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Heroes Community > Heroes 8+ Altar of Wishes > Thread: Town proposals
Thread: Town proposals This thread is 2 pages long: 1 2 · NEXT»
Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted September 24, 2001 07:55 PM

Town proposals

This is a list of Town Descriptions I made for Heroes IV about a year ago when we knew virtually nothing of the new game. Preserver thought I should post it here... Hmm well why not? I've sent it to other places, so some of you may have seen something similar before.

Not all of the ideas were my own. I borrowed some from others who made similar suggestions at the time. (I didn't post these under the name Djive. It's a name I've created for the heroes community.)

If nothing else the name of the units and their abilities may be interesting. As before some of the creatures suggested are taken from Heroes III, some come from others who have suggested similar towns/creatures. Some units were taken form other Heroes III towns and given new homes.

Judging by the number of creatures that will appear in HoMM IV I should perhaps modify this to make it a HoMM IV Expansion proposal instead.


The towns appear in the following order: Desert Town, Necropolis, Ghost Town, Dwarf Town, Outpost, Ice Fort, Tree Town.

Desert Town.
Neutral town with a fair amount of both Might and Magic.
Features: Flying and overall quick creatures. Only one shooter.
Might Hero: Logistics, Magic Hero: Sorcery
Native Terrain: Desert
5th Level Mage Guild.
Grail Building: Increases the speed of all allied creatures by 2 + normal bonuses.
Town Specific Buildings:
Oasis (Increase Movement when travelling over Desert)
Sphinx ( Reveals all desert areas on the World Map.)
Escape Tunnel.

Level 1. Vulture / Great Vulture (Vulture nest)
40 / 60 Gold. A: 5, D: 5, H: 4/5, Dam: 1-3, Shots: None. Move: Fly, Speed: 4/6.

Level 2. Nomad / Nomad Warriors (Desert Tent)
150 / 200 Gold. A: 9, D:8, H: 25/30, Dam: 2-6, Shots: None, Move: Ground, Speed: 5/7.

Level 3. Skysnake / Vicious Skysnake (Desert Hollow)
200 / 250 Gold. A: 8, D: 8, H: 20, Dam: 3-5, Shots: None, Move: Fly, Speed: 8/12
Vicious Skysnake attacks cannot be retaliated against.
Creature looks similar to the Dragonfly, but with different wings and colour.

Level 4. Hermit / Fakeer (Secluded Cave)
300 / 400 Gold. A: 10/11, D: 8/9, H: 25/30, Dam: 7-9, Shots: 24, Move: Ground. Speed: 5/7.
Fakeer only takes half damage from the first attack made on them each round.
(A bearded man.)

Level 5. Djinn / Ancient Djinn ( Shrine of Wishes )
600 / 700 Gold. A: 13, D: 13, Dam: 12-16, H: 45/50, Shots: None, Move: Fly, Speed: 9/13.
Djinns allows you to regenerate 10% of your total Mana per day, Ancient Djinns allows you to regenerate 20% of your Mana each day.
(Similar appearance to the Genie, but with different colours)

Level 6. Naga / Naga Queen (Golden Pavillion)
1100 /1600 Gold. A: 16, D: 13, Dam: 20 / 30, H: 110, Shots: None, Move: Ground, Speed: 5/7.
No retaliation.

Level 7. Dreadnought / Terrible Dreadnought ( Temple of Sacrifice )
2500 + 1c / 4000 +2c. A: 17/23, D: 17/23, Dam: 30-40, H: 180/250, Shots: None, Move: Ground, Speed: 12/17.
Jousting bonus. Dreadnoughts have unlimited Retaliations.

Necropolis
Evil Town with a fair amount of both Might and Magic.
Features: Slow and Durable undead creatures.
All Heroes have Necromancy
Native Terrain: Dirt
5th Level Mage Guild.
Grail Building: As current Necropolis.
Town Specific Buildings:
Cover of Darkness
Necromancy Amplifier
Skeleton Transformer

1st Level. Skeleton /Skeleton Warrior (Cursed Temple)
60/70 Gold, A:5/6, D:4/6, H:6, Dam: 1-3, Shots: None, Move: Ground, Sp: 4/5.

2nd Level. Walking Dead/Zombie (Graveyard)
100/125 Gold, A:5, D:5, H:15/20, Dam:2-3, Shots: None, Move: Ground, Sp: 3/4.
Zombies have 20% chance to cause disease (A & D -2 for 3 rounds).

3rd level. Ghoul/ Greater Ghoul (Crypt)
250/300 Gold, A:8, D:6, H:30/35, Dam:4-7, Shots: 6/12, Move: Ground, Sp: 4/5.

4th level.  Mummy/Royal Mummy (Pyramid)
300/350 Gold, A:10/12, D:10, H:30, Dam:6-10, Shots: 0/8, Move: Ground, Sp:6/8.
Royal Mummies casts Misfortune on enemies when attacking (Luck -2 for 3 rounds).

5th Level. Flesh Golem/Rot Golem (Laboratory)
400/500 Gold, A:10, D:15, H:60/70, Dam: 10-14/12-16, Shots: None, Move: Ground, Sp:5/7.

6th Level. Black Knight/Dread Knight (2 hexes) (Halls of Darkness)
1200/1500 Gold. A:16/18, D16/18, H:120, Dam: 15-30, Shots: None, Move: Ground, Sp: 7/9
Both have 20% chance to curse enemies they attack. Dread Knights have 20% chance of dealing Double damage. 150% Damage against White Knights/Paladins.

7th Level. Deathlord/Deathlord King (Temple of Death)
3000+1c/4000+2c. A:20/27, D:22/30, H:180/240, Dam: 30-45, Shots: None, Speed: 11/15.
Both have spell immunity to level 1 and 2 and regenerates up to 30% health each turn.
DK: Can resurrect undead allied troops once each combat.
(A tall creature wielding a sword in one hand and Timeglass in his other.)

Ghost Town
Evil Town with tendency towards Magic.
Features: Reasonably fast and flying undead creatures with special abilities.
All Heroes have Evocation (Raise dead enemies to Shades, works as Necromancy)
Native Terrain: Rough
5th Level Mage Guild.
Grail building: All allied Heroes get +20% Evocation. Evocation will create Ghosts instead of Shades + normal bonuses.
Town Specific buildings:
Escape Tunnel
Cursed Soil: Only Earth and Fire spells can be cast during a siege.
Mists of Death: All enemy creatures killed during a siege are raised as Ghosts.

1st Level: Shade/Shadow. (Vault of Souls)
50/75 Gold. A:4/5, D:3/4, H:5, Dam: 1-3, Shots: None, Move: Fly. Speed: 5/7.

2nd Level. Ghost/Ancient Ghost. (Altar of Souls)
100/150 Gold. A:6, D:5, H:13, Dam: 2-4, Shots: None, Move: Fly. Speed: 6/8
Ancient Ghosts draining touch reduces the Health of the attacked stack by 1% per AG in the attacking stack. (AG attacking a stack of Titans will drain 3 Health/Ancient Ghost.)

3rd level: Wight/Wraith (Tomb of Souls)
200/230 Gold. A:7, D:7, H:18, Dam: 3-5, Shots: None, Move: Fly, Speed: 5/7.
Regenerate. Wraiths drains two spellpoints from opposing hero each turn.

4th level. Vampire/Vampire Lords. (Estate)
360/500 Gold. A:10, D:9/10, H:30/40, Dam: 5-8, Shots: None, Move: Fly, Speed: 6/9.

5th level. Lich/Power Lich (Mausoleum)
550/600 Gold. A:13, D:10, H:30/40, Dam:11-13/11-15, Shots: 12/24, Move: Ground, Speed: 6/7.
Deathcloud (attacks living creatures in adjacent squares)

6th level. Souleater/Souldevourer (Abyss)
800/1000 Gold. A:14, D:11, H:80/100, Dam:15-20, Shots: 0/12, Move: Ground, Speed: 7/10.
Attacked units has their speed reduced by 2 for three rounds.
Uses a Deathripple effect to deal 20 damage to each non-undead creature on the battlefield each turn.

7th level. Reaper/Grim Reaper (Shrine of Souls)
2000+m/4000+2m. A:18/22, D: 16/20, H:170/250, Dam: 20-40, Shots: None, Move: Fly, Speed: 10/14.
Lowers Morale by 1 for all enemy units. Can attack three adjacent enemies. No retaliation.
(Man-like robed creature armed with a Scythe. The Devil should have a Trident instead of a Scythe.)

Dwarf Town
Good/Neutral Town with tendency towards Might.
Features: Overall slow and durable creatures with special abilities to hinder hostile magic.
Might Hero: Armorer, Magic Hero: Resistance.
Native Terrain: Subterranean.
4th Level Mage Guild.
Grail building: All allied creatures gain an additional 20% magic resistance + normal bonuses.
Town Specific buildings:
Dwarven Academy: Visiting Hero gets +2 Attack and +2 Defence for remainder of week.
Dwarven Weaponshop: During a Siege defending creatures gets +1 Damage.
Treasury

1st Level. Halfling/Halfling Shooter (Hollows)
40/50 Gold. A:4/5, D: 2, H: 4/5, Dam: 1-3, Shots: 24, Move: Ground, Speed: 5/6.

2nd Level.  Gnome/Gnome Shaman (Gnome Hut)
140/200 Gold. A:6/7, D:7, H:14/17, Dam: 2-5, Shots: None, Move: Ground, Speed: 4/5.
Increases the power of all your spells with 2.
Both have 50% Magic Resistance.

3rd Level. Dwarf/Battle Dwarf (Dwarf Cottage)
220/250 Gold. A:8, D:8, H:25, Dam:4-7, Move: Ground, Speed: 4/6
Dwarves have 20% magic resistance, battle dwarves 40%.

4th Level. Giant Spider/Spider Queen (Two hexes) (Cocoon)
300/350 Gold. A:10, D:9, H: 30, Dam: 6-8/8-10, Shots: 4/8, Move: Special (can climb over obstacles and walls), Speed: 8/10.
A stack attacked by GS or SQ is entangled in webs and becomes immobile for three rounds. (It still gains initiative according to its normal speed, but may not move.)

5th Level. Gold Golem/Diamond Golem (Golem Workshop)
500/750 Gold. A:11/13, D:12, H50/60, Dam:8-10/10-14, Shots: None, Move: Ground, Speed: 5
Gold Golem: 85% damage reduction from spells. Diamond Golem: 95% damage reduction from spells.

6th Level. Firbolg / Great Firbolg (Firbolg Lair)
900 / 1200 Gold. A: 15, D: 15, Dam: 15-25 / 20-30, H: 100/120, Shots: None, Move: Ground, Speed: 7/9.
10% magic resistance. Instead of Moving Great Firbolg can Teleport any unit to any place on the Battlefield (once per combat).

7th Level. Stone Giant/Rock Titan (Underground Temple)
3000+G/4000+2G. A:18/20, D: 20/25, H:250/350, Dam: 30-50, Shots: None, Move: Ground, -Speed: 10/14.
Rock Titans are immune to Mind spells and drain 5 mana from an enemy hero and put it in your Mana pool each round.

Outpost
Good/Neutral Town with tendency towards Magic.
Features: Reasonably fast and durable creatures.
Might Hero starts with Scouting, Magic Hero starts with Sorcery.
Native Terrain: Dirt
5th Level Mage Guild.
Grail building: Spell damage from all spells cast by allied Heroes is increased by 10% + normal bonuses.
Stables
Sorcerer's Tower: Visiting Heroes get +2 Power and +2 Knowledge for remainder of week.
Holy Shrine: During a Siege defenders gain +1 Luck and +1 Morale.

1st Level. Cleric/High Cleric (Shrine)
50/70 Gold. A:4, D:3, H:6/7, Dam:1-3, Shots:12/24, Move: Ground, Speed:5/6.

2nd Level. Rogue/Spy (Den)
100/150 Gold. A:8, D:3, H:10, Dam:2-4, Shots: None, Move: Ground. Speed: 6/7.
Spying. No retaliation against Spy attacks.

3rd level. Sorcerer/Arch-sorcerer (Mage Obelisk)
200/250 Gold. A:6, D:6, H:20, Dam:3-5, Shots:12/24, Move: Ground. Speed: 5/7.
Arch-sorcerer can shot at long range and through walls with no penalty.

4th Level. Skyknight/Skylord (2 hexes) (Skynest)
300/350 Gold.  A:9/10, D:9/10, H:35, Dam:6-10, Shots: None, Move: Fly, Speed: 9/12.
A soldier with a long pike mounted on an Eagle/Griffin/Roc-like creature.

5th Level. Amason/Amason Queen (2 hexes) (Heroine's Hall)
450/550 Gold. A:12, D:12, H:50/60, Dam: 10-14, Shots: None, Move: Ground, Speed: 8/10.
Lightly armoured female soldiers mounted on horses and armed with swords.

6th Level. Knight/Paladin (2 hexes) (Hall of Valour)
1000/1300 Gold. A:15, D:18, H:100/120, Dam:15-25, Shots: None, Move: Ground, Speed: 7/9.
Can cast mass-Cure to remove spell-effects and heal allied creatures. Up to 3 points per Knight or 5 points per Paladin is Healed per stack. Once per combat, and this ability is instead of moving. +1 Morale to all allied troops when present.
150% damage against Black Knights/Dread Knights.
Heavily armed male soldiers mounted on horses and armed with swords.

7th Level. Hill Giant/Hill Titan (Temple of Virtue)
2500+g/4000+2g. A:19/24, D:18/23, H:175/250, Dam:40-50, Shots: None/24, Move: Ground, Speed: 8/12.

Ice Fort
Neutral Town with tendency towards Might.
Features: Reasonably fast and very durable creatures.
Might Hero: Offence, Magic Hero: Learning
Native Terrain: Snow
3rd Level Mage Guild.
Grail building: Each hero visiting the town gains +3 Attack, +3 Defence, and 3000 XP permanently (only once per hero) + normal bonuses.
Town specific buildings:
Shipyard
Lighthouse
Runestone: Visiting Heroes gains an additional 5% Magic Resistance permanently (once per Hero).

1st level. Brownie/Master Brownie (Glen)
30/50 Gold. A: 3, D: 3, H:4, Dam:1-3, Shots: None, Move: Fly, Speed: 6/8.
No retaliation against Master Brownie attacks.

2nd Level Wolf/Doomwolf (2 hexes) (Wolf Cave)
200/250 Gold. A:7, D:7, H:20/25, Dam:3-5, Shots: None, Move: Ground, Speed: 6/8.

3rd Level. Viking/Viking Chieftain (Dragonship Wharf)
250/325 Gold. A:9, D:9, H:30, Dam:5-9, Shots: None, Move: Ground, Speed: 5/6
Viking Chieftain strikes twice. When accompanying Hero, Water Movement is increased by 20%.

4th Level. Red Gryphon/Savage Gryphon (Gryphon Nest)
350/400 Gold. A:11, D:12, H:30, Dam: 4-7/5-8, Shots: None, Move: Fly, Speed: 8/12.
Can retaliate against 1 additional attack/turn.
A savage cousin to the Griffin and with similar appearance.

5th Level. Snow Troll/War Troll (Troll Grotto)
600/750 Gold. A:15, D:9, H:55/70, Dam:10-14, Shots: 4/8. Move: Ground. Speed: 7/9.
Regenerates damage each round. Can attack walls and towers.

6th Level. Valkyrie/Valkyrie Queen (2 hexes) (Swan Nest)
1000/1200 Gold. A:15/17, D:13/15, H:90/100, Dam:16-24, Shots: None, Move: Ground, Speed: 9/13.
After each combat, each surviving Valkyrie can ressurrect one non-undead allied creature.
(Female warriors riding on giant swan-like creatures.)

7th Level. Ice Hydra/Frost Hydra (Frost Pond)
2500/4000+c. A:16/20, D:19/21, H:175/250, Dam:30-50, Shots: None, Move: Ground, Speed: 6/8
Attacks dispels beneficial spells affecting their target(s). Attacks all adjacent enemy troops. No retaliation.

Tree Town
Neutral Town with tendency towards Magic.
Features: Two very slow and durable units, many units with special abilities aiding magic.
Might Hero: Diplomacy, Magic Hero: Wisdom.
Native Terrain: Swamp
5th Level Mage Guild.
Grail building: Each hero visiting the town gains +3 Power, +3 Knowledge, and 3000 XP permanently (only once per hero)  + normal bonuses.
Town Specific buildings:
Dryad Lair: All allied plant based creatures get +2 Attack, +2 Defence, and +2 Speed during a Siege.
Enchanted Meadow: Transforms living animals into Vines, how many Vines are made is based on the Health of the transformed stack.
Swamp Fog: Each turn Swamp Fog deals 10 * Mage Guild Level damage to each creature stack outside the walls.

1st Level. Kockatrice/Giant Kockatrice. ( Hidden Nest)
30/45 Gold. A: 3, D: 3, H: 3/4, Dam: 1-2/2-3, Shots: None. Move: Fly, Speed: 5/7.
Attack has 75% chance of petrifying an attacked target for 1 round.

2nd Level. Pathfinder/Ranger. (Forest Hut)
100/150 Gold. A:3/5 , D:6, H:15, Dam: 2-4, Shots: None/8. Move: Ground, Speed: 5/7
Ranger has no Melee penalty.

3rd Level. Vines/Barbed Vines. (Vineyard)
200/250 Gold. A:7, D:11, H:30, Dam:3-6, Shots: None, Move: Ground, Speed: 3/4
Snares enemies. Barbed Vines deals extra damage to all snared enemies each turn.

4th Level. Druid/Greater Druid. (Stonehenge)
300/350 Gold. A:9, D:7, H:30, Dam: 7-10, Shots: 8/16, Move: Ground, Speed: 6/8
Greater Druid has no Melee penalty.
Increases Hero's Knowledge with 2.

5th Level. Satyr/Satyr Piper (Shrouded Meadow)
600/750 Gold. A:12, D:12, H:75, Dam:13-16, Shots: None, Move: Ground, Speed: 5/9.
Satyr Pipers attacks the closest enemy with their Pipes each turn. Each Piper has a 10% chance to Panic a single enemy in the enemy stack (Maximum of 1 panicked enemy per 10 Satyr Pipers). Panicked enemies flees the battle and appears for recruitment in the nearest town of appropriate type. (The attack with the Pipes is in addition to their normal action.)

6th Level. Raptor/Raptor Lord. (2 hexes) (Raptor Nest)
800/1000 Gold. A:16, D:16, H:70/80, Dam: 15-20, Shots: None, Move: Special, Speed: 10/16.
Movement is ground based but the creature can climb over obstacles such as siege walls.

7th Level. Treant/Petrified Treant (2 per week) (Ancient Glen)
1500/2500+1g. A:18, D:20/30, H:175/200, Move: Ground, Speed: 3.
Places spell Summon Vines in Hero's spell book. (Level 5, Water Magic, works like an Elemental spell but summons Vines instead).
Instead of moving, Treants may cast Summon Vines, summoning 3 Vines/Treant or 5 Vines/Petrified Treant. This can be done once/combat.
Once per combat Treants may resurrect dead plant-based allies. Each Treant can restore 90 HP worth of creatures, and each Petrified Treant 120 HP worth of creatures.
The Petrified Treants bark has been turned into a stony skin absorbing damage (thus the high defence skill). This stone skin also reduces damage from spells by 20%.
The effectiveness of all the Treant spells are doubled in Swamps.

Rampart:
Make the Centaurs a bit tougher and convert them to level 2 creatures. (To replace the Dwarves I've used in the Dwarf town.)
Add Pixies and Faeries to Rampart as the new level 1 creature. (Replace the level 1 in Conflux with something else.)

____________
"A brilliant light can either illuminate or blind. How will you know which until you open your eyes?"

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Preserver
Preserver


Promising
Famous Hero
Elemental Druid
posted September 24, 2001 09:25 PM

You did it!

I just love the Tree Town! It's really a shame there isn't 7 levels anymore...
I also like all the details, great job...

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LordTitan
LordTitan


Famous Hero
Hit Dice: 76d12+608 HP
posted September 24, 2001 11:43 PM

GEEZ! thats the longest reply I've ever seen!
____________
Spaek the Titan

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ACC
ACC


Adventuring Hero
Enemy of the Efreet
posted September 24, 2001 11:49 PM

Ever thought about going to work for 3DO?
____________
"If you fight a battle and you flee,
Another day you'll live to see,
but if you gain the victory,
a mighty hero you shall be."

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cerebral_user
cerebral_user


Hired Hero
posted September 25, 2001 02:46 AM

Your ideas are good, but obsolete.
____________

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Preserver
Preserver


Promising
Famous Hero
Elemental Druid
posted September 25, 2001 02:26 PM
Edited By: Preserver on 25 Sep 2001

Quote:
GEEZ! thats the longest reply I've ever seen!
LOL!! Then you haven't seen Incubus' neutral creature list (with descriptions and abilities)... That's a long one!
I posted it in my expansion thread if anyone is interested...


Oh, Incubus just send me his reply to the towns:



Hey djive.. Many of that creatures I don't even know...
I know much creatures but never heard of some of them..
The only creatures i know are:
Ghoul
Grim Reaper
Gnome
Giant Spider
Amazon
Gryphon
Snow Troll
Valkyrie
Kockatrice
Druid
Treant
The rest is made up? Or magic the gathering style? I never like that kind of creatures.. But the towns seems cool ;o) (the way you mention them)
Like their should really be Dryads in the Forest town.. But it's yours..;o)

Incubus

PS: I Also think there are much cooler ice and desert creatures out there sphinx and Frost Giant to call few...

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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted September 26, 2001 07:38 PM

ACC: No. I already have a job.

celebral_user: Obsolete? I know. I told you the ideas were one year old. Of course, they're obsolete!

Incubus: I haven't made up many myself. Most of them are from different fantasy settings, or are already in the game.

Vulture -- normal bird.
Nomad -- in the game already
Skysnake -- Fetched from Lone Wolf books.
Hermit -- This is human dedicated to meditation and solitude.
Djinn -- Almost the same as genie. Often used in fantasy.
Naga -- in the game already
Dreadnought -- ok. this is inspired by MtG, but also appear in other places.

Skeleton -- in the game already
Walking Dead -- in the game already
Ghoul -- in numerous fantasy settings.
Mummy -- in the game already.
Flesh Golem -- an undead variant of an existing creature.
Black Knight -- in the game already.
Deathlord -- Inspired by Lone Wolf.

Shade -- a common undead creature.
Ghost -- in the game already.
Wight -- in the game already.
Vampire -- in the game already
Lich -- in the game already
Souleater -- Inspired by Lone Wolf. Could also be called a Kleasa.
Reaper -- I've seen this in more than one place. One of them was an old computer game.

Halfling -- in the game already
Gnome -- a very common creature in fantasy..
Dwarf -- in the game already
Giant Spider -- A multitude of inspirations for this one. Doom2 was probably the main inspiration for it.
Gold Golem -- in the game already.
Firbolg -- came across this one in a Dungeon magazine.
Stone Giant -- a variant of an existing creature.

Cleric -- a normal title for a human.
Rogue -- also a title often used for humans.
Sorcerer -- also a normal title often used for humans.
Skyknight -- inspired (among others) from the mounted warriors of Kjeld (MtG)
Amason -- a very common term in fantasy.
Paladin -- from Heroes 2.
Hill Giant -- another variant of an exisitng creature

Brownie -- This creature is common in old legends. Not too far away from a Leprechaun.
Wolf -- a natural creature.
Viking -- I suppose you know what these are...
Gryphon -- as explained almost the same as a Griffin.
Snow Troll -- a variant of an existing creature.
Ice Hydra -- a variant of an exisitng creature.

Kockatrice -- well known fantasy bird.
Pathfinder -- a normal title for a human.
Vines -- Ok. I made this one up.
Druid -- from Heroes 2
Satyr -- In the game but is insprired by mythology and other games.
Raptor -- This was inspired from Jurassic Park.
Treant -- Found this one in a magazine.

____________
"A brilliant light can either illuminate or blind. How will you know which until you open your eyes?"

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Dajek
Dajek


Known Hero
Psychedelic Knight
posted September 26, 2001 07:48 PM

my ideas

http:www.hot.ee/dajekhomm
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Dragonhunter
Dragonhunter


Adventuring Hero
Anybody got a Band-aid
posted September 26, 2001 07:54 PM

 Bravo!!
That took a lot of time and effort. It would make a good expansion to the current game while we wait, about 90-160 days??
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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted September 26, 2001 08:25 PM

A message from Incubus:

----

Hey about your towns.. Ofcourse I know more. I didn't know and didn't LIKE the next ones:
Skysnake-Didn't like
Hermit-Didn't like
Djinn-To familiar to Genie
Dreadnought-Don't know
Flesh Golem-I think 1 golem is enough ;o)
Deathlord-? Seems a hero?
Wight-Wraith
Souleater-Heard of it.. But never saw.
Giant spider-Damn.. A half Spider half Female dark elf with spiderweb Bikini is much cooler! everybody seems to like the giant spider ;o(
Firbolg-i don't even wanna know! LOL
Skynight-Hate this kind of creatures.
Cleric,Rogue,Sorcerer-all heroes creatures.
Hill giant-Don't know
Brownie-I think a 1 leprechaun is already enough!
Viking-more for hero type
Ice hydra-I prefer a Azure dragon or frost giant here.
Pathfinder?????LOL
Vines??? Summonable?
Druid-Satyr(SUPER COOL CREATURS but they much switch! Druids are much stronger!
Raptor-LOL
Treant-From warcraft3 are they? they are same as Dendroids! LOL

But nice anyway ;o)
BUt those were the creatures i was talking about.
(You can post this to show the others this. they they know where i talk about) thanks.
Incubus.
-----

Okay, opinion is subjective. Each to their own. I believe I'll incorporate the change to the giant spider, but what should I call the new creature.

Two new towns from incubus:

------

Look this would be a greath ICE town.
level 1Worg/Ice Elf
level 2White Tiger/Ice Demon
Level 3Yeti/Artic Bird
Level 4Frost Giant/Azure Dragon
Hero:Viking and Ice/Snow Queen.


here i my Desert based town.
Scarab/Mummy
Mantray/Scorpion King
Anubite/Morgana
Sphinx/Sand Wyrm

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Preserver
Preserver


Promising
Famous Hero
Elemental Druid
posted September 26, 2001 10:36 PM

Ice Elf has to be level 2...
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vladpopescu79
vladpopescu79


Promising
Famous Hero
a vampire of taste
posted June 27, 2003 03:11 AM
Edited By: vladpopescu79 on 28 Jun 2003

I think this is the right thread to post my view of the H5 towns and armies. I've made arrangements for about 8 towns, I'm not sure that should be the number but anyway, I'll post them one at the time so you may give me your opinions and critics. I don't pretend to be an inventor, many of the creatures have already been utilized before, you,ll see. I only want to give you an idea of the RIGHT alignments in my opinion.

So I'll start with the "most wanted" perhaps, and that is the former Castle. The name is fit and I would keep it.

The ranks (six of them, as predicted for the H5) are:

1.Peasant -----> Man-at-arms (previous name Recruit)
 The peasant is a week unit, perhaps worst in the whole game, to be compaired at attack and defense skills only with the sprite. No armor, and only a pitchfork to serve as weapon.Ragged and tattered clothes.
 the man-at-arms (recruit) has uniforms, leather armor and studded club. An increase in defense and attack, but same speed and HP.No specialities.

2.Spearman -----> Lancer
 The spearman is simply a better trained peasant, with uniforms and metal light armor. Helmet added.The weapon is a spear.  beneath the armor you can still see the uniform same as the recruit.No specialities.
  Lancer - same armor and helmet, but the weapon is a lance, longer and sturdier. that should increase the attack but not the defense. Few more hp, same speed. Speciality: attacks from distance of two hexagons.

3.Archer -----> Longbow archer
 The archer is a professional. Highly trained though not to match the elf. No armor, but many arrows. The precison drows with the distance. Poor melee skills.
 The upgrade has a longbow. That means deadly at any range especially closer. Great power of penetration, fewer arrows. Full damage at long distances. Since they fire in showers, damage on multiple targets, 2 or 3. I'm not decided...

4.Crusader -----> Paladin
 The crusader comes from the gentry, it has medium full armor, and sword. No shield though. Fast. And furious. Great andurance. That means a lot of movement for him. (he actually reached Jerusalem on foot... )
 The paladin has a shield. He has the aptitudes of the swordman in h3: double attack.

5.Friar -----> Priest
 the friar has poor clothes and walks on bare foots. only a rope around his waist. He doesn't fire anymore like the zealot, with balls of energy. Instead he does the so-called-thing "imploration". As he prays, the divine anger manifests upon the target. As a bolt. But not magical as a spell (so creatures immune to spells are still struck).
 The priest has nicer clothes. Shoes. Still "imploration". This time the bolt is a fire bolt. Greater damage. Better defense. He has one spell, and that is Ressurection. Enough spell points for only one session of "rise Lazarus and walk"

6.Cavalier -----> Holy Knight
 The cavalier is horse-mounted and has heavy armor, shield and armed with sword. Very fast and deadly. Long range attacks. Jousting bonus.
 the Holy Knight is a killing machine. In the name of Lord, though. Full metal heavy armor, armored horse (pure-breed white horse) and a deadly lance. Beside the jousting bonus, has special skill. the troops attacked by him are pushed back. If there are two rows of enemies in front of him he makes a breech. The first line of enemies are pushed aside and the second line of enemies is pushed one hex back. That must really ruin your tactical disposition of troops. One more thing... the resurection casted by the priest works better on him, he really is a holy man. (horse ressurected too, hehe...)


Well this is the Castle. As you can see, no more angels. And that is because, after some thinking, I came to the conclusion that they are immortals. And very powerful too. So they cannot be battling creatures like others. So they should act only as grail-creatures. the Grail in the Castle should be a Holy Shrine, flooded by divine enlightment. I'll post some other time the benefits from this construction. Not decided yet.

So, hopefully you'll read my post and gimme comments. See ya.
P.S. Next time, the Necrotown. My preferate...
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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted June 27, 2003 09:38 AM

Paladin is Holy Knight, isn't he?
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Gerdash
Gerdash


Responsible
Famous Hero
from the Animated Peace
posted June 27, 2003 02:59 PM

hmm.. snow queen was a nice idea imho. and maybe the word 'knight' refers to that the paladin is mounted. and cockatrice is a desert bird imho.

and vlad's low level human creatures look really weak, i would consider making them look so weak is the main point of his post, but it's totally unexplained. how would they compare to the terrible mythological creatures in low levels in other towns?

also, i would suggest a might creature lineup accompanied with alternative religious creature lineup in the castle, because imho one could say that the social power of knights was strongly intertwined and based on religion.
the religious creatures could be something like missionary, cleric, priest, inquisitor, martyr.

i like the suggestion that the priests should not be shooters or sorcerers, they should pray to god for divine wrath upon their enemies, and this should be done on random creature. maybe clerics could pray for beneficial spells. i had some thoughts and a subset of those was similar in the ideas mentioned by vlad, but were inclined more towards morale bonuses granted by the priests and a bit different morale implementation. and killing a priest of any type and especially a martyr should have strong effects on morale and divine wrath. inquisitor should deal fire damage to anyone who casts spells and maybe should have some magic resistance bonus or lower morale for spellcasters. the inquisitor effect would not apply to spells cast by the god, i.e. it should only apply to non-divine sorcerers who perform an act of mocking the power of god or whatever the inquisitors claim spellcasting by mortals to be. and there should be a sort of 'morale shield' that lowers the morale of those who are ordered to attack a priest, and maybe a 'conversion shield' so that those creatures who are ordered to attack a priest have a chance to convert to the other side before they attack.

and also i would suggest a bard (one bard per army should be enough) to make music during battle to put the army into the right mood, i.e. to raise their morale or maybe make them more offensive or defensive. a different type of bard would be available in a different type of town and the bard would have effect on only the creatures from that town type and maybe allied town types, so that it would discourage mixing creatures from different town types.
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Lordskeleton
Lordskeleton


Adventuring Hero
The really REALLY bad guy
posted June 27, 2003 09:45 PM

Lol! I can see it in front of me: Weapons clash, hundreds of men cry out in agony as they are rendered limb from limb, and then... - Brave and bold sir Robin, rode forth from Camelot... They ate the minstrels, and there was much rejoicing. Though I like the Lotr way, where the warriors sing as they fight.

I must commend you, Vlad for including the Longbowman carpet-firing. An attack which i believe should be an alternative to focused fire. Obviously with some nerfing done.
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Vad gagnar det en människa om han vinner hela världen men förlorar sin själ?

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vladpopescu79
vladpopescu79


Promising
Famous Hero
a vampire of taste
posted June 28, 2003 03:05 AM
Edited By: vladpopescu79 on 27 Jun 2003

Vlaad:
I don't think a paladin is a holy knight.
First, here are the definitions of Webster's for paladin:
1.  any of the 12 legendary peers or knightly
   champions in attendance on Charlemagne.
2.  any knightly or heroic champion.
3.  a determined advocate or defender of a cause.
So, none of them matches your definition.
Second, Gerdash is right, the knight is first of all, mounted.

Gerdash:
I don't intend to weaken too much the humans. I would keep though the balance from h2, where they were more feeble but more in numbers.
And then, wait a second, you don't have yet all the creatures that I thought of for levels 1&2 in other castles. They are only a little more powerfull than peasants and spearmen, and this could be easily compensated through the levels 3,4, etc.
I agree that the priest could have other spells too, I also thought of that. But the problem is, he is level 5, that means a lot of damage to be done to the enemy, and you would rather inflict damages than cast spells that can be already cast by the hero (I understand that will be again the solely role of him in h5). So they would remain unused.
The inquisitor seems a nice idea, but it's not one of my choices. That's just me, I'd like to see your idea of ranks too...
The bard instead can be easily be added to the army, just like war machines in h3, having supporting role. The HPs would be a problem though. You can't just give him hundreds of HP, like a catapult or aid tent.

Lordskeleton: thanks.

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Michael
Michael


Adventuring Hero
Devil Slayer
posted June 28, 2003 10:01 AM

vladpopescu79:
I think there would be little problem with the name: "Recruit".
I mean, in the dwelling: "Recruit 12 Recruits" r something like that - it's freeky.
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vladpopescu79
vladpopescu79


Promising
Famous Hero
a vampire of taste
posted June 29, 2003 01:33 AM
Edited By: vladpopescu79 on 28 Jun 2003

Quote:
vladpopescu79:
I think there would be little problem with the name: "Recruit".
I mean, in the dwelling: "Recruit 12 Recruits" r something like that - it's freeky.


Yes, you have a point there...I admit. I was thinking even before your post of an alternative for it and I think I found it, so I'll edit my original post and change the name.
So, the new upgrade for the peasant is MAN-AT-ARMS.


Now for the next town: The Necrotown

The best necrotown in hte heroes series in my opinion remains the h2 town. So, of course I drew my inspiration from that one. What we should keep in mind is that hte necrotown should be moreor less parallel to the human town, since the undead are mostly revived from human corpses. So i tried to avoid other creatures as prime source of bones for the necros. They might be bad guys, but not perverted, if you catch my drift.
So, lets see:

1.Skeleton -----> Full Skeleton
 The skeleton is the result of the process called "ungraving". So he may present some flaws, since not every man gets to be burried in a coffin. My idea of the skeleton presents him with one arm missing, and perhaps other details showing missing parts (bones, such as ribs, collarbones, etc.) The skeleton should have almost same stats as the peasant, and even the same weapon: the pitchfork.
 Now, the upgrade is a Full Skeleton : a very well preserved body, also burried with his jewelry and his sword, like a real man that he was... So the Full Skeleton has a sword and wears some clothes, like the skeleton in h4. Both can have the skill of h4: 200% defence in ranged attacks.

2.Zombie Archer -----> Zombie Sniper
 This should be a major help for the necros. The h2 zombie was as slow as cool he was. Now I give him a bow. He can maintain slow speed and movement, but has ranged capability at least.The Z. Archer has a plain and normal bow. The precision drops with distance.
 The Z. sniper is not really a better zombie. Since some years of decays took away his eyes, he's not really a marksman. But he has a secret: his arrows -> they "smell" the living. So they are very accurate. They do full damage at distance, even over walls. They hit even second line enemies; there is simply nowhere to hide from them. No matter how much you wash yourself (or stink...)

3. Mummy -----> Royal Mummy
 There's not much to add to the h2 mummy. the same speed (slow), same power (great).
 The Royal guy can cast Curse.
 Perhaps a new idea: the mummy has a "range" around him, lets say 2 hexes. Any enemy who spends al least 2 turns in that range suffers from the spell "misfortune".

4.Vampire -----> Vampire Lord
 First of all, he looks like a real vampire. Nosferatu like. Pretty old, but in good shape. The vampire regenerates his health at the end of the turn.
 the Vampire Lord regenerates also killed vamps in combat.Also, if he spens a round without being attacked, he regenerates killed vamps. At a steady rate (quite slowly, though).

5. Lich -----> Lich Mage
 The lich is the omologue of the friar. This time he uses dark magic ot kill the opponent. but he also doesn't shoot that ball of dark energy like in h2. As he invokes, the "Hand-of-Death" takes the enemies life away.
 The lich mage uses the death field on several opponents like in h3.Since he's a great magic user, he is immune to spells levels 1-3, and also protects the allies around him from spells level 1.

6. Night Rider -----> Black Knight.
the omologue of the knight/cavalier.
The night rider has the same armor and weapons as the cavalier, only painted black. Same eith the horse. Same jousting bonus.
The Black Knight has the jousting bonus and the Fear ability. The enemies flee when he attacks. Also the Fear makes them unable to attack him head-on. if you want to attack him you can only do so from behind. But beware, he retaliates. Only the Paladin, the Priest and the Holy Knight (also the not upgraded Crusader, Friar and Cavalier) can take him head-on.

Well, this is the Necro allignment. So, as you see, no more Bone Dragon. First, as I previously stated, they prefer undead humans, not animals. And the second reason is that there are too many Dragons in the game. We should keep only two (a good one and a bad one - you can already guess the bad one...). The Grail-structure is a big unearthed grave with a temple on it's side provifing the town with the Grim Reaper.

Next town, the wizards' ....
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Damacon_Ace
Damacon_Ace


Famous Hero
Also known as Nobris Agni
posted June 29, 2003 07:19 AM
Edited By: Damacon_Ace on 30 Jun 2003

Here are a few of my ideas for Heroes 5 Towns, this time with upgrading rather than choice (I have dumped the choosing idea for my town ideas since I have ran out of suitable units to place into, especially on the Castle and the Academy, and since heroes don't fight in combat anymore, no more dedicated spellcaster units).

CASTLE
Level 1: Archer --> Marksman
Archers are the basic infantry unit of the Castle. They attack with longbows. Marksmen gain the ability to ignore range and obstacle penalties with their attacks.

Level 2: Pikeman --> Halberdier
The Pikemen and Halberdiers' weapons allow them to attack at longer distances than most soldiers, therefore allowing them to attack out of the enemy's reach.

Level 3: Monk --> Greater Monk
Monks and Greater Monks shoot holy bolts toward their enemies and take 50% less damage from undead units. Greater monks also do full damage hand-to-hand.

Level 4: Paladin --> Crusader
Paladins and Crusaders are holy warriors that swear their allegiance to doing good for the cause. These soldiers attack twice per turn. Crusaders are more holier and therefore do 150% damage to undead and are immune to curses.

Level 5: Cavalier --> Champion
Cavaliers and Champions both attack very fast that they get to attack before the enemy does. The champion also gets an additional attack after the enemy does his.

Level 6: Angel --> Archangel
Angels and archangels are the most powerful units in the Castle. Both units take 50% less damage from undead units and are immune to their curses. Additionally, the archangel is able to resurrect other units.

ACADEMY - the town of wizards and law
Level 1: Dwarf --> Battle Dwarf
Dwarves are the primary inhabitants of the Academy. They are numerous and willing and have a 40% chance of resisting a spell.

Level 2: Silver Golem --> Gold Golem
Tough, durable, but rather slow, golems are nonetheless strong units for their level. Spells have only a 40% chance of affecting a silver golem while on gold golems it only has a 20% chance.

Level 3: Mage --> Archmage
Magi and Archmagi are the lower order of wizards in the academy. Both have the ability to shoot energy bolts to their enemies through ranged blasts and suffer no hand-to-hand penalty for their attacks. Additionally, archmagi decrease the costing of spell points by 2.

Level 4: Griffin --> War Griffin
Once chaotic units, griffins have now been subdued and trained by the lawful wizards. Both griffin and war griffin have the ability to retaliate an unlimited amount of attacks per turn.

Level 5: Naga --> Naga Queen
Nagas and Naga Queens are powerful footsoldiers for the Academy. With their multi-blade attack, no enemy can retaliate against them when attacking.

Level 6: Giant --> Titan
The ultimate dwellers of the academy, giants and titans attack with powerful lightning bolts and are immune to mind spells. Titans have the ability to throw their lightning bolts at their enemies and do full damage hand-to-hand.

More to add soon...

EDIT: Changed a couple things in the academy. Genies moved out, nagas moved in.
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vladpopescu79
vladpopescu79


Promising
Famous Hero
a vampire of taste
posted June 29, 2003 11:50 PM
Edited By: vladpopescu79 on 29 Jun 2003

Incidentaly, my wizard town comes exactly after the damacon Ace's one; to be noted the similarities and differences...

Wizards are the "alchemists" of the game; they are always in search of inventions; their army is based upon the creatures they make, and also their local population and friends.So:

1. Halfing ----> Trained Halfing
 the halfing has always been the wizard's friend.They complete each other: naive vs. wise; small & cherubic vs. tall & angular; the list could go on... The halfing uses the sling. the bigger the opponent, the bigger the chances to be hit by his rocks. So, the damage increases with the enemy level. Unending shots for this guy.
 the trained halfing has better skill in using the sling. Also his munition consists of metal balls, so they are limited, but the damage is considerably greater.
 Both the halfing and the trained one are so small that they are hard to hit. Their ranged defence is 200%.

2. Stone Golem -----> Metal Golem
 The golems are the backbone of the wizards army. Not fast nor slow, not too powerful but by any means week, they are however immune to level 1-3 spells and then they take small damage from the next levels.

3. Gargoyle -----> War Gargoyle
 The gargoyle is a stone beast using it's wings to fly at low level attacking the target with metal claws. They have the non-retaliation ability since the ugliness of them brings "shock and awe"
 the war gargoyle is faster and more harmfull; it's not plain stone that he's made from, but basalt. The creators couldn't make him uglier, but more resistant. Same speciality.

4. Alchemist -----> Mage
 the alchemist is a "mage-wanna-be", but he can't comprehend the skillful art of using harm-energy for attacking, more concentration is needed. So he uses potions thrown against his enemies. They come in numerous variants: slowing, killing, debilitating, for the enemies; he has some also for allies: strength, speed and morale, all are available to you if he breaks one of his vials in your head.
 the mage is really good with spells. His main weapon is the energy summoned to the knob of his staff; but he can easily cast other spells both for allies and enemies. He also takes less damage from direct damage spells.

5. Sphinx -----> Gold Sphinx
 The sphinx is an acomplishment for their designing skill. He can travel without moving a finger, and the impassibility is frightening. He silently comes in front of you and looks you in the eye. Then you die. He's another one that can take the Black Knight head-on.
The gold sphinx has increased stats. The shining cover can be seen from the distance, and those who see it, know what it is. Hence his special skill: totaly fall of morale all enemies. Also active on necros, they're not worthier when confronting this enigmatic creature.

6. Giant -----> Titan
 Serene creature. Same abilities like in previous heroes games. the upgrade has the ranged capability, unlike the Giant.


The Grail structure would provide the Genie, as the protector of the castle.

next town post, the Forest(Nature Magic)
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MANE, TEKEL, FARES

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