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Thread: Let us think beyond H5. (Mvass's H6 proposals) | This thread is pages long: 1 2 3 4 · «PREV / NEXT» |
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Lord_Evil
Famous Hero
Evil lolcat
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posted September 26, 2007 04:45 PM |
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mvassilev you did realy good but you need to meke abit speice beetwin the sentenses
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mvassilev
Responsible
Undefeatable Hero
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posted September 30, 2007 08:37 PM |
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New post, since I can't edit the old one. A few changes. The reason that it looks so bad is because I typed it all out in Word, with pictures, but it would take an insane amount of time to link to all of them.
Knight/Light/Destructive/Summoning
Peasant>Militia
Taxpayer
Long Weapon
Spearman>Halberdier or>Pikeman
Long Weapon
Two Attacks
Resist Charge
Archer>Master Archer or>Crossbowman
Ranged
Shoots Twice
No Range Penalty, Defense Reduction
Monk>Zealot or>Cleric
Ranged, Destroyer of Evil
No Melee Penalty
Caster (Bless, Heal)
Cavalier>Charger>Champion
Charging Bonus, Long Weapon
Unblockable
+5 Morale Bonus
Swordsman>Crusader>Paladin
Unblockable, Block
Destroyer of Evil
Two Attacks
Valkyrie>Valkyrie Queen
Always Positive Morale, Destroyer of Evil
Caster (Bless, Bloodlust)
Neutral: Level 4
Squire>Macemaster
Stun, Unblockable
Defense Reduction, Block
Grail Creature:
Angel
Destroyer of Evil, Caster (Resurrection), Flying
Training: The Knight can upgrade human troops up the tier.
Basic Training: Allows troops to be upgraded up to Spearmen and gives 20 EXP to all troops in the hero’s army every turn.
Advanced Training: Allows troops to be upgraded up to Monks and gives 30 EXP to all troops in the hero’s army every turn.
Expert Training: Allows troops to be upgraded up to Swordsmen and gives 40 EXP to all troops in the hero’s army every turn.
Ultimate Training: Cuts cost of Training in half and gives 50 EXP to all troops in the hero’s army every turn.
Benediction: Gives Hero Benediction spell.
Expert Trainer: Reduces cost of training by 10% and gives 100 EXP to trained creatures.
Great Strike: Gives the hero two attacks and makes them unblockable.
Grand Charge: The hero’s attack does 3 times more damage.
Trained Strike (Offense + Training): For every creature level, the creature adds one additional point to minimum and maximum damage.
Warlock/Dark/Destructive/Light
Fiend Centaur>Dark Centaur
Defense Reduction, Ranged
Charging Bonus, Long Weapon, No Melee Penalty
Granite Gargoyle>Obsidian Gargoyle or>Diamond Gargoyle
Toughness, Flying
Strength
Magic Mirror, Mana Drain
Bandit>Marauder or>Stalker
Stealth
Unblockable, Two Attacks
Poison Attack
Minotaur>Minotaur Guard or>Minotaur Soldier
Toughness, Unblockable
Block
Two Attacks
Manticore> Scorpicore>Dark Scorpicore
Flying, Poison Attack
Toughness
Random Harmful Spell
Hydra> Chaos Hydra>Grand Hydra
No Retaliation, 3-Headed Attack
Unlimited Retaliation
Multiple Attack, Regeneration
Medusa>Medusa Queen
Ranged, Normal Melee, Petrification
Unlimited Shots
Neutral: Level 4
Evil Eye>Wicked Eye
No Range Penalty, Random Harmful Spell, Ranged
No Melee Penalty, Flying
Grail Creature:
Black Dragon
Two-square attack, Unblockable, Immune to Magic, Flying
Darkening: Gives various bonuses to clouds of darkness.
Basic Darkening: Randomly places 2 2x2 clouds of darkness on the battlefield. When an enemy steps into one, its speed and initiative are halved, and it’s unable to retaliate.
Advanced Darkening: Randomly places 3 2x2 clouds of darkness on the battlefield. When an enemy steps into one, its speed and initiative are halved, and it’s unable to retaliate. Also, when one of your Warlock-aligned creatures steps into one, it gains Unlimited Retaliation and +2 to its attack and defense for as long as it is in it.
Expert Darkening: Randomly places 4 2x2 clouds of darkness on the battlefield. When an enemy steps into one, its speed and initiative are halved, and it’s unable to retaliate. Also, when one of your Warlock-aligned creatures steps into one, it gains Unlimited Retaliation and +1 damage, and +4 to its attack and defense for as long as it is in it.
Ultimate Darkening: Randomly places 5 3x3 clouds of darkness on the battlefield. When an enemy steps into one, its speed and initiative are halved, and it’s unable to retaliate. Also, when one of your Warlock-aligned creatures steps into one, it gains Unlimited Retaliation, +1 damage, and +1 Initiative, and +5 to its attack and defense for as long as it is in it.
Controller of Dark Clouds: Hero is able to place dark clouds in the beginning of battle.
Dark Inhabitants: The clouds of darkness get 10 initiative. When it is their turn, they produce a certain amount of Dark Centaurs.
Magical Dark Clouds: Spells cast on creatures in clouds of darkness have double effect.
Living Clouds: When one of your Warlock-aligned creatures stands in a cloud of darkness, its hitpoints are regenerated. When one of your enemy’s creatures stands in a cloud of darkness, they are damaged.
Cloud Strike (Offense + Darkening): When the units in this hero’s army attack or retaliate from inside a dark cloud, they do extra 25% damage.
Inferno/Destructive/Dark/Summoning
Imp>Familiar or>Imp Warrior
Mana Drain, Flying, Demonic
No Retaliation
Long Weapon
Hell Hound>Cerberus
No Retaliation, Demonic
Three-headed Attack
Gog>Magog
Ranged, Demonic
Fireball, No Melee Penalty
Terror>Nightmare
No Retaliation, Terror Attack, Demonic
Glory Destroyer
Horned Demon> Horned Overseer>Vile Overseer
Strength
Unblockable, Toughness
Cursing Attack
Efreet> Efreet Sultan>Jinn
Caster (Fire Bolt, Fire Ring, Regeneration), Flying, Demonic
Caster (Dispel, Magic Mirror, Curse), Fire Shield
Caster (Frenzy, Berserk, Confusion), Halve Hitpoints
Flame Demon>Flame Archdemon or>Demon Swordsmaster
Toughness, Fire Attack, Fire Resistance, Teleport, Demonic
Great Misfortune Inflictor, Death Stare
Unblockable, Strength, Toughness
Neutral: Level 4
Succubus>Succubus Mistress or>Succubus Temptress
Ranged, Demonic
Chain Shot
Caster (Hypnotize)
Grail Creature:
Devil
Teleport, No Retaliation, Caster (Summon Imp), Demonic
Gating: Creatures can go to the infernal plane to summon reinforcements.
Basic Gating: Creatures up to Cerberi are able to gate 25% of the original stack.
Advanced Gating: Creatures up to Nightmares are able to gate 30% of the original stack.
Expert Gating: Creatures up to Grand Hydras are able to gate 35% of the original stack.
Ultimate Gating: All creatures except Devils are able to gate 40% of the original stack.
Demonic Revival: Gives the hero Demonic Revival spell.
Hellfire: Creatures under the hero’s control are given a 50% chance to do additional fire damage during an attack.
Mark of the Damned: Gives the hero Mark of the Damned spell.
Demonic Call: Makes Gating instant, allows all creatures to gate, and increases percentage of gated stack to 50%.
Infernal Strike (Offense + Gating): All units in the hero’s army get Cursing Attack.
Forest/Summoning/Destructive/Light
Sprite>Fairy
No Retaliation, Flying
Misfortune Strike, Strike-and-Return
Wolf>Wolf Soldier or>Fierce Wolf
Two Attacks
Unlimited Retaliation
Unblockable, Strength
Wasp>Stinger Wasp
Poison Attack, Unblockable, Flying
Two Attacks
Unicorn>War Unicorn or>Light Unicorn
Blinding Attack, Magic Resistance Aura
Long Weapon, Charging Bonus
Magic Mirror, Caster (Fortune, Giant Strength)
Dryad> Druid>Nature Soul
Caster (Mirth, Berserk)
Ranged, No Melee Penalty, Unblockable
Caster (Forgetfulness, Haste)
Drenodroid> Drenodroid Guard>Drenodroid Soldier
Binding Attack, Earth Attack, Earth Resistance
Toughness
Unblockable
Elf Hunter>Elf Bowman or>Elf Sniper
Shoots Twice, Caster (Bless), Ranged
Normal Melee, Unblockable, Random Harmful Spell
Defense Reduction, No Range Penalty, Random Harmful Spell
Neutral: Level 4
Tiger>White Tiger
Toughness
Strength
Grail Creature:
Phoenix
Two-square attack, Rebirthing, Fire Attack, Fire Resistance
Avenger: Hero is allowed to select creatures of which it has killed at least two weekly populations. The hero and his troops have a chance of doing double damage to those creatures.
Basic Avenger: Hero can select one creature, and has a 20% chance of double damage.
Advanced Avenger: Hero can select two creatures, and has a 30% chance of double damage.
Expert Avenger: Hero can select three creatures, and has a 40% chance of double damage.
Ultimate Avenger: Hero can select five creatures, and has a 75% chance of double damage.
Deadeye Shot: Hero does triple ranged damage to favored enemies and always kills at least one of the creatures in the stack.
Imbue Arrow: Hero can enhance his and his creatures’ arrows with cursing or damaging spells. All of the hero’s and creatures’ ranged attacks will inflict that spell and drain the hero’s mana.
Rain of Arrows: Hero can shoot all of the creatures on the battlefield that are on his favored enemy list simultaneously.
Nature’s Luck: Luck always happens to all of the hero’s and hero’s creatures’ attacks.
Strike of the Avenger (Offense + Avenger): When attacking a favored enemy, the unit gains 25% extra attack.
Necropolis/Dark/Destructive/Summoning
Skeleton Minion>Skeleton Archer or>Skeleton Warrior
Skeletal, Two Attacks, Undead
Ranged
Unblockable
Wight>Wraith or>Blood Wight
Incorporeal, Mana Drain, Flying, Air Attack, Air Resistance, Undead
Terror Attack
Life Drain
Ghoul>Ghoul Commander
Cursing Attack, Undead
Defense Reduction
Vampire Warrior>Vampire Knight
No Retaliation, Life Drain, Flying, Undead
Two Attacks
Cursed Knight> Dread Knight>Death Knight
Misfortune Attack, Sorrow Attack, Cursing Attack, Undead
Halve Hitpoints
Double Damage Potential, Charging Bonus
Dragon Wight> Bone Dragon>Ghost Dragon
Incorporeal, Mana Drain, Undead, Flying
Skeletal
Halve Hitpoints
Death Omen>Grim Reaper
Incorporeal, Double Damage Potential, Flying, Undead
Long Weapon, Halve Hitpoints, Death Stare
Neutral: Level 4
Mummy>Mummy Sorcerer or>Pharaoh Mummy
Cursing Attack
Ranged, Caster (Slow, Poison, Sorrow, Weakness)
Grail Creature:
Tormented Soul
Incorporeal, Caster (Weakness, Sorrow, Misfortune), Flying
Necromancy: Hero can raise a certain percentage of slain enemy creatures as skeletons.
Basic Necromancy: 5% are raised.
Advanced Necromancy: 10% are raised.
Expert Necromancy: 15% are raised.
Ultimate Necromancy: 25% are raised.
Banshee Howl: Hero gets Banshee Howl spell.
Eternal Servitude: A percentage of the hero’s slain undead creatures are raised. The percentage is twice that of the Necromancy skill.
Skeleton Archers: Skeleton Archers are raised instead of skeletons.
Howl of Terror: Banshee Howl spell has triple effect.
Strike of the Dead (Offense + Necromancy): When an enemy is struck by an undead creature, the target’s morale decreases by 1.
Conflux/Summoning/Destructive/Dark
Earth Elemental>Magma Elemental or>Earth Warrior
Immune to Earth, Earth Attack, Earth Resistance, Block, Elemental
Caster (Protection from Earth), Air Resistance
Stun, Air Resistance
Fire Elemental>Inferno Elemental or>Fire Warrior
Immune to Fire, Fire Attack, Fire Resistance, Fire Shield, Elemental
Caster (Protection from Fire), Water Resistance
2-Square Attack, Water Resistance
Air Elemental>Squall Elemental or>Air Warrior
Immune to Air, Air Attack, Air Resistance, Flying, Elemental
Caster (Protection from Air), Earth Resistance
Incorporeal, Earth Resistance
Water Elemental>Ice Elemental or>Water Warrior
Immune to Water, Water Attack, Water Resistance, Immune to Petrification, Elemental, Swimming
Caster (Protection from Water), Fire Resistance
Toughness, Fire Resistance
Wisp> Will-o-Wisp>Dancing Light
Incorporeal, Ranged, Elemental
Magic Resistance, No Melee Penalty
Great Magic Resistance, Caster (Dispel)
Shade> Shadow>Power Shadow
Incorporeal, Unblockable, Elemental
Great Misfortune Inflictor
Ranged, Area Attack, Normal Melee
Magic Elemental>Void Elemental
Immune to Magic, Multiple Attack, Flying, Elemental
Unlimited Retaliation, Incorporeal, Halve Hitpoints, Caster (Dispel), Unblockable
Neutral: Level 1
Primordial Being>Primordial Elemental
Caster (Magic Arrow)
Elemental
Grail Creature:
Psychic Elemental
Teleport, Incorporeal, Elemental
Elementalism: Elementals get various bonuses.
Basic Elementalism: Elementals get +1 Attack, Defense, Speed, and Initiative.
Advanced Elementalism: Elementals get +2 Attack, Defense, Speed, and Initiative.
Expert Elementalism: Elementals get +3 Attack, Defense, Speed, and Initiative.
Ultimate Elementalism: Elementals get +5 Attack, Defense, Speed, and Initiative.
Air Elemental Summoner: Gives hero Summon Air Elemental spell, makes it summon twice the amount of Air Elementals, and sets its mana cost to 0.
Earth Elemental Summoner: Gives hero Summon Earth Elemental spell, makes it summon twice the amount of Earth Elementals, and sets its mana cost to 0.
Water Elemental Summoner: Gives hero Summon Water Elemental spell, makes it summon twice the amount of Water Elementals, and sets its mana cost to 0.
Fire Elemental Summoner: Gives hero Summon Fire Elemental spell, makes it summon twice the amount of Fire Elementals, and sets its mana cost to 0.
Elemental Raid: Doubles the amount of summoned elementals by Summon Fire, Water, Air, or Earth elemental spells, and summons some of all types of elementals in addition to the selected type.
Elemental Strike (Offense + Elementalism): Adds random elemental damage to melee attacks.
Aqua/Destructive/Light/Summoning
Piranha>Bloody Piranha
Two Attacks, Ignore Defense, Swimming
Unblockable
Shark>White Shark
Death Stare, Swimming
Defense Reduction
River Crab>Sea Crab or>Hermit Crab
Double Damage Potential, Swimming
Toughness, Two Attacks
Block, Regeneration
Sea Snake>Leviathan or>Sea Python
Death Stare, Swimming
Unblockable
Toughness
Triton>Triton Warrior>Triton Crusader
Ranged, Long Weapon, Swimming, No Melee Penalty
Toughness, Unblockable
Halve Hitpoints
Wavemaster> Whirlpool>Charybdis
Block, Unblockable, Water Attack, Water Resistance, Swimming
Death Stare
Attack Twice, Unlimited Retaliation
Giant Squid>Kraken
Multiple Attack, Binding Attack, Swimming
Death Stare
Neutral: Level 4
Octopus>Great Octopus or>Deep Octopus
Ranged, Normal Melee, Swimming
Toughness, Strength
Many-Bladed Attack
Grail Creature:
Scylla
Multiple Attack, Unblockable
Water Mastery: The hero creates water areas in random places in battle, which give bonuses to his troops when they fight in them. Also, Marine creatures are able to move instantly within these water areas.
Basic Water Mastery: The hero places 1 4x4 water area, and his Marine creatures get +4 Attack and Defense and +1 Initiative when standing in them.
Advanced Water Mastery: The hero places 2 4x4 water areas, and his Marine creatures get +6 Attack and Defense and +2 Initiative when standing in them.
Expert Water Mastery: The hero places 3 4x4 water areas, and his Marine creatures get +8 Attack and Defense, and +3 Initiative when standing in them.
Ultimate Water Mastery: The hero turns the whole battlefield into a water area and his Marine creatures get +10 Attack, Defense, and +5 Initiative when standing in them.
Scuttle Boat: The hero gets the Scuttle Boat spell and is able to cast it at 0 mana cost.
Piranha Master: The hero gets a certain amount of Bloody Piranhas in his army every day. The amount is determined by the level of the hero.
Shark Master: The hero gets a certain amount of White Sharks in his army every day. The amount is determined by the level of the hero.
Crab Master: The hero gets a certain amount of Sea Crabs in his army every day. The amount is determined by the level of the hero.
Scylla Master: The hero gets a certain amount of Scyllas in his army every certain interval of time. The amount and interval are determined by the level of the hero.
Stronghold/Light/Destructive/Dark
Madman>Berserker
Two Attacks
Berserk
Harpy>Harpy Hag
No Retaliation, Unblockable, Strike-and-Return
Glory Destroyer
Nomad>Mercenary or>Nomad Swordsmaster
Double Damage Potential
Immune to Magic
Two Attacks
Orc>Orc Chieftain or>Orc Axeman
Toughness
Ranged, No Ranged Penalty, Shoots Twice
Two Attacks
Ogre> Ogre Raider>Ogre Warleader
Toughness, Unblockable, Block
Two Attacks
20% Magic Resistance
Ogre Mage Apprentice> Ogre Mage>Master Ogre Mage
20% Magic Resistance, Toughness, Caster (Bless), Ranged
40% Magic Resistance, Caster (Frenzy, Magic Fist)
Immune to Magic, Caster (Berserk, Poison)
Behemoth>Ancient Behemoth or>Blood Behemoth
Toughness, Strength, Unblockable, Halve Defense
No Retaliation, Ignore Defense
Berserk
Neutral: Level 7
Cyclops>Cyclops Warlord
Two-Square Attack
Ranged, Normal Melee, Area Attack
Grail Creature:
Thunderbird
Lightning Strike, Flying
Anti-Magic: Gives a chance to block magic and lowers magic damage to hero’s creatures.
Basic Magic Resistance: 15% chance to block magic and magic damage reduction.
Advanced Magic Resistance: 30% chance to block magic and magic damage reduction.
Expert Magic Resistance: 45% chance to block magic and magic damage reduction.
Ultimate Magic Resistance: 90% chance to block magic and magic damage reduction.
Shielding Armor: Increases defense of all creatures in the hero’s army by 10%.
Shield of Vitality: Increases hitpoints of all creatures in the hero’s army by 10%.
Defender: Increases bonus of “Defend” command by 200%, and gives creatures that use it Unlimited Retaliation for its duration.
Ward: All damage to your creatures is reduced by 25%.
Swamp/Summoning/Light/Dark
Gnoll>Gnoll Marauder
Two Attacks
Regeneration
Lizardman>Lizardman Guardian
Ranged, Normal Melee
Toughness
Mantis>Praying Mantis or>Strike Mantis
Two Attacks, Flying
Double Damage Potential
Strike-and-Return
Basilisk>Greater Basilisk
Petrification
Immune to Petrification
Bronze Gorgon> Iron Gorgon>Steel Gorgon
Death Stare
Toughness
Regeneration
Wyvern> Horned Wyvern>Ancient Wyvern
Poison Attack, Flying
Attacks Twice
Unblockable, Immune to Death Stare
Serpentman>Serpentman Knight or>Serpentman Priest
Regeneration
Toughness
Caster (Meteor Shower, Inferno, Blind)
Neutral: Level 3
Dragon Fly>Serpent Fly or>Wyrm Fly
No Retaliation
Strike-and-Return
Unblockable, Two-Square Attack
Grail Creature:
Swamp Fiend
Two Attacks, Regeneration, Immune to Petrification
Swamp Mastery: The hero gets various bonuses while fighting in swamp terrain.
Basic Swamp Mastery: The hero changes the battlefield to swamp and randomly places spikes that damage enemy creatures when they walk over them.
Advanced Swamp Mastery: All of Basic Swamp Mastery, and the hero gets +5 to all primary skills and his creatures get +1 speed and initiative when fighting on swamp terrain.
Expert Swamp Mastery: All of Basic Swamp Mastery, and the hero gets +7 to all primary skills and his creatures get +3 speed and initiative when fighting on swamp terrain.
Ultimate Swamp Mastery: All of Expert Swamp Mastery, and the hero starts the battle with additional Greater Serpentmen when fighting on swamp terrain.
Swamp Strike: All of the hero’s creatures have No Retaliation when fighting on swamp terrain.
Swamp Bind: All of the hero’s creatures have Binding attacks when fighting on swamp terrain.
Swamp Quickness: The hero and his creatures receive +1 to speed and initiative when fighting on swamp terrain.
Living Swamp: The hero’s creatures regenerate hitpoints when moving in swamp terrain during battle, and the enemy’s creatures are damaged when moving on swamp terrain.
Tower/Light/Dark/Summoning
Halfling>Halfling Warrior or>Halfling Scout
Giant Slayer, Ranged
Normal Melee
Stealth
Gremlin>High Gremlin or>Gremlin Apprentice
Stun
Normal Melee, Ranged
Caster (Heal, Wasp Swarm)
Magical Light>Arcane Light
Flying, Incorporeal
Ranged, No Melee Penalty
Rakshasa>Rakshasa Raja
Two Attacks
Many-Bladed Attack (loses Two Attacks)
Naga> Naga Queen>Naga Goddess
Unlimited Retaliation
Multiple Attack, No Retaliation
Regeneration
Evil Sorceress>Manic Sorceress>Wicked Sorceress
Magic Mirror, Teleport, Caster (Implosion, Blind)
Caster (Berserk, Forgetfulness, Precision, Slow)
Caster (Poison Attack, Vampiric Touch), Mana Drain
Mage>Archmage
Ranged, No Range Penalty, Caster (Mirth, Holy Armor, Magic Arrow)
No Melee Penalty, Caster (Weakness, Sorrow)
Neutral: Level 4
Genie>Master Genie or>Dark Genie
Incorporeal, Flying
Strength
Stealth, Teleport
Grail Creature:
Titan
Ranged, No Melee Penalty, No Range Penalty, Unlimited Retaliations, Lightning Attack, Immune to Mind Spells
Arcane Enlightenment: The hero becomes more proficient at casting magic in general.
Basic Arcane Enlightenment: The hero gets 20% more mana and spell cost is reduced by 20%.
Advanced Arcane Enlightenment: The hero can cast spells as if he had the Basic skill in that magic type.
Expert Arcane Enlightenment: The hero’s spells do 10% more damage or heal/summon 10% more hitpoints worth of creatures.
Ultimate Arcane Enlightenment: When the hero casts spells, it increases his initiative until his next turn by 6.
Eagle Eye: Allows hero to learn an unknown spell used by an enemy hero or creature in combat (hero must be able to learn the spell with regards to school, level, etc.). Also, the hero has a 25% chance to prevent the casting of a spell by an enemy hero or creature in combat.
Intelligence: The hero’s mana increases by 50%.
Scholar: Shares spells in between trading heroes. Also, EXP gain is increased by 50%.
Arcane Omniscience: The hero learns all spells and is able to cast them at Expert level.
Forge/Dark/Light/Summoning
Dwarf Chemist>Dwarf Alchemist
Caster (Poison, Poison Attack), Magic Resistance
Repair
Advanced Ballista>Swift Ballista
Ranged, No Range Penalty, Mechanical
Two Shots
Gold Golem>Diamond Golem or>Arcane Golem
40% Magic Resistance, Mechanical
60% Magic Resistance, Block
Caster (Fire Bolt, Magic Mirror, Weakness, Giant Strength)
Demolisher>Kamikaze or>Bomber
Explosion
Berserk
Strength, Toughness
Iron Scorpion> Steel Scorpion>Titanium Scorpion Poison Attack, Mechanical
Two Attacks
Block
Clay Dragon> Iron Dragon>Dragon Golem
Toughness
Block, Mechanical
Defense Reduction
Wood(burning) Torchwheeler>Coal(burning) Torchwheeler
Sadness Inflictor, Mechanical
Two Attacks
Neutral: Level 4
Venom Spawn>Venom Fiend or>Toxic Spawn
Ranged, Poison Attack
No Melee Penalty
Unblockable, No Range Penalty
Grail Creature:
Blade Golem
Two Attacks, No Retaliation, Unlimited Retaliations, Mechanical
Artificer: The hero can forge creature artifacts and some hero artifacts in the Blacksmith.
Basic Artificer: The hero can forge creature artifacts of the first level and Treasure hero artifacts in the Blacksmith.
Advanced Artificer: The hero can forge creature artifacts of the second level and Minor hero artifacts in the Blacksmith.
Expert Artificer: The hero can forge creature artifacts of the third level and Major hero artifacts in the Blacksmith.
Ultimate Artificer: The hero can forge creature artifacts of the fourth and fifth levels and Relic hero artifacts in the Blacksmith. Also, the cost of creating them is halved.
Magic Mirror: Gives the hero Magic Mirror spell and gives him the ability to enchant creature artifacts with the Magic Mirror effect.
Phantom Image: Gives the hero the Phantom Image spell and gives him the ability to enchant creature artifacts with the Phantom Image effect.
Mana Drain: Gives the hero the Mana Drain ability and gives him the ability to enchant creature artifacts with the Mana Drain effect.
Great Forge: Doubles artifact bonuses.
Dark Elves/Destructive/Dark/Light
Troglodyte Slave>Troglodyte Minion or>Troglodyte Peon
Horde Bonus, Immune to Blind
Great Horde Bonus
Water Resistance, Taxpayer
Kobold>Kobold Minion
No Retaliation
Two Attacks
Werewolf>Great Werewolf or>Rabid Werewolf
Lycanthrope
Great Lycanthrope, Sadness Inflictor
Great Lycanthrope, Berserk
Grove Guardian>Grove Master
Ranged, Caster (Slow, Weakness)
No Melee Penalty, Caster (Poison)
Dark Lizard> Grim Lizard>Emperor Lizard
Magic Resistance
Two Attacks
Toughness
Dark Rider> Grim Rider>Grim Champion
Long Weapon, Charging Bonus
Defense Reduction, Unblockable
Block
Dark Elf Warrior>Dark Elf Ranger
Two Attacks, Caster (Weakness, Poison)
Ranged, Normal Melee, Caster (Confusion)
Neutral: Level 2
Scout>Assassin or>Dark Crossbowman
Ranged, Normal Melee
Poison Attack
Random Harmful Spell
Grail Creature:
Giant Spider
Death Stare, Binding Attack, Poison Attack
Irresistible Magic: The hero increases Elemental Chains damage and increases magic damage to creatures with magic resistance.
Basic Irresistible Magic: Elemental Chains damage is increased by 20%. The hero and his creatures are able to ignore 20% of the magic resistance of troops with magic resistance.
Advanced Irresistible Magic: Elemental Chains damage is increased by 40%. The hero and his creatures are able to ignore 40% of the magic resistance of troops with magic resistance.
Expert Irresistible Magic: Elemental Chains damage is increased by 60%. The hero and his creatures are able to ignore 60% of the magic resistance of troops with magic resistance.
Ultimate Irresistible Magic: Elemental Chains damage is increased by 100%. The hero and his creatures are able to ignore 100% of the magic resistance of troops with magic resistance.
Elemental Vision: Allows Warlock to see elements on enemy creatures and on spells of Destruction Magic school.
Empowered Spells: All damaging spells cast by hero deal 50% more damage, but the mana cost is doubled.
Dark Ritual: Special adventure ability. Hero spends entire day to perform the ritual and regain full mana. Can only be used at the beginning of the day.
Rage of the Elements: Doubles Elemental Chain damage, increases spell damage by 1.5, and increases strength of Empowered spells to 75%.
Neutral
Level 1: Goblin>Goblin Knight
Unblockable, Two Attacks
Toughness, Block, Magic Resistance
Level 1: Ghost
Undead, Take Soul
Level 2: Boar>Blood Boar
Berserk, Two Attacks
Level 3: Gryphon>Royal Gryphon
Unlimited Retaliation
Battle Dive
Level 3: Troll>War Troll
Regeneration, Unblockable
Two Attacks
Level 4: Crag Eagle>Roc
Flying
Unlimited Retaliation, Block
Level 4: Cobra>King Cobra
Poison Attack
Terror Attack
Level 7: Fairy Dragon>Arcane Dragon
Caster (Lightning Bolt, Forgetfulness), Flying
Mana Drain, Magic Mirror
Level 8: Sea Monster
Swimming, Death Stare
Level 8: Azure Dragon
2-Square Attack, Flying, Strength, Toughness, Terror Attack
Special Abilities:
Take Soul: Every creature killed by this creature turns into a Ghost and is added to the attacking stack.
Taxpayer: Get 1 gold per day per creature with this ability.
Long Weapon: The creature is able to strike enemies a square away from it without moving.
Resist Charge: When attacked by a unit with Charging Bonus, the bonus damage is negated.
Stun: There is a 20% chance of the target’s initiative being halved for 1 turn.
Defense Reduction: 20% of the target’s defense is ignored.
No Range Penalty: The creature can shoot without a range penalty.
Ranged: The creature can shoot.
Block: The creature has a 25% chance to completely block attacks.
Unblockable: The creature’s attacks cannot be blocked.
Charging Bonus: The creature gets +5% to damage for every square traveled before an attack.
+5 Morale Bonus: The creature adds 5 morale to all friendly creatures.
Destroyer of Evil: The creature does double damage to Undead and Demonic creatures and has a 50% chance to block Dark Magic spells cast by the enemy.
Shoots Twice: The creature shoots twice in one attack.
Always Positive Morale: The creature’s morale cannot be reduced below 1.
Caster: The creature is able to cast spells.
Flying: The creature can move over obstacles and other creatures.
No Melee Penalty: The ranged creature gets no penalty from melee combat.
Toughness: The creature’s hitpoints are increased by 20%.
Strength: The creature’s damage is increased by 20%.
Stealth: The creature is invisible to heroes without Scouting.
20% Magic Resistance: The creature has a 20% chance to block damage spells.
40% Magic Resistance: The creature has a 40% chance to block damage spells.
60% Magic Resistance: The creature has a 60% chance to block damage spells.
Halve Hitpoints: The creature has a 20% chance to halve the hitpoints of its target.
Petrification: The creature’s attack has a 25% chance to petrify the target. Petrified creatures cannot move until they are attacked, and their defense is increased by 50%. Elemental creatures cannot be petrified.
Unlimited Shots: The creature cannot run out of shots.
Immune to Magic: The creature cannot be affected by magic.
Two-square Attack: The creature attacks the target and a square behind it.
Mana Drain: The creature drains mana from enemy spellcasters or hero every turn. The amount of mana drained is equal to the number of creatures in the stack.
Demonic: The creature can Gate if the hero has the Gating ability.
No Retaliation: This creature’s attack targets cannot retaliate.
Three-headed Attack: The creature attacks all enemy creatures in the squares adjacent to its target and the creature.
Fireball: The creature’s ranged attack deals fire damage to creatures adjacent to the target.
Terror Attack: After the attack, the target runs back one hex. This does not work if the creature is immune to mind spells.
Glory Destroyer: All enemies have their morale and luck lowered by 1.
Fire Aura: Creature does some fire damage along with its attack.
Fire Shield: The creature attacking a creature with this ability receives fire damage equal to half of the damage that it dealt to its target.
Multiple Attack: The creature deals damage to all enemy creatures around it.
Fire Attack: The creature’s attack is Fire.
Fire Resistance: The creature takes half damage from Fire attacks.
Water Attack: The creature’s attack is Water.
Water Resistance: The creature takes half damage from Water attacks.
Air Attack: The creature’s attack is Air.
Air Resistance: The creature takes half damage from Air attacks.
Earth Attack: The creature’s attack is Earth.
Earth Resistance: The creature takes half damage from Earth attacks.
Great Misfortune Inflictor: The creature lowers luck of all enemy creatures by 5.
Teleport: The creature can go anywhere on the battlefield.
Misfortune Strike: The creature’s attack inflicts Misfortune.
Strike-and-Return: After attacking, the creature returns to where it was.
Poison Attack: Attack has 25% chance of inflicting Poison.
Blinding Attack: Attack has 20% chance of inflicting Blind.
Magic Resistance Aura: Creatures around the creature with this specialty get their Magic Resistance increased by 20%.
Binding Attack: A creature struck by a creature with this specialty is rooted to the ground, unable to move.
Rebirthing: When killed, the stack is able to resurrect itself once, with 1/3 of the number of creatures it had originally.
Skeletal: Ranged attacks do half damage to this creature.
Undead: The creature is not affected by morale.
Incorporeal: There is a 50% chance of an attack simply not affecting this creature. It is also immune to Binding Attack.
Cursing Attack: Attack has 25% chance of inflicting Curse.
Life Drain: For every 2 hitpoints of damage done by this creature, it regenerates 1.
Misfortune Attack: Attack has 25% chance of inflicting Misfortune.
Sorrow Attack: Attack has 25% chance of inflicting Sorrow.
Double Damage Potential: There is a 20% chance of an attack done by this creature of doing double damage.
Immune to Earth: Creature is not affected by Earth damage from spells.
Immune to Fire: Creature is not affected by Fire damage from spells.
Immune to Water: Creature is not affected by Water damage from spells.
Immune to Air: Creature is not affected by Air damage from spells.
Elemental: Creature is not affected by morale, and cannot be resurrected or raised as an Undead.
Magic Resistance: Spells do 50% damage to this creature.
Great Magic Resistance: Spells do 25% damage to this creature.
Area Attack: Hits all squares around the target in ranged combat.
Ignore Defense: Target’s defense is set to 0 in melee combat.
Swimming: Creature can travel on water.
Death Stare: 10% chance per 10 creatures in the stack to kill 1 living creature outright in melee combat.
Berserk: Creature is able to, at a price of the player losing control over this creature, to gain 20% to damage.
Halve Defense: Target’s defense in melee combat is halved.
Immune to Petrification: Creature cannot be Petrified.
Regeneration: Top creature in stack regenerates to full hitpoints every turn.
Immune to Death Stare: Death Stare does not affect this creature.
Giant Slayer: Does double damage to Level 5, 6, 7, and 8 creatures.
Many-Bladed Attack: Creature can attack one creature four times, one creature three times and one one time, two creatures two times, one creature two times and three one time, or four creatures one time.
Repair: Can resurrect a certain amount of dead Mechanical creatures.
Mechanical: Creature is unaffected by morale, and cannot be resurrected or raised as an Undead.
Explosion: Creature can explode itself once in combat, doing heavy damage to surrounding creatures.
Sadness Inflictor: Enemy morale is reduced by 1.
Horde Bonus: For every 10 creatures in the stack, every creature in the stack gets +1 to damage, hitpoints, attack, and defense.
Great Horde Bonus: For every 10 creatures in the stack, every creature in the stack gets +2 damage, hitpoints, attack, and defense.
Lycanthrope: Creature does double damage on Days 14-16, and is able to transform its target on those days into a stack of Werewolves with the corresponding amount of hitpoints.
Great Lycanthrope: Creature does triple damage on Days 14-16, and is able to transform its target into a stack of Werewolves with the corresponding amount of hitpoints.
Immune to Blind: Creature is not affected by Blind spell.
Magic Mirror: Creature has a 20% chance of reflecting a hostile spell onto a random creature.
Battle Dive: Creature can go into the air for one turn, where it is safe from attacks, and then descend and do double damage to a target.
Chain Shot: Creature inflicts damage to selected target and the three other targets nearest to it. Each successive enemy struck receives half the damage of the previous one. The Chain Shot does not trigger on Demonic creatures.
Random Harmful Spell: Casts a random curse on the target after every attack.
Magic
Level 1: 2 Mana.
Level 2: 4 Mana.
Level 3: 6 Mana.
Level 4: 10 Mana.
Level 5: 16 Mana.
Level 6: 24 Mana.
Destructive Magic:
Level 1:
Magic Arrow: Deals non-elemental damage. Damage increases with mastery.
Sparks: Hero walks up to any creature in its movement range, and does damage to the three spaces directly in front of the hero. Damage increases with mastery.
Stone Spikes: Deals Earth damage to creatures in a cross form. Damage increases with mastery.
Level 2:
Ice Bolt: Deals Water damage. Damage increases with mastery.
Lightning Bolt: Deals Air damage. Damage increases with mastery.
Fire Bolt: Deals Fire Damage. Damage increases with mastery.
Earth Bolt: Deals Earth Damage. Damage increases with mastery.
Scuttle Boat: Destroys boat.
Level 3:
Fire Ball: Does Fire damage in a 3x3 area. Damage increases with mastery.
Ice Ring: Deals Water damage to all creatures adjacent to the tile around which this spell is cast. Damage increases with mastery.
Fire Ring: Deals Fire damage to all creatures adjacent to the tile around which this spell is cast. Damage increases with mastery.
Ice Ball: Does Water damage in a 3x3 area. Damage increases with mastery.
Lightning Ball: Does Air damage in a 3x3 area. Damage increases with mastery.
Earth Ball: Does Earth damage in a 3x3 area. Damage increases with mastery.
Lightning Ring: Deals Lightning damage to all creatures adjacent to the tile around which this spell is cast. Damage increases with mastery.
Earth Ring: Deals Earth damage to all creatures adjacent to the tile around which this spell is cast. Damage increases with mastery.
Level 4:
Blast: Deals non-elemental damage to one creature. Damage increases with mastery.
Meteor Shower: Deals Fire and Earth damage in a 5x5 area. Damage increases with mastery.
Inferno: Deals Fire damage in a 6x6 area. Damage increases with mastery.
Level 5:
Armageddon: Deals great Fire damage to all creatures on the battlefield. Damage increases with mastery.
Implosion: Deals great physical damage to one creature. Damage increases with mastery.
Chain Lightning: Deals massive Air damage to 4 adjacent creatures, starting with the selected one. The damage inflicted is halved with each jump. Damage increases with mastery.
Level 6:
Disintegrate: Deals massive non-elemental damage to one creature. Creatures killed by Disintegrate cannot be resurrected during combat.
Light Magic:
Level 1:
Bless: Causes the selected friendly unit to inflict more damage in combat. Spellpower determines the duration of effect. Bless increases the target’s minimum damage to min+t*(max-min), where t is 25%, 50%, 65%, 80%, 100%, or 120%, depending on Light Magic mastery. Thus, at Master mastery, damage is always equal to maximum.
Haste: Increases speed and initiative. They are increased by 10%, 20%, 30%, 40%, 50%, or 60% depending on the level of mastery.
Holy Armor: Increases defense by 10%, 20%, 30%, 40%, 50%, or 60%, depending on level of mastery.
Dispel: Dispels positive magic effects from enemy creatures and negative effects from friendly creatures.
Level 2:
Ward: Decreases spell damage by 10%, 20%, 30%, 40%, 50%, or 60%, depending on level of mastery.
Heal: Heal cures target of a number of hit points based on the level of the caster and also by 10%, 20%, 30%, 40%, 50%, or 60% of the target’s hit points, depending on level of mastery. Heal is also capable of curing Poison.
Mirth: Gives maximum morale.
Magic Mirror: Creature has a 20% chance of reflecting a hostile spell onto a random enemy creature.
Level 3:
Regeneration: Regeneration causes the target to regenerate number of hit points every turn based on the level of the caster. Hit points regenerated are 10%, 20%, 30%, 40%, 50%, or 60% of total hitpoints, depending on level of mastery.
Anti-Magic: Makes creature immune to magic.
Teleport: Teleports targeted friendly creature to another location on the battlefield.
Level 4:
Holy Word: Deals holy damage to all the undead and infernal creatures on a battlefield. Damage is increased with mastery.
Prayer: Increases hit points, speed, and initiative of a creature. Amount increased increases with mastery.
Counterstrike: Gives target Unlimited Retaliation.
Level 5:
Sanctuary: Sanctuary protects all friendly troops from spells and attacks. If a troop takes any action other than "defend", "wait", or "move", Sanctuary ends.
Resurrection: Resurrects part of or the whole stack targeted by this spell. Amount resurrected is increased with mastery.
Guardian Angel: Guardian Angel gives the friendly target a number of extra lives based on the level of the caster. The number of targets protected depends on the level of the caster, and no target it protected more than once. Amount of lives is increased with mastery.
Level 6:
Divine Intervention: Divine Intervention removes a portion of the damage from all friendly targets, and resurrects slain heroes and some creatures.
Dark Magic:
Level 1:
Curse: Causes the selected friendly unit to inflict more damage in combat. Spellpower determines the duration of effect. Curse decreases the target’s maximum damage to min+t*(max-min), where t is 75%, 50%, 25%, 10%, 0%, or –25%, depending on Dark Magic mastery. Thus, at Master mastery, damage is always equal to minimum.
Slow: Decreases speed and initiative. They are decreased by 10%, 20%, 30%, 40%, 50%, or 60%, depending on the level of mastery.
Disrupting Ray: Reduces target’s defense. Can be used multiple times. Percentage reduced increases with mastery.
Raise Skeletons: Raises a number of Skeletons based on the caster's mastery from any stack of dead creatures. The number of raised skeletons cannot exceed either the hit points or number of the creatures. All skeletons vanish after combat ends. At Master level, this spell raises Skeleton Archers.
Raise Wight: Raises a number of Wights based on the caster's mastery from any stack of dead creatures. The number of raised Wights cannot exceed either the hit points or number of the creatures. All Wights vanish after combat ends. At Master level, this spell raises Wraiths.
Level 2:
Poison: Poison does damage to the target every time the creature has a turn (starting with the current round) until combat ends. Damage increases with mastery.
Poison Attack: Gives the target “Poison Attack” ability.
Sorrow: Sorrow gives the target maximum negative morale.
Weakness: Weakness causes the target to do 25%, 35%, 45%, 50%, 65%, or 80% less damage in combat, depending on mastery.
Poison Attack: Attack of creature on which this spell is cast causes Poison.
Raise Ghoul: Raises a number of Ghouls based on the caster's mastery from any stack of dead creatures. The number of raised Ghouls cannot exceed either the hit points or number of the creatures. All Ghouls vanish after combat ends. At Master level, this spell raises Ghoul Commanders.
Level 3:
Forgetfulness: Makes target stack forget what it is doing on a battlefield. The affected creature will forget to use shooting attacks and retaliation strikes.
Aura of Fear: When Aura of Fear is cast on a friendly target, so enemy opponents cannot retaliate against the friendly target's attacks unless they are immune to Death, Fear, or Mind spells.
Magic Leech: Magic Leech causes any spell cast by the target to cost double the spell points. Also, the caster of Magic Leech gains 1 spell point per 2 spell points used by target.
Raise Vampire: Raises a number of Vampires based on the caster's mastery from any stack of dead creatures. The number of raised Vampires cannot exceed either the hit points or number of the creatures. All Vampires vanish after combat ends. At Master level, this spell raises Nosferatus.
Raise Cursed Knight: Raises a number of Cursed Knights based on the caster's mastery from any stack of dead creatures. The number of raised Cursed Knights cannot exceed either the hit points or number of the creatures. All Cursed Knights vanish after combat ends. At Master level, this spell raises Dread Knights. At Grandmaster level, this spell raises Death Knights.
Level 4:
Vampiric Touch: Vampiric Touch causes a friendly target to gain 1 hit point for every 2 hit points of damage they inflict.
Berserk: Drives target stack berserk. Berserked stack considers all other creatures and war machines its personal enemies and attacks the nearest one with double damage.
Blind: Blinds the selected enemy creature so that it cannot move, attack, or use any abilities. Blindness disappears if blinded creature is attacked. Spellpower determines the duration of effect.
Raise Dragon Wight: Raises a number of Dragon Wights based on the caster's mastery from any stack of dead creatures. The number of raised Dragon Wights cannot exceed either the hit points or number of the creatures. All Dragon Wights vanish after combat ends. At Master level, this spell raises Bone Dragons. At Grandmaster level, this spell raises Ghost Dragons.
Level 5:
Hypnotize: Gives the hero temporary control over selected enemy unit. The spell does not work on undead, elemental, and mechanical units. Unit under this spell can't retaliate.
Hand of Death: Hand of Death instantly kills a number of opponents based on mastery. The target must be within the line of sight of the caster.
Sacrifice: First, Sacrifice destroys a friendly creature. Then the caster selects a second friendly target that will recover 200%, 300%, or 400%, the hit points of the destroyed creature, depending on mastery.
Raise Death Omen: Raises a number of Death Omens based on the caster's mastery from any stack of dead creatures. The number of raised Death Omens cannot exceed either the hit points or number of the creatures. All Death Omens vanish after combat ends. At Grandmaster level, this spell raises Grim Reapers.
Level 6:
Curse of the Netherworld: Deals non-elemental damage to all creatures on a battlefield except undead and demonic ones.
Raise Tormented Soul: Raises a number of Tormented Souls from any stack of dead creatures. The number of raised Tormented Souls cannot exceed either the hit points or number of the creatures. All Tormented Souls vanish after combat ends.
Summoning Magic:
Level 1:
Magic Fist: Summons magical fist to deal physical damage to target enemy creature. This spell ignores magic resistance and protection from magic. Damage increases with mastery.
Landmine: Puts several magical explosive mines on a battlefield. Mines are invisible to the enemy. Amount of mines and damage increases with mastery.
Terrain Walk: Terrain Walk gives the target the ability to walk on all terrains without penalty during combat.
Level 2:
Raise Dead: Reanimates creatures in target friendly stack. Undead creatures are brought back to "life"; all other creatures are re-animated for the duration of the battle only. Amount reanimated increases with mastery.
Wasp Swarm: Damages and reduces initiative of target. Effect increases with mastery.
Fortune: Grants target maximum luck.
Giant Strength: Increases target’s damage and hitpoints by 25%, 40%, 55%, 70%, 85%, or 100%, depending on mastery.
Summon Boat: Summons a sea ship. Hero must stand on a shore and there must be an unoccupied boat nearby for the spell to be successful.
Summon Creatures: Summons creatures from nearest town. At Master, this spell can summon creatures from any town.
Level 3
Earthquake: Damages walls during a siege. Damage increases with mastery.
Phantom Image: Copies the selected friendly unit. The copy has the same characteristics as original unit except that it disappears as soon as it receives any damage and has the Incorporeal ability.
Summon Air Elemental: Summons an amount of Air Elementals based on the caster’s mastery. At Master, this spell summons Squall Elementals.
Summon Earth Elemental: Summons an amount of Earth Elementals based on the caster’s mastery. At Master, this spell summons Magma Elementals.
Summon Fire Elemental: Summons an amount of Fire Elementals based on the caster’s mastery. At Master, this spell summons Inferno Elementals.
Summon Water Elemental: Summons an amount of Water Elementals based on the caster’s mastery. At Master, this spell summons Ice Elementals.
Level 4:
Fire Wall: Creates a wall of fire in the selected area on battlefield. Deals fire damage to all creatures in this area during several turns. Damage and duration increase with mastery.
Summon Wisp: Summons an amount of Wisps based on the caster’s mastery. At Master, this spell summons Will-o-Wisps. At Grandmaster, this spell summons Dancing Lights.
Summon Shade: Summons an amount of Shades based on the caster’s mastery. At Master, this spell summons Shadows. At Grandmaster, this spell summons Power Shadows.
Dimension Door: Teleports the hero and his entire army to another location on adventure map. Distance increases with mastery.
Town Portal: Transports the hero to the nearest town. At Master, it can transport to any town.
Level 5:
Arcane Armor: Encloses target stack with magical energy shield that partly drains all damage dealt to the stack. Armor’s hitpoints increase with mastery. Armor drains 25% or 50% of damage, depending on mastery.
Summon Magic Elemental: Summons an amount of Magic Elementals based on the caster’s mastery. At Master, this spell summons Void Elementals.
Fly: Allows your army to use part of its movement to fly over obstacles. You must land at the end of the turn.
Level 6:
Summon Psychic Elemental: Summons an amount of Psychic Elementals.
Special Skills:
Benediction: Increases Morale, Speed, and Initiative of all friendly creatures by 1, 2, 3, or 4, depending on mastery. Cost: 0
Demonic Revival: Revives a certain amount of Demonic creatures as Imps. Amount raised depends on mastery. At Ultimate, this spell raises Familiars. Cost: 0
Mark of the Damned: Damages creature if it moves or attacks. Damage increases with mastery. Cost: 0
Imbue Arrow: Hero can enhance his and his creatures’ arrows with cursing or damaging spells. All of the hero’s and creatures’ ranged attacks will inflict that spell and drain the hero’s mana. Cost: 0
Rain of Arrows: Hero can shoot all of the creatures on the battlefield that are on his favored enemy list simultaneously. Cost: 0
Banshee Howl: Creatures’ speed, initiative, and morale are reduced, amount depending on mastery. Cost: 0
Mana Drain: Drains enemies’ mana. Effect depends on mastery.
Dark Ritual: Special adventure ability. Hero spends entire day to perform the ritual and regain full mana. Can only be used at the beginning of the day. Cost: 0
Berserk: Creature is able to, at a price of the player losing control over this creature, to gain 20% to damage. Cost: 0
Banish: Hero unsummons all enemy summoned or Gated creatures. Cost: 0.
Skills:
Offense:
Basic: Increases all damage done by friendly creatures by 10%.
Advanced: Increases all damage done by friendly creatures by 20%.
Expert: Increases all damage done by friendly creatures by 30%.
Archery: Increases ranged damage done by friendly creatures by 20%.
Battle Frenzy: Increases minimum and maximum damage of all friendly creatures by 1.
Tactics: Increases the area in which the hero can rearrange creatures before combat by one row.
Counterstrike (Offense + Armorer): Gives all of your creatures +2 Attack on retaliation strikes.
Swift Blade (Offense + Logistics): Gives all friendly creatures Unblockable ability.
Triple Ballista (War Machines + Offense): Adds another shot to the ballista.
Retribution (Offense + Leadership): Morale increases damage.
Lucky Sword (Offense + Luck): The Luck bonus to melee attacks increases by 25%.
Cold Steel (Offense + Dark Magic): Adds Water damage to melee attacks.
Fiery Wrath (Offense + Destructive Magic): Adds Fire damage to melee attacks.
Holy Sword (Offense + Light Magic): Hero does double damage against Undead and Demonic enemies.
Summoned Sword (Offense + Summoning Magic): All of the hero’s summoned creatures’ attack increases by 50%.
Mana Killer (Offense + Sorcery): Attacks against creatures with mana destroy some of the mana and do extra damage.
Trained Strike (Offense + Training): For every creature level, the creature adds one additional point to minimum and maximum damage.
Cloud Strike (Offense + Darkening): When the units in this hero’s army attack or retaliate from inside a dark cloud, they gain an extra 25%.
Infernal Strike (Offense + Gating): All units in the hero’s army get Cursing Attack.
Strike of the Avenger (Offense + Avenger): When attacking a favored enemy, the unit gains 25% extra attack.
Strike of the Dead (Offense + Necromancy): When an enemy is struck by an undead creature, the target’s morale decreases by 1.
Elemental Strike (Offense + Elementalism): Adds random elemental damage to melee attacks.
Attack of the Deep (Offense + Water Mastery): Adds 1 to maximum and minimum damage of Swimming creatures.
Armorer:
Basic: Decreases all damage done to friendly creatures by 10%.
Advanced: Decreases all damage done to friendly creatures by 20%.
Expert: Decreases all damage done to friendly creatures by 30%.
Defender: Increases creature defense by 25%.
Resistance: Decreases damage dealt to your creatures by magic attacks by 20%.
Vitality: Increases hitpoints of all of your creatures by 2.
Counterstrike (Offense + Armorer): Gives all of your creatures +2 Attack on retaliation strikes.
Swift Shield (Armorer + Logistics): Increases your creatures' defense against attacks by 10%.
Guardian Tent (War Machines + Armorer): When healing, the First Aid Tent also casts Holy Armor on the target.
Last Stand (Armorer + Leadership): All troops under hero's control are blessed with amazing vitality. If enemy creatures attack the hero's troops and kill them all, the last of the troops will survive the attack with 1 hit point.
Lucky Shield (Armorer + Luck): There is a 25% chance to reduce damage from an attack by 75%.
Shield of Pain (Armorer + Dark Magic): ½ damage done to hero by a melee attack is reflected onto the attacker.
Sap Magic (Armorer + Destructive Magic): Reduces magic damage by 15%.
Holy Shield (Armorer + Light Magic): Hero takes half damage from Undead and Demonic enemies.
Summoned Shield (Armorer + Summoning Magic): All of the hero’s summoned creatures’ defense increases by 50%.
Mana Shield (Armorer + Sorcery): When defending, units in the hero’s army with mana increase their defense by 50%, but damage done to them reduces their mana.
Logistics:
Basic: Increases army movement over land by 10%.
Advanced: Increases army movement over land by 20%.
Expert: Increases army movement over land by 30%.
Navigation: Increases army movement over sea by 50%.
Pathfinding: Removes all land terrain penalties.
Scouting: Hero receives +4 to his range of view and gets an ability to see precise number of creatures in neutral troops, in enemy armies, towns, and garrisons within his range of view.
Swift Blade (Offense + Logistics): Gives all friendly creatures Unblockable ability.
Swift Shield (Armorer + Logistics): Increases your creatures’ defense from attacks by 10%.
Swift Machines (War Machines + Logistics): War Machine Initiative doubles.
Long March (Logistics + Leadership): Adds 50% to army movement.
Lucky Horse (Logistics + Luck): There is a 25% chance of the hero receiving 75% extra movement at the beginning of the day.
Corrupted Soil (Logistics + Dark Magic): The hero calls upon forces of nature to affect enemy melee-attacking creatures. Any time an enemy creature moves it will receive some damage.
March of Destruction (Logistics + Destructive Magic): Turns land walked on by hero into Lava.
Holy March (Logistics + Light Magic): For every 20 steps taken in the adventure map, all of the hero’s creatures add 1 to their maximum hit point amount.
Terrain Walker (Logistics + Summoning Magic): Gives the hero the Terrain Walk spell and cuts its cost by 50%.
Sorcerous Resources (Logistics + Sorcery): When picking up resources, the hero also gains mana.
War Machines:
Basic: Makes war machines more effective overall. Increases Attack, Defense, and Damage of Ballistae. Increases Catapult's Damage and grants it a 30% chance to hit. The First Aid Tent receives increased Healing Power. Ammo Cart gains an ability to increase Attack of ranged units in hero's army by 1.
Advanced: Makes war machines more effective overall. Increases Attack, Defense, and Damage of Ballistae. Increases Catapult's Damage and grants it a 40% chance to hit. The First Aid Tent receives increased Healing Power. Ammo Cart gains an ability to increase Attack of ranged units in hero's army by 2.
Expert: Makes war machines more effective overall. Increases Attack, Defense, and Damage of Ballista. Increases Catapult's Damage and grants it a 50% chance to hit. The First Aid Tent receives increased Healing Power. Ammo Cart gains an ability to increase Attack of ranged units in hero's army by 3.
Ballista: Allows manual control of Ballista, gives it an extra shot, and restores it after combat if it is destroyed.
Catapult: Allows manual control of Catapult, gives it an extra shot, and restores the Ammo Cart after combat if it is destroyed.
First Aid: Allows manual control of First Aid Tent, allows it to resurrect creatures, and restores it after combat if it is destroyed.
Triple Ballista (War Machines + Offense): Adds another shot to the ballista.
Guardian Tent (War Machines + Armorer): When healing, the First Aid Tent also casts Holy Armor on the target.
Swift Machines (War Machines + Logistics): War Machine Initiative doubles.
Artificial Glory (War Machines + Leadership): War Machines and Mechanical creatures in the hero’s army gain positive morale bonuses.
Lucky Machines (War Machines + Luck): Machines have 25% more luck.
Curse Ballista (War Machines + Dark Magic): Gives Ballista Random Harmful Spell ability.
Brimstone Rain (War Machines + Destructive Magic): Catapult gains another extra shot (up to 3 consecutive shots in turn, if hero is proficient with catapults).
Holy Machines (War Machines + Light Magic): Increases Initiative of all machines by 3.
Summoned Machine (War Machines + Summoning Magic): At the beginning of battle, the hero can choose to summon one extra War Machine.
Mystical Machines (War Machines + Sorcery): War Machines gain Incorporeal ability.
Leadership:
Basic: Increases Morale by 1.
Advanced: Increases Morale by 2.
Expert: Increases Morale by 3.
Diplomacy: Allows hero to effectively negotiate with hostile creatures. Increases chances and reduces costs of creatures that wish to join your army.
Estates: Hero generates 250 gold a day.
Recruitment: Increases weekly growth of 1st, 2nd and 3rd level creatures by +3, +2 and +1 respectively. Hero must be stationed within the friendly town on the last day of the week for effect to take place.
Retribution (Offense + Leadership): Morale increases damage.
Last Stand (Defense + Leadership): All troops under hero's control are blessed with amazing vitality. If enemy creatures attack the hero's troops and kill them all, the last of the troops will survive the attack with 1 hit point.
Long March (Logistics + Leadership): Adds 50% to army movement.
Artificial Glory (War Machines + Leadership): War Machines and Mechanical creatures in the hero’s army gain positive morale bonuses.
Lucky Leader (Leadership + Luck): For every point of luck, a creature gains a point of morale, and vice versa.
Occult Leader (Leadership + Dark Magic): All spellcasting creatures in the hero’s army learn 1 random Level 1-3 Dark Magic spell.
Pillage Leader (Leadership + Destructive Magic): After capturing towns or objects, the hero gains gold and resources. The hero also gains the option to destroy objects for more resources.
Holy Leader (Leadership + Light Magic): All units in the hero’s army gain +2 morale and Light spells have doubled effect on them.
Great Summoner (Leadership + Summoning Magic): Elementals can be affected by positive morale.
Mystical Leader (Leadership + Sorcery): For every point of positive morale a spellcasting unit has, it regenerates 10% of its mana.
Luck:
Basic: Increases Luck by 1.
Advanced: Increases Luck by 2.
Expert: Increases Luck by 3.
Resourcefulness: In the course of adventures, the hero tends to find more gold and resources and be luckier overall.
Soldier’s Luck: Guarantees that useful combat abilities of creatures in hero's army will trigger more often.
Great Luck: The Luck bonus to damage increases by 25%.
Lucky Sword (Offense + Luck): The Luck bonus to melee attacks increases by 25%.
Lucky Shield (Armorer + Luck): There is a 25% chance to reduce damage from an attack by 75%.
Lucky Horse (Logistics + Luck): There is a 25% chance of the hero receiving 75% extra movement at the beginning of the day.
Lucky Machines (War Machines + Luck): Machines have 25% more luck.
Lucky Leader (Leadership + Luck): For every point of luck, a creature gains a point of morale, and vice versa.
Dead Man’s Curse (Luck + Dark Magic): Enemy luck is reduced by 1.
Warlock’s Luck (Luck + Destructive Magic): Spell damage can be affected by Luck.
Holy Luck (Luck + Light Magic): Luck has a 25% extra chance of triggering if a creature has a Light spell cast on it.
Lucky Summon (Luck + Summoning Magic): There is a 50% chance of summoning 50% more creatures using Summon spells.
Mystic Luck (Luck + Sorcery): For every point of mana a creature has, its probability of having luck on an attack increases by 1%.
Dark Magic:
Basic: Allows the hero to cast spells of the 3rd circle of Dark Magic.
Advanced: Allows the hero to cast spells of the 4th circle of Dark Magic
Expert: Allows the hero to cast spells of the 5th circle of Dark Magic
Master: Allows the hero to cast spells of the 6th circle of Dark Magic.
Master of Slow: Allows the hero to cast Mass Slow.
Master of Curse: Allows the hero to cast Mass Curse.
Mass Disrupting Ray: Allows the hero to cast Mass Disrupting Ray.
Cold Steel (Offense + Dark Magic): Adds Water damage to melee attacks.
Shield of Pain (Armorer + Dark Magic): ½ damage done to hero by a melee attack is reflected onto the attacker.
Corrupted Soil (Logistics + Dark Magic): The hero calls upon forces of nature to affect enemy melee-attacking creatures. Any time an enemy creature moves it will receive some damage.
Curse Ballista (War Machines + Dark Magic): Gives Ballista Random Harmful Spell ability.
Occult Leader (Leadership + Dark Magic): All spellcasting creatures in the hero’s army learn 1 random Level 1-3 Dark Magic spell.
Dead Man’s Curse (Luck + Dark Magic): Enemy luck is reduced by 1.
Curse of Weakness (Dark Magic + Destructive Magic): Spell damage increases by 50% against creatures with Dark Magic spells on them.
Twilight (Dark Magic + Light Magic): Increases Spellpower +3 for all spells of Dark and Light magic schools.
Elemental Necromancer (Dark Magic + Summoning Magic): Using Raise spells, Undead can be raised from dead Elementals.
Dark Renewal (Dark Magic + Sorcery): If a spell is resisted, the hero gets all of the mana used for the spell back.
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Eccentric Opinion
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mvassilev
Responsible
Undefeatable Hero
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posted September 30, 2007 08:46 PM |
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Destructive Magic:
Basic: Allows the hero to cast spells of the 3rd circle of Destructive Magic.
Advanced: Allows the hero to cast spells of the 4th circle of Destructive Magic.
Expert: Allows the hero to cast spells of the 5th circle of Destructive Magic.
Master: Allows the hero to cast spells of the 6th circle of Destructive Magic.
Master of Magic Arrow: Sets the mana cost of Magic Arrow to 0, and allows the hero to cast it using only 50% of his/her initiative.
Master of Sparks: Sets the mana cost of Sparks to 0, and the spell will damage all enemy creatures around the hero.
Master of Stone Spikes: Sets the mana cost of Stone Spikes to 0, and the spell will leave impassible stone spikes behind that remain a number of turns equal to the hero’s spell power.
Fiery Wrath (Offense + Destructive Magic): Adds Fire damage to melee attacks.
Sap Magic (Armorer + Destructive Magic): Reduces magic damage by 15%.
March of Destruction (Logistics + Destructive Magic): Turns land walked on by hero into Lava.
Brimstone Rain (War Machines + Destructive Magic): Catapult gains another extra shot (up to 3 consecutive shots in turn, if hero is proficient with catapults).
Pillage Leader (Leadership + Destructive Magic): After capturing towns or objects, the hero gains gold and resources. The hero also gains the option to destroy objects for more resources.
Warlock’s Luck (Luck + Destructive Magic): Spell damage can be affected by Luck.
Curse of Weakness (Dark Magic + Destructive Magic): Spell damage increases by 50% against creatures with Dark Magic spells on them.
Crusader of Chaos (Destructive Magic + Light Magic): Dispel does damage to Demonic and Undead creatures, and damage done by Holy Word is doubled.
Master of Earthblood (Destructive Magic + Summoning Magic): Increases effective Spellpower for Landmine and Earthquake spells by 50%.
Arcane Destruction (Destructive Magic + Sorcery): Every time a creature is hit with Destructive Magic, its defense decreases by 50%.
Light Magic:
Basic: Allows the hero to cast spells of the 3rd circle of Light Magic.
Advanced: Allows the hero to cast spells of the 4th circle of Light Magic.
Expert: Allows the hero to cast spells of the 5th circle of Light Magic.
Master: Allows the hero to cast spells of the 6th circle of Light Magic.
Master of Haste: Allows the hero to cast Mass Haste.
Master of Bless: Allows the hero to cast Mass Bless.
Master of Dispel: Allows the hero to cast Mass Dispel.
Holy Sword (Offense + Light Magic): Hero does double damage against Undead and Demonic enemies.
Holy Shield (Armorer + Light Magic): Hero takes half damage from Undead and Demonic enemies.
Holy March (Logistics + Light Magic): For every 20 steps taken in the adventure map, all of the hero’s creatures add 1 to their maximum hit point amount.
Holy Machines (War Machines + Light Magic): Increases Initiative of all machines by 3.
Holy Leader (Leadership + Light Magic): All units in the hero’s army gain +2 morale and Light spells have doubled effect on them.
Holy Luck (Luck + Light Magic): Luck has a 25% extra chance of triggering if a creature has a Light spell cast on it.
Twilight (Dark Magic + Light Magic): Increases Spellpower +3 for all spells of Dark and Light magic schools.
Crusader of Chaos (Destructive Magic + Light Magic): Dispel does damage to Demonic and Undead creatures, and damage done by Holy Word is doubled.
Master of Life (Light Magic + Summoning Magic): Increases effective Spellpower for Raise Dead and Resurrection spells by 50%.
Arcane Blessing (Light Magic + Sorcery): Blesses have double effect.
Summoning Magic:
Basic: Allows the hero to cast spells of the 3rd circle of Summoning Magic.
Advanced: Allows the hero to cast spells of the 4th circle of Summoning Magic.
Expert: Allows the hero to cast spells of the 5th circle of Summoning Magic.
Master: Allows the hero to cast spells of the 6th circle of Summoning Magic.
Master of Magic Fist: Magic Fist spell can Stun.
Master of Landmine: Landmine spell lowers the defense of the creature that stepped on the landmine by 50%.
Master of Terrain Walk: Terrain Walk also allows the hero to walk on water.
Summoned Sword (Offense + Summoning Magic): All of the hero’s summoned creatures’ attack increases by 50%.
Summoned Shield (Armorer + Summoning Magic): All of the hero’s summoned creatures’ defense increases by 50%.
Terrain Walker (Logistics + Summoning Magic): Gives the hero the Terrain Walk spell and cuts its cost by 50%.
Summoned Machine (War Machines + Summoning Magic): At the beginning of battle, the hero can choose to summon one extra War Machine.
Great Summoner (Leadership + Summoning Magic): Elementals can be affected by positive morale.
Lucky Summon (Luck + Summoning Magic): There is a 50% chance of summoning 50% more creatures using Summon spells.
Elemental Necromancer (Dark Magic + Summoning Magic): Using Raise spells, Undead can be raised from dead Elementals.
Master of Earthblood (Destructive Magic + Summoning Magic): Increases effective Spellpower for Landmine and Earthquake spells by 50%.
Master of Life (Light Magic + Summoning Magic): Increases effective Spellpower for Raise Dead spell by 50%.
Banish (Summoning Magic + Sorcery): Gives Banish spell.
Sorcery:
Basic: Speeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 10%.
Advanced: Speeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 20%.
Expert: Speeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 30%.
Arcane Training: Reduces casting costs of all spells by 20%.
Magic Insight: Allows a hero to learn magic spells of the third circle regardless of actual skills in the respective schools of magic.
Mysticism: Doubles mana regeneration rate.
Mana Killer (Offense + Sorcery): Attacks against creatures with mana destroy some of the mana and do extra damage.
Mana Shield (Armorer + Sorcery): When defending, units in the hero’s army with mana increase their defense by 50%, but damage done to them reduces their mana.
Sorcerous Resources (Logistics + Sorcery): When picking up resources, the hero also gains mana.
Mystical Machines (War Machines + Sorcery): War Machines gain Incorporeal ability.
Mystical Leader (Leadership + Sorcery): For every point of positive morale a spellcasting unit has, it regenerates 10% of its mana each turn.
Mystic Luck (Luck + Sorcery): For every point of mana a creature has, its probability of having luck on an attack increases by 1%.
Dark Renewal (Dark Magic + Sorcery): If a spell is resisted, the hero gets all of the mana used for the spell back.
Arcane Destruction (Destructive Magic + Sorcery): Every time a creature is hit with Destructive Magic, its defense decreases by 50%.
Arcane Blessing (Light Magic + Sorcery): Blesses have double effect.
Banish (Summoning Magic + Sorcery): Gives Banish spell.
Steeds and Stables
Every castle will have a stable. From each stable, you will be able to recruit a steed. Steeds give various bonuses to heroes, and they have to be killed in battle before you can kill the hero.
Knight: Quarter Horse: Low hit points, fast in combat, always travels over 10 squares in the Adventure Map (unaffected by anything), but cannot go more than 15 squares per turn. Charging Horse: High hit points, expensive, powerful, and slow.
Warlock: Centaur Steed: Medium hit points, fast in combat, gives hero two attacks. Enslaved Dragon: Very expensive, high hit points, high attack and defense, can fly in combat, gives hero Breath Attack.
Inferno: Carrier Demon: Cheap and weak in every way. Nightmare Steed: Pretty expensive, medium hit points, fast speed in combat, average in Adventure Map, gives hero No Retaliation.
Forest: Vine Steed: Fast, No Retaliation. Riding Phoenix: Very expensive, very fast, flies in combat, breath attack, lower hit points than Enslaved Dragon.
Necropolis: Bone Horse: Slow, Skeletal. Giant Bat: Weak, Flying, and Vampire Drain.
Conflux: Elemental Horse: Weak, gives 50% resistance to all elemental damage spells. Ki'rin: Expensive, fast, gives hero Teleport and 50% magic resistance.
Aqua: Tuna: Very cheap, gives hero ability to travel over water if he/she doesn't have creatures that can't swim. Whale: Expensive, high hit points, carries all creatures in army as well.
Stronghold: Mule: Cheap, medium in every way, reduces terrain penalties by 50%. Boar: High hit points, increases hero's damage by 50%.
Swamp: Lizard: Cheap, weak, No Retaliation. Riding Serpentman: Slow, high hit points.
Tower: Wise Horse: Slow, weak, gives hero 50% reduction in all spell costs. Riding Naga: Average for level, No Retaliation.
Forge: Four-Legged Walker: weak, fast. Armored Dragon Golem: powerful.
Dark Elves: Troglodyte: weak, Immune to Blind. Spider: Fast, Binding, Poison Attack.
Fifty years have passed since the defeat of Hexis, the War of Channon, and the founding of the countries of Necross, Palaedra, Great Arcan, and Aranon. All is quiet, save a few battles between the natives of Axeoth and the newcomers from Enroth and Antrigarth.
Queen Emilia is long dead, having ruled for thirty years, and now Solomyr ibn Wali Barad rules Great Arcan. All is quiet there.
Palaedra is ruled by King Milan, Lysander's son. All is good there too. Lysander retired and now searches for his siblings. High Priest Proetho went with him.
Necross is still ruled by King Gauldroth Half-Dead, although there have been several rebellions, one lead by Sandro, ex-owner of the Cloak of the Undead King and ex-vice-guildmaster of the Necromancer's guild. Gauldroth wants to create a new Necromancer's Guild. Sandro objects, insisting that they should collect the remnants of the old one.
In Aranon, there was a civil war. Some elves have been tainted by darkness and split from the others. Elvin and Shaera are now King and Queen. Parts of the forest have been burned down. No one knows how, for it is protected by the Circlet of Clover.
The Forest of Aranon is being used for fuel of the Forge’s machines. Their leader, Jarvis Golemlord, wants to destroy Nature. He was the youngest son of Duke Winston Boragus, the old Barbarian ruler. He is jealous of Nature's power, and wants to destroy the world.
All is good in the Gold Sea, for Tawni Balfur settled down, and is happy with her results of her 50-year-long piracies.
Warjeak is old and dying, and announced a contest: Who would be his heir?
Then, one quiet day, there is a blinding flash. A gate opens. Out of it steps a demon. He is followed by many others.
Then, in another part of the world, another gate opens in midair. Out of it fall two ragged warriors, and elf and a human. They are, of course, Gelu and Kilgor. They look, and notice their swords are gone. They dash off to find them.
Finally, in Necross, Sandro steps into a clearing. He is surrounded by dozens of undead. He raises his hands and shouts. A gate opens, destroying much around it, except for Sandro, for he was shielded by the undead. Out of the gate steps out none other than Archibald Ironfist.
In Akhid, the land of the Dark Elves, Chieftain Eyreg rules the Dark Elves with difficulty. They always try to assassinate him.
Campaigns
Holy Ward
Lysander and Proetho seek to find Lysander's family, while fighting through the zombies and demons. They are joined by Sir Mullich, who is searching for Nicolai Ironfist, who, apparently, survived the Reckoning.
Dragon's Bane
King Archibald Ironfist wants to defeat Tawni Balfur and get the dragons he needs to rule the world. He seeks the alliance of Necross, but Gauldroth has his own plans...
Ahoy There!
Tawni Balfur must gain the support of the creatures of the sea to fight off Archibald Ironfist. The creatures are lead by the Mermaid Aqura, who studied Gavin Magnus's methods of controlling minds.
Kreegan Revival
Lucifer Kreegan did not die in the war of Armageddon's Blade or in the Reckoning. He must gain the trust of his fellow demons to conquer the world. Or he might persuade them in other ways. Most importantly, he needs to break them away from Necross.
Elven Rule
Elvin and Shaera seek to find the cause of the fires and destroy their cause.
Half-Living
King Gauldroth seeks to destroy the rebellions, but first he must realize that he is half-living too.
Talk About Ungratefulness!
Sandro wants to rule Necross, and kill Archibald Ironfist for leaving after he let him into Axeoth.
It's Elementary
Zaeg, a young elementalist, seeks to control them all. Zaeg was angry that the elements joined Nature, because Elvin doesn't let the elementalists practice their dangerous magic. Zaeg later joins with Jarvis Golemlord.
Warjeak's Heir
Warjeak’s Heir, Ferret, seeks to make the Barbarians respect him, but first he must gain the assistance of Craig Hack, who is not very willing.
Order is Crucial
Solomyr must stop massive invasions by the Necromancers' Guild.
Bron's New Tricks
The Basilisk master, Bron, wants to separate from the Barbarians and become Lord of the Swamps.
The Machine Master
Jarvis Golemlord wants to burn down Aranon.
Dark Lands
The Dark Elf Kurgh tries to kill Eyreg and become Chieftain of the Dark Elves.
In the Land of the Inferno
Gelu seeks to find the Armageddon's Blade, before someone else does.
It's Cold in Here
Kilgor searches for the Sword of Frost. However, he's not the only one.
Doomed by Fate
All alliances must join to defeat a greater evil. Can only be unlocked after completing the other campaigns.
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Eccentric Opinion
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Moonlith
Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
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posted January 11, 2008 10:32 AM |
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I like a lot of your ideas, especially that you choose to build from H3 and H4 primairiliy, good
Some things seem odd to me though. Woodelves at tier 7 ? I could see that since they are Sylvan's cool backup, but it would cause heavy conflict with hitpoints. Anything above 35HP is too much for woodelves, and anything below 100HP is too low for tier 7.
Grail structure creatures might not be too good an idea. Finding the grail would practicly spell instant win. Even though it does that now as well, it would mean Grails would be limited to single player maps. No-one in their right mind would play multiplayer maps featuring the grail and allowing a player to obtain a guaranteed success. Which inevitably means, the grail creature will hardly appear in the game.
Swamptown's racial seems a bit uber, it provides them with a permanent +7 stats, +3 speed and ini, and no retal!
I hope you don't mind me taking some inspiration from this, do you?
I will comment more when I take the time to read it more throughoutly.
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted January 11, 2008 12:33 PM |
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Quote: I like a lot of your ideas, especially that you choose to build from H3 and H4 primairiliy, good
lol
Need I comment on this statement?
*punishes himself for total off-topic posting*
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What will happen now?
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landsknecht
Adventuring Hero
Askin' for war :p and payments
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posted January 11, 2008 04:52 PM |
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Quote: Heroes VI should be our main priority now that Heroes V has gone so far down a path we don't wish to really follow and can't change. I am very interested in everything Heroes III and adding on to it. Whatever is missing in Heroes VI that was in Heroes III only hurts the fabulous series (including the music). It makes no sense for things just to disappear abrubtly from a well developed world (just imagine if China and all of its people just vanished in the course of a few years). I can't stress the same points enough and I apologize once again for being redundant.
Heroes III is the PERFECT MODEL and I suggest people start following it! It also serves as a bar for these new games to reach that so far haven't even come close.
Keep Heroes VI 3D although Heroes III is still the best game even with its 2D graphics. C'est vrai n'est pas?
yeah. bring back Gryphonhearth/Ironfist storyline!!!
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mvassilev
Responsible
Undefeatable Hero
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posted January 12, 2008 02:28 PM |
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Quote: Some things seem odd to me though. Woodelves at tier 7 ? I could see that since they are Sylvan's cool backup, but it would cause heavy conflict with hitpoints. Anything above 35HP is too much for woodelves, and anything below 100HP is too low for tier 7.
I put Elf Hunters at L.7 for the same reason I put Mages and Dark Elf Warriors there. Because they're supposed to be the ruling creatures in each town.
Quote: Grail structure creatures might not be too good an idea. Finding the grail would practicly spell instant win. Even though it does that now as well, it would mean Grails would be limited to single player maps. No-one in their right mind would play multiplayer maps featuring the grail and allowing a player to obtain a guaranteed success. Which inevitably means, the grail creature will hardly appear in the game.
Ah, but I suggest that there should be 2 ways to build the Grail. The first is to find an Ultimate Artifact and use it to build a Grail. The second is to build all of the structures (except Shipyard) in a town, then you could build the Grail.
Quote: Swamptown's racial seems a bit uber, it provides them with a permanent +7 stats, +3 speed and ini, and no retal!
Yes, but their stats would have to be low.
Quote: I hope you don't mind me taking some inspiration from this, do you?
I'd be honored
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Eccentric Opinion
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Moonlith
Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
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posted January 14, 2008 01:37 PM |
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Edited by Moonlith at 13:40, 14 Jan 2008.
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Quote: I put Elf Hunters at L.7 for the same reason I put Mages and Dark Elf Warriors there. Because they're supposed to be the ruling creatures in each town.
So how are you going to do it with the stats?
Quote: Ah, but I suggest that there should be 2 ways to build the Grail. The first is to find an Ultimate Artifact and use it to build a Grail. The second is to build all of the structures (except Shipyard) in a town, then you could build the Grail.
But then finding the ultimate artifact has little purpose
Quote: Swamptown's racial seems a bit uber, it provides them with a permanent +7 stats, +3 speed and ini, and no retal!
Yes, but their stats would have to be low.
I would rather go getting their stats at least a bit more on par with other creatures and instead nerfing their racial a bit. Otherwise, it's too much like current stronghold.
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nickkkk
Known Hero
Necro fan since 1988
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posted January 14, 2008 01:48 PM |
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Quote: Heroes VI should be our main priority now that Heroes V has gone so far down a path we don't wish to really follow and can't change. I am very interested in everything Heroes III and adding on to it. Whatever is missing in Heroes VI that was in Heroes III only hurts the fabulous series (including the music). It makes no sense for things just to disappear abrubtly from a well developed world (just imagine if China and all of its people just vanished in the course of a few years). I can't stress the same points enough and I apologize once again for being redundant.
Heroes III is the PERFECT MODEL and I suggest people start following it! It also serves as a bar for these new games to reach that so far haven't even come close.
Keep Heroes VI 3D although Heroes III is still the best game even with its 2D graphics. C'est vrai n'est pas?
C'est tres vrai Yann. Heroes 3 is the best in the series.
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Vampire Lord (Dracula)
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mvassilev
Responsible
Undefeatable Hero
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posted January 14, 2008 01:53 PM |
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Quote: So how are you going to do it with the stats?
They may not have as high HP as the other L7s, but they'll make up for it with attack and initiative.
Quote: But then finding the ultimate artifact has little purpose
But if you already have the Grail one way, you could upgrade it (say, so it generates more gold or has a higher growth) using the other method. Plus, the Ultimate Artifact is powerful.
Does anyone know where I could upload a Word doc.?
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Eccentric Opinion
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Cepheus
Honorable
Legendary Hero
Far-flung Keeper
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posted May 18, 2008 07:10 PM |
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If you're still needing to upload a Word doc, send it to me and I'll get you a direct link for it...
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mvassilev
Responsible
Undefeatable Hero
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posted May 18, 2008 07:14 PM |
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How can I send it to you? Your e-mail address is hidden.
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Eccentric Opinion
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B-E-T-A
Promising
Legendary Hero
Guess Who is Back?
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posted May 18, 2008 07:31 PM |
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This idea is pretty good, if this was Heroes of Might and Magic VI then I would defenatly like it, only a few things about the order of the creatures: In the master post(didn't read anything else then the master post), is that your line up of creatures? Cause if it is then I must say I kinda get a "?" in my mind cause some places you put some creatures which are obivously stronger then the next one behind a creature on the tier above.
Example: In the warlock faction Medusa is the last creature, with hydra right behind! WTF?!
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mvassilev
Responsible
Undefeatable Hero
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posted May 18, 2008 08:27 PM |
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I realize that my lineup is a bit unconventional in certain areas, namely that Medusae, Elves, Mages, and Dark Elves are Lv. 7 creatures, but that's supposed to represent that they're the ruling creatures in the town.
Edit: Well, here's a far more readable version. Thanks to Cepheus for uploading them!
Part 1
Part 2
Part 3
Part 4
So, what does everyone think?
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Eccentric Opinion
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TheDeath
Responsible
Undefeatable Hero
with serious business
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posted May 19, 2008 12:11 PM |
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Quote: I realize that my lineup is a bit unconvential in certain areas, namely that Medusae, Elves, Mages, and Dark Elves are Lv. 7 creatures, but that's supposed to represent that they're the ruling creatures in the town.
You know something I love this idea.
Besides I'd like to see a game where the difference between a level 7 and a level 1 would be realistic (i.e not super-mega-ultra hitpoints for no reason). That said, the difference should be small (like in MOST strategy games), not like 1 creature can kill 100 other creatures kind-of-stupid-stuff we have right now.
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King_Nikolai
Known Hero
with plans of Rebirth!
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posted May 20, 2008 05:39 PM |
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But to be even more realistic, don't you think it is possible for a dragon to kill about 100 peasants with ease? And whats all this talk about changing everything about Homm V? Personally I think it, tegother with Homm III was the best. Technical advancments, new spells and creatures and things like that will be fine, but why change an entire concept that has worked so good for a...kind of a long time
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TheDeath
Responsible
Undefeatable Hero
with serious business
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posted May 28, 2008 11:01 AM |
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Quote: But to be even more realistic, don't you think it is possible for a dragon to kill about 100 peasants with ease?
Dragons shouldn't even be recruitable in my opinion
Quote: And whats all this talk about changing everything about Homm V?
That's why it's gonna be a new game, Heroes 6. If you want a copy of Heroes 3, why don't you play Heroes 3?
I mean seriously, apart from the graphics that most game pros don't care about (that much), why do we need a new game that is an exact copy of another one? Why not be original?
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MattII
Legendary Hero
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posted May 28, 2008 11:39 AM |
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Quote: I mean seriously, apart from the graphics that most game pros don't care about (that much), why do we need a new game that is an exact copy of another one? Why not be original?
Because it's a sequel, not a new game, so you don't go and completely rebuild from scratch, you hang on to at least some of the old stuff. This is why H4 was a flop (at least it was from what I heard), it introduced far too much new stuff.
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xerox
Promising
Undefeatable Hero
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posted May 28, 2008 08:16 PM |
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I agree that Heros 6 should NOT BE a copy of Heroes 3 or Heroes 5 (which i thougt was a much better game with Tröbes of the East).
Its boring to have a game that is a 99% copy of a previous game and uncreative.
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Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill
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MattII
Legendary Hero
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posted May 28, 2008 11:30 PM |
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People say that H3 and H5 are similar, which is true in some respects (creature lineup for example), but widely different in others (skills, combat, etc.) so you can't really compare the two.
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