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Heroes Community > Heroes 8+ Altar of Wishes > Thread: Xerox HoMM6
Thread: Xerox HoMM6 This thread is 5 pages long: 1 2 3 4 5 · NEXT»
xerox
xerox


Promising
Undefeatable Hero
posted September 21, 2007 06:23 PM
Edited by xerox at 22:29, 13 Oct 2007.

Xerox HoMM6

Since everybody else makes their own heroes of might and magic 6 i will also make one. I have had many plans for it, but its like 5% complete ;P
Unlike the othes i will include ALL factions and some/one new.
Lets start with some new and some removed stuff from h5. This will be uptated.
Oh, and i just wanted to say that this will contain two expansions.

Removed:
Dark Elf Dungeon, Dwarven Fortress.
Names of spell schools.
Ghost Towns.
Easy becomes Chicken, Normal-Solider, Hard-Warlord, Super Hard-Legendary Hero
Alternate Upgrades, will be replaced with "Town Specs".

New:
Age of Exploration, new continent: Nahsa (there is a code in this name... Ashan will not be abanoaded. There will be things happening there too)
7 Factions (might be eight...)
Heroes in combat. This can be turned off but in the campaign there are some battles which you must fight in.
One new faction, Naga/Swamp Town (so far).
Weekly recsouses from buildings like the windmill.
"Living Towns". The town will not become ghost towns anymore.
More things to do in the town, even an guide around it!
Neutral/Mercenary Towns which cannot be played or owned by anyone. They serve as sanctuarys and outposts.
Currently there will be two neutral town (onemore in each expansion, i think you can guess which they are).
The neutral towns are Nomads and Elementals.
More about neutral/mercenary towns later.
New Racial Skill for almost all factions.
Legendary Hero difficult level.
Sylvan will not become a nature freakish faction, for example their sprites and treants will be removed.
Destructable Towns (you can destroy your own town too!)
Some heroes from H5 will return, like Freyda and Zehir.
Haven will remain booorrriiinnnggg.
There will be some mixed creatures in some towns like Sylvan will probably lose an elf or two...
Grail Creatures.
Lolenbuster.
Inferno will suck.
Academy will move into the north.
Dont know how to explain this but if you play like Haven and your town is on inferno/hellish terrain, the terrain in the town will also look hellish/inferno like.
Might and Magic Heroes for all towns.
Mercenary Heroes. Might for Nomads and Magic for Elementals.
Serious graphics like h3 but 3D.
Better storyline (i think).
Choose the destiny of the world. Be evil or good (just an idea, we will see how this works).
Haven will be exploration nerds. But Necro will be on the new coniet first!

Saved:
Iniative System

There will be a dungeon town in the fist expansion and it will not contain Dark Elfs. So dont complain!

Okey so lets start.








Heroes of Might and Magic 6
The Exploration Age

Ashan has suffered much. Queen Isabels War damaged all the major factions and the land itself. Biaras reign is over but because of the war thousands of people have died and there is not much rescourses, food and water left in Ashan.
But recently explorers from the Academy has found a new continet, almost uninhabited by intelligint life.
It is rich of mountains, lakes, grasslands and forests. Almost untouched.
There had come an hope for the people of Ashan, there would be an new begining.
Humans from the Holy Griffin Empire how was very curious about new lands, quickly buildt an enormous amount of large boats to transfer the people there.
But it is not easy to share when all the major factions want to get to the same continet...
On the new continent of Nahsa seven races will fight for their place, their lands and there continent.
But as the races fight with each other a new evil rises in the ashes of the old world...


Features
Seven Towns! Including the Naga and the Lizardmens town!
Several maps to play!
A new campaign, 5-10 missions per chapter!
Both new and old Heroes, say hello to heroes like Andir and Lazis!
For the first time in HoMMs history, Xbisoft is proud to present Mercenary Towns!
Living Towns!
Hero Combat Mode!
Grail Creatures!
Destructable Towns!
Might and Magic Heroes for all towns!
Lots of new monsters and artifacts!
Behold a Heroes game created by a 12 years old boy, who lives in Sweden!
And much, much more!
HoMM6 comes in your gaming shop 08/12/10.
Pre-order it now, and i will sing "Money, money, money, must be funny, in a rich mans world"...


Mercenary Towns

Mercenary Towns are small, neutral refuges where any hero can rest, train, hire creatures & heroes and much much more. A hero can visit the Mercenary Town once per week. He can only stay there for two days. If he does anything in the Mercenary Town then no hero of his side will be able to visit it the next week.

For example: Lets say an sylvan hero does some random things in the Mercenary Town. When he leaves, none of the players heroes can enter the town next week so enemy heroes also have a chance to hire creatures etc. And so that the hero doesnt just wait outside the Mercenary Town till the next week.

There are only level 1, 3, 5 and 7 creatures in Mercenary Towns and they are more expensive than normal creatures.
The Mercenary Creatures has no upgrades.
There are two types of Mercenary Towns. Might and Magic. Might focuses on might and magic on magic.

Currently there are two Mercenary Towns, the Settlement and the Nexus. Each of them has some of there own unique features.

Mercenary Town. The Settlement

Story
When the races came to Nasha, many understood that there would be war. People of all races gathered together and fled to the deserts to far west, long away from the war. There they became Nomads. Wandering from place to place to find new places. The most Nomads were Humans and Wood Elfs but there was a lot of other races in the small nomad groups too.
But war is unavoidable and soon they were forced to give many of there rescourses to other factions.
But the people of the Settlements soon had enough, they didnt want people to steal there food, water and other things. So they started to trade instead.
Now all races can hire both troops and Heroes in their towns and rest.
In the Settlements no war is allowed. You can find big arenas in them, so the Settements are more for the Might-intrested and not the Magic-geek.
The Nomads still wanders from many places in both Nahsa and Ashan, each month they move there Settlements to another place on the map. There towns has also become the centers for the WTU (the World Traders Union), only the capital of the Nomads and the WTU does not move.


Icon of the Nomads.

Basic Info
Aka: The Nomads, Traders of the West
Worship: All. In the Nomadian troops you can find all kind of races but they do have their own god, Guoldan, the Star of Riches
Racial Colors: Gold, Silver & Bronze
Racial Symbol: The Sun God/The Twilight Sun    
Motto:"Time is money friend!"
Country/Kingdom/Empire: the Western Tradelands
Location: El'zazzerax, Sands of the West
Capital: Azazenor, the Center of Trade/the Eternal Standing City    


Creature List
 
1. Centaur
3. Camel Raider
5. Giant Scarab
7. Behemoth

Lv1 Shooter. Centaur
The Nomads of the Settlements has chosen some creatures that can fight good enough for visitning heroes.
Among them is the Centaurs. The Centaurs have tried to cleanse themself from there demonic veins, or atleast tried to make there childrne cleansed.
The Orcs of Stronghold losed there respect for the Centaurs then. No demon blood meaned no might and power which meaned that the Centaurs were later banished from Stronghold for good.
They marched down to the south of the new orchish lands into the Sands of the West. There they joined the Settlements. Where they could cleanse themself in peace.
The Centaurs are armed with great spears which they throw upon the enemies. But they lack armour.
Centaurs are as good in melee as in ranged combat.
Attack: 3
Defense: 1
Damage: 2-4
Health: 10
Mana: N/A
Shots: 5
Speed: 7 (speed & iniative is up to 10)
Iniative 7
Abilities: Shooter, Melee and Ranged, Large Creature, Short Range
Growth: 18
Cost: 100g

Melee and Ranged: This creature's Melee and Ranged means it doesn't suffer the melee combat damage penalty suffered by most ranged creatures.

Short Range: Short Range dramatically decreases the damage of this ranged creature's attack at long range.


The Centaurs has cured themself with the help of the kind nomads and their "healers".


Lv3 Walker. Camel Marauder
The Camel Marauders are human nomads are prepared to fight any foe of their masters.
These young warriors, riding on great camels, used to protect the Settlements and the deserts against broilers and bandits.
Now they seek to find greater glory by fightning for real heroes, and getting money at the same time.
The Marauders can loot enemy corpses for gold on the battlefield and gets diffrent bonuses on diffrent terrain types.
Attack: 7
Defense: 5
Damage: 4-8
Health: 24
Mana: N/A
Speed: 8
Iniative 8
Abilities: Large Creature, Looter, Nomad
Growth: 7
Cost: 400g

Looter: This creature can loot dead creatures on the battlefield for gold.
Gold gained depends on how many the Camel Marauders and the looted cretaures are. If there are 1 Camel Marauders he will recive atleast 10 gold. Gold gathered is always half than the stack was.
Level One Creatures = 1g Each
Level Two Creatures = 2g Each etc.
For example. We have 10 Marauders against 40 Imps. Marauders kill Imps. He will get 100 gold (because one raider is worth 10 gold) and then 20 extra gold from the Imps. As a result of the victory, the hero will get 120g extra for his kingdom.


Nomad: This cretaure can get diffrent bonuses from diffrent terrains.
Grass = 1+ Speed
Desert/Savanna = 1+ Attack
Forest = 1+ Iniative
Wastelands = 3+ Health
Mountains = 1+ Defense



And young Camel Marauder searching for somebody to hire him in the desert to the far, far west.


Lv5 Walker. Giant Scarab
The first thing the people who came to deserts saw was that it was moving, a lot.
They later found out that it was gigantic golden Scarabs who lived under the sand. The Scarabs begun to attack the wandering Settlements and camps of the Nomads and they were almost exterminated untill the Age of Trade begun.
The Nomads saw a huge opportunity to trade the gigantic beasts to other races. They could be used to entertain people in great arenas or carry large amout of rescourses beneth there useless and colossal wings. The Nomads hires Beastmasters to tame them and it worked very well.
Now these Giant Scarabs are used in arenas, farms, battles, wars and much, much more.
Attack: 11
Defense: 18
Damage: 7-11
Health: 120
Mana: N/A
Speed: 6
Iniative 7
Abilities: Large Creature, Tunneler, Magic Resistance-75%, Grab
Growth: 3
Cost: 1500g

Tunneler: This creatures moves underground. This means that he can get past creatures, obstacles, walls and moths on the battlefield without problems.

Magic Resistance-75%: This creature has a 75% chance to resist an bad spell that is casted on it.

Grab: This creature can grab one large creatures or two small creatures, making them lose all iniative. Damage and attack is decreases with 50% when having an grabed target upon it.
Friendly creatures cna also be grabed.


Lv7 Walker. Behemoth
Behemoths are found in gigantic caverns beneth the sand, in long forgotten and buried mountains.
It takes a huge amout of work to tame these huge beasts. They are extremly strong in melee combat, both defensive and offensive wise. Behemoths can attack three creatures in front of it with one single blow. Ánd when they are hurt they can bury down in the sand to regenrate some health.
Attack: 35
Defense: 30
Damage: 40-50
Health: 250
Mana: N/A
Speed: 5
Iniative 5
Abilities: Large Creature, Bury, Large Attack
Growth: 1
Cost: 6000g 3 Ore

Bury: This creature can bury itself under the ground for two turns. While buried none can attack the creature and it will regenrate health each turn.
However, while underground, ground spells like Earthquake, will do double damage.
Regenrates 50 health points per turn, every two turn the Behemoth needs to breath.


Seems like a perfect day for an almost tamed Behemoth... ooops, what happened to its guards and masters?


Hireable Hero, The Raider
The Elite Warriors of the Settlements are called Raiders. They are powerful Might Heroes of any race who are both skilled leaders in times of war and great heroes.
The Raiders are willing to fight for anyone, but at a high price.

Mercenary Heroes costs 5000g and each week you must pay them 1000g. All Mercenary Heroes start at level 10, and does not have racial skills or any unique skills for that hero.
If you not pay the Mercenary Heroes, they will turn against you. They will try to destroy the nearest town and claim some of your rescourses from it.

The Raider is a might hero. Who always start with Attack and Leadership. They ride on large armoured Elephants and uses big maces in melee.


Town Features
The Settlements are normally located in the deserts, but in HoMM6 the terrain the town stands on will affect how it looks.
For example. If an Settlement stands on a grassy terrain, you will see grass instead of sand inside the town.
If it is on an hellish terrain, then the town will have ash and fire inside. The Settlements looks like an enourmous bunch of tents in an small valley. In the middle lies the big main tent.
The Settlements has many features. And here they are:

Marketplace: The Marketplace is not much diffrent from any other marketplaces. You can trade rescourses here, send them to allies, listen to rumors, hire Raiders and some other minor things.
The small diffrence is that in the nomadian markerplace you trade three rescoures 25% cheaper than normal.
The Nomadian rescoures which you can trade or buy with an 25% discount is Wood, Ore and Mercury.
They are the nomads native rescoures.

Workshop: The Workshop allows you to buy an Balista, Healing Tent or an Ammo Cart.

Healing Tents: When a hero dies in a battle, an high ranked creature called "Heroes Second Hand" (which work as an secondary hero that cant die, for example if an Squire becomes it, he will just be an ugraded creaturé which leads the Heroes army, creatures cant move, only the Heroes Second Hand) must bring his body back to a Healer, ressurect him in some place, ressurect him with an artifact or bring him to the Mercenary Healing Tents to ressurect him.
The Healing Tents can also ressurect some creatures that has been ´killed in battles or restore the Heroes health points.
An hero that has been to the healing tents must stay there for two turns. An hero can only die five times, when he has died five times, he will not exist on the map anymore.
In the most campaigns, the Heroes cant die at all, if they are not carrying some sort of Artifact.

Thieves Guild In all nomadian settlements you can find a Thiefs Guild, working as normal. You can see which faction that has the most gold, strongest army, best hero etc.

Arena: In the Arena, Heroes can battle creatures from all over Nahsa and Ashan. The Hero cant have any creatures with him. If he dies, he loses and must be pay the Arena Master some gold. There are ten levels in the arena.
The first level costs 500g to join but you can win 1500g.
The second level 1000g, you can win 2000g and so on. If you lose in the first level you will need to pay 1500g instead...
This is the reward list:

1. 500=1000
2. 1000=2000
3. 1500=3000
4. 2000=4000
5. 2500=5000
6. 3000=6000
7. 3500=7000
8. 4000=8000
9. 4500=9000
10.5000=10000

The Hero also gains experince but can only level up 5 levels in the arena.

School of War: In the School of War your Hero can study. He will choose between Attack and Defense.
Can only train once per week and it costs gold. Costs 2000g. If you want to do both at the same time it costs 5000g.
You can only train yo maximum 5 Attack and 5 Defense per hero.


Mercenary Town. The Nexus

Story
The Elementals are scattered all over the world. They are created by the Dragon Gods to watch over the world and are forever slaves to them.
Some even worship the Elementals, often banned priests or Clerics but many Druids also seek an deeper connection to the four primary Elementals.
There are five elementals in the world of Ashan.
Air, Water, Earth, Fire and Existance/Life.
Without these, no life can exist. If all the elementals and their "Prophets" (which are the chosen of the Dragons and locked in great prisons guarded by the Dragonknigths) are killed, then no life, nothing in Ashan, could exist.
One group of Elven Druids had felt an powerful source of energy in Irollan. They were drained to it, they felt where it was becuase the source where was so powerful and full of strong magic.
First the Druids feared that all the magic would tear Irollan apart, but as said before, they were drained to it and couldnt resist it.
What they found is unknown, but they never came back.
Many Wizards of the Silver Cities quickly tried to find it, and os they did.
In the valley that the Druids had found resided an large crystal fortess. They could not enter it but also they were sucked into the crystal fortress which later will be called the "Nexuses".
Then they disapperad, and there was no sign of Elementals in the whole of Irollan.

Now in Nahsa, adventurers has found these migthy Nexuses again. They have grown into a magical kingdom of free Elementals.
These Elementals are not the primary. The Elementals of the Nexuses were experiments of the missing Wizards and Druids (who were corrupted by one of the Elemental Prophets who had broken free). All the elementals had fused together, creating new ones like Steam and Magma.
Only the Phoenixes, elementals of Life, Magic and Existance, was not mixed with something else.
The free elementals has also taken energy from Wood Elves and Wizards, which has helped them to create the new race of High Elves.
The High Elves are not a real race.
The Elementals randomly select an worshiper, takes there body, feeds it with the energies or essences of the Wizards and the Wood Elves and then you have a High Elf.
These High Elves are called Elementalist. But there are Elementalists of other races too, races that wanted to join them from the begining.
The new elementals are not really an evil race, they still do their duties in Ashan but they are not slaves to the Dragons anymore.
These Elementals accepts anyone to their cities and ranks and are neutral to everybody. They are neutral so they can build up their kingdom, although its hard when almost all races trying to conquer as much land as they can in Nahsa.
But they are also neutral to everybody because they want to help to restore Ashan, to help the races defeat the evils of the world.
But who knows, maybe the Elementals will finally build up their own armies and their own empire or kingdom.
We will just have to wait and see.


The Great Nexus, icon of the Elementals.

Basic Info
Aka: The Elementals
Leader: Prophet Nexorus the Lifebringer
Worship: All Dragon Gods and Nexorus himself...
Racial Colors: Magma, White, Twilight and Purple.
Racial Symbol: The Great Nexus, The New Elements
Motto:"We are the avatars of everything that exist. Let us together create a good, new future for Ashan!"
Country/Kingdom/Empire: None, they are shattered all over the world.
Location: -
Capital: Exalevoq, Nexus of the Sky

Creature List

1. Steam Elemental
3. Magma Elemental
5. Twilight Elemental
7. Phoenix

Lv1 Flyer. Steam Elemental
The first, easiest and weakest "consturcts" that the Elementalists can create is the Steam Elemental.
They are very light and incorporeal flyers and they are mostly used as "sucide bombers" as they are weak in everythig else and are so cheap to create.
When an Steam Elemental is connected to an Magma Elemental it will explode. Causing damage to all non-elemental creatures in a large area around it. The Steam Elementals are however not easy to destroy, because they are, like said before, incorporeal.
Attack: 2
Defense: 1
Damage: 1-2
Health:8
Mana: N/A
Speed: 8
Iniative 8
Abilities: Flyer, Sucide Bomber, Incorporeal
Growth: 17
Cost: 80g

Sucide Bomber: When connected to any creature that as some kind of fire effect (some demons, magma/fire elementals etc) this creature can explode. However after two turns it MUST explode, and will do it if you want it or not.
All cretaures in the stack will die then.
1 Steam Elemental = 5 Damage.

Icorporeal: This creature is incorporeal so any non-magical attack against it has only 40% chance of inflicting damage.

Lv3 Shooter. Magma Elemental
Magma Elementals are one of the few new Elementals that the Elementalists allowed people to see.
People always thougt that they were Fire Giant anyway, real Fire Giants dwells in the darkests deepths of the world.
The Magma Elementals are a mix of Earth and Fire.
They cast enourmous balls of magma at there enemies like the trolls, but with fire.
Magma Elementals are both shooters and tanks at the same time and as the Centaurs they are as good in melee as in ranged.
Attack: 5
Defense: 8
Damage: 4-6
Health: 40
Mana: N/A
Shots: 4
Speed: 5
Iniative 8
Abilities: Large Creature, Shooter, Explosive Boulders, Melee and Ranged
Growth: 5
Cost: 600g

Explosive Boulders: Each of this creatures shots has a chance to explode when hiting its target. When it explodes it will deal AoE (Area of Effect) damage to all creatures around the explouded boulder.




Lv5 Caster. Twilight Elemental
The Elementalists drained powers from the mystic Magic Elementals and created both Dark and Light Elementals.
But the Elementalists were not happy with them. Instead they mixed the Dark and the Light Elementals creating the powerul Twilight Elemental.
Created by both dark and light energies these sub-elementals can cast powerful spells on the battlefield (light and dark magic has been replaced by Mystic Magic) to curse or damage there enemies or bless there allies.
Twilight Elementals are completly immune to Mystic Magic.
Attack: 15
Defense: 14
Damage: 9-18
Health: 95
Mana: 10
Speed: 6
Iniative 7
Abilities: Immunity to Mystic Magic, Caster
Growth: 3
Cost: 1450g

Immunity to Mystic Magic: This is creature is completly immune to all Mystic Magic effects.

Spellbook

Mystic Magic, Soulsteal: The creature steals the targets soul making the target lose all its iniative for some turns.
The Creature itself gets 25% of its health points and mana points, 5 Mana.
5 Twilight Elementals per stunable turn.

Mystic Magic, Ground of the Dead: Transforms and large area into an Ground of the Dead.
The creatures that has or stands on it will have 3- morale and luck, they will also lose one iniative.
If the spell is cast by an Necropolis hero, undead troops standing on it will get 3+ attack and defense and 2+ iniative, 10 Mana.

Mystic Magic, Blessed Light: Restores all the targets hit points and gives them 1+ in all stats for three turns.
When casted on any "evil" creature it will be damaged, 5 Mana.
15 Damage per Twilight Elemental.

Mystic Magic, Ground of the Holy: Transform an large area into an Ground of the Holy.
All "evil creatures" that stand or has it will lose 2- Attack and Defense and damage them every turn (only when they stand on it they will be damaged).
Friendly creatures that stand on it will get 2+ morale, attack and defense, 10 Mana.
5 Damage per Twilight Elemental:

Lv7 Flyer. Phoenix
Phoenixes are the only creature that the Elementalists and the cunning High Elves have not created.
They are the elemetals of existance, time and life.
Their burning flames of life gives them a second chance to live if they should fall.
They are immune to all kind of fire effects.
Attack: 30
Defense: 25
Damage: 30-40
Health: 150
Mana: N/A
Speed: 10
Iniative 9
Abilities: Large Creature, Immunity to Fire, Rebirth
Growth: 1
Cost: 6000g 2 Sulfur

Immunity to Fire: This creature is immune to all fire spells and effects.

Rebirth: When these creature dies, it can raise up from the ashes again, ressurecting itself.
Rebirthed creatures are half the normal stack so if i have 4 Phoenixes, 2 will be rebirthed.


Thus Phoenix has just rebirthed from the ashes. Now it gathers energy so it once again can fight for the Prophet Nexours and the other Elemental Lords.


Hireable Hero, The Elementalist
The Chosen of the Prophet Nexorus are called Elementalists. They are powerful Magic Heroes of almost any humanoid race who are both skilled leaders in times of war and in the libary.
The Elementalists are willing to fight for anyone, but at a high price.

Mercenary Heroes costs 5000g and each week you must pay them 1000g. All Mercenary Heroes start at level 10, and does not have racial skills or any unique skills for that hero.
If you not pay the Mercenary Heroes, they will turn against you. They will try to destroy the nearest town and claim some of your rescourses from it.

The Elementalist is a magic hero. Who always start with Summoning Master and Summon Elementals. They ride on large Metadors (Meta Elementals) and uses big staffs to help thjem cast spells..


Town Features
The Nexuses are normally located in hidden enchanted islands, but in HoMM6 the terrain the town stands on will affect how it looks.
For example. If an Nexus stands on a snow terrain, you will see snow instead of enchanted grass inside the town.
If it is on an hellish terrain, then the town will have ash and fire inside. The Nexuses looks like enorumous, often purle, crystals with small crystal houses around it.
There are a lot of water around it, a lot of river, ponds, fountains and lakes.As with all HoMM6 towns you can see people and elementals walking around etc.
You can see Steam Elementals cirkleing around the main crystal, Magma Elementals be created by High Elfs, Twilight Elementals beign summoned by Wizards and Phoenix fly high above all the crystals etc.
The Nexuses has many features. And here they are:

Marketplace: The Marketplace is not much diffrent from any other marketplaces. You can trade rescourses here, send them to allies, listen to rumors, hire Elementalists and some other minor things.
The small diffrence is that in the Nexus markerplace you trade three rescoures 25% cheaper than normal.
The Elemental rescoures which you can trade or buy with an 25% discount is Crystal, Sulfur and Gems.
They are the new elementals native rescoures.

Workshop: The Workshop allows you to buy an Balista, Healing Tent or an Ammo Cart.

Healing Tents: When a hero dies in a battle, an high ranked creature called "Heroes Second Hand" (which work as an secondary hero that cant die, for example if an Squire becomes it, he will just be an ugraded creaturé which leads the Heroes army, creatures cant move, only the Heroes Second Hand) must bring his body back to a Healer, ressurect him in some place, ressurect him with an artifact or bring him to the Mercenary Healing Tents to ressurect him.
The Healing Tents can also ressurect some creatures that has been ´killed in battles or restore the Heroes health points.
An hero that has been to the healing tents must stay there for two turns. An hero can only die five times, when he has died five times, he will not exist on the map anymore.
In the most campaigns, the Heroes cant die at all, if they are not carrying some sort of Artifact.

Observatory In all elemtnal nexuses you can find an Observeatory.
You can chnge the upcomming weeks, spy on an selcted enemy town to see how many cretauires and which town level it is in.
You can see unexplored areas, deteced hidden passages or invisble heroes and artifacts.
But everything costs money sadly.


Arena: The Nexus arenas work almost the same as the Settlements, but you win rare rescourses instead of gold.
RR = Rare Rescourse, you can chose which RRs you want to choose.

1. 2RR =5RR
2. 5RR=10RR
3. 7=15RR
4. 10=20RR
5. 12=25RR
6. 15=30RR
7. 18=35RR
8. 20=40RR
9. 22=45RR
10.25=50RR

The Hero also gains experince but can only level up 5 levels in the arena.

School of Magic: In the School of Magic your Hero can study. He will choose between Spellpower and Knowledge.
Can only train once per week and it costs gold. Costs 2000g. If you want to do both at the same time it costs 5000g.
You can only train yo maximum 4 Spellpower and 4 Knowledge per hero.

Castle
History
Queen Isabels War is over. Queen Isabel herself has died and King Raelag now has the control of the Empire. He has tried to restore it but it is hard. With few rescourses and few people it goes slow. The people hungers and the taxes are high. The Holy Griffin Empire will slowly be burned into ashes.
And it was going to be worse. An experiement by the Necromancers went wrong and released an terrible plauge over the Holy Griffin Empire and northeastern Al-Shazzar.
Thousands died and Heresh was invaded by forces of Elves and Wizards. The Holy Griffin Empire had fallen and there last allies, Academy and Sylvan, could not help much for there own reasons.                              
Andrei, the nephew of the dead Nicolai, is the rightful heir of the crown, but Raelag thougt i have was to young, only eleven years old.
Andrei was trained by Freyda, who had replaced Queen Isabel.
The knight trained together with Freydas and Duncans own daugther, Erina. But it was not often. Erina was going to be a cleric and was locked in the big monastry of Talonguard the most of the time. She had to study a lot. But they really enjoyed the little time they had which eachother.
Erina did become a powerful cleric of the Daugthers of Beatrice and soon its leader. And Andrei became a powerful knight of Godrics Sword as Nicolai always had wished.
One day a hope came to the lands of Ashan. A new continent was found by Academy scouts. It was rich on rescoures, forests, lakes, mountains, plains, grasslands and much, much more.
And it was not all too far from the Old World either.
Andrei was only 17 years old when this happened and King Raelag didnt get to experience the news. Just before the discovry he was called by the dark elven council back to Ygg-Chall. He never came back, and all the ways to Ygg-Chall had been closed.
None really cared anyway, what had the King done to the people and to all the other races anyway?
Freyda and Duncan stayed in the Old World, trying to fight back the plauge and new enemies that would probably come when over half the empire was on the other side of the world.
And Andrei didnth have time to think about it. He ordered the workshops to build hundreds of large ships with the last rescourses they had left. He was also forced to become the new King and lead his people. But a new home awaited his people, a hope, a future.
He was ready to forge it for his people but was he ready? Could he, and the whole empire, survive upcomming wars and conflict? Would he lead the Humans to glory and victory or doom and death? He didnt know for sure but he felt safe as long as Freyda, Erina and Freydas old friend, Zehir was on his side.


The Holy Sun

Basic Information
Aka: Knights of the Eastern Sun
God: Elrath, the Dragon of Light and the Angels, his first servants.
Racial Colors: Yellow,  Blue and White
Racial Symbols:  The Holy Sun, The Regal Griffin
Motto: "A New World, A New Hope, A New Future".
Country/Empire/Kingdom:  The Regal Griffin Empire
Location: The Solerin Grasslands, The Middle Empire
Capital:  Sunguard, Castle of the Endless Plains.  
Friends: Sylvan, Spire
Neutral: N/A
Enemies: Inferno, Necropolis, Palace, Freeport, Stronghold        
Racial Leader: King Andir
Secondary Leader: Freyda
Minor Leader: Erina, leader of the Daugthers of Beatrice and Duncan, leader of the Regal Griffin Military Forces but also Godrics Sword.
Large Groups: Daugthers of Beatrice, Sons of Elrath, Godrics
Sword
Good or Evil: Good.


The Regal Griffin

Creature List
1. Peasent-Pikeman
2. Hunter-Bounty Hunter
3. Foot Soldier-Squire
4. Griffin-Regal Griffin
5. Nun-Disciple
6. Equestrian-Champion
7. Angel-Archangel


Lv1 Walker. Peasent
The farmers and peasents of the old continent belived that they could get an peaceful land in the New World.
But they had wrong. War was unstoppable and some angry peasents has joined the military forces of the Regal Griffin Empire.
Thanks to this, they dont need to pay taxes...
Attack: 1
Defense: 1
Damage: 1-2
Health: 5
Mana: N/A
Shots: N/A
Speed: 6
Iniative 6
Abilities: N/A
Growth: 20
Cost: 30g


Peasent Upgrade. Pikeman
Some peasents that has survived and proven to be skilled in battle are offered to train at special Traning Camps.
The most of them are trained as pikemans because a human can learn to handle a pike acceptable in just a few weeks.
The Pikemans long pikes or spears allows them to attack some meters away from its target. Pikes are very effective against cavalry.
Attack: 2
Defense: 1
Damage: 1-2
Health: 8
Mana: N/A
Shots: N/A
Speed: 7
Iniative 6
Abilities: Pike Attack, Pike Wall
Growth: 20
Cost: 55g

Pike Attack: Allows this creatures to attack from one square away from its target. This creature does 30% more damage against cavalry.

Pike Wall: Allows this creature to create a wall of pikes. When doing this it cannot move and cavalry loses all kinds of jousting or charge effects. Decreases damage from cavalery by 30%.

Lv2 Shooter. Hunter
The wildlife in Nahsa was rich and hunting became one of the most popular sports in the Regal Griffin Empirevery quickl˙.
Now when war calls, these skilled hunters has joined the miltiary forces of the Empire to fight for their king, their race and their land.
Attack: 2
Defense: 2
Damage: 2-4
Health: 12
Mana: N/A
Shots: 5
Speed: 6
Iniative 8
Abilities: Beastslayer, Shooter
Growth: 12
Cost: 60g

Beastslayer: This creature does 30% more damage to beasts.
Like Hydras, Wolfs, Griffins etc. Dragons are not beasts.


A Hunter has just spotted an eagle, will he successful hit it?

Hunter Upgrade. Bounty Hunter
Bounty Hunters are outlaws. They will do anything for money. It is no longer a secret that the miltiary has hired these skilled outlaws. Bounty Hunters hunts for both beasts and humanoids.
Bounty Hunters are both skilled in ranged as in melee.
Attack: 4
Defense: 2
Damage: 4-6
Health: 18
Mana: N/A
Shots: 6
Speed: 7
Iniative 8
Abilities: Beastslayer, Humanoid Slayer, Melee and Ranged, Shooter
Growth: 12
Cost: 100g

Humanoid Slayer: Deals 30% more damage to humanoid creatures.
Like the most creatures. Elves, humans, orcs etc.
Demons are not counted as humanoids.




Lv3 Walker. Foot Soldier
The main infantry of the Regal Griffin Military.
They use maces and shields in battle. There maces can stun enemies with their maces and protect themself against ranged attacks.
The Foot Soldiers focuses more on defense then offense.
Attack: 3
Defense: 9
Damage: 3-5
Health: 25
Mana: N/A
Speed: 7
Iniative 7
Abilities: Shield, Mace Bash
Growth: 8
Cost: 100g

Shield: This creature wears a shield. Reducing the damage of ranged attacks by 25%.

Mace Bash: This cretaure can stun an target with its mace. If succesful the target will lose all its iniative for two turns.
20% to happen with an attack.


An traning Foot Soldier.

Foot Soldier Upgrade. Squire
Squires are the Knights second hand and the backbone of the Griffin troops. They can block attacks with their large shield.
Squires are more skilled in attack than Foot Soldiers.
Attack: 5
Defense: 10
Damage: 4-6
Health: 30
Mana: N/A
Speed: 6
Iniative 7
Abilities: Shield, Mace Bash, Shield Block
Growth: 8
Cost: 130g

Shield Block: When another creature attacks their is a 20% chance that it will be blocked.


An traning Squire.


Lv4 Flyer. Griffin
Griffins are the proud, holy, sacred, national animals of the human Empire. In Nahsa the mountains was filled with wild Mountain Griffins which they easly tamed with the help of Clerics and Hunters.
Griffins can often be seen flying above the skies of the Middle ´Grasslands.
When war calls, all tamed Griffins must fly to a city with an griffin nest, bastion, spire or tower.
Many has tried to ride the Griffins as mounts but no one has done it succesfully.
Attack: 7
Defense: 7
Damage: 5-8
Health: 35
Mana: N/A
Speed: 8
Iniative 8
Abilities: Flyer, Immunity to Blind
Growth: 6
Cost: 300g

Immuntiy to Blind: This creature is immune to all blind effects.


Tamed Mountains Griffins of Nahsa are brown. Griffins are on of the most proudest animals in the world.

Griffin Upgrade. Regal Griffin
Regal Griffins are elder griffins and the guardiens of the king and the nobles. They are rarely seen outside the big major cities or great battlefields. Regal Griffins can guard other units on the battlefield from enemy attacks.
Attack: 8
Defense: 8
Damage: 7-12
Health: 40
Mana: N/A
Speed: 9
Iniative 9
Abilities: Flyer, Immunity to Blind, Guard Creature
Growth: 6
Cost: 380g

Guard Creature: This creature can guard an friendly creature from attacks. If an enemy attacks the guarded creature the Regal Griffin will attack it without retailation. It will move back to its place when its done.
Can be used two times a battle. Lasts untill the creature is killed or the cretaure has switched creature.
Only one creature can be guarded a time.



An proud Regal Griffin guarding her allies on the battlefield.

Lv5 Caster. Nun
When you see an Nun the first thing you think is "now thats a weak and lonley person"!
But no longer. Nuns has come out of their monastrys to fight the new evils of the world and defend plus spread their religion.
Nuns can shoot magic balls of light at their enemies
Nuns have spend years in their monasteries and under that time they have also learnt to fight and become some of the best unarmed fighters in the world.
Attack: 11
Defense: 9
Damage: 9-11
Health: 60
Mana: N/A
Shots: 6
Speed: 5
Iniative 8
Abilities: Shooter, Sharp Shoot, Melee and Ranged
Growth: 3
Cost: 560g

Sharp Shoot: This creatures always deal the same damage in both close and far range.

Nun Upgrade. Disciple
Disciples are Nuns who has discovered magic powers in themself when they have followed their High Priests on great pilgrim journeys to the Oracle in the city of Angelwind.
Disciples can heal their allies, cure them and bless them.
Attack: 16
Defense: 13
Damage: 10-14
Health: 92
Mana: 10
Shots: 7
Speed: 7
Iniative 8
Abilities: Shooter, Sharp Shoot, Melee and Ranged, Caster, Heal
Growth: 3
Cost: 900g

Heal: This creature can heal an friendly creature to restore some of its health.
Cannot ressurect. 10 health points per Disciple.

Spellbook

Blessed Light: Increases the attack and damage of a selectable friendly target, 5 Mana.

Cleanse: Cures a friendly target from all bad effects, 5 Mana.


This is Erina. All Disciples wear these kind of cloths. Erina also had these kind of cloths in the monastery.


Lv6 Walker. Equestrian
Equestrians are the new horsemasters of the Griffin Empire.
They are often seen in the big knight and cavalry contests.  Equestrians rides on mighty brown plain horses.
´They are armed with great lances which allows them to deal more damage when charging the enemy.
Attack: 20
Defense: 18
Damage: 15-25
Health: 95
Mana: N/A
Shots: N/A
Speed: 9
Iniative 8
Abilities: Jousting Bonus, Large Creature, Rider not Fighter
Growth: 2
Cost: 1450g

Jousting Bonus: For each square this creature runs, it will get 5% more damage on the next attack.

Rider not Fighter: When not moving anywhere, just attacking, it will lose 30% damage on the next attack!


Equestrian Upgrade. Champion
Champions ARE the best riders in Ashan and the elites warriors of the Regal Griffin Empire.
Unlike the Equestrian, the Champions are the royal guards of the royal family along with the Regal Griffins.
They are armed with both a lance and a sword. They use their swords when they dont move at all and their lances when they do charging attacks. Champions will do an manuver when they have attacked. Once per battle they can charge on their enemies.
Attack: 24
Defense: 21
Damage: 20-30
Health: 95
Mana: N/A
Shots: N/A
Speed: 10
Iniative 9
Abilities: Jousting Bonus, Large Creature, Charge, Maneuver
Growth: 2
Cost: 2000g

Charge: Once per battle this creature can charge, attacking two creatures at the same time. The damage of the charge is 10% greater than normal.
The other attacked creature must stay behind the targeted creature. This affetcs both allies and enemies!

Maneuver: When the attack is complete, this creature will run to the first free square on the battlefield.
This does not happen when charging!

Lv7 Flyer. Angel
Angels are the first servants of Elrath and his second creations. Angels are holy spirits of the Eternal Light who has taken the bodies of humans and developed their body.
Angels were created to watch over the humans, and so they do. Still after hundreds, maybe even thousands of years they watch over the human race and are always the first ones to combat their enemies.
And they will contiune to do so, for generations to come.
Attack: 25
Defense: 21
Damage: 40-45
Health: 200
Mana: N/A
Speed: 9
Iniative 8
Abilities: Large Creature, Flyer
Growth: 1
Cost: 2700g 1 Gem

Angel Upgrade. Archangel
The elite warriors of Elrath and the Eternal Light itself are the Archangels. Much stronger then the Angel it can even ressurect fallen allies on the battlefield.
No great battle can be won without an Archangel in it.
Attack: 30
Defense: 27
Damage: 40-50
Health: 240
Mana: N/A
Speed: 10
Iniative 9
Abilities: Large Creature, Flyer, Ressurect Allies
Growth: 1
Cost: 4000g 2 Gem

Ressurect Allies: Once per battle this creature can ressrurect an dead allies on the battlefield.
The stack must have lived and cannot have been summoned.


A young and strong Archangel. The normal Angels does normally take female bodies and the Archangels male bodies.


Heroes
All factions must have Heroes. There are Migth and Magic heroes in each town. There are normally 4 might heroes and 4 magic heroes and two campaing heroes.¨

Might Hero: Knight
Knights are the sworn defenders of the Regal Griffin Empire. In ages they hvae ru´led and protected the lands of the Empire.
Once again they are called out to war.
All Knights are members of Godrics Sword, which is lead by Duncan. Knights are the most powerful of warriors and can cast twilight (dark and light) magic effective.

Hireable/Campaign Knights

Campaign Hero. King Andrei

Andrei is the king and nephew of former King Nicolai.
When he was a boy he could not step outside the big cities or without protection because the evil succbus Biara hunted him for some reason. Recently he became the King of the newborn Regal Griffin Empire.
He leads the expedition to Nahsa together with his best friend the Cleric Erina.

Speciality
Beloved of the People: When Andrei hires creature, he will be able to hire one extra creature. All creatures that Andrei purchases costs 20% less gold.

Skills

Basic <Racial Skill> bla bla bla

Basic Leadership: Increases moral of all creatures in hero's army by 1.

Leadership: Minor Diplomancy: Allows hero to effectively negotiate with hostile creatures. Increases chances and reduces costs of creatures that wish to join your army.

Spells and Warmachines: None. No Spellbook.


Normal Hero. Maeve

Maeve has fought in many years and is one of the most skilled knights. When Queen Isabels War was over she decided to build up an family, but when Andrei became king and the strong religion laws was gone she felt that she just couldnt live without war.

Speciality
War Maiden: For each stack Maeve kills herself will increase her attack and moral by 1.

Skills

Basic <Racial Skill> bla bla bla

Basic Attack: Increases the damage by your creature in melee combat by 5%.

Attack: True Soldiers: If one stack kills another one by itself its attack will be increased by 1 the whole battle and its morale two turns.

Spells and Warmachines: None. No Spellbook.


Normal Hero. Garandur

Garandur comes from the mountains of the north where many Griffins used to live. Now, in Nahsa, he is the favorite of the proud Mountain Griffins in their mountains but he is also favored by the Regal Griffins.

Speciality
Griffin Master: Increases Griffin and Regal Griffins growth by 2 and if they are in Garandurs army their attack will be increased by 2.

Skills

Basic <Racial Skill> bla bla bla

Basic War Machines: Makes war machines more effective overall. Increases Attack, defense and Damage of Ballista. 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.

Basic Defense: Decreases damage dealt to your creatures in melee combat by 10

Spells and Warmachines: This hero starts with a Ballista in his army.


Normal Hero: Vanera

Vanera can almost be counted as an cleric. She is very religious and a templar of the light. The only diffrence is that she is very good in melee combat. Vanera is very dangerous for the enemies of the Regal Griffin Empire.

Speciality
Templar of the Light: Vanera is as good in melee combat as in spellcasting (light spells only). Her creatures does 5% more damage to "evil races".

Skills

Basic <Racial Skill> bla bla bla

Basic Twilight Magic: Allows hero to learn Twilight Magic spells of the third circle and makes Twilight Magic more effective overall.

Twilight Magic: Minor Light over Darkness: Light Magic is always 10% more effective than Dark Magic.

Spells and Warmachines: This hero starts with a spellbook and the spell "Bless".


Normal Hero: Vittorio

Vittorio was present in the last war and made wonders for the old Empire. Now he has return to fight the Naga and Undead of Nahsa. Vittorio has left the siege weapon thing behind and is now the best of the Champions and Paladins.

Speciality
Paladin: Vittorio has the ability to heal allies. Equestrians and Champions morale is increases by 1 if they are in Vittorios army.

Skills

Basic <Racial Skill> bla bla bla

Basic Leadership

Leadership: 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.

Spells and Warmachines: This hero has no spellbook or any war machines.

Magic Hero: Cleric
Clerics are the highpriests of the Regal Griffin Empire. There are not many Clerics or Priests so Clerics are very rare.
Those who are Clerics are gifted by enourmous powers of Twilight Magic. Most of the study Light Magic but some turn themself to darker powers or becomes mighty wizards.
The Clerics will protect their religion and their country for every cost.

Campaign Hero. Elina

Erina is the daugther of Duncan and Freyda. She was traind as a Cleric since she was five years old.
Erina is the best friend of King Andrei and together they led the Regal Griffin troops and expedition on the new conitnent of Nahsa.
Erina is the current leader of the large religious group called the Daugthers of Beatrice and a idol for antitype for all religious people. It is said that even the Angels like her.

Speciality
Antitype: Nuns, Disciples, Angels and Archangels growth is increased by 1 and 500g cheaper. When those cretaures are in Erinas army their morale will be increased by 1 and their health by 10 for Nuns/Disciples and 20 for Angels/Archangels.

Skills

Basic <Racial Skill> bla bla bla

Advanced Twilight Magic: Allows hero to learn Twilight Magic spells of the fourth circle and makes Twilight Magic even more effective.

Basic Sorcery: Speeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 10%.

Spells and Warmachines: Starts with spellbook and Eternal Light (prayer) spell.


Normal Hero. Klaus

Klaus was one of the Paladins during Queen Isabels War and he commanded the cavalry forces of the Griffin Empire.
Now he has become a Cleric, seeking the truth behind everything and the faith. Klaus still gets gold from the Dwarves from when he helped them against some Demons. He uses the gold to aid his kingdom and spread the religion.


Speciality
Goldbringer: Each level this hero brings 200 extra gold to the kingdom each week. Each third level increases it by 50 gold more per week.

Skills

Basic <Racial Skill> bla bla bla

Basic Logistics: Increases hero's movement speed over land by 10%.

Basic Water Magic: Allows hero to learn Water Magic spells of the third circle and makes Water Magic more effective overall.

Spells and Warmachines: Starts with a spellbook and the spell Cleanse.


Normal Hero. Ellaine

Althougt Ellaine was an agent with the Renegades in the last war she has been accepted by the military ´leaders.
Infact, almost everybody is accepted into to the Empires ranks.
Ellaine is an zealot and her light spells will be greater then others.

Speciality
Zealot of the Griffin: When Ellaine has casted an light magic spell there is a 4% chance that the creature who got the spell will get Bloodlust too.
If she cast an Dark Magic spell there is an 4% chance that it will damage the creature that got the spell.
The damage is the same as Ellaines own damage when she is not in Combat Hero mode. Increases chance by 3% every second level.

Skills

Basic <Racial Skill> bla bla bla

Basic Twilight Magic: Allows hero to learn Twilight Magic spells of the third circle and makes Twilight Magic more effective overall.

Basic Attack: Increases the damage by your creature in melee combat by 5%.

Spells and Warmachines: Ellaine doesnt start with anything.


Normal Hero. Norod

Norod is not only a powerful monk, but also a powerful wizard. Unlike many other Clerics, he is more intrested in Fire and Earth spells than in the light and some people have even banished him from their churhes.
But Norod has spend the most of his life in a monastery so he will still be counted as an Cleric.

Speciality
Fireball: Norods favorite spell is fireball. His fireball will do 20% more damage and cost 3 less mana than normal
Each level the damage of Norods fireball will be increased by 1%

Skills

Basic <Racial Skill> bla bla bla

Basic Fire Magic: Allows hero to learn Fire Magic spells of the third circle and makes Fire Magic more effective overall.

Basic Earth Magic: Allows hero to learn Earth Magic spells of the third circle and makes Earth Magic more effective overall.

Spells and Warmachines: Norod starts with a spellbook and the spell "Fireball".


Normal Hero. Nueva
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Peasents belive that Nueva is an oracle as see had saved one of their lives once. Nueva became a hero of the town and villages around it then and has now joined the new war.
Nueva is still belived to be an oracle so all creatures in her army will never give up.


Speciality
Oracle: Creatures in Nuevas army cant have less than 1+ morale.

Skills

Basic <Racial Skill> bla bla bla

Basic Leadership: Increases moral of all creatures in hero's army by 1.

Basic Luck: Increases luck of all creatures in hero's army by 1.

Spells and Warmachines: Nueva starts with Bless and a spelllbook.


The Town
The towns of the Regal Griffin Empire is mostly located in the great Solerin Grasslands. They are called castles and are buildt on great cliffs overlooking the endless grasslands and plains.
In the center you can find the real main castle and its walls weaving around the city.
Outside the walls the peasents lives, protected by griffins and guards. The peasents themself has set up small wooden walls themself and the sun does almost always shine on the city.
But in HoMM6 the terrain affects the town so if you the town is in the cold mountains there will be a lot of snow and a very small sun instead.

Buildings

Farms
The farms allows you to recruit 20 Peasents per week.

Military Camps
The Military Camps allows you to recruit 20 Pikemans per week.

Hunting Encampment
The Hunting Encampment allows you to recruit 12 Hunters per week.

Outlaws Encampment
The Outlaws Encampment allows you to recruit 12 Bounty Hunters per week.

Town Barracks
The Town Barracks allows you to recruit 8 Foot Soldiers per week.

Castle Garrsion
The Castle Garrsion allows you to recruit 8 Squirs per week.

Griffin Nest
The Griffin Nest allows you to recruit 6 Griffins per week.

Griffin Cliff
The Griffin Cliff allows you to recruit 6 Regal Griffins per week.

Abbey
The Abbey allows you to recruit 3 Nuns per week.

Cathedral
The Cathedral allows you to recruit 3 Disciples per week.

Green Plains
The Green Plains allows you to recruit 2 Equestrians per week.

Champions Arena
The Champions Arena allows you to recruit 2 Champions per week.

Doors of Light
The Doors of Light allows you to recruit 1 Angel per week.

Gates of Heaven
The Gates of Heaven allows you to recruit 1 Archangel per week.

Stables
The Stables grants any visiting hero a bonus to his or her movement points until the end of the week.

Armory
The Armory increases the growth of Foot Soldiers and Squirs by 3.

Regal Guardien
The Regal Guardien increases weekly creature growth by 20%, provides your empire with an additional 5000 gold each day and boosts morale of all your heroes by +2. A Tear of Asha is required to build this structure.
A giant golden statue standing on a hill in the midde of the town. He raises his longsword to the sun.

Tower of Elrath
The Tower of Elrath increases weekly creature growth by 50% and boosts attack of all your heroes by +1 when under a siege.
Allows you to recruit one grail creature. The Avatar of Elrath.
A Flame of Urgash is required to build this structure.
Looks like an gigantic, holy, golden tower that stretches up to the Kingdom of Heaven or the angel dwelling.
Around it you can see a golden stair. Its located in the middle of the city.
You can only have one grail building at a time and one for each kingdom. So you cant have both the Tear of Asha annd the Flame of Urgash.


Lv8 Walker. Avatar of Elrath
Noting is known about this creature´except that its strange that it will be summoned by Urgash.
Attack: 60
Defense: 45
Damage: 80-120
Health: 2500
Mana: N/A
Speed: 8
Iniative 8
Abilities: Large Creature, Holy One, Mass Resurrection

Holy One: If these creature is in an heroes army, all those creátures morale and luck cannot get below 3 and all creatures will do 25% more damage against evil races.
This creature is also immune agaínst light magic as it is the light itself. Its immune to dark too, this means it completly immune to Twilight Magic. This creatures isnt affected by morale or luck.

Mass Ressurection: Once per battle this creature can randomly ressurect 2-6 creatures back to their orginal stack.

If these creature dies, it will be gone forever.



Campaign
Heroes of Might and Magic 6 will feature 9 diffrent campaigns. Each campaign has 5-10 missions.
THe campiaing will mainly be about the war of Nahsa, everybody wants it as their own land.

Recent History

Ten Years has past since the defeat of Biara and the death of Queen Isabel. The people of Ashan is poor and small wars rages everywhere. Even the noble Wood Elves has started an war with the Holy Griffin Empire after the murder of Findan and the destruction of the High Council.                                                                                                                                
Raelag has led the Holy Griffin Empire since Isabels death and Freyda has married with Duncan and got a daugther named Elinda.
Under protection a new griffin leader is raised.
                                                                    The Necromancers of Heresh, always guarded by Wood Elves and Wizards, has by an "mistake" released an terrible plauge over the Holy Griffin Empire.
Heresh has been invaded and many Necromancers has fled, strange enough there was almost no Necromancers in Heresh.

The Wood Elves tried to fight the plauge and cure the human lands. Irollan was the only rich country in the known world so many tried to attack them. With all the small invasions Irollan was also poor soon. King Findan was later murdered by an unknown person.
A civil war now rages in the forests of Irollan between many groups who seeks to control the race.
Currently a group of elven warriors has the control of it and has attacked the Holy Griffin Empire so they can win the civil war.

The Wizards of the Silver Cities battles the orcs who constantly attacks them. They have also invaded Heresh and tried to destroy the plauge. They are currently led by the archmage Zehir, an legendary hero of the last war.

The dwarves of the north lived in peace untill demons attacked them from beneath the earth. They now battle for their lives under the mountains and no one is able to help them...

The Dark Elfs has attacked Irollan several times ´because of an unknown reason but strange things are rumored to happen in Ygg-Chall...

The remaining demons has shown no sign of war and remains in Sheogh.

The Orcs of the East are split into several tribes. The biggest of them is united to destroy the Silver Cities.
But the orcs ´will slowly destroy themself...

Timeline

968 YSD - After the War
The 6th Eclipse War and almost all factions are poor except Sylvan, which are also blamed for not helping at the end of the 6th Eclipse.
All the factions slowly tries to restore and there are small wars everywhere about rescourses and land.

970 YSD - The Fall of Irollan
Several factions invade the rich, isolated Irollan. During a Dark Elven raid King Findan is murdered, but no one saw who it was.
The Wood Elves split and there are alot of small battles going on, each group wants to take the power over Irollan.

971 YSD - Invasion of the Orcs
The orcs, who also are splitted into many groups, attacks the Sílver Cities. Thousdands dies and some cities fall.
The orcs are purshed back but the Wizards still fight them at their own borders.

972 YSD - The Great Plauge
Necromancers releases "by mistake" and terrible plauge upon the Holy Griffin Empire. Thousands dies and the Holy Griffin Empire is as weak as the Necromancers.
Heresh is invaded by Academy forces but to their suprise there are almost no Necromancers there.

973 YSD - Threat from the Underground
Demons attacks the dwarf from deep under the mountain, this is the first sign of demons for a very long time.
The dwarfs fight for their lives under the mountains and no one can help them.

974 YSD - Fall of the Griffin
The strongest group in Irollan is an group of elven Warriors. They invade the weak Holy Griffin Empire so there will be higher chances for them to take the power and lead the Wood Elves.
King Raelag travels to Ygg-Chall for an diplomatic mission.
Freyda and Duncan takes the control of the fallen Empire and waits untill Andrei, the rightfull heir of the throne, is ready to become king.

977 YSD - Nahsa and Ygg-Chall
When all hope seems to have blown away reports from Zehirs comes. Scouts of the Academy has found a new and rich continent, possible uninhabited. Meanwhile Andrei becomes king and orders the workers to build hundreds of ships.
Raelag has not returned and is reported dead. All the connections to Ygg-Chall has been closed. No

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted September 21, 2007 06:32 PM

it looks really good, Xerox, you have put alot of work in. alot of new features. but there is one thing that you have forgotten!

please, someone, post some stuff on mine!
____________
Love, Laugh, Learn, Live.

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GenieLord
GenieLord


Honorable
Legendary Hero
posted September 21, 2007 06:34 PM
Edited by GenieLord at 18:35, 21 Sep 2007.

All that sounds very nice and good, but why would anyone want to take two factions out of HOMM to bring only one new faction? Maybe it will be okay with the Nomads and the Conflux that you want to add on the expansions.

I find it really funny:
"Unlike the othes i will include ALL factions and some/one new"
"Removed: Dark Elf Dungeon, Dwarven Fortress."

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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted September 21, 2007 06:38 PM

Quote:
Ghost Towns.

What are Ghost Towns actually?

Quote:
Naga/Swamp Town

lol
Resist the clichees dude... I know they're sweet but we must resist them.

Quote:
Sylvan will not become a nature freakish faction

...
Sylvan is derived from the latin word for forest.
How can you have a faction named FOREST if they don't love NATURE?
And what's with taking the treants out?

Quote:
Inferno will suck.



The entire idea is nice, though. I like some concepts here. Except the sylvan one.
I'm interested as to how you'll explain the disappearance of dark elves...
____________
"Let me tell you what the blues
is. When you ain't got no
money,
you got the blues."
Howlin Wolf

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xerox
xerox


Promising
Undefeatable Hero
posted September 21, 2007 06:56 PM
Edited by xerox at 19:24, 21 Sep 2007.

When i mean not so nature freakish i mean that i will remove the Sprite and the Treant, because they dont want to leave their homes in Irollan ;P
They feel like they are the watchers and guardiens of the forests there.
And Treants are too fat to come on the sylvan boats to Nahsa ;P

The new sylvan line up will be something like this (you could say this is an beta version, names will change).

1. Wisp, Flyer
2. Ranger, Shooter
3. Centaur, Melee
4. Druid, Shooter
5. Avariel, Flyer
6. Unicorn, Melee
7. Green Wyrm, Melee.
Sorry if green dragons was classic but... WYRMS ARE DRAGONS without legs and maybe wings (so? there already two flyers in new sylvan).

Oh and Conflux+Nomads are not new towns in some expansion.
the Expansion towns are SPOILER LOL Faceless and Dragonknights and the new neutral towns in the expansion are Dwarves and Dark Elfs.

Okey, this is neutral towns.
Lets say like this:
Once upon a time a knight walked in the wilds, looking for a sanctuary to hire some troops and rest for a night or two.
Then he saw a camp full of nomads!
Everybody was allowed into the nomad camp, even the knights worse enemy!
But the creatures which only was Tier 1, 3, 5 and 7 were very expensive, so he just bought an ballista!

All creature line ups are done (only names, not upgrades) for both mercenary and normal towns. Althought im still working on them.

What i mean with ghost towns are that you can see no people in any town! You cant see blade dancers traning or griffin flying around.
Thats what im mean with ghost towns, they look dead. Even necropolis should have some people!


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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted September 21, 2007 09:22 PM

Quote:
And Treants are too fat to come on the sylvan boats to Nahsa ;P


Are you kidding me? They're skinny as ever

Rangers level 2... They should be level 3. Centaurs could be 2.
Avariels... Wouldn't they remind of angels too much? I'm still for treants.

Neutral town ideas are nice, I just don't understand why elves are playable and dwarves are neutral, but ok.
Perhaps it would be more fitting if faceless and dragonknights were in the expansions, and dwarves and dark elves were in the original.

Quote:
What i mean with ghost towns are that you can see no people in any town! You cant see blade dancers traning or griffin flying around.
Thats what im mean with ghost towns, they look dead. Even necropolis should have some people!

Ah.
Well, that was probably made because, like, you can't see stuff from walls and obstacles, and you can't really scout an enemy town too well cause the security is high. It's sort of realistic when you think about it.
____________
"Let me tell you what the blues
is. When you ain't got no
money,
you got the blues."
Howlin Wolf

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Xerox
Xerox


Promising
Undefeatable Hero
posted September 21, 2007 10:55 PM
Edited by Xerox at 22:57, 21 Sep 2007.

Well, the beta treants are not so skinny!
But okey, i will replace the Avariels with Treants! After all, there may be treants on Nahsa too!

About the dwarves dragonkngits etc¨
This is the plan.

Orginal Heroes 6
Normal Towns: Sancutary (new haven), Sylvan, Spire (new Academy), Inferno, Stronghold (orcs), Necropolis & Palace (naga/lizardmen, and none of this names are the final).
Neutral/Mercenary Towns: Camp (Nomads) and Nexus (Elementals).

Expansion 1.
New Town: Dungeon (Faceless/Mindflayers i want to find a better name...)
Neutral/Mercenary Town: Refuge (Dark Elfs)

Expansion 2
New Town: Fortress, Lair or Palace (Dragonknights/wont spoil. Working on name as with almost all factions)
Neutral/Mercenary Town: Fortess

The reason why tow orginal races are in the expansion is because the most of the campaigns features the conquring of Nahsa. In the first expansion we return and do a lot of things in Ashan.
And the Dwarves will help in the final battle against...
Also i cant spoil whats happened to the Dwarfs and the Dark Elfs, but its really, really.
The reason why i dont make Fortress and Dungeons factions is because i hate them ;P
Iam okey with the Dark Elfs, but i would more like the though to be exterminated race of Faceless and their evil mindslaves.
But i just hate Dwarfs as a faction.

When i mean that the towns should be alive i dont mean that enemies will see the people in there.
I just want humans to trade in the market, orcs dueling in some kind of arena and Treants walk patroling in the SYlvan town (the new Sylvan will be built in the treecrowns).

Master Post is on the next post...

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yasmiel
yasmiel


Supreme Hero
Former Chessmaster
posted September 21, 2007 11:15 PM

I want H6 to be just an expansion for H5 with a different number after H letter.
So any proposal of sequel with less than current number of H5 factions is simply out of question for me.

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Xerox
Xerox


Promising
Undefeatable Hero
posted September 21, 2007 11:19 PM
Edited by Xerox at 13:42, 30 Sep 2007.

THE MASTER POST HAS BEEN MOVED TO THE FIRST POST!
                                                                                                                                                                             


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Xerox
Xerox


Promising
Undefeatable Hero
posted September 21, 2007 11:23 PM
Edited by Xerox at 23:27, 21 Sep 2007.

Seriously...
Orginal H5 had 6 factions.
Orgianl H6 has 7 factions + 2 extra with expansions + Mercenary Towns!

But i can add an extra town if you want too BUT i refuse to make a Dark Elf or Dwarven Town!
Juts come with ideas if you want extra towns...
The only extra town i can think of is a pirate/explorers town, but í dont think many people likes that concept.

And no werewolf town for you -.-

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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted September 21, 2007 11:30 PM

Quote:
Several maps to play!

Whoa!

Sorry... I had to...
____________
"Let me tell you what the blues
is. When you ain't got no
money,
you got the blues."
Howlin Wolf

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Xerox
Xerox


Promising
Undefeatable Hero
posted September 21, 2007 11:34 PM
Edited by Xerox at 00:24, 22 Sep 2007.

I added that because in H5 you can play like 5 maps if you dont count with scenario...
I think thats very sad. H3 had a hugeeeeeeee number of maps...

Also these are the planned creature line-ups.
Say what you think.
Upgrades are not included and names may be changed.
THESE ARE NOT FINAL!
However there are some upgrades here...

Haven:

1. Farmer-Militia
2. Hunter-Bounty Hunter
3. Swordsman-Sword Master
4. Griffin-Mountain Griffin
5. Monk
6. Cavalier-Templar
7. Angel-Archangel
8. ??? (This is Grail Creature)

Sylvan:

1. Tree Wisp-Forest Wisp
2. Centaur-Centaur Guard
3. Archer
4. Apprentice-Master Druid
5. Unicorn-Lunar Unicorn
6. Treant
7. Green Wyrm-Emerald Wyrm

Inferno (still working on...)
1. Imp
2. ???Demon/Humanoid Hybrid???
3. Hellhound-Guardien Cerberus
4. Succubus-Succbuser Lasher
5. Efreet-Efreet Sultan
6. Pitspawn-Pit Master
7. Devil-Archdevil

Stronghold (still working on...)
1. Goblin
2. Orc-Orc Berserker
3. Ogre-Ogre Chief
4. Gladiator-Amazon Warrior
5. Troll-Dire Troll
6. Wyvern
7. Cyclop

Academy (still working on...)
1. Halfing-Enigeer
2. Gargolye-Protector
3. Golem
4. Mage-War Mage
5. Genie-Genie Sultan
6. Giant-Frost Giant
7. Walking Colossos-Titan

Necro (still working on...)
1. Skeleton-Skeletal Warrior
2. Werewolf/Zombie/Ghost
3. Ghost-Banshee/Werewolf
4. Vampyrie-Vampyrie Lord
5. Lich
6. Living Statue (working on name)-Ancient Guardien
7. Bone Dragon-Spirit Dragon

Naga (still working on)
1. Lizardmen-Tribal Stalker
2. Serpent Fly-Swamp Quotl
3. Medusa-Medusa Elite
4. Basilisk Rider-Shaman Rider
5. Siren-Swamp Witch
6. ???Mutaded Male Naga???
7. Hydra

Still working on everything, feel free to suggest other creatures/names.
I try to keep "classic" creatures.

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted September 22, 2007 05:14 AM

forgive the picnicking, but a demon-human hybrid would be an orc, yes? or a Dark Messiah.
____________
How exactly is luck a skill?

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Xerox
Xerox


Promising
Undefeatable Hero
posted September 22, 2007 11:26 AM
Edited by Xerox at 11:46, 22 Sep 2007.

Well... Inferno needs an shooter... and not the Succubbus...
The Demon Hybrid will probably be replaced with the Gog.

These are the current Mercenary Creatures.
There are only tier 1, 3,5 and 7 and no upgrades.


Settlement

1. Scout
3. Nomad
5. Rakshasa Rani
7. Storm Roc

Might Hero: Slavemaster

Nexus

1. Steam Elemental
3. Magma Elemental
5. Twilight Elemental
7. Phoenix

Magic Hero: Seeker/Keeper

Still working on the heroe and the creature names, the Scout will have homemade wings ;P
Greek Mythology inspired me with that (only to balance it).

I thougt that all Mercenary line-ups should be like this:

Magic:
1. Flyer
2. Shooter
3. Caster
4. Flyer

Might:
1. Flyer
2. Shooter
3. Walker
4. Flyer

Oh, and about creatures. I hate the Academy lv6 creature, Frost Giant. It just doesnt fit into Academy, any ideas? -.-

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted September 22, 2007 05:31 PM

Sand Wyrm?
____________
How exactly is luck a skill?

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xerox
xerox


Promising
Undefeatable Hero
posted September 22, 2007 06:37 PM
Edited by xerox at 18:42, 22 Sep 2007.

Hmm, good idea. But then i will call it Desert Wyrm i think.
Sand Wyrm sounds weird.
And Academy will move to northern mountains. There they contiune their creations and tries to stay away from any upcomming wars.
There are almost no deserts on Nahsa (check that name backwards and youu have the secret code...).

I will update master post today or tomorrow with Mercenary Towns info/lore, magic schools and some other changes.


Oh and people seemed to want an extra faction, what about a pirate faction?
I dont want to copy paste, but i loved the idea of the Sky Port faction from the orgial faction contest...

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Gil-galad
Gil-galad


Known Hero
High King of Noldor
posted September 22, 2007 07:06 PM

I think this is great work Xerox Really interesting What about bringing a pegasus into the Sylvan town? Pirate faction? Perhaps. What creatures would they have? It could be really cool with some cind of not-playable barbarians who raid and pillage any player. Pirates/highwaymen/bandits something

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xerox
xerox


Promising
Undefeatable Hero
posted September 22, 2007 07:34 PM
Edited by xerox at 19:53, 22 Sep 2007.

Well, people want Pegasuses  i will remove the Treants!
Pegasus Rider will probably be  tier 5 then.
I dotn want to post any creatures untill i see that people like  a pirate/bandit factions.
They could be the anti-nomads and be allies with the naga, as almost all hates naga in HoMM 6 in the begining.

Okey so i had an idea for the pirate/bandit/criminal town.
Instead of Alternate Upgrades, there is town specializations.
I hope its okey for Daystar that i "steal" this idea from his Naga Tower town.
Town Specialization works like this:

Lets say that the criminal town has two specializations.
Lets say Sky and Sea.
I choose Sky specialization.
Then my creature upgrades will fit more into an sky theme.

I hope you understand the idea. If you dont, then look in the orginal Faction Contest and search for daystars tower.

The un-upgraded creatures should be land/ground.

Pirate/Bandit Might Hero: Slavemaster?
Magic Hero: ??? Chaos Sorcerer ???

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted September 22, 2007 08:41 PM

Buccaneer for the Might Hero, no idea for the magic hero.  Perhaps they do not use magic, or they only have one hero?  The Buccaneer, who equally good at might and magic.  And feel free to use my idea.

I like the idea of a pirate faction.
____________
How exactly is luck a skill?

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xerox
xerox


Promising
Undefeatable Hero
posted September 22, 2007 08:47 PM
Edited by xerox at 20:48, 22 Sep 2007.

Thanks!

Yea,  maybe its better with only one hero class for the criminals. After all H4 Might faction only had one hero class.

It looks like many people like the idea of a pirate/bandit faction! I think i will make one.

Any ideas for creatures?

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