th to July 18th, and as teh Twist is in, this time you will have 3 weeks. This round ends with the 19th of July.

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Steyn
Steyn


Supreme Hero
posted June 29, 2015 11:11 AM

Whoops, I was under the impression I still had a week. Stupid me

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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted July 02, 2015 11:39 AM
Edited by kiryu133 at 11:13, 14 Jul 2015.

oh, this i can do!

Haug

Explorers and plunderers from the northern tundra with an affinity for battling. There is nothing they want more than throw themselves in battle and take any spoils. Feared throughout the lands for their occasional plunders, at home they value family life and stability. Small villages dot the snowy fields and deep valleys and while it's a rather inhospitable land where the deep forests hide both bear and wolf. They've cut out a comfortable if meager living together with the harpies that used to make their nests on the mountain peaks but are now accepted members of Haug society living amongst the human populace. Simurghs and Fire elementals help protect villages and spread plenty of happiness while bears make great warbeasts together with the rarer but much more powerful Wyrm. Trolls and giants are not part of Haug daily life but are nonetheless trusted allies that simply prefer the wilderness.

Eager fighters and plunderers
There is nothing more enticing to the armies of Haug than a promising battle and they'll seek it out whenever they can

Haug heroes can move an additional % of a day's worth of movement points if he/she ends it with any battle.
Hero must end turn in a battle and as such, if movement ends in a battle location or enemy stack flees, must engage and can not cancel this move once it has begun and can only be used once per turn. Extra movement amount depend on skill mastery.

If hero visits an enemy or neutral mine he/she might choose to plunder it instead of capturing, getting a certain amount of recourses at once and putting said mine out of production for a set amount of days.
At basic mastery and level one, mines lose one week of production and resources gained are two days worth. Hero level increases days of lost production up to 3 weeks and skill mastery increases recourse value, starting at 20% (with a minimum of 2) and going up to 80% value of days destroyed.


CORE

Harpy A freakish mix of woman and bird, these creatures make quick work of anyone getting in their way.

Raven Harpy (pic) Bigger and jet black, Raven Harpies are seen as dark omens.

Melee, flyer
Abilities:

strike and return: Harpies return to starting position once they've attacked.
No enemy retaliation(upg.): Enemies can not retaliate against Raven Harpies.

Fire elemental Living in frigid, cold and snowy climates it is no surprise Fire elementals are both appreciated by the Haug people and used in combat.

Salamander (pic) Lizard-like and burning stronger than any hearth, salamanders can heat up any conflict.

shooter (upg), melee (basic), walker
Abilities:

Fire shield: Attacking the fire elemental in melee harms the attacker for 25% of damage dealt in fire damage.

Norseman Basic infantry of the Haug, they show no fear.

Plunderer pic) In it for the gold and glory, nothing avoids the prize-seeking eyes of a plunderer.

Melee, walker
Abilities:

Always positive morale: norsemen and plunderers can not have negative morale.
Plunder(upg.): player gains recourses after each won battle based on value of enemy forces and amount of plunderers in army.

ELITE

Bear rider (pic)Bears are plentiful in the frozen tundras and has long been used within the raiding parties.

War bear Bears with fear-inducing runes painted all over their bodies

walker, melee, large
abilities:

Terrifying (upg.) on lucky hits forces enemies to move away from the bear without retaliating.

Simurgh (pic)Dog-like creatures covered in vibrant, colourful feathers and large wings commonly kept as pets.

Grand Simurgh Grand Simurghs have a reputation of protecting villages from evil monsters and it's not unfounded.

melee, flyer
Abilities:

Inspiring: gives morale boost to nearby allies,
Defender against evil(upg.): does 50% extra damage to large and champion creatures

Troll (pic) Trolls make great soldiers as long as they are kept away from strong sunlight.

Rock Troll Trolls with hardened, rocky skin and able to soak up a lot of damage.

walker, melee, large(upg.)
Abilities:

Stone skin from the sun: trolls start any combat outdoor with the "stone skin" spell that lasts until the end of combat and cannot be dispelled.

CHAMPION

Drake While not actually dragons, their frightening visage and fiery breath makes that an easy mistake.

Wyrm (pic) Fast and ferocious, A wyrm's fiery breath is in a league of it's own.

Walker, melee, large
Abilities:
 
breath attack: drakes and wyrm attacks damage any creature directly behind the target.
Armour-melting heat(upg.): Increased damage the more defense the target has and reduces it by 5% each attack. Does not affect any creature hit in the back and damage from Armour melting heat is not affected.

Giant Armed with crude clube and even cruder diplomacy, very little can stop a giant.

Jötunn (pic)Giants wielding thick plates and a warhammer. No creature can stand in their way.

Melee, walker, large
Abilities:

crushing blow: Giants do 5% extra damage for every point of attack above enemy defense when attacking. This extra damage is calculated last after spell effects and abilities.
Large and in charge(upg.): Enemy creatures must move out of the way of the Jötunns path when moving and small creatures take 25% damage when this happens. Creatures can not be pushed into an occupied space.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 02, 2015 11:43 AM

wonderful to have you in, kiryu! =)

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mvassilev
mvassilev


Responsible
Undefeatable Hero
posted July 03, 2015 01:27 AM

Incomplete, but a start. An H4-style faction (with upgrades), but with an H5-style racial ability. Creature abilities are as in H4 and H5 unless noted otherwise.

Beast Lords

Not all refugees from Tatalia were happy to join the barbarians. Together with bandits from Great Arcan and Palaedra, they formed the Alliance of the Beast Lords, and variously allied or enslaved the wild beasts of the swamps and dark forests, and have become trouble for the more civilized parts of Axeoth.

Level 1:


Trapper (Set Snare, Binding) -> Poacher (Set Snare, Binding, Drag): Trappers are men who prefer the wilds to civilization, and under the tutelage of the Beast Lords, have learned to put their hunting skills to use in battle, ensnaring their enemies and preventing them from moving. Poachers are trappers who are so obsessed with their craft that they were exiled from Palaedra for hunting on royal lands. They are adept at dragging their prey around after capturing it.

Level 2:


Bear (Berserk, Immunity to Earth) -> Savage Bear (Berserk, Immunity to Earth, Berserker Rage): The Beast Lords have enslaved the bears of the dark woods and turned their rage against their enemies. They retain their connection to the earth, using it to protect themselves from earth magic. Savage Bears have received additionally painful training, and they're willing to forgo all self-preservation to strike their enemies down.

New Abilities:
Drag: If a creature is affected by Binding as a result of this creature's attack, you can select to move the bound creature alongside this one when this creature moves, except when prevented by obstacles.
____________
Eccentric Opinion

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 03, 2015 08:31 AM

Mvass! Wonderful to have you in!

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Steyn
Steyn


Supreme Hero
posted July 03, 2015 12:19 PM
Edited by Steyn at 12:21, 03 Jul 2015.

Aiguille

After the beastmen revolts not all harpies joined the orcs. A great many fled to the mountains of the Dragons' Causeway. There they befriended the mountain denizens and made their homes amongst the mountain tops.

Racial: Mountaineering
At home in the mountains, the armies of Aiguille won't be bothered by a few pesky hills.
As long as an Aiguille hero commands an army of Aiguille units, affiliated neutrals or flying units, her/his army can pass mountain terrain objects as long as (s)he has enough movement points left to reach the other side.

Core

- Gnome Squire (pic) melee walker
These little buggers look like elves, only way smaller and butt ugly. Up until the discovery of the gnomes there was thought to be only one elder race per dragon god. Some scholars tried to explain the gnome's existance by calling them a subspecies of elves. The elven community didn't like this very much and said scholars were brutally murdered. An even more daring scholar proposed them to be the result of some weird elven-dwarven liaison. You can imagine what happened to him.
Young gnomes spent their first decennia of adulthood as squire to an elderly gnome knight.
+ Gnome Knight (pic) melee walker [Gnome Warfare]
After years of training a gnome squire can undergo the knights exam, demonstrating his skills in mountaineering, combat, masonry and most important, drinking. As a gnome knight they are allowed to marry and start a family and to take on squires of their own. Gnome knights are tricky buggers to fight, because not many soldiers are trained to go up against an opponent that tends to go for your knees.

 Markhor (pic) melee walker [Nimble Feet]
These majestic mountain goats are such good climbers that they can literally overcome every obstacle.

- Harpy (pic) melee flyer [strike-and-return]
The harpies were created by the wizards for their nimbleness and aerial advantage. While being able to trike swiftly and do great amounts of damage, the harpy pays for these advantages by a serious lack in survivability. Therefore, in order not to get stuck in the melee, the harpies will move back to a safe area after attacking.
+ Fury (pic) melee flyer [strike-and-return, no enemy retaliation]
Furies are the elite warriors of the harpies. They have perfected the art of aerial warfare, being able to retreat before the enemy is able to retaliate to their strike.

Elite

- Owlbear (pic) melee walker [paw smash]
Terrifying creatures that combine the strength of a bear with the superb eyesight and hearing of an owl, owlbears are lickily only found in the Dragons' Causeway. Normally owlbears eat markhor and twilight deer, but a trained owlbear is also perfectly happy to eat canned food.
+ Moonbeast (pic) melee walker [arcane smash]
Due to the high magical density in the Dragons' Causeway the owlbears, being magical creatures, will slowly change while ageing. After about a 100 years the elder owlbear will grow horns and become a moonbeast. After a century of magical exposure these creatures have learned to channel magic, making their strikes even more deadly.

- Fire Elemental (pic) melee walker [flame skin, fire immunity, water vulnerability]
Deep inside the mountains, fire elementals are born. Fire elementals are creatures of pure destruction, but when harnessed with the proper spells they can be turned into deadly weapons.
+ Magma Elemental (pic) melee walker [flame skin, fire immunity, earth immunity, water vulnerability]
Magma elementals are beings of molten rock, combining both the elements of earth and fire. This makes them stronger and tougher then fire elementals, but also a bit slower. Still, nothing is as terrifying as the slow progress of molten destruction.

- Rock Troll ranged walker [earth immunity]
These rock eating rock creatures (does that make them cannibals?) would've been perfectly harmless were it not for their fondness of throwing stones at innocent travellers. Trolls even go as far as to create excellent travelling routes through the mountains by bridging ravines and rivers, just for the sake of knocking the grateful travellers of said bridges.
+ Boulder Troll (pic) ranged walker [earth immunity, aoe]
Of course when it is funny to knock people of bridges it is extra funny to knock a whole group of people of in one go. The strong trolls capable of such a feat are called boulder trolls, after the large stones they hurl to hit multiple people at once.

Champions

 Simurgh (pic) melee flyer [ancient knowledge, hates snakes]
On the top of the mountains roost the simurgh. These ancient birdlike creatures are said to be as old as the world itself. While certainly a pleasant conversation partner the simurgh can also provide a significant boost to the magical knowledge of a hero.
For some reason unknown simurgh hate snakes, with a particularly vicious hate for hydras.

 Behemoth (pic) melee walker [cold immunity, ripping claws]
Amongst the eternal snow and ice lives the most terrifying creature of the mountains: the behemoth. Just like their desert cousins the mountain behemoth have large claws capable of ripping through even the toughest armour. Unlike the desert behemoth, the mountain behemoth has a white fur. This thick fur coat not only protects against the harsh environment of the mountain tops, but also against cold based spell effects.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 13, 2015 09:38 AM

Still a week left! Go, everybody!

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articun
articun


Supreme Hero
As i dream, so shall it be!
posted July 13, 2015 09:17 PM
Edited by articun at 10:00, 14 Jul 2015.

Ravine
The main race of this faction are the Minotaurs. Their culture is mainly comprised of theocratic elements. They rely upon spirits and Elementals but also upon other beasts that they managed to tame or befriend. Their main God resembles the Sun and is mostly a Fiery God and God of Life and Death, thus an accomplished shaman among them is the one that can summon and control Fire Elementals and a grand shaman one that can manifest the spirits of life, Rukhs and Simurghs.

Minotaurs are not the only race of this faction. Gnolls have taken the role of “servants” of sorts, tending to their Minotaurs masters. Strange thing is that the Dog nature of the Gnolls make them loyal to a fault. Harpies and their Veterans, the Furies have a very special place in the hierarchy. They are respected by the Minotaurs because they are believed to be the daughters of the Sun God.

Among the beasts that have been tamed are the Bears and the ferocious behemoths, gorilla like gargantuan animals. Bears were easy to tame, but Behemoths took time and… many lives until a way to befriend them was found. Since then though, they have been a fierce ally of the Faction, but used only in the direst of situations because once a behemoth is angered, few things can manage to stop it.

Lineup
Level 1: Gnoll Servant / Gnoll Worker
Level 2: Harpy / Fury
Level 3: Bear / Battle Bear
Level 4: Minotaur Warrior / Minotaur Champion
Level 5: Fire Elemental / Magma Elemental
Level 6: Rukth / Simurgh
Level 7: Behemoth / Ancient Behemoth

Heroes
Magic: Fire Shaman / Spirit Walker
Might: Chieftain / Overseer

Racial Ability
Ferocious: Units in the army of the hero have the activated ability Ferocious. Upon activation the unit has increased movement, speed and attack values but decreased Defense. The effects last until the end of the battle round. Allied units not of this faction still have the ability but with halved bonuses and the same reduction in defense.

On the adventure map, this ability makes neutral stacks more likely to cower in fear and avoid combat when the hero’s army has more numbers than theirs and also decreases the terrain penalty by 1%/day as long as the hero is on that terrain.
This ability can be further enhanced by extra bonuses while the hero levels up.

Common Tree from Might and Magic Hero with Adventure Map perks
- Drums of War: When the army of the hero is stronger than the neutral stack the hero engages, the chance of those neutrals to cower in fear and avoid battle is increased
- Raiding: When the enemy wins a battle against neutral stacks or enemy heroes with minimum casualties, he is granted some random resources and extra experience
- Adaptability: When in the same terrain for a week, the movement penalty for that terrain is absolved for the next week on that terrain.
- Battle Lust (Ultimate): When the hero is the one that engages an enemy hero or neutral stack to combat, the units have the Ferocious ability activated by default on the first battle turn without defense penalty and increased Initiative

Tree for Might hero:
- Beast Mastery: Bears and Behemoths get one extra retaliation when Ferocious is enabled
- Obedience: Minotaurs, Gnolls and Harpies will gain more morale when attacking with ferocious enabled
- Dash: Melee units in the army (of this faction or not) have a chance to avoid the full damage of the next enemy attack
- Battle initiation (ultimate): Ferocious ability has no defense penalty for all units

Tree for Magic Hero:
- Spirit Whisperer: When Ferocious is used by a spirit unit is has a chance to gain incorporeal
- Elemental Master: When ferocious ability is used by an elemental or an elemental is summoned to the battlefield, all other elementals present gain more morale and increased chance for critical.
- Channeling: When a non-spirit, non-elemental unit in the army uses the ferocious ability, it has a chance to deal extra fire damage or to have the regeneration spell cast on it.
- Rays of God: Damage cause by units, while Ferocious is active, always deal extra damage equal to 1/3 of the damage they inflicted as fire damage and when they are attacked, they deal light damage to their attackers.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 14, 2015 09:14 AM

Another entry. Nice to have you in!

What I have to say, though, is that so far the Twist of this round (having a faction ability working on AM) is only followed by kiryu and steyn. Don't worry, next round there will be no such twist ...though then you will have to incorporate 4 of 7 creatures

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Steyn
Steyn


Supreme Hero
posted July 14, 2015 10:11 AM

Looks nice Articun!

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articun
articun


Supreme Hero
As i dream, so shall it be!
posted July 14, 2015 10:15 AM

Steyn said:
Looks nice Articun!


Hehehe, thanx!!! Though it does need some work and tweaking still. Yours ain't bad either Steyn!!!

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