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shadow_phoenix
Known Hero
Shadow Ruler
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posted July 04, 2006 02:08 PM |
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My town ideas
This is just my take on the new towns that everyone is talking about with some new town ideas. They are in no way balanced, but I hope you enjoy even with a lot of English problems.
Stronghold
Lv1
Goblin Weak hand to hand fighter. Specials: None.
Hobgoblin Shooter. Specials: Stunning arrow.
Lv2
Wolf Rider hth fighter. Specials: 1% more damage for each Wolf Rider in the pack.
Wolf Archer Shooter with only 4 shots. Specials: As above (only in hth) and no melee penalty.
Lv3
Orc Warrior Strong hth. Specials: Always have at least 1 morale.
Armoured Orc Strong hth. Specials: As above and 20% damage reduction
Lv4
Ogre Strong hth. Specials: Stun.
Ogre Mage Caster. Specials: As above, give +1 morale to every stronghold troop in the army.
Lv5
Troll Strong hth. Specials: Regeneration.
War Troll Strong hth. Specials: As above.
Lv6
Cyclops Shooter. Specials: No melee penalty, attack walls and stunning ability.
Battle Cyclops Shooter. Specials: As above and area attack.
Lv7
Wyvern Rider Flyer. Specials: Poison attack, double attack.
Warlord Flyer. Specials: As above and +1 morale to all stronghold troops in the army.
Dwarf town
Lv1
Halfling Shooter. Special: Always have at least 1 luck.
Halfling Adventurer. Special: Always have at least 1 luck (cant be reduced in any way)
Lv2
Gnome Shooter with only 4 shots. Special: 50% chance that ranged attacks miss him, no range penalty and can repair war machines and balloons.
Gnome Inventor Shooter with only 4 shots. Special: Same as above and gives +1 damage to balloons and ballistae.
Lv3
Dwarf Warrior Slow fighter with great hp. Special: Dwarf Brew +1 morale and attack but defense reduced by 3 (activated ability) and 20% magic resistance.
Dwarf Beserker Slow fighter with great hp. Special: Same as above, double attack and always as at least 1 morale.
Lv4
Rune Smith Caster. Special: 20% chance to send any spell cast back to the caster (dispels the hero ones) and 20% magic resistance.
Rune Master Caster. Special: Same as above, but 40% chance and each one give 0.1% more spell power to the caster.
Lv5
Balloon Shooter and flyer. Special: Gives the scout skill benefits to the hero that as it in the army and all troops in the army gets 20% less damage from archer fire.
Skyship Shooter and flyer. Special: Same as above but now is 40% less damage and improves the speed and initiative of all troops by +1.
Lv6
Lv7
Giant Strong hth. Special: Always kills at least 1 enemy in the stack.
War Giant String hth. Special: Same as above and can jump up and down doing area effect attack to all troops around it (activated ability)
Naga town
Lv1
Kobold Weak hth. Specials: No retaliation.
Kobold Thief Weak hth. Specials: As above and each attack drains 1 mana from the enemy hero per kobold in the stack.
Lv2
Troglodytes Weak hth. Specials: Immune to blind spell.
Troglodytes Fighter Weak hth. Specials: As above and gets +1 initiative and movement if the battle takes place underground.
Lv3
Medusas Shooter. Specials: Petrify in hand to hand (same as stun)
Medusa Queens Shooter. Specials: Same as above and can petrify at distance (activated ability).
Lv4
Naga Strong hth. Specials: None.
Naga Veteran Strong hth. Specials: No retaliation.
Lv5
Naga Priestess Caster (light magic) and shooter. Specials: None.
Naga Cleric Caster (light magic) and shooter. Specials: No melee penalty.
Lv6
Naga Wizard Caster (destructive magic) and shooter. Specials: None.
Naga Archwizard Caster (destructive magic) and shooter. Specials: Penetrating attack each hit reduces the enemy defense in 5 points.
Lv7
Couatl Flyer. Special: Poison and summon lightning.
Feathered Serpent Flyer. Special: As above and shapechange - keeps its stats but gain any troop in the battlefield special abilities (activated ability)
Swamp town
Lv1
Gnolls - Strong hth. Specials: Howl -1 to all enemies morale (activated ability).
Gnoll Champions - Strong hth. Specials: As above but it also gives +1 morale to all swamp troops.
Lv2
Lizardman Shooter. Specials: No melee penalty.
Lizardman Warrior Shooter. Specials: As above, guerrilla if it attacks hth it as the same attack and return ability as the blood furies and no retaliation (hth and ranged attacks).
Lv3
Willowisp Caster. Specials: Cant attack and call to death each time any enemy stack moves it loses 0.2% * willowisp number of troops.
Red Willowisp Caster. Specials: As above but now the formula is 0.4% * willowisp number.
Lv4
Basilisk Hth. Specials: Petrify (see medusas).
Elder Basilisk Hth. Specials: As above and thick scales all damage is reduced in 20%
Lv5
Lizardman Shaman Caster. Specials: Gives one more mana to the hero per shaman in the battlefield.
Lizardman Master Shaman Caster. Specials: As above and all his spells are mass spells.
Lv6
Gorgons Strong hth. Specials: No retaliation and dragon breath ability.
Mighty Gorgons Strong hth. Specials: As above and the same special of heroes 3 (weird formula)
Lv7
Giant Lizard (it as the size of an elephant and a howdah) Shooter. Specials: Arrow shower (see archers) and no melee penalties.
War Lizard Shooter. Specials: As above and charge (like paladins).
Sea town
Lv1
Merfolk Hth. Special: Wounding (works like poison).
Merfolk Soldier Hth. Special: As above.
Lv2
Triton Hth. Special: Howl reduces enemy morale in 1 point (activated ability).
Deep Sea Triton Hth. Special: As above and 20% spell resistance.
Lv3
Shark Rider (triton on shark) Hth. Special: Charge (like cavaliers).
Shark Charger Hth. Special: As above and support attack (like grim raiders)
Lv4
Mermaid Caster. Special: Can cast master of puppets free once for combat.
Syren Caster. Special: As above.
Lv5
Dragon Turtle Hth. Special: Dragon breath.
Horned Dragon Turtle Hth. Special: As above and each stack that attacks him receives back damage equal to 0.1% per dragon turtle.
Lv6
Kraken Hth. Special: Entangle.
Deep Sea Kraken Hth. Special: As above and camouflage enemy cant attack him when he is defending.
Lv7
Sea Serpent Hth. Special: Always kills at least one enemy and thick scales 40% damage reduction.
Leviathan Hth. Special: As above but damage reduction is 50%.
Oriental town
Lv1
Kappa Hth. Special: No retaliation.
Kappa Horror Hth. Special: As above and 20% chance of doing double damage.
Lv2
Doc Cuoc Hth. Special: Magic imunity.
Doc Cuoc Priest Caster (light magic). Special: Magic imunity.
Lv3
Hengeyokai Hth. Special: Shapechanger (see couatl)
Hengeyokai Priest Caster. Special: As above
Lv4
Quan Chi Hth. Special: Same as vampires and entangle (only one creature at a time).
Quan Chi Lord Hth. Special: Same as vampire lord and entangle (only one creature at a time).
Lv5
Samurai Archer Shooter. Special: Always kills at least one creature.
Samurai Hth. Special: As above and double attack.
Lv6
Orochi Flyer. Special: Same as hydras.
Orochi Colossus Flyer. Special: Same as deep hydras.
Lv7
Tatsu Air walker (flyer). Specials: Dragon breath.
Ancient Tatsu Air walker. Special: As above and wrapping attack entangles enemy and each round it is wrapped it does 10% more damage and enemy attacks against him have 25% chance of hitting wrapped creature instead (activated ability).
The Lost and the Damned
Lv1
Harpy Weak flyer. Specials: None.
Harpy Hag Weak flyer. Specials: None.
Lv2
Centaur Strong hth. Specials: Throw spear standard ranged attack that can only be made once (activated ability).
Centaur Charger Strong hth. Specials: Charge (see Grim Raider).
Lv3
Pegasus riders Flyer and shooter (only 4 shots). Specials: None.
Armored Pegasus Flyer and shooter (only 4 shots). Specials: No melee penalty.
Lv4
Roc Flyer. Specials: None.
Thunderbird Flyer. Specials: As on heroes 3.
Lv5
Tiger Rider Shooter. Specials: No melee penalty.
White Tiger Rider Shooter. Specials: As above.
Lv6
Werewolf Hth. Specials: Immune to weapons (only spells can hurt them).
Wolfwere Hth. Specials: As above.
Lv7
Behemoth Strong hth. Specials: As on heroes 3.
Ancient Behemoth String hth. Specials: As on heroes 3.
____________
Life is just a nightmare that haunts my eternal sleep
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Gnoll_Mage
Responsible
Supreme Hero
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posted July 05, 2006 10:12 PM |
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You start off well with some great ideas, things peter off a little bit as you go on (I'm not really a fan of weird, almost unpronouncable names!).
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shadow_phoenix
Known Hero
Shadow Ruler
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posted July 06, 2006 11:25 AM |
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Quote: You start off well with some great ideas, things peter off a little bit as you go on (I'm not really a fan of weird, almost unpronouncable names!).
Thx. I don't think that weird names can be avoided when creting an oriental town though.
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Gnoll_Mage
Responsible
Supreme Hero
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posted July 06, 2006 11:09 PM |
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No, which is a shame, because there are some really nice creature ideas out there I think.
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m4carbine
Hired Hero
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posted July 26, 2006 09:37 AM |
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i like the idea of fortress but shouldn't their last level unit be a laviathan rather than just a big lizard
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shadow_phoenix
Known Hero
Shadow Ruler
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posted July 26, 2006 11:24 AM |
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satyr
Tavern Dweller
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posted August 03, 2006 02:44 PM |
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kobolds and baloons are nice ideas. I wonder though, how come dwarves would have baloons and mages would not?
The most of all I enjoy naga town. Putting medusas and nagas together is very logical. Other beast/woman mutants would fit this town too: harpy, mermaid, female centaur and other feminist creatures
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God2
Adventuring Hero
Your benevolent deity
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posted August 23, 2006 11:18 PM |
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Personally, I feel that the stronghold faction should be more about offense, and having lots of shooters kind of works against that philosophy.
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