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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Energy's Heroes proposal
Thread: Energy's Heroes proposal This thread is 2 pages long: 1 2 · NEXT»
EnergyZ
EnergyZ


Legendary Hero
President of MM Wiki
posted August 09, 2015 11:54 PM bonus applied by kiryu133 on 18 Mar 2016.
Edited by EnergyZ at 21:00, 18 May 2016.

Energy's Heroes proposal

Well, I have a few ideas on a new Heroes game that doesn't have some stereotypes, nor is it shallow. Might want to update this one, from time to time. Here goes.

Factions

I have imagined eight factions, which all have some philosophy and ideals based around them. Also, there would be an eight-tier system for the units - the ones up to tier six can be recruited in towns; tier seven and eight buildings can be built with usage of a special resource: platinum.

Legend:
*construct - unit is unaffected by morale and cannot be healed by spells or first aid tent
*flyer - unit can ignore obstacles and pass over them
*ranged - unit can attack from distance
*undead - unit is unnafected by morale or certain spells (e.g. bless)
*demonic - unit is unaffected by certain spells
*no ranged penalty - ranged unit does full damage at any unit (this does not count hitting units over walls during the siege)
*no melee penalty - ranged unit does not do half damage when attacking in melee combat
*<magic> Touch - unit does <magic> damage, which is still influenced by attack skill
*caster - unit can cast certain spells; spell power is determined by 1/8 of the amount of units
*no abilities - unit has no special abilities, except upgraded units, which retain abilities of un-upgraded units
*large creature - unit occupies two slots



Mercenaries - humans that want do not care about what they do. They do have some moral judgments, but matter little when they have gold presented to them. They are numerous in numbers, but don't have as many units abilities as other factions. They cannot cast spells of chaos energy.

Troops:
Quote:

1: Thief (no abilities) - Rogue (Hide); These men are not to be trusted, since their background remains a mystery. However, they can cloak their appearance, so they are invisible during the first turn of the combat.

2: Defender (Arrow protection) - Shieldguard (Defensive stance); Shieldbearers focus on defense and cannot be hurt easily, especially by ranged combat. They can also protect other creatures from attacks, if they are close by.

3: Brute (no abilities) - Slasher (sweep); Orcs seeking glory and money, they have abandoned their tribes. However, their strength and battle skill remains, as they can slash anyone standing in their path.

4: Summoner (caster) - Conjurer (Earth Touch); Mages banished from Arcania, these mad men summon creatures, for good or ill purpose. They can cast Land Mine and Crystal Obstacle, while conjurers can cast Summon Elemental (and hit enemies using nature's powers).

5: Gunsman (ranged) - Gunslinger (no ranged penalty); Former pirates, these gunsmen stole schematics from Mechanoids and constructed their own guns.

6: Griffin (large creature, unlimited retaliation) - Savage griffin (fierce claw); Griffins were tamed by skilled (and well-paid) trainers. The griffin can fly through enemy ranks. While normal griffins are able to retaliate against all foes, fierce ones can intensify their rage, building their power to make the next retaliation attack deadlier than the last.

7: Sniper (no ranged penalty, ranged, lock-on); Snipers have developed the rifle technology and can now attack enemies, retaining full damage from shooting. In addition, the sniper, once damaging a unit, breaks its defense (-40%) and pushes it away by two steps.

8: Bronze dragon (breath attack, negative attack, flyer, large creature); Bronze dragons are mercenaries' most powerful units. They are not tamed; for their greed to store hoards of gold, gems and expanding their territories are above them. Their white, cleansing breath causes enemy creatures' blessings to be dispelled and replaced with its counter spell (e.g. slow for haste).



The hero class is called as "the Swordbearer", a mercenary leader, whose troops obey without loyalty. Since the mercenaries range from humans to orcs, they have no faith and rely only on themselves.

The following heroes are:
Quote:

Lodar - Teacher of the Planes; Summoners and conjurers gain +1 to attack and defense per each four levels of the hero, from level 1. Also, they gain gain +6 to mana points.

Garmad - Magic singer; the cost of spells are reduced by 1, per each 3 levels of the hero, starting from level 1.

Wilhelm - Summoning master; all allied summoned creatures gain +2 to movement. Also, their hit points are increased by 3% per hero level.

Jaelle - Thief queen; Thieves' and rogues' hiding ability becomes permanent. The hiding wears off if the thieves or rouges attack, or if they are two hexes away from an enemy creature. Also, the damage dealt by thieves and rogues, while hiding, is increased by 4%* hero level.

Fengar - Silver tongue; Costs for recruiting creatures is reduced by 1% per hero level.

Alwan - Treasure finder; The hero can find extra resources on the ground with the forumla 20% + 2% * hero level.

Cynthia - Dark blade; When casting a negative spell, the hero can cast subsequently cast randomly an additional negative spell at one of the allied units. The chance of triggering the spell equals 20% + 1% per hero level.

Ulgar - Orc leader; Brutes and slashers gain +1 to attack and defense per three hero level (starting from 1st one). Brutes and slasshers' also have their min. and max. damage increased by +3.






Black Institute - a faction of scientists and technicians. They do not believe in magic and neither do they use it. Instead, they have armies of mechanical creatures and bio-genetical or mechanical-modified creatures. They don't cast magic, but are stronger than the rest. Their heroes cast magic with a decreased efficiency.

Quote:

1: Researcher (no retaliation) - Engineer (Air Touch); Main force of the Mechanoids, the researchers and scientists are usually equipped by a shock weapon that deals electric damage.

2: RN armadillo (Burrow) - DN armadillo (Countermagic Form); scientists have managed to twist genetics of armadillos. RN ones can burrow and hit the enemy in their sight, while DN ones can form a shape of a ball when executing defensive move, allowing them to gain +15% to magic resistance.

3: Iron golem (construct, magic resistance +25%) - Steel golem (magic resistance +50%, unlimited retaliation); The golem craft was invented by mechanoids. Other races have tried constructing their golems, but have failed to match the quality of magic resistance and striking back after each enemy's hit.

4: Catelf (Speed Boost) - Uzmulin (Defense Degradation, no retaliation); By fusing a cat and an elf, the scientists have created the twisted catelf. With their cat-like reflexes, the catelf has its movement doubled in the first turn of the field, managing to reach the enemy. The catelfs that accept their new form and discard their elven features are known to be Uzmulin, whose strike leaves the enemy's defense power to fall each turn.

5: Cyborg (ranged) - Pyromaniac (Fire Touch, Area attack); These former humans have been twisted by the mechanical parts. Not a human, nor a machine, the cyborg is a powerful figure on the field. Pyromaniacs can also shoot out bolts of fire, which explode on target.

6: Cyber-dead (Aura of Fear, large creature) - Cyber-zombie (flyer, Cyber-Eye); Technology allows the scientists to raise the dead. It is not a common practice, for most dead (now raised) people are viscious and must be put to death once more. The remaining ones can be controlled (with some difficulty) and are a true horror on the battlefield, lowering enemy's morale by -2. Most valuable dead troops are given jetpacks to fly over the field and inflict damage with their Cyber-Eye, causing the affected troop not to be affected by any beneficial magic cast by its leader.

7: Dragon golem (large creature, construct, immune to magic, Bleeding Strike); These giant machines are the pride of the scientists, recreating a golem using dragon skin, bones and horns. They topple the field by swooping over to the other side, hence their speed. Also, they crush the enemies by using their jaw, which causes the enemy to bleed and take additional damage.

8: Otherworlder (flyer, Magic Storage, Magic Theft); Coming from outer space, the otherworlders' (aka aliens) can teleport through obstacles, a trait unexplainable by the scientists. Surprisingly, while they do not cast magic, they can copy one magical spell cast during the turn and cast it back, to friend and foe alike. Also, they are known to "steal" magic, taking out a beneficial spell and apply it to themselves.



The hero class, the Scientist, is usually the most intelligent or the most skilled scientist. They are in charge of improving machine's efficency.

The following heroes are:
Quote:

Armal - Golem craftsman; Iron and steel golems gain +1 to attack and defense per each three levels of the hero, starting from level 1. Their initative is doubled as well.

Steven - Bioengineer; When recruiting (whether in town or in the dwelling), the hero can increase the amount of available researchers and RN armadillos by +2 per two hero levels and catelves and cyborgs by +1 per two hero levels, but no more than twice their original growth value.

Ophelia - Machine operator; Increases the effectiveness of war machines: +1 to attack to ballista, +5 hit points cured for first aid tent and +3 damage for catapult per each three hero levels.

Brendan - Exterminator; Cyborgs and pyromaniacs gain +1 to attack and defense per each five levels of the hero, starting from level 1. In addition, cyborgs and pyromaniacs gain no melee penalty ability.

Sansy - Metalcoated; hostile spells cast on hero's creatures can be reflected back. The chance of a spell being reflected equals 5% + 2* hero level.

Zartimax - Anti-elemental shield; damage from elemental attacks, whether from creatures or spells, are decreased by 15% + 2* hero level.

Al - Mechanical heart ; all units in hero's army have their max. hit points increased by +1% per hero level.

Heather - Armadillo researcher; RN and DN armadillos gain aura of magic resistance ability, which increases magic resistance equal to +1% per hero level.






Arcania - faction revolved around magic. Everyone with basic magical power can come to study and master their spells. Unfortunately, this also causes tension between students, for they use magic for good or ill goals. They have no magical limitations, but aren't as strong as the rest. They can cast any school of magic, with increased potential.

Troops:
Quote:

1: Apprentice (caster) - Disciple (Fire Touch); Apprentices are helpers of the mages, preparing magical experiments. On the battlefield, however, they cast minor magical spells, like Magic Arrow or Haste. Disciples, while also able to cast Weakness, can deal fire damage to their opponents with their touch.

2: Pixie (flyer) - Dryad (no retaliation, Fairy dust); Pixies are normally binded to nature than magic, but the wizards had keen interest in their bond with nature, thinking it amplifies their magical power. Dryads can also use their fairy dust to hit the enemy, allowing no retaliation AND having the enemy suffer movement decrease (-2).

3: Psychic (Magic Bond) - Psyker (ranged, no melee penalty); Psychics are simply mages, who have greater mental capacity. Instead of physical, they use the hero's Spell Power to increase their attack skill. Psykers, however, can attack from distance.

4: Magus (caster, large creature) - Arch magus (Teacher and Student bond); It is said the first Wizard, called as Arcaneal, called as Magus in tongue of men, created the order of Arcania. The spellcasters retained his name as Magus and can cast some spells (Ice Bolt, Stone Skin, Curse and Blur). Arch magus also devise a bond with the Disciples; if the Disciples are near, both units get +4 to attack, defense, +2 mana points and +10% magic resistance.

5: Genie (flyer) - Genie sultan (Wish, Water Touch); Wizards managed to unlock the souls of genies, freeing them from prison bottles. Genie sultans also grant wishes, casting three random spells of positive energy. Their touch can deal freezing damage to opponents.

6: Unicorn (large creature, aura of magic resistance) - Flash unicorn (Shining Horn, Luminous Body); Magus have been curious about unicorn's magical resistances. At any rate, hostile magic twists when cast onto the unicorn, or its adjacent allies. In addition, flashing unicorns can receive bonuses from any postive energy magic, even if it is not meant to be used on them. Their shining horn allows them to cast Blind spell on enemies they hit (15%).

7: Planestouched (caster, flyer, Magical Touch, Magic Bond, Mana Regeneration); Greatest of mages can cast exceptional spells. To improve their power, these mages visit the planes to improve their casting powers. Such mages are called planestouched. Not only they fly with magic, but they wear a special amulet, allowing other units to regenerate mana. They also deal primal damage, which is boosted by their leader's Spell Power. They can cast Slayer, Chain Lightning, Summon Elemental and Fatigue.

8: Titan (ranged, immune to mind spells, Lightning Blast, no melee penalty, Air Touch, large creature); Titans are giant humanoids, enhanced by lightning. Also, when not firing thunderbolts, the titan can use its fists to break through enemy walls, during the siege.



Their hero is the Alchemist, who is well-versed in magic. Sometimes, however, they are dubbed as "blademages", for it is not rare they also have some combat skills.

The following heroes are:
Quote:

Arno - Spellcrasher; The hero's spells can negate magical resistances of creatures, by 2% per hero level.

Lakisha - Arcane presence; all casters in hero's army gain +1 to mana point per four hero levels.

Zef - Genie warrior; Genies and genie sultans gain +1 to attack and defense per each five levels of the hero, starting from level 1. In addition, genie sultans can activate Wish two additonal times.

Warmle - Shadow Mage; Enemy units gain -1 to attack and defense per each four levels of the hero.

Vandegal - Scholar; when leveling up, the hero has 3% * hero level chance to gain +1 to one primary skill.

Trish - Unicorn whisperer; Unicorns and flashing unicorns gain +1 to attack and defense per each six levels of the hero, starting from level 1. In addition, flashing unicorns' Shining Horn has 20% more chance to be triggered.

Solomon - Steel Skin Caster; Enhances stone skin spell, so the creatures with the spell take 10% + 3% * hero level less damage from other effects (besides physical combat).

Emmanuela - Wild Mage; The enemy hero and enemy units are affected by wild magic. When casting a spell, the enemy hero or the enemy unit has 1% per allied hero level that the spell is replaced by another spell of the same level (but not of the same school).






Blightlands - creatures summoned for one purpose: to help in conquering the world. Whether dead or summoned from extraterrestrial planes, demons and dead have combined forces to expand their lands. A normal faction, that does not have any particular strengths nor weaknesses. Cannot cast spells with positive energy.

Troops:
Quote:

1: Skeleton (undead, skeletal) - Skeleton warrior (no abilities); Skeletons are raised bodies of fallen warriors. Despite making bad messengers, their skeletal torso causes any ranged damage be halved.

2: Succubus (flyer, ranged, demonic) - Succubus seductress (Charm); Succubi are female demons, who can charm opponents, if succubi' total HP is equal to or grater than the targeted troop. Charmed units cannot attack the succubus. However, they cannot charm elemental, undead or construct creatures.

3. Fire hound (Fire Touch, demonic, large creture) - Cerberus (sweep, no retaliation); Lower life forms of the fiery pits, the fire hounds charge at the opponents and attack with their blazing fangs. Once old enough, fire hounds grow two more heads, which can strike any opponent in their sight.

4. Vampire (undead, flyer, Life drain) - Vampire count (no retaliation); Vampires are little more than dark beings found in children's books. They transform themselves into a bat before striking an opponent and suck out its life force. Vampires, once regaining their wealth and power, grow up in experience, causing terror in enemies, so they cannot retaliate against them.

5. Pit fiend (demonic) - Abyss lord (Whip of Chaos); Once a demon has proved himself by fighting in the pits, it is hailed as a pit fiend, an elite, powerful troop of demons. With enough money, they can also be given the nickname as "Abyss lord", whose whip can cast some negative spells on enemies it strikes, like Slow, Dispel (positive effects), Poison, Decay or Sorrow.

6.Mummy (caster, undead) - lich (ranged, Area attack); long-dead mages have been revived as mummies. Their spellcasting compensates their slow speed. When suited to the afterlife, the mummy can take off its wrappings, becoming a lich and taking a staff, which inflicts a poisonous cloud in an area. Mummies and liches can cast Curse, Poison, Decay and Disrupting Ray.

7. Devil (flyer, Aura of Misfortune, demonic, Form change); Born from fire and darkness, devils' power allows them to teleport in battle. Their aura radiates with misfortune, causing enemy units to receive a -2 luck penalty when standing near them. Also, they can change form - in their incarnate form, they lose teleportation ability, but emit fire so intense it is blue, which causes enemy units to be burned with fire damage each turn.

8. Venom dragon (large creature, flyer, Poisonous strike, undead, skeletal, Negative Shield); Revived from dead dragons, the venom dragon has been coated so its strikes affects enemies with Poison spell, which reduce the creature's hit points. Also, like skeletons, ranged damage inflicted on venom dragons is halved. Lastly, positive spells' effects are reduced to 50% when they hit venom dragons.



Their hero is the Warlock, who has studied demon magics and necromancy, allowing him/her to summon and raise demons and undead at his beck and call.

The following heroes are:
Quote:

Chime - Breath of death; undead units have +1% * tier level of the creature * 0.5 * hero level to inflict fear (pushes the enemy unit three tiles away without retaliation).

Narrela - Chaoshock; demonic units have +1% chance per hero level to "steal" any positive effects when attacking an enemy unit.

Xen Alfay - Lich Lord; mummies and liches gain +1 to attack and defense per each six levels of the hero, starting from level 1. Also, the liches' area attack is expanded.

Rex - Kennels Master; fire hounds and cerberi gain +1 to attack and defense per each three levels of the hero, starting from level 1. Also, cerberus and fire hounds gain immunity to fire spells.

Ruby - Whip Viper; pit fiends gain the Whip of Chaos ability, while abyss lords also drain enemy units for -2 luck for three turns. The chance of draining luck equals 3.5 % per hero level.

Harland - Race against the Living; undead in heroes' army deal +1% damage per hero level on all living creatures.

Sycilia - The Duchess of Fear; Enemy units gain -1 to morale per five levels of the hero.

Korbon - Demon exploder; when a demonic monster is attacked, the last unit that attacked the demonic unit is hit by damage, equal to the demonic unit's total hit points (at the start of the combat) * 1% per hero level.





Barrenwood - a faction, whose towns' centers are arena buildings. Few people that manage to defeat the beasts from the Barrenwood forests and caves are given extra priviliges, such as the one to lead armies in times of war, for these beasts bow to the champion's might. Powerful in offensive, but weaker in defensive. Their chaotic nature does not allow them to cast spells of creative magic.

Quote:

1. White wolf (no abilities) - Black wolf (Maul, Power Strike) - Wolves, bred for battle, become darker with age. With experience, wolves can maul opponents, inflicing 15% more damage they usually would (if the enemy unit has more total hit points than the wolves do). Also, the wolf can strike with its mighty paw, sending the opponent flying two tiles away.

2. Frogspawn (ranged) - Toad Warrior (Spear of Affliction, Water Touch); Among frogs are men that adapted to the swampy surroundings, called frogspawn. They use throwing spears to attack enemies from distance. Once the frogspawn have protected their homeland from various threats, their inner power awakens, inflicing ice elemental damage. They shape their spears well, which can inflict additional damage over time.

3. Harpie (flyer, Strike and Return) - Harpie hunter (no retaliation); Harpies live in the mountains. Their eggs are sometimes found and used to tame these vile creatures, who strike at the opponent and return to the same spot. Hunter harpies have trained well - their speed allows them to attack without retaliation.

4. Bear (Thick Coat, large creature) - Grizzly (Defensive Penetration, Absolute Luck); Bears are powerful allies, who have layers of fur and fat that allow them to take 15% less elemental damage. Exceptional fighers are grizzlies, who negate 20% of an unit's defense. Also, they cannot have negative luck, since they have 1 more than other creatures normally would.

5. Minotaur (Cleave, large creature) - Minotaur berserker (Brute Rage); Minotaurs are strong half-bull half-human creatures. When an allied unit strikes the opponent, the minotaur gets a free attack, hitting the enemy creature. Berserkers can also decrease their defense (-2) to increase their attack (+6) until the end of their second turn.

6. Lizardman (Camouflage) - Lizard sorcerer (caster, Mana Drain); Lizards are experts at hiding - they can assume the surroundings of any adjactent obstacles, boosting their defense. Lizards are also potent spellcasters, allowing them to drain mana from the hero each turn and transfer it to their master. They also cast Ice Bolt, Weakness, Poison, Fireball and Disrupting Ray.

7. Hydra (large creature, Regeneration, Eight-headed attack, Earth Touch); Hydras live in caves throughout the land. It is unwise to split forces against this unit, for their eight heads can bite enemies surrounding them, inflicting Earth-type damage. Hydra are also known for their adaptive skin, allowing them to heal themselves through regeneration (+25 hit points healed per unit).

8. Silver dragon (flyer, large creature, Battle Clash, Tailbind); Silver dragons, despite their stunning appearance, are quite strong opponents. Indeed, a silver dragon, when it hits the opponent, makes sure the next attack at the same opponent is dealt with more damage (+5% more damage per each attack, including retaliations). Throughout the years, they stregnthen their tails, disabling their enemy from escaping.



The hero leading the monsters of Barrenwood is called the Beastmaster. The creatures honor them, for the Beastmaster can bring out the fullest potential from them.

The following heroes are:
Quote:

Dwight - Groundspeaker; The hero's units gain +1 movement per each five levels of the hero.

Zerfem - Minotaur overlord; Minotaurs and minotaur berserkers gain +1 to attack and defense per five levels of the hero, from level 1. Also, they gain Slashing Strike ability (+20% damage on lucky hits).

Omega - Mistress of Fire; Fire spells cast by the hero deal more damage, equal to 5% + 1% per hero level. Also, all fire spells deal burning effect (the unit has 15% decreased defense).

Smylee - Laughing magician; At the start of the combat, the hero has a chance to affect enemy troops with laughing spell, rendering them immobile for one turn per six hero levels. The hero has a greater probability to affect lower-tier creatures than higher-tier ones.

Swen - Wolfsborn; the hero's white and black wolves gain +1 to attack and defense per hero level. In addition, wolves gain no retaliation ability.

Lorfen - Harpie mistress; the hero's harpies and harpie hunters gain +1 to attack and defense, per three levels of the hero. In addition, harpies' hit points and damage are increased by +3.

Gizmo - Ballista operator; the hero's ballista gains +1 to attack and defense, per each two levels of the hero. Also, the hero's ballista is enchanted by Fairy dust (decreases a damaged unit's movement by 2).

Worgle - The Slayer; the hero's Slayer spell also increases damage; +1 per four hero levels.





Ari Totes - A faction that has a high regard in order, law, judgement. They find other races too chaotic, too disorganized and primitive. They live by strict codes, even if laws sometimes are too overzealous for their own good. They love to construct and are great architects. They are strong in defense, but weak in offense. Also, they don't learn negative magics at all.

Troops:
Quote:

1: Peasant (taxpayer) - Enforcer (no abilities); Peasants are a common unit, all of which give away 1 gold per day, due to taxes.

2: Crossbowman (ranged) - Marksman (Strikethrough); Using crossbows, these man are quite precise at hitting the enemy. Marksman can also deal 50% more ranged damage if the creature is close by.

3. Nurse (caster) - Sister (Air Touch); Nurses are often found in battle field to heal enemies with Cure or Regneration spells. Sisters, however, have trained a bit for the war and can release electric jolts.

4. Squire (Stun) - Crusader (Double strike, Order Shield); Armed with heavy flails, squires have a good chance to stun enemies, causing the enemy to act later in combat. With enough training, squires are promoted to crusaders, who can attack twice per turn, stunning enemies even more often. Chaotic energy's effects are halved when they hit the crusader.

5. Cavalier (large creature, Charge) - Chevalier (Aura of Protection, Honor); When not participating in jousting tournaments, cavaliers charge in and hit the enemy - for each crossed tile, the damage is increased by +5%. Chevaliers are said to be promoted cavaliers, once they rescue a damsel in distress. Their pure aura allows them never to have morale below +1, and can increase the creatures defence by +5, if they are close to the chevalier.

6: Priest (caster) - Cleric (ranged, Meditate, Hammer of Justice); War priests can sometimes be overzealous, but just, when dealing with the enemy, casting Stone Skin, Bless, Haste or Blur. Clerics can strengthen their faith for an ideal order, allowing them to deliver magical bolts on the enemy. Before striking, they can meditate, boosting their attack and initiative for several turns. Justice runs in their veins, so if a unit is killed, their attack is increased by +3.

7. Monk (Offenseless, Regeneration, Gravitation, Magic Resistance +75%, Shattered Pain; At first glance one may see monks as secluded order, who pray and worship. However, these are just manditory duties that make the monk a defensive unit; while it cannot attack (but can retaliate), it has a strong "Fi" energy, which pulls and prompts nearby enemy creatures into attacking it. Shattered Pain is a technique that reflects 50% of dealt damage onto the enemy units, while the monk regenerates itself (+25 hit points per unit). Many have tried to join the monasteries, but many lack dedication, spiritual strength and hours of prayer to become a monk.

8. Gold dragon (flyer, large creature, breath attack, Negation Beam); Said to be crafted out of gold, these yellow-colored dragons are sent mostly during the rebellions to neutralize them, mostly due to their flashing beam they attack with. For those that remember said gold dragons' power causes the enemy's powers to be "forgotten" for some turns; whether it is spell-casting, ranged combat, flying or attacking without provoking retaliation, the enemy's abilities are negated for three turns.



The hero is the Aristocrat, a firm believer in the land's laws and justice to its enemies.

The following heroes are:
Quote:

Blanche - Bishop; The hero's priests and clerics gain +1 to attack and defense per each six levels of the hero. Also, they gain Ranged retaliation ability.

Francis - Lord of the Land; The hero's peasants and enforcers gain +1 to attack and defense per each level of the hero. Also, the peasants and enforcers gain +4 hit points.

Jacqueline - Cleric of Wisdom; When leveling up, the hero has +1% chance per hero level to gain an additional +1 knowledge primary skill.

Pashena - Sun priest; when the hero casts a positive spell on the allied units, the hero has a chance to randomly cast an additional positive spell. The chance of casting equals 20% + 1% per hero level.

Burgh - Striker; When an allied unit attacks an enemy opponent, the hero gets a free attack dealing 20% more damage. The chance of hero attacking the opponent equaly 0.5% per hero level, but applies to all units.

Aldur - Enforcement officer; The hero's reinforcements ability's power is increased by 2% per hero level.

Jean - Administrator; The hero's nearest town produces more gold, equal to 10% + 1% per hero level.

Nikola - Counterstriker; The hero's units gain +2 attack per three hero levels when retaliating against enemy unit.





Forgotten Legion - the forgotten in the name actually stands for their battling style. A faction of spirits of the nature, seeking perfection above all else. Sadly, their trials are quite demanding, causing their armies to be often undernumbered by their enemies. Creatures have many powerful abilities, but towns generate less troops. They cannot cast negative energy spells.

Quote:

1: Parsong (flyer) - Sympird (no retaliation, Voice of the Dirge); Descendants of parrots, parsongs attack with their voice, hitting their enemies. Through age, sympirds can attack without retaliation. Also, their hypersonic attacks deafen their opponents, so they cannot retaliate against their next opponent.

2. Spearman (Piercing Strike) - Lancer (Assault, Light Shield); Spearman have honed their weapons well, so any creature with defense boosts attacked by spearmen are negated on attack only. Lancers, however, extend their powerful abilities, allowing them to attack an adjactent opponent if striken by an ally first. Also, any damaging spells from negative school of magic is halved.

3. Tiger (First Strike, large creature) - Crimson tiger (unlimited retaliation, Slashing Strike); Yellow tigers have been tamed and bred for war. Their fast and powerful claws allow them to strike their opponent first during retaliations. After experiencing many battles, the blow dries on the tiger, giving it a red coloring. Retaliating at any opponent, the crimson tiger's claws are so sharp they inflict 20% more damage when dealing a critical hit.

4. Bush beast (ranged, Hollow Body) - Bush monster (Ranged retaliation); Lumbering beasts, born from leaves, bark and roots, bush beasts can shoot out thorns and attack the enemy from a distance. Also, since their body is partly hollow, they take 10% less melee damage. Bush monsters can also retaliate in ranged combat, due to their increased reflexes.

5. Giant ladybug (flyer, Pollenize) - Ladybug rider (caster, Regeneration); Susceptible to magical dust abundant on the islands, minor ladybugs grow in size. They still spread the pollen, but anyone that goes past the area the ladybug flew over has its movement decreased by -1 for each step taken. Some islanders tame the ladybugs and learn some basic magical spells (like Slow, Lightning Bolt and Stone Skin), while the ladybugs start regenerating (+15 hit points per unit).

6. Clay warrior (Earth Touch, large creature) - Obsidian warrior (Spike growth); Clay warriors are actually sentient beings, just that they look as constructs. Obsidian warriors, however, can harness the power of nature and summon spikes, dealing earth damage and reducing initiative and defense of enemy units standing on the ground.

7. Phoenix (flyer, Flame rebirth, Immunity to magic, large creature); Phoenixes are majestic birds, who are rarely seen outside their habitat. Even if the phoenix dies, 33% of the original stack reborns, damaging any unit standing close to it. In addition, phoenixes are not affected by magic, for it is said any spell that is targeted on them actually melts, due to their fiery nature.

8. Copper dragon (Large creature, Chain strike, Copper armor, Double Strike); Usually seem as "pseudo" dragons (due to their inability to fly), copper dragons are nevertheless opponents. Not only their chain strike ability allows them to hit any opponent in line (similar to Chain Lighting spell), they also attack twice in same round. In addition, the more the copper dragon is attacked, the less damage it takes (each attack on copper dragon is reduced by -5% on each attack, regardless of the creature).



The hero of the Forgotten Legion is the Spiritwalker, the one who interacts with these strange beings. Spiritwalkers are rarely seen without their charms, which they use to gather spirits, who sometimes drift away.

The following heroes are:
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Pierce - Pikemaster; The hero's spearmen and lancers gain +1 to attack and defense per each two levels of the hero. Also, lancers and spearmen gain regeneration ability (+1 hit points healed per unit).

Armat - Swift Attacker; The hero's units gain +1 initiative per each five levels of the hero.

Yaga - Wicked Witch; When affected by a debuff, the hero's allied units gain +1 defense per five hero levels and per each debuff.

Changal - Last aid; The first aid tent can also damage enemy units (aside undead or construct creatures). The damage equals 10 x hero level.  

Devon - Trimmer; Bush beasts and monsters gain +1 to attack and defense per four levels of the hero. Also, bush beasts and monsters gain No melee penalty ability.

Tiffany - Explorer; After visiting the town, the hero has +1 additional movement point per four hero levels for one week.

Lenora - Mana covet; When the enemy hero casts a spell, there is 10% + 2% per hero level that at least additional 1/8 of the spell's cost is deduced from the enemy hero and added to the allied hero.




Icespire - born from ice, these units can have a cruel heart. Specializing in water magic, the creatures of Icespire roam in snowy wastelands they call home. They have no particular strengths nor weaknesses, but they don't favor positive energy spells.

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1: Penguin (no abilities) - War penguin (Double Strike); from the cold wastelands, penguins protect their chicks. With enough training, war penguins can strike twice, either by using their thrusting beak or slapping with their wings.

2: Viking (First Strike) - Warlord (Aura of Friends); Dwarves from the cold north, vikings, when they are not sailing or drinking, are battling their opponents. Hitting with steel maces, dwarves can attack before their opponent attacks. Warlords are even more friendly to other units, as all units around them gain +1 morale.

3: Snow maiden (ranged, Water Touch, Shivering Attack) - Ice maiden (Defensive Knowledge); Suspected to be spirits, snow maidens conjure cold snowballs and strike at their opponents. The snowballs decrease enemy unit's movement by 1 and initiative by 3. Ice maidens, however, increase defense equal to the hero's knowledge stat.

4: Seal (no abilities) - Walrus (Large creature, Elemental coat, Defensive Penetration); From birth, tamed seals can tackle opponents. With enough size and weight, seals grow a layer of fat, protecting them from elemental attacks. Also, their fangs can penetrate armor (when attacking an unit, walrus ignores 20% of the unit's defense).

5: Ice gargoyle (flyer, Solid Defense) - Crystal gargoyle (Crystal reflection); Fast and solid, ice gargoyles attack their prey with their claws. When resting, they assume the form of a statue, boosting their defense. With newer studies, the magicians managed to fuse ice with crystal, giving the crystal gargoyle 30% chance to reflect a harmful spell to any other unit.

6: Frost demon (Freeze) - Death demon (Soul Drain, Touch of Death); Frost demons are one of the coldest creatures on Selanil. Their sheer cold power allows them to freeze their enemies. Performing one of the oldest rituals, the death demon's touch becomes as cold as death itself. Now called death demons, only if they freeze their opponents, can drain "souls", healing themselves as a vampire would. Also, their touch can even kill a number creatures at once, if the death demons' total hit points are greater than the total hit points of the creature they attack.

7: Mammoth rider (caster, large creature, Wall Crusher, Stomp); Mammoths have been trained, so a dwarf can easily ride them, making a powerful cavalry unit. While the dwarf can cast spells (Frost Ring, Slow, Ice Rune, Slayer, Blizzard), the mammoths use their powerful tusks to destroy enemy's walls in combat. In addition, the mammoths can trample enemy units when they move, damaging them equal to 25% of their normal damage (this cannot affect large creatures).

8: Valkyrie (flyer, large creature, Prism Wings, Charge, Chaos Mirror); More than just women on pegasi, valkyries are powerful riders. Taking up to the skies, the more they fly, the more damage they inflict. Also, if hit by a harmful spell, the valkyrie makes sure the spell targets one of the enemy units as well. Finally, valkyrie's pegasi's wings decrease resistances of enemy units, allowing +15% more damage to be inflicted on any adjacent unit.



The hero or heroine of the Icespire is the Snowkeeper, the protector of the eternal lands of snow. Snowkeepers are known to be either dwarves or icy ladies.

The following heroes are:
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Vellaya - Ice caster; The hero's destructive spells are treated as inflicting water damage (except on water-immune creatures). Also, the damage inflicted from destructive spells is increased by 1% per two hero levels.

Eis - Captain; The hero gains +1 to attack and defense per two levels if fighting on sea or in the sky. Also, the hero's movement is increased by 20% in sea or sky.

Kolt - Snow Queen; When the hero attacks or affects an enemy creature with a spell, the snow and ice maidens gain a free attack at that enemy unit. The chance equals 20% + 2 per hero level.

Clara - Penguin tamer; The hero's penguins and war penguins gain +1 to attack and defense per each hero level. In addition, penguins are immune to water spells.

Wulfanar - Dwarven knight; The hero's vikings and warlords gain +1 to attack and defense per each two hero levels. Also, vikings and warlords gain Sweep ability (the units can attack each unit in front of them, in 3x1 area).

Alen - One with the Walrus; The walrus and seal units in hero's army gain the ability to freeze opponents. The chance of freezing opponents equals 20% + 1% per hero level.

Flaschin - Mine summoner; The hero's Land Mine spell inflicts twice the damage. Also, the hero has 30% + 2% per hero level chance to dispel all buffs on enemy unit.

Regnot - Threatening presence; All enemy units gain -1 to initiative per each five levels of the hero.





Neutrals
Neutrals are mostly tied to the factions, but live outside cities, into the dwellings.

Mercenaries
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2: Lionman (Multiply); Lionmen, despite being brave, are also mutated creatures, which can easily multiply. When attacking, the lionman has 20% chance to clone itself. However, there cannot be more than one clone. Also, the clone disappears if hit.

3: Axemaster (ranged, no melee penalty, Axe Bounce); Axemasters can throw axes onto their enemies. Also, axemasters can have their axes bounce onto other nearby enemy unit, if close enough.

4: Medusa (Eyes of Petrification, ranged); Craving for gems and crystals, medusa can be a powerful ally or foe. Using a crystal to shoot out magical bolts, the medusa can also use its stone gaze to petrify some units, but only if medusa's total hit points are above the enemy she hits. Petrified units cannot make a move until the effect wears off or dispelled.

7: Cyclops (Area attack, ranged, Wallcrash); Throwing large rocks at the enemy, the cyclops can hit units in a 3x3 area. Their powerful strength allows them to even throw giant boulders, like a catapult would topple down walls.



Black Institute
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5: Cannoneer (ranged, Wall Crush, Defensive Penetration, large creature); Cannoneers test their cannons in the wild. The impact of the strike can negate the enemy unit's defense or simply crush a town's wall. Cannoneers are supposed to be intelligent, but mad.

6: Treant (Tailbind, Offensive Knowledge); Seemingly ordinary trees, treants are living, sentient beings. The scientists have developed many chemical reagents and poured them on many beings; many things failed, but the treants were created. While they use their tails and roots to bind opponents, the treants are wise beings and use the hero's knowledge to boost their attack.



Arcania
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1. Wisp (Magic Meal); Wisps are healed by a portion of damage when a spell is cast on them (regardless if it is a positive or negative spell; spells from constructive and destructive spells do not count).

2: Bard (Battle Song); While not truly spellcasters, bards are more musicians. When not playing in the taverns, bards can play out a song that inspires a troop, increasing its morale and luck by 2 until the end of the turn.

4: Druid (caster, Natural Adaptation); Druids live usually in the forests, but can adapt to any enviroment (e.g. standing on grass gives them +2 defense, on lava +2 attack etc.). Also, versatile spellcasters, druids can cast Summon Elemental, Stone Wreck, Windblow and Regeneration.



Blightlands
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1. Imp (demonic, Magic flayer); Lowly demonic troops, imps are less used in battles, due to their cowardly nature. However, at the start of the combat, they can drain magic from enemy units and heroes alike. A more surprising fact is while they have wings, they cannot fly.

2. Ghost (Incorporeal, flyer, undead); Lowly demonic troops, imps are less used in battles, due to their cowardly nature. However, at the start of the combat, they can drain magic from enemy units and heroes alike. A more surprising fact is while they have wings, they cannot fly.

4. Fiend monkey (demonic, Leap); Unpredictable, but useful, fiend monkeys generally live at the outskirts of lands of lava. They can also jump across to attack an opponent with 20% additional fire damage.

5. Death knight (undead, Grim Touch, Tough Flesh); Strong and tough, mighty knights have been revived as zombies, but retain their power and speed. Upon each attack, the death knight inflicts penalty to attack and defense (-2 per each strike). Also, their tough, undead flesh makes them resistant to hostile water and earth spells.



Barrenwood
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4: Centaur (Swing of Speed); Heavy cavalry of the beastmasters, centaurs roam the land to feel eternal freedom. During battles, if the centaur manages to use all of its movement points, its attack is increased by 30% before it strikes an enemy unit.

5: Manticore (flyer, large creature, Paralyzing Venom); Partially lion, human, bat and dragon, the manticore can sweep through the battlefield, inflicting venom, which paralyzes opponents. Paralyzed units cannot execute an action, unless attacked.

6: T-Rey (large creature, Intimidation, Gust); Supposedly being preserved at the underground tunnels, these dinosaurs are powerfully built. T-Rey's intimidating presence reduces cuts a unit's attack stat in half only when battling these dinosaurs. Also, T-Rey can use its wings to gust away opponents, sending them halfway across the battlefield, since they cannot fly.



Ari Totes
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4: Lawmaker (large creature, Blind Justice); Armed with mallets, fanatical lawmakers pose a blind justice in the land, for the sake of preserving the law. The lawmaker's attack is increased by three each time an allied unit dies.

8: Angel (flyer, large creature, Resurrection); Angels are mostly viewed as beings of positive energy, rather than enforcing the law. However, they view other races as either too evil or chaotic. Angels, once per battle, can resurrect a troop, with all the buffs the unit had before it died.



Forgotten Legion
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1: Nymph (flyer, Aqua Power); Nymphs are magical spirits, who are drawn to water. When standing in area with water (swamp, sea, coast etc.) they gain +3 hit points and +1 to min. and max. damage.

3: Satyr (Satyr's blessing); Half-goat half-man, these spirits are usually seen with a tankard of wine. Satyrs bless units (three times per battle) by spilling wine on them, allowing them to definitively trigger positive morale or luck.

5: Mermaid (Hypnosis, Aqua Mirage); Mermaids are also watery spirits, which can sometimes hypnotize men to do their bidding, even in battle. Also, once per battle, the mermaid can create an illusionary obstacle in battle, which only they can pass through.



Icespire
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6: Yeti (Power Defense, large creature, Threatening Roar); Some people consider them as behemoths, others as savage humans left in the frozen wastelands. In any case, the newer studies indicate the yeti is a magical creature, as the yeti can benefit from the hero's spell power to increase its defensive skill. Also, the yet can roar out an opponent, so it deals only 60% to any other enemy creature if it does not attack the yeti.

7: Jormungand (large creature, Water immunity, Tailbind, Mark of the Serpent); Jormungand are gigantic snakes immune to icy climate. Their powerful tails can bind opponents, unlucky enough to combat jormungand. Also, if the units attack, they are marked by the serpent, meaning if a one jormungand dies, one of the marked units die as well.



Other (These creatures cannot be found in any other town. Artificially created, they are one of the most powerful beings seen.)
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9: Sulfadan (extra large creature, Earth Touch, Sulfur Generation, Doublesweep, Incinerate); Born from the giant sulfur deposits, Sulfadan are three-headed lizards, who breathe acid. Due to their huge size (3x2 size), they can attack enemies in their line and those behind it, in a 4x2 area. Also, once per day, Sulfadan give out 1 sulfur per day.

9: Mercus (extra large creature, Fire Touch, Mercury Generation, Metamorph); A scientific experiment gone wrong, this giant blob, wearing the human's face, can transform into many shapes. While it breathes black fire, the Mercus can change into shapes of other enemies and copy their abilities, for one turn only. In addition, the Mercus can lend out 1 mercury per day.

9: Geomancer (extra large creature, Water Touch, Crystal Generation, Caster, Natural Adaptation); Legend states the earliest people lived deep beneath the earth and have casted a spell to turn them into crystal-like monsters. Recently, these "geomancers" have re-appeared on the surface. They can inflict icy damage and cast certain spells, like Implosion, Clone, Summon elemental, Shattered pain, Regeneration and Frenzy). Lastly, the geomancers have increased certain stats, depending on the terrain they stand on.

9: Thunderbird (extra large creature, Air Touch, Gem Generation, flyer, Voltage Mark, Unlimited retaliation, Retaliate Supra); Soaring among the skies, thunderbirds are magnificent, but very powerful beings. Striking with their beaks, enchanted by lightning energy, the thunderbirds can retaliate against each and every unit, including those with no retaliation ability. In addition, any unit that attacks the thunderbird receives a Voltage Mark, so when the Thunderbird attacks, it strikes every unit with the Voltage Mark.


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EnergyZ
EnergyZ


Legendary Hero
President of MM Wiki
posted August 09, 2015 11:56 PM
Edited by EnergyZ at 20:25, 18 May 2016.

Classes and skills
There is one class per faction. However, heroes in start can specialize whether to go with might or with magical skills. By combining their skills, they can unlock new classes they can be promoted to. A hero can have max. six skills. If one goes with magic specialization, they can only take up to two might skills and any magical ones (besides their restricted spell school). Similar goes with might ones: they can have any might skill, but only two magical ones. Upon leveling up, the hero can receive one skill to improve or to gain one ability.

The hero can also improve the skill to master level, further enhancing the usefulness of the skill. However, they have to visit a certain building to enhance the skill.

Here are the skills:
Might:
*Offense: increases damage dealt by allied troop in combat (5/10/15/25%).
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Archery - increases ranged damage by 20%.
Powerful Might - increases min. and max. damage of all creatures by 1.
Retaliation strike - increases damage on retaliation strikes by 15%.


*Defense: decreases damage dealt by enemy troop in combat (10/20/30/40%).
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Vitality - increases hit points of all creatures by 2.
Dodge - decreases ranged damage by 30%.
Magic shield - decreases non-physical damage by 20%. This does not stack with overall magic resistance.


*War machinery: optimizes performance of war machines in combat: ballista can inflict 25/50/100/200% more damage, first aid tent can heal 20/40/75/150 damage and catapult can inflict 10/25/50% more damage, while at Master rank can attack enemy units.
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Ballista - ballista gains another shot. In addition, ballista can inflict stun effect.
First aid tent - empowers healing and has 25% chance to remove a negative effect. Also, after the battle, the first aid tent can revive creatures (does not affect undead or constructs).
Catapult - the catapult gains an additional shot. Also, if the enemy unit is close to the hit wall, it also receives damage.


*Warcry: allows the hero to learn warcries (2/3/4/learns an exclusive warcry).
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Warshout - when using a warcry, all hero's creatures gain +3 to attack and defense, until the enemy's creature retaliates or until the end of the turn.
Hand of guidance - the hero can trade warcries with other heroes. Also, warcries cost only 25% of their original mana value.
Spirits intact - when an allied unit is under a warcry buff, its atttack, defense, morale and luck cannot be lower than half its value (does not count positive spell effects).


*Training: the hero can have all his units rank up. To rank up, the units must fight a certain amount of battles (first rank 4 battles, second rank 8 battles, third rank 12 battles and fourth rank 16 battles). Per each rank, the units gain a bonus to hit points, damage, initiative and speed.
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*Flying training - all hero's flying units gain +1 to morale and luck per each rank.
*Melee training - all hero's melee units gain +2 to attack and defense per each rank.
*Casting and ranged training - all hero's ranged units gain less penalty to shoot full damage, while casters gain +1 to mana points.


*Leadership: boosts morale of the creatures in the army (+1/2/4/6).
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Tactics - increases the arrangement of units by 1 row (2 if defending a town).
Diplomacy - if the hero has more units than the enemy (whether the hero's army or neutral stack), he/she can persuade them to join the cause by paying +5% the creatures' original cost from dwellings. However, the hero cannot gain more than 30% of original stack sizes.
Reinforcements - at the start of the battle, the hero can target one stack of creatures, increasing the original size by 15%. After the battle, the excess reinforcements disappear.


*Gambling: increases luck of the creatures in the army (+1/2/4/6).
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Resourcefulness - the hero can receive more resources when picking them from the ground.
Probability booster - chances to win more rewards (e.g. artifacts from treasure chests or better rewards at fighting the Dragon Utopia) are increased.
(Un)lucky presence - the enemy units suffer from -2 luck.


*Strike: increases the damage dealt by the hero (by 15/35/60/100%).
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Justicar - the hero can target one allied unit. If an enemy unit attacks the marked unit, the hero attacks the enemy unit, dealing 10% more damage. Also, the marked unit gains 10% to defense.
Scourge of Blood - the hero can mark one enemy unit. If that unit attacks or casts a spell, the hero attacks the unit, dealing 20% more damage. Also, the marked unit gains -4 penalty to initiative.
Buster's blade - when the hero attacks a unit, it has 30% chance to negate all spell effects of the attacked unit for one turn.


Magic:
*Positive energy: the hero can cast higher-ranking spells of positive energy (3/4/5/EX) and at a greater power.
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Suppress dark - the enemy's negative spells cost 20% more mana.
White hand - certain hero's positive spells, up to level 3, can be cast as mass spells.
Steps of regeneration - the allied units heal +10 hit points per each step taken and per each buff of positive spell the units have.


*Negative energy: the hero can cast higher-ranking spells of negative energy (3/4/5/EX) and at a greater power.
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Suppress light - the enemy hero's positive spells cost 20% more mana.
Black hand - certain hero's negative spells, up to level 3, can be cast as mass spells.
Chain of shadow - the enemy units cannot have more than three positive buffs.


*Constructive energy: the hero can cast higher-ranking spells of constructive energy (3/4/5/EX) and at a greater power.
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Summoning expertise - the hero's summoning spells yield 15% more creatures.
Touch of Order - when a creation spell (either a summoned monster or a summoned object) affects an enemy creature in a way, the creature has a chance to have its lowest buff dispelled.
Creation Rebuke - when the enemy manages to remove effects from creation energy, the hero suffers penalty to attack and defense stats. This only applies if the effects are removed by using spells or abilities (e.g. unit triggering land mine will not activate this ability).


*Destructive energy: the hero can cast higher-ranking spells (3/4/5/EX) of destructive energy and at a greater power.
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Fire and ice - fire-damaging spells decrease defense (-4), while water-damaging spells decrease attack stat (-4).
Sky and earth - air-damaging spells decrease initiative (-6), while earth-damaging spells decrease movement (-2).
Destructive trap - the hero can cast a level 3 or below destructive spell on a location on field, treating it as a trap. Should the enemy step on the trap, it takes 10% more damage from the spell.


*Wisdom: the hero's units receive less damage) from enemy spells (90%/80%/70%/50% of base damage and last shorter (1/2/3/5 turns less).
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Magic protection - all units gain 30% to magic resistance.
Veil of Balance - when affecting an ally unit with a beneficial spell, there is 25% chance of a random debuff to be dispelled.
Hero of the Broken Wand - enemy units have spell effectiveness cut in half.


*Wizardry: the hero's spells deal more damage (+5/10/20/35%) and last longer (0.5/1/1.5/3 additional turns).
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Spell curtain - the hero's spells are harder to be dispelled or replaced by counter spells.
Magic breaker - the hero's spells can reduce enemy's spell resistance.
Spell's end - when hitting an enemy unit with a hostile spell, there is 25% chance of a random buff to be dispelled.


*Intellect: the hero receives bonus to max. spell points (+25/+50/+100/+150%) and boosts mana regeneration (+1/+3/+5/+11 mana points regained).
Energy Z said:

Mana share - the hero's caster units gain bonus to mana points.
Mind regeneration - during battle, the hero gains back 1/10 of the cost of the spell it casted.
Ethereal magic - the enemy hero's spells cost 1/8 more.


*Eagle eye: the hero can learn spells used in battle (up to 2/3/4/5 level spell) and can trade spells with other heroes (2/3/4/5).
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Master scholar - the hero can exchange and learn spells one rank higher (with Basic Eagle Eye, the hero can target level 3 rather than level 2 spells).
Arcane eye - the hero can learn twice as many spells during battles.
War professor - during the start of the combat, the hero can teach all caster units in his/her army spells, up to the number of ranks in Eagle Eye skill (tier 1 gain level 1, tier 2 and 3 gain level 2, tier 4 and 5 gain level 3 and tier 6, 7 and 8 creatures can learn level 4 spells).



Neutral
*Pathfinding: decreases the penalties on moving on rough terrain (80/50/20%/no terrain penalty).
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Exploration - increases the scouting radius by +4. Also, the hero can see the number of creatures and enemy hero's details.
Stealth - enemy heroes cannot see hero's units. In addition, the hero can pass unnoticed if it isn't on the road or passes by dwellings, mines and other buildings the enemy has tagged.
Navigation - increases movement on sea and in air by 50%.


*Architect: lowers the cost of (de)constructing buildings (5/10/15/30%). Also, shooting towers and the moat deal more damage (inflicts 50/75/100/150% more damage) and walls are more durable during siege.
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Town defense - in the closest town, expands the moat size by 1 row and increases the damage of the moat. Flying troops also receive damage if flying over moats.
Land expansion - increases the amount of recruitment sizes (+4 for tier 1, +2 for tier 2 and +1 for tier 3) in the closest town.
Builder - the hero can construct two buildings per each turn, if the hero is at least one day away from the town, in distance.


*Enlightment: increases the number of XP from any source (5/10/20/30%).
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Understudy - the hero gains +100 XP each day (discounting the percentage bonus).
Item transcension - the hero gains XP when acquiring an artifact (1000 for treasure, 2500 for minor, 3500 for major and 5000 for relic ones). The amount of gained XP is decreased by 75% if the artifacts are gained from an enemy hero. Also, this does not work during trading with heroes or through artifact merchants/black market.
Vigorous training - when gaining a new level, the hero has 35% chance to gain a +1 bonus to any primary skill.


*Economy: the hero contributes the kingdom with 150/300/600/1200 gold per day.
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Resource manager - the hero contributes the kingdom with 1 wood and ore per day. Also, at the start of each week, the hero can gain 2-5 any rare resource.
Landlord - the hero's towns produce 10% more gold.
Master trader - the hero counts as additional three marketplaces when trading resources.





About primary skills, there are five skills: attack, defense, spell power, knowledge AND speed - the latter one increases the hero's movement by +3% per each rank. NOTE: the speed is just a replacement for logistics, since it feels each and every hero has to have this skill.

Combining skills grants new classes. Once upgraded, however, the hero cannot be downgraded back to its original class.

-Positive energy + Wisdom = Messiah (positive spells cannot be dispelled nor replaced by negative ones)
-Negative energy + Eagle eye = Dark Visionist (can negate a spell from being cast)
-Destructive energy + Wizardry = Sorcerer (negates magical resistances)
-Constructive energy + Intellect = Conjurer (hero can summon more units, with additional bonuses)

-Leadership + Defense = Protector (allied units' deal 3% more damage times morale value)
-Defense + Gambling = Protector (enemy units cannot land a lucky strike on allied units)
-War machinery + Training = Machine Expert (allied mechanical units gain extra movement, initiative, hit points and damage)
-War cry + Strike = Warmonger (once per turn, when shouting a warcry, the hero can receive an extra action)

Faction abilities:
NOTE: Faction skills are only tied to the special buildings that can be constructed. While other heroes can use these buildings as rank 1 abilities, they don't benefit as much as the one having the skill. There are no abilities, and the hero's skill is automatically upgraded by having level 1 (Rank 1), 5 (2), 15 (3) and 25 (Rank 4).
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*Contract: the hero of Mercenaries can make better deals with the Contract House. Rank 1 - the hero can defeat a monster for gold reward. Rank 2 - the hero can visit special buildings for extra units as reward. Rank 3 - the hero can locate certain things for extra resources of all types. Rank 4 - the hero can defeat a special monster for an extra artifact.

*Mechatronics: the hero of Black Institute can create minor artifacts at the Workshop, which can only be equipped to units. Rank 1 - the hero can make enchantments to morale and luck. Rank 2 - the hero can make enchantments to attack and defense. Rank 3 - the hero can make enchantments to initiative, speed and magic resistance. Rank 4 - the hero can make enchantments to hit points, damage and magical damage reduction.

*Megamagic: the hero of Arcania can teach spell casting units new spells at the University, for one month only. Rank 1 - the hero can teach 2 level 1 spell to units. Rank 2 - the hero can teach 3 level 1 spells and 1 level 2 spell. Rank 3 - the hero can teach 4 level 1 spells, 2 level 2 spells and 1 level 2 spells. Rank 4 - the hero can teach 5 level 1 spells, 4 level 2 spells, 3 level 3 spells and 1 level 4 spell.

*Mysticism: the hero of Blightlands can conjure and raise better creatures when defeating enemy troops at the closest town with Pillar of Eternity. Rank 1 - the hero can raise imps or skeletons. Rank 2 - the hero can conjure ghosts or succubi. Rank 3 - the hero can conjure fire hounds or zombie knights. Rank 4 - the hero can conjure vampires of fiendish monkeys.

*Nobility: the hero of Ari Totes can improve the relations between the city and the land around it in the Lord's Office. Rank 1 - the hero can link dwellings, increasing creature production. Rank 2 - the hero can the hero can link to mines, also increasing their production by 25% (sawmill produces 1 wood per two days, crystal mine produces 1 crystal every 4 days etc.). Rank 3 - the hero can connect between towns, allowing no neutral units to be spawned on the links. Rank 4 - the heroes can travel longer distances on the linked roads.

*Wild Rage: the hero of Barrenwoods can pay respects at the Totem, giving penalties to enemy creatures the hero encounters for two weeks. Rank 1 - the enemy creatures suffer penalty to morale and luck. Rank 2 - the enemy creatures suffer penalty to attack, defense and initiative. Rank 3 - the enemy creatures receive penalty to speed and magic resistance. Rank 4 - the enemy creatures can forget some abilities (e.g. ranged, no ranged penalty etc.).

*Spirit Power: the hero of Forgotten Legion can target units and treat them as full spirits at the Stonehenge, for two weeks. Rank 1 - the hero can make one unit a full spirit, giving it a <magic> Touch ability. Rank 2 - the hero can target two creatures as full spirits, giving them incorporeal ability. Rank 3 - the hero can target three creatures, giving them no retaliation ability. Rank 4 - the hero can target four creatures, who gain Speed Boost ability.

*Cold Magic: the hero of Icespire can enchant stacks of units to inflict frozen effect (immobilizing units) of 20% chance; the enchantment wears off in one month. Rank 1 - the hero can target one stack. Rank 2 - the hero can target two stacks; frozen units receive -4 to defense. Rank 3 - the hero can target three stacks, also the chance is raised to 40%. Rank 4 - the hero can target four stacks, who gain Soul Drain.



Spells & Warcries
Spells can be learned from magic guilds (up to level six), while warcries can be learned by building important town structures (city hall, castle, unique buildings, tavern and shipyard). Spells are influenced by spell power (meaning they have dynamic values), while warcries have static effects that cannot be changed.

Warcries:
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1. Bonus retaliation (increases the amount of retaliation of all troops by 1), Battle prowess (increases min. and max. damage of all units by 1), Fighting guidance (targets an allied unit - when the unit attacks, the hero can immediately strike the opponent), Rushout (increases a unit's initiative by 4 and speed by 2)
2. Mana drain (all enemy casters' mana value decreases by 5), Martyr (the hero chooses two creatures - if one is hit, the other takes the damage instead), Artifact swap (the hero can swap one of its artifacts with the enemy, until the end of the combat), Anti-archery (when melee hitting an enemy ranged unit, the ranged unit's amount of ammo is decreased)
3. Charge! (the unit can inflict +3% more damage per each step taken), Heartfire (all hero's units gain +3 hit points), Defensive Stance (when defending, the unit gains +30% defense, or when waiting or moving, the unit gains +10% defense until it acts)
4. Shout of the Legion (inflicts massive damage to an enemy unit; the power depends on the size of the army), Gift of Life (all allied units are healed and removed from two most powerful debuffs), Reversal (all corresponding units replace their effects [e.g. an allied Tier 3 unit can give its debuff to a Tier 3 enemy unit and/or enemy Tier 3 unit has its buff switched to the allied Tier 3 unit]).


Positive energy spells:
Quote:

1: Haste (boosts unit's initiative), Stone Skin (increases unit's defense), Cure (heals a unit and removes the lowest debuff), Armor of Light (unit gains an amount of damage resistance)
2: Blur (decreases ranged damage dealt onto allied unit), Bless (increases min. damage of unit), Regeneration (heals a unit each turn)
3: Slayer (increases a unit's attack stat)
4: Anti-magic (allied unit gains magic immunity for few turns), Shattered Pain (enemy unit takes a percentage of damage it inflicted on a unit with this spell)
5: Resurrection (brings a dead unit back to life)
EX: Supreme Ascension (on all allied units the resurrection spell is cast and have the regeneration buff on)


Negative energy spells:
Quote:

1: Weakness (decreases unit's max. damage), Slow (decreases unit's initiative)
2: Disrupting Ray (decreases unit's defense),
3: Curse (decreases unit's attack stat), Fatigue (decreases a unit's movement stat), Decay (enemy unit takes damage over the next few turns), Poison (decreases a unit's total hit point amount)
4: Vampirism (allied unit becomes undead and gains life drain ability for a few turns), Frenzy (enemy unit attacks a nearby and has its defense lowered for attack)
5: Shadow evocation (inflicts damage to all units that aren't undead, demonic or construct), Hypnosis (gain control of an enemy creature for a few turns)
EX: Grasp of the Afterlife (pulls an enemy unit for one turn and returns back with less troops)


Destructive energy spells:
Quote:

1: Lightning bolt (inflicts air damage on a unit, has 5% to cause the unit to act later), Magic arrow (inflicts elemental damage on a unit)
2: Ice bolt (inflicts water damage on unit; has 10% to immobilize unit),
3: Fireball (inflicts fire damage on 3x3 area (the area around the center takes 80% of base damage), Stone Wreck (hits an enemy unit two to five times with minor earth damage; spell has a 10% chance to deal double damage on one hit), Blizzard (inflicts water damage on 4x4 area during few turns)
4: Chain lightning (inflicts air damage on a unit and deals air damage on nearest three other units, with half damage), Meteor Shower (hits units in a 3x3 area with fire damage)
5: Implosion (deals a heavy earth damage on a single unit - damage cannot be healed), Ragnarok (all enemy units are hit by air damage; have 20% chance to be stunned)
EX: Abyss Armageddon (deals massive elemental damage on enemy units; allied units take only 10% of the spell's damage)


Constructive energy spells:
Quote:

1: Windblow (blows away an area effect on the field), Dispel (attempts to dispel all magical effects from a unit), Magical weather (conjures a different weather on the field)
2: Land mine (summons invisible explosives on field), Animate dead (revives a stack of troops until the end of the combat)f
3: Crystal obstacle (summons an obstacle on field), Clone (duplicates a unit, with few more troops, but breaks completely if damaged)
4: Summon elemental (summons one stack of random elemental on field)
5: Summon phoenix (summons few phoenixes on the field)
EX: Summon legend (summons one of the ultimate creatures on the field)



NOTE: EX spells can be cast only once per battle, while level 5 and 4 cannot be cast in a row (meaning a hero has to cast a level 3, 2 or 1 spell before casting a level 4 or 5 spell).

Other
Towns have some buildings that can be found in any other town. However, some workers have in mind more than just one building to construct, and not all can be constructed.

Usual buildings are Village (+500 gold), Town (+1500 gold) and City Hall (+2500 gold per day). There can only be one capitol, which grants +3500 gold per day and if the Grail structure is built, the amount is doubled, to +7000 gold per day. Other buildings are Fort (town walls), Citadel (the moat) and Castle (three arrow towers). The tavern is also available for every town, where one can hire one of two heroes. And if close to water, the shipyard can be constructed to build boats for sailing... or cruising.

Mage guilds are available everywhere (except Machinoids faction). The hero can select which additional school they can specialize in. There are six spell levels; five can be found in the mage guilds, while the sixth one is available by wearing certain artifacts, due to their massive power. Marketplace offers trading and borrowing resources, while the blacksmith can craft a ballista, first aid tent, missile cart or a trebuchet.

Towns can be constructed by eight resources: wood, ore, gold, sulfur, crystal, gem, mercury AND platinum. NOTE: The platinum resource is especially important to buy level 7 and 8 creature buildings, as well as some major constructions.

There are four seasons, which change over the time and impact all units, friend and foe alike. Seasons change every month and in this order.
*Spring (no effects)
*Summer (-5 to attack)
*Autumn (-2 to speed)
*Winter (-5 to defense)

As mentioned, the sky can also be visited. To access it, the hero has to visit the sky forges and can buy either a flying beast or a flying machine. These can only travel across the sky and cannot land anywhere else, besides the top of the mountains.

The hero can convert towns, but only if the town has buildings that are specific for any other town (City Hall, Tavern, Castle, Shipyard, Blacksmith, Resource silo or Mage guilds). The hero can deconstruct six buildings in a day, for a cost (which is lowered with the Architect skill).

Visiting the obelisks, the hero can uncover many treasures: resources, artifacts, or even hostile guardians.

The governor system allows the hero:
*to link the closest mines around (and to increase their production)
*make sure the land around the town is clean of monsters during the monster spawning weeks
*the road reduces less movement points for the allied heroes
*the town produces more gold
*the town produces more troops (as do the dwellings around it)
*gives discount as one additional marketplace

Setting
Enroth has been consumed by the giant blast from the Reckoning, reducing the plant to a wasteland, with few living beings. Axeoth was nearly wiped out from life, until a half-living necromancer stopped this god of Death... but the god continued to deal with undead to destroy Axeoth. Ashan didn't fare better, for the half-human half-demon managed to obtain the Skull of Shadows, but whatever happened, it is not known. Certain characters have made their mark and even if they appear in both planets (like Solmyr, Lord Kilburn, Crag Hack or Sandro), but this was due to a mirroring issue. Simply told, all characters exist on a different plane, but are scattered throughout different planets.

The setting is in Selanil, a planet set between these planes. Unlike the other planes, it was actually created by the rare Sword of Creation, a blade that sits upon the center of the planet. It is said that the planet was more of a refuge place for anything that befalls the other planes, like the fate of Enroth. However, a warp of magic redirected the destination from Selanil to Axeoth. The only faction, who existed when the planet was made, was the Forgotten Legion.

A stir of the shadows causes some disputes, for there are some beings, mostly outside Selanil, that know of the existance of the Shield of Creation, and want to take it for their means, for he who wields that shield can control the very essence of everyone on the planet, whether dead or alive. Since the very presence of the Shield blocks using of teleportation of reaching it, there have been multiple to acquire it. Ancient texts speak of an item that counters the power, the Sword of Destruction, to negate the shield's protective properties, as well as to banish the being into the chaotic corners of the outer space. The sword, however, is said to be passed from planes to planes, and many sages and prophets speak it will arrive to Selanil soon enough.

Heeding the advises of these wise men, other factions have opened portals and reached Selanil. Each faction has their own view of controlling the blade or the shield and for what to use it, causing many wars throughout the planet.

Quote:

Black Institute
A new combat AI called Mares has been developed in the Institute and installed in an android. The reason it was made was to uncover long-lost technologies. Mares travels around the world and finds some trace of artifacts, in the Forgotten Legion's lands. Despite taking the device, a detector, by force, the relic reveals another location in Ari Totes' lands. Again having to slay many people to get to a power source, Mares is asked by his enemies is he really a human (since androids look like human) and gives Mares a bit of a doubt. Finally travelling to the southern islands and passing through the lands inhabited by demons, he finds the final artifact, a rocket, able to be launched in outer space, but the demons sense he is no human and start ridiculing him before attacking him. Mares, after transporting the rocket, wonders if there is a place on this world for a machine capable of thought, yet has to slay so many. Mares' developers restrain him by erasing most of his memories, but they do not realize deep in Mares' memory is a wish to become human on the inside.



Quote:

Blightlands
A ghost by name Umbra has awakened in a crypt, unaware what happened to himself. Umbra comes out and finds himself in the Blightlands, where only chaos and death lie. Umbra comes to a devil named Natas, who decides to help her by retriving a powerful artifact, the Demonblood Crown. Umbra floats off into the Ari Totes lands and defeats some knights, who took the crown due to Natas attacking the land. Natas betrays Umbra, who promises vengeance, using the demonic troops, who were basically slaves to Natas. Umbra floats to his castle, the Eternal Wind, and defeats him. He takes the demon's list, finding a list who died on his lands and by whom. Surprisingly, Umbra reads he was on the enemy side of the Arcania. Umbra leads an army against his opponent on the list, Alucard. After defeating Alucard, Umbra takes his soul and learns that Umbra was actually Arcania's mage, but was sent to Blightlands to deal with Alucard. However, before killing the vampire, Alucard cast a spell to swap souls and posed as he actually survived the battle, while Umbra would perish. But Umbra proved to be an intelligent mage, for his soul has been enchanted by magics, allowing him to incarnate and continue "living a death" as a ghost among death and chaos.



Quote:

Icespire
Recently, the icespire dwarves detected the ice is starting to crack more easily when walking on the icy wastelands. To stop the Icespire from melting, Queen Gerdakai orders her subordinate, Hans, to find three crystal shards, which could restore the Icespire and protect it. Hans travels through the continent and finds three locations. He travels to Ari Totes and defeats many forces, finding the ring about to be given from Lord Pleskon to his daughter for her birthday. The second shard, found by Hans, is located on a bunch of scientists from Black Institute, as the shard powered up one of their machines, containing data about the world's history. The final shard is on the top of the island, guarded by the Forgotten Legion, as the shard provided them with fortunes, luck and happiness. Despite having faced many difficult choices, as they made the impact on people's lives across three lands, Hans returns to Queen Gerdakai, who places her new gem onto the crown, for the one who wears the crown also controls the future of Icespire. Hans, however, is promoted to be the captain of the queen's guard, but wonders if it was okay to take the shards from people, who were using these shards for other purposes.



Quote:

Forgotten Legion
Julie, a spirit, has wandered and sailed through many islands of the Forgotten Legion. As she makes an expedition to uncover new treasures, she finds a mark on a tree she recognizes and remembers a man. Continuing sailing, she soon finds Icespire soldiers invading the territory. Arming herself with proper equipment, Julie and her army go to north and defeat the Icespire soldiers. Their leader, Capgue, holds an amulet, which Julie snatches. Julie returns and studies the amulet, remembering the man once more. The Icespire soldiers strike once more to obtain the amulet, so Julie needs to focus on two months and gain insight about what happened. She has a flashback and sees she loved the man named Mereo, who wanted both of them to keep their love eternal. Mereo went to obtain an amulet (which Julie obtained from Capgue) and split it into two pieces to share memories. However, the amulet took Mereo's soul, while Julie was protected, as she was soon taken away to Forgotten Lands and converted as a spirit before she could die.



Quote:

Mercenaries
Senya, a former knight, has decided to find a new life among the mercenaries, starting out a company where everyone is welcome. She receives her first contracts to eliminate some local squatters, but finds some of them are some of the citizens of Ari Totes, her homeland. Her past haunts her, for she had to decimate a lot of villagers, who rebeled against the country. After deciding these people should join her new company, Senya goes off and encounters her friend, Jacques, who begs her to come back to the country. Knowing the state of Ari Totes can be overzealous, Senya refuses and moves away. Senya receives the next contract to find flag all mines in the area, which were taken by Ari Totes forces. Senya has another flashback, where she had to reclaim many mines, causing many people to be run out of jobs. However, their state does not take kindly to such actions and send forces to attack Senya. After fighting off those "nasty forces", Senya receives the final contract to assault the base of Arcania, called Crimson Tower, to find an ancient scroll. However, not only the mages stand in her way, but even Jacques, who promises a "peaceful" burial. Senya goes through the state and defeats Jacques at the Crimson Tower town. Remembering she had to sacrifice many people and families to maintain her rank, order and "peace" at Ari Totes, Senya sends Jacques at her own dungeon, while Senya goes to seek some less hostile contracts before going out to war.



Quote:

Arcania
Banished from the magical lands, after attempting to access the power of forbidden magic, the mage Libram tries to find ways to enter the lands. A secret contact, his master, from the Arcania sends him to find a piece of magical meteor, which will fly across the planet. As such, the mage Libram goes to the abandoned towns of Arcania, now kept guarded by the undead. Libram soon finds an orb, which reveals the closest point, where the meteor would appear. He goes to the highest spire of the world, where ancient civilization once lived. However, he finds agents of Black Institute and quickly defeats them. Even shockingly is that a necromancer, a lich named "King Grewot", who decides to *join* Libram. The Black Institute intends on destroying the meteor, since the meteor provides the whole planet with magic. Grewot decides to protect the place, while Libram flies off, even if being attacked by the forces of Black Institute and their leader, Jeff. In the end, Libram blasts a magical bolt and retrieves a part of the meteor and runs off before Grewot has a chance to betray him. Libram returns to Arcania and gives away the chunck of meteor. Soon, he is contacted by the secret person, who gave him the mission, his master, reveals he made a contract with lich Grewot - when the meteor is retrieved, the master would give his own soul to the lich. Libram is sad, but remembers when he touched the meteor for the first time, he saw two lands - one desolated by chaos, destruction and war, and the other being imprisoned by dragons.



Quote:

Barrenwoods
Angmar, a wild hero with a dark past, has been rejected of his birthright of becoming a "snobby lord" (in his words). He goes off to battle at the arena to prove his strength to the tribal elders. With the test passed, he finds the land devastated by the lords of Ari Totes. To save the tribes, he has to go off to the Argentium Peak to find the silver dragons. However, the lords do not give up yet, so Angmar allies himself with the spirits of the Forgotten Legion, who also have been weakened by the lords. They march and defeat every lord, only to find Angmar's father, Sir Stephan, who ordered the attacks on the Barrenwoods. Stephan points out Angmar was to be his successor, but this failed once Angmar has been bitten by an alpha wolf, which changed his personality to a wild barbarian and even gained him the ability to speak with animals, none of which Stephan could not allow, since the lords are to be intelligent, calm and lawful. Angmar defeats his father, but spares him, pointing out a noble is a man that can forgive others and spare then.



Quote:

Ari Totes
A young gal, named Arianna, has nearly passed the school for knights and uses her power as an Aristocrat to led her people into battle. As a final test, she has to bring "two relics from outer planes" and seeks out the sage, Manu, who points her out to the library of the Arcania, in Bronzolus. On her way, however, she is ambushed by the forces of the Forgotten Legion, who do not wish for her to "tamper with the past". Having arrived at Bronzolus, she finds out some details of ancient scholars, who managed to open a portal and bring two relics: one from a land of destruction and the other from a land of law. Arianna's clues lead her to the Icespire land, which causes her units to die from freeze. In a dark cave of Icespire region, she finds the blade dubbed as "Fiery Blade" and decides to use it in the incoming battles. Her second relic is in Blightlands, whose lands sap the energy away from all living things. Through hard battles, she finds the second relic - a dark dragon-like skull. While she is returning back, Arianna gets hunted by Icespire and Blightlands' forces, who allied themselves to get the artifacts back. Arianna runs off to her homeland, and, seeing how these artifacts aren't worth her graduation, she breaks them in half, due to their power not being in full on this planet. Back at her school, the sage, Manu, examines the broken artifacts, deducing these artifacts are actually "the Armageddon's Blade" and the "Skull of Shadows" and pointed out Arianna was wise to destroy the artifacts, else their power would corrupt this world; the Icespire did not want to use the Blade to lit the world on fire (contradicting their ideals), while the Skull of Shadows could only be wielded by a living person, whose soul was pure enough not to be tainted by its power. Since the instructors did not specify the artifact had to be intact, Arianna passes the test and becomes a full knight, who became interested in finding relics of the old worlds.


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kiryu133
kiryu133


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posted August 11, 2015 09:06 PM

I'd love to give feedback if you'd make things easier to read. Right now it's nothing but a wall of text without any structure which is practically impossible to actually read.
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EnergyZ
EnergyZ


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President of MM Wiki
posted August 11, 2015 10:04 PM

kiryu133 said:
I'd love to give feedback if you'd make things easier to read. Right now it's nothing but a wall of text without any structure which is practically impossible to actually read.


Hm, would it be better to have it parted into ways, so one thread explains creatures, the other abilities etc.?

Or is it about images? I am no image expert, but I guess I could use some images here and there to represent things.

And, well, I guess you can give feedback, but better to wait until things are set in stone. Most are, but best to wait for the "final product", so to speak.

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kiryu133
kiryu133


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posted August 11, 2015 10:35 PM

More like dividing things into clearer categories including specific Factions.
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PandaTar
PandaTar


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posted August 12, 2015 10:39 PM

Use the closing code of QUOTATION which adds a single gray bar, so you can divide things better.
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alexine
alexine


Known Hero
posted August 13, 2015 12:01 PM

Well it is very hard to read indeed. Adding more coulours/different text size and pictures could help ..

But I liked it actually it looks to be something different (the factions) so im looking foward to more
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EnergyZ
EnergyZ


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posted August 13, 2015 02:34 PM

Is it better now? Of course, the other factions have to be updated, in time.

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kiryu133
kiryu133


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posted August 13, 2015 02:56 PM

Better.

Definitely keeping an eye on this. Would like some clearer descriptions that separate ability and unit descriptions but seems promising. Guns is a long time coming (and I am adding it to my own lineups)

Bronze dragon seems really cool But i feel some of the mercenary units kind of overlap with each other, specifically gunner and sniper. Both faction seems like it's just several versions of the same units, mages being, well, different kinds of mages just. I think pics might help differentiate units more.
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EnergyZ
EnergyZ


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President of MM Wiki
posted August 13, 2015 03:55 PM

kiryu133 said:
Bronze dragon seems really cool But i feel some of the mercenary units kind of overlap with each other, specifically gunner and sniper. Both faction seems like it's just several versions of the same units, mages being, well, different kinds of mages just. I think pics might help differentiate units more.


Yes, I was thinking of inserting images. But, wouldn't that make the post even bulkier as it is?

As for the units, I do understand some may just be a bit similar, even if they are of a different tier. Hm, I guess I should revise that.

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PandaTar
PandaTar


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posted August 13, 2015 05:27 PM

Same impressions on the Arcana faction, having so many mages. But it is similar if you make a human faction with many humans. It all depends on which impression you want to make of it all: race oriented, or mythical/beast oriented factions. As far as the ideas are elegant and well designed, not to make units have the same roles, for example, that would be fine.

For formatting, you can also insert two or three closing codes from quotations, like this:








To separate main topics or the factions themselves.
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kiryu133
kiryu133


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posted August 13, 2015 05:54 PM

I use bold and similar things to help in readability

Like this
and here is text about stuff. Don't be afraid to "steal" text structure as no one is harmed by it
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Jiriki9
Jiriki9


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Altar Dweller
posted August 14, 2015 12:56 PM

I agree that bold would help quite much.

The factions do look interesting to me, a general issue I have are the faction names, of which I dislike some. Vilewrath does sound kind of cool but at the same time it sounds VERY made-up to me. Mercenaries is a simple description, but it is fine. L.A.W. does sound very strange to me, and absolutely un-fantasy, I dislike that most. Forgotten Legion is which I like best. Brawlers does not sound like a faction to me, it could use a better name imo. Arcania is my second favorite name of yours, because it sounds like a nation and not ONLY like a description. Machinoids, again does sound strange and not so much like a faction as it sounds like a unit or race or such.

On to the lineups and heroes.

Mercenaries
Sniper and Gunsman seem a bit close. The other units do seem fine in this lineup, and I, too, like that the bronze dragon is practically a mercenary itself.
The magic heroes could have more mercenary feeling to them, imo. The two might heroes seem quite nice.

Machinoids
Overall, a bit strange, but possibly that is wanted. Beside it being strange and very un-hommish, it seems fitting in itself.

Arcania
Well, it seems a reasonable lineup for the magic faction in your setting, to me.

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EnergyZ
EnergyZ


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President of MM Wiki
posted August 14, 2015 02:54 PM

Well factions names are more symbolic than anything else. But if it is a bother, it could certainly be renamed.

As for other issues, I actually renamed from rifleman to gunslinger, since they are so close. I'd prefer traditional archers with bows, slings or other ranged weapons in other factions.

Machinoids, if you didn't feel the "vibe", is more a Forge-based faction. Felt that having all half-machine creatures would be a bit monotonic, so this way it has other creatures. I do know it is a bit odd to have mechanical or cybernetic creatures in fantasy world, but who says it has to be *today*'s technology?

Anyway, the reason for these different line-ups is because I feel that it is also becoming monotonic that every creature is basically tied to the faction; say golem, who has been with Academy since H2 was pusblished. But who says that this golem is permanently binded to Academy/Tower faction? This way the order is scrambled and one can still have the iconic creatures to be recruited, rather than left out.

Oh, and yeah, one gets to choose if the hero goes with might or magic orientation. Just that the specializations are might or magic oriented, that's all.

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kiryu133
kiryu133


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posted August 14, 2015 11:18 PM

Oooh, return of Infernopolis? Make sure There is no penalty to mixing them like there was in H4


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EnergyZ
EnergyZ


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President of MM Wiki
posted August 14, 2015 11:22 PM

kiryu133 said:
Oooh, return of Infernopolis? Make sure There is no penalty to mixing them like there was in H4




Nothing beats old world domination. Who knows what could've happened if Sandro allied with Xeron.

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kiryu133
kiryu133


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posted August 14, 2015 11:24 PM

probably infighting. Hence why no one will ever succeed in world domination
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EnergyZ
EnergyZ


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President of MM Wiki
posted August 18, 2015 10:04 PM

What do you feel about having logistics as primary skill (named as speed in the comment)? Honestly it is a bit annoying that each and every hero has to have this skill. At least this way it gains its importance with the other four primary skills.

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kiryu133
kiryu133


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Highly illogical
posted August 18, 2015 10:12 PM

first of all, i think attributes is a better name.

secondly, i like that! never thought of it but it could really help with diversifying classes and heroes. I still think pathfinding should be a skill. This would of course mean roads need to be more prevalent than before to make sure It's not always the right choice, but whatever. I think that's a great idea actually.

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Jiriki9
Jiriki9


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Altar Dweller
posted August 20, 2015 09:43 AM

Indeed an interesting idea...

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