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Heroes Community > Heroes 8+ Altar of Wishes > Thread: The Dream Neutrals
Thread: The Dream Neutrals This thread is 3 pages long: 1 2 3 · «PREV / NEXT»
kraken
kraken


Famous Hero
I just love being elemental
posted October 22, 2007 11:03 PM

Anybody like my Tyrant

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GenieLord
GenieLord


Honorable
Legendary Hero
posted October 22, 2007 11:31 PM
Edited by GenieLord at 23:34, 22 Oct 2007.

These neutrals seem like most the loved famous creatures from older versions, that didn't manage to get into HOMM5. Returning them as neutral creatures sounds like a good idea. I felt that some neutrals are missing in TotE expansion, and I wish to see more.
Maybe we mod them to the game and do a patch. I'm not great at modding, but I can try to make something...

The Naga's files are on Hof's folders, since it was planned to be a neutral creature on HoF, but that sadly didn't happen. The files can be found if we search well. I know where the XDB files are, but I didn't find the textures.

Pirate-Good idea. It will be nice to see a pirat on HOMM5.
Satyr-I don't know if it's suitable. Find an interesting special ability anyway.
Dark Sorcerer-Although we have the Dark Witch, it will be nice to have more powerful caster which is not a very good shooter on that level. Therefore, its damage and HP have to be reduced.
Roc-ofcourse we'll be glad to have the Roc back, but let's figure a better special ability. I prefer to see it on level 5, though.
Behemoth-I agree that the behemoth must be back.
Garantuan-Not on level 7.
Azure Dragon and Mega Dragon-I really don't like the entire concept of higher level than level 7. It makes things imbalanced.

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted October 22, 2007 11:42 PM

Quote:
it was planned to be a neutral creature on HoF


I'm not too sure about that, actually I think the decision to remove the Naga was made long before the original version came out.  It was once going to be the level 6 for Academy but Nival must have decided to turn them into the water faction for a future episode.

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watcher83
watcher83


Supreme Hero
Child of Malassa
posted October 23, 2007 09:47 AM

Quote:
Quote:
lv1 - gnoll, troglodyte
lv2 - satyr, harpie
lv3 - basilisk, pikeman, ghoul
lv4 - naga sorceress, roc, cavern spider
lv5 - efreet, troll, ogre, crusader (could be called dragonknight)
lv6 - naga tidelord, pegasus rider, chimaera
lv7 - sea dragon(a fairy dragon in essence), air dragon


those are some fine neutrals. good job


thanks

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skullman
skullman


Famous Hero
banned
posted October 23, 2007 12:27 PM

how about a black snake

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watcher83
watcher83


Supreme Hero
Child of Malassa
posted October 23, 2007 03:50 PM

maybe something like a cave viper from diablo II?

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Rogue_Lord
Rogue_Lord


Bad-mannered
Hired Hero
posted November 01, 2007 08:12 PM

Quote:
HATE HEROES 4


Me too, but Homm 4 and its expansions had cool creatures.
The fighting heroes made sure that Homm 4 ed.
____________
I will steal all your money!

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mamgaeater
mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted November 01, 2007 08:35 PM
Edited by mamgaeater at 14:28, 08 Dec 2007.

all tier seven upgrades and big creatures
 fire wyrm
atk:50
def:20
dmg:30-60
int:12
spd:10
hp-:175
Arkath's blessing: can summon fire elementals 4 per fire wyrm elemental
fire shield
immunity to fire
flying
breath attack

 
  water wyrm
atk:20
def:20
dmg:30-40
int:12
spd:10
hp-:275
shalassa's blessing: can summon water elemantals at 4 per wyrm elemental
immunity to water
flying
frost breath: (auto casts frost breath on target spellpower is 2 per wyrm)
breath attack
 
  earth wyrm
atk:20
def:50
dmg:20-25
int:8
spd:6
hp-:400
Sylvanna's blessing: can summon earth elementals at 4 per wyrm
elemental
flying
magic proof 95% resistance
immune to earth
unlimeted retaliation
breath attack

  air wyrm
atk:25
def:20
dmg:30-50
int:18
spd:16
hp-:150
Slyath's blessing: can summon 4 air elementals per wyrm
elemental
insubstansial
flying
immune to air
breath attack

edit:
Light Wyrm

atk:17
def:12
dmg:10-80
init:10
spd:14
hp:230
elrath's blessing: can summon two air and water elemntals per wyrm
elemental
flying
immune to light magic
immune to curse
Aura of light (+1 morale 50% more dmg agaisn demons and undead)
breath attack
Lighted(double dmg from curse of the netherworld)

Dark wyrm
atk:40
def:30
dmg:20-30
init:14
spd:4
hp:120
Malassa's blessing:can summon two earth and fire elementals per wyrm
elemental
flying
immunity to dark
breath attack
aura of darkness( activated ability: all creatures adjacent become invisible for 2 turns)
darkness(double damage from holy word spell)
k those are my creatures they are all greater manifestations of elemental energy.

A wizards experiment gone awry. Wyrms are the greater cousin of elementals. Formed from only the purest form of their prime element these elementals are far stronger than their cousins. wyrms the result of  elemental experimentation have appeared before in history but only when the elemental dragon gods have intervened. They're destructive and wild nature often destroyed most observers that try to learn about them.








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Legendary_Hero
Legendary_Hero


Known Hero
Stronghold Warchief
posted November 02, 2007 11:23 AM

Come on this thread is some king of super strong creatures i mean 50 attack WOW and 400 hp and some incredibly IMBA abilities at least think of someting balanced.Not a Dragon with 1000 hp and 100 damage.COME DOWN TO EARTH and H5

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BradRepko
BradRepko


Hired Hero
posted December 08, 2007 01:23 PM
Edited by BradRepko at 13:23, 08 Dec 2007.

Goliath
A tier 6 unit
A giant stone beast that doesn't really resemble a human, but has two arms and two legs. It's body and head are sort of arrow shaped, but more rounded at the top instead of pointed. It has one large, robotic eye towards the top of it's body. It's large and slow, with only modest attack at best, but high HP and defense, as well as some nice immunities.
Abilities: mechanical, large creature, status immunity, magic resistance

status immunity- immune to all status inducing spells, both positive and negative. Haste, slow, poison, etc.

magic resistance- has a 95% resistance to magical damage.

-----------------------------------------------------------------------
Dark Pixie
A tier 1 unit
A small, dark colored pixie that lives in the darkest parts of the forest. They have vile natures and wicked tempers, and enjoy using their dark spells to cause misfortune on people. They are weak and not very strong or sturdy, but they are extremely fast and quick, and are able to dodge attacks with practiced ease.
Abilities: flying, no retaliation, wicked attack, flighty

wicked attack- every attack they make reduces the target's morale and luck

flighty- they have a twenty-five percent chance of dodging melee attacks completely, and a thirty-five percent chance of dodging ranged attack

-----------------------------------------------------------------------
Mana Nymph
A tier 3 unit
Originally summoned by the mages of the Academy, they are beings made of pure magical energy. They have an aura of magic that charges the mana of all creatures near them, as well as renewing the magic of the hero. Being creatures of pure magical energy, all magical energies on the field are stronger when they are around, resulting in more powerful spells. They aren't to strong or very durable, but they are pretty fast and their abilities make them useful in magic heavy armies.
Abilities: Aura of Magic Renewal, Mana Charge, Magical Vortex

aura of magic- all creatures directly around the Mana Nymph gain +10 mana on their turn, but no more than their maximum.

Mana Charge- with the Mana Nymph in their army, a hero will restore all their mana at the start of each new day, and 25% after each battle.

Magical Vortex- all spells cast in battle while the Mana Nymph is present has a 5% increase in effect, or 5% increase in damage. Creatures with magical resistance of less than 100% also suffer a 15% magical resistance decrease.

-----------------------------------------------------------------------
Fairy Queen
A tier 5 unit
Queen of all sprites, pixies, and fairies, the mere presence of these creatures on the field increase the strength of all fairies in battle. They are good in all stats, and have especially nice speed and initiative stats. Additionally, they have a small selection of spells that may cast in battle.
Abilities: flying, spellcaster, gift of fairy, large creature

spells- since I have been unable to play the game, I cannot say what spells they would have. 1 attack and a few support spells would be my suggestion.

gift of fairy- Grants all fairies, sprites, and pixies in battle +5 attack, +5 defense, +3 initiative, and +15% health. This does not apply to Fairy Queen's. Also, all fairies, sprites, and pixies will never have negative luck or morale.

-----------------------------------------------------------------------
Living Armor
A tier 5 unit
A suit of armor lined with soil from a burial ground, as well as the ground up flesh and bones of the dead, and then bound to the soul of the departed, this vengeful spirit is totally obedient to it's master. It's neither entirely substantial or entirely incorporeal, so it is granted a limited magical immunity. It qualifies as one of the undead, and is their version of the crusader (assuming that's what they are called in this game. Crusader as in HoMM3 and HoMM4 Crusader). Their stats are therefore similar, but defense is slightly boosted while attack is slightly dropped. Is also slower than the aforementioned unit, like most of the undead.
Abilities: undead, partial magic immunity, critical strike, large creature

partial magic immunity- has 35% chance to completely negate all magical effects and damage that would affect it, cast by friend or foe.

critical strike- has a 50% chance of doing double damage.
____________

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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted December 08, 2007 03:20 PM
Edited by Moonlith at 15:23, 08 Dec 2007.

Werewolf = Gnoll, practicly. Both are canine anthros.

Speaking of Earthwurms, I have those enlisted in my own Dungeon lineup

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BradRepko
BradRepko


Hired Hero
posted December 09, 2007 12:42 PM
Edited by BradRepko at 03:36, 10 Dec 2007.

Elemental Portals

I have an idea for a creature portal, four actually. They are the Fire Portal, Water Portal, Air Portal, and Earth Portal. A hero without any magical abilities would have no use for them, but with certain skills, would be able to activate them. The type of secondary skill needed to activate would be different for each type of portal, and the higher tier of creature you want, the higher level of skill mastery you need. From each portal, you can only summon one tier creature at a time, but you can switch what creature you want to summon, as long as you have the corresponding skills to activate it. To activate it will also cost some mana, the higher tiered creatures requiring more mana to activate the portal for them. If you want to change which creature to summon from the portal, you have to pay the corresponding mana price to the level of creature that you want. You can't summon more than a certain amount of creatures from the portal in any one week, and that amount is based on what level of creature it is. Higher tiers have fewer recruits each week, and switching will have a number of creatures gone depending on how many you've recruited from it this week. Each portal can only summon  the corresponding creatures, and you can't change the portals type

Portal of Fire
Tier 1- ???
Tier 2- Fire Nymph
Tier 3- ???
Tier 4- Fire Elemental
Tier 5- Efreet
Tier 6- Salamander
Tier 7- Phoenix


Portal of Water
Tier 1- ???
Tier 2- Water Nymph
Tier 3- ???
Tier 4- Water Elemental
Tier 5- ???
Tier 6- Undine
Tier 7- Yeti??


Portal of Air
Tier 1- ???
Tier 2- Air Nymph
Tier 3- ???
Tier 4- Air Elemental
Tier 5- Genie
Tier 6- Sylph
Tier 7- Thunderbird


Portal of Earth
Tier 1- Pygmy
Tier 2- Earth Nymph
Tier 3- Satyr
Tier 4- Earth Elemental
Tier 5- ???
Tier 6- Gnome
Tier 7- Taurus


As you can see, tiers 2,4, and 6 follow a pattern of upgrades, Nymph---> Elemental----> True Elemental and their names are all somehow based on elementals in mythology. They can't actually upgrade however, and are all neutral creatures summoned from their corresponding planes.

The Pygmy is a rather short, primitive, diminutive looking creature that throws little spears, allowing it to have a weak ranged attack. It's damage is puny, but as a tier 1 creature from a summoning portal, is very plentiful.

The Salamander is a large, fiery lizard like creature not to different from the current fire elemental form, but a bit bigger and more solid. It can spit balls of fire, giving it a powerful ranged attack, and doesn't suffer in melee combat.

The Gnome is a large, stout, mole like creature with a rock solid body, and drill like claws made of metals from deep underground. It's slow and big, but is like a tank, with bulky defenses and rather high attack, capable of getting through enemies defense when it attacks. Other than it's speed, it's only weakness is it's HP, which is sadly not much more than the earth elemental. This is made up for by the fact that it has the highest defense in the game, nearly double the bulkiest tier seven creature. It's also has the fewest recruits of the tier 6 portal creatures.

Undine has the appearance of a beautiful mermaid draped in a blue gown of pure water. She's delicate, but is a ranged spellcaster with a deep well of mana and fair speed and initiative. She has some damage spells, but can hinder the enemy or support her allies as well. She's delicate though, so she will need to be protected.

The Sylph are fast as lightning and as graceful as a spring breeze. Capable of flight and having extremely high initiative and speed, they are unfortunately even more fragile than the Undine. They do have some spells, but their mana supplies are lacking the Undine's deep reserves. With their high initiatives, hopefully they can attack and have their turn again before they get attacked so they can get away, otherwise they don't stand much chance. They can't be retaliated against though.

The four elementals will have their appearance modified to lack any real shape. The Air Elementals will be filled with wind and clouds, the fire elementals will be a burning effigy of flames and lava, the earth elementals will be made of spiraling sand and boulders, and the water elementals of bubbling water and frozen ice.

The Thunderbird, Genie, and Efreet make a return, hailing from their specific elemental planes. Neutrals, don't expect to see them playing the roles in Heroes past, they are strong, but will serve whoever summons them from their realms. Thunderbirds are strong and can summon lightning to strike when they attack to deal further damage. Genies are born spellcasters and you can actually choose which spells they cast. Efreet have the powerful Fire Shield and a couple of spells as well, but are more damaged oriented than their air aligned cousins.

The Yeti is not definite yet, but as you can imagine it's strength and power would be similar to that of the Behemoth, but more oriented towards that of ice.

The nymphs are fairy like female figures composed of their element. Not very strong or very durable, they all have some things in common. They are all Incorporeal, and therefore don't get hit all the time. They all fly, as they don't really weigh anything, and their stats are all identical, with slight modifications to each do to elemental affiliation. They are also all fast and have high initiative like Sprites and Pixies, but don't have the no retaliation ability. The Earth Nymphs have increased defense, the Fire Nymphs have increased attack, the Air Nymphs have increased speed, and the Water Nymphs have increased initiative.

The Satyr are representatives from the plane of earth. They are pretty strong and tough, and there speed is lacking, although not exceptional either. They carry with them a pan flute and can play songs to increase troop morale, cause pacifism in the enemy, or even summon sprites. Being free spirited, they will only play these songs when they feel like, and at the beginning of their turn may randomly play one of their songs, or might not. If they do play, they can still move and attack.

The Taurus, the supreme rulers of the plane of earth, were what the mages based the minotaur after. A large brute of a beast, this bulky bull like creature walks on it's hind legs. It's bulky with high defense, and it has good attack and damage to. It's speed is good but it's initiative is fair at best. It's enraged, so it will always counter attack, even against those that don't usually receive counter attacks, like Blood Fury. They can have Bulldoze ability that lets them charge across the screen, damaging anything it's path. It will stop if it hits and object or a large creature, however. This can damage castle walls, however, and hurt multiple enemies, but also can damage any allies in the way too. If it runs into any objects before it reaches the end of the screen, it will take some damage too, but only take half that damage from running it a large creature. It is considered a large creature as well.


What do you all think. Do you like the idea of elemental summoning portals where different tier creatures can be summoned? If you have any ideas for what should fill in the gaps, by all means help me out, but please try keep it in line with the elemental theme. I have rejected my own idea for Snow Wolves for the water portal because I can't really see them coming from the plane of water (and ice). That's also why the Yeti has question marks by it's name. The others all fit perfectly with my ideas.

Also, I have an idea for an alternative town of undead, with a more Egyptian theme. This town would be ancient necromancers from when they first broke off from the mages, who have returned as they predicted and worship the god of death (who is actually one of the Primordial or whatever dragons, the one that was sealed away) They are dead, but not all entirely undead, as some were in a way technically never living in the first place. Mummies would make a return in the form of Royal Mummies, upgrading into Pharaohs. Wisps, an undead pixie type creature would be their weakest unit, and their would be Anubis Warriors as well, with the head of their guardian figure, the jackal. Death Knights would also find a home here, as well as Death Armors and Executioners, living armor lined with burial soil and ground up flesh and bones, souls of fallen warriors bound to them giving them un-life. The vicious Widow Spider, a giant, hideous bone spider made up of the bones of many powerful creatures, including dragons. The Death Spider would further be enhanced by the chitinous shell over it's body, giving it the look of a horrific giant spider, but being not of the living, but containing the very thoughts of their vicious, sealed away god. If you want me to post more about this idea, please let me know. Otherwise, just comment on the Elemental Portals.
____________

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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted December 09, 2007 01:08 PM

Quote:

- Elemental Fire damage heals this creature instead of damaging it
I think this is a feature we don't have enough from in this game... It would be pretty cool if you could resssurect your magmas with an Flamewall or an Armageddon (whuuuhu that would be fun) but I mean it even fits doesn't it? Besides destruction magic should also function as an Buff sometimes... I read this somewhere before and I think even back then it was Moonlith who had the great idea... Why shouldn't Inferno units get even more badass when you cast a Fireball on them I mean come on they are from HELL!! It's all about destruction and chaos they should get some kind of Ini/Att/Dmg bonus or something. I really like the idea of destruction as an "buff" school (that way destruction + low sp for inferno would even make sense [well not MUCH but a little])
____________
"All I can see is what's in front of me. And all I can do is keep moving forward" - The Heir Wielder of Names, Seeker of Thrones, King of Swords, Breaker of Infinities, Wheel Smashing Lord

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted December 09, 2007 01:25 PM

the elemental portals idea is a very good one! nice!

for missing creatures, i could think of some.

tier 1 fire: sparkling, a devious little creature that enjoys creating havoc with fire.
tier 1 air: Whisperer, a small group of spirits grouped together by one voice.
tier 1 water: deepener, a frog-like being who can dive under water to keep camouflaged.

Tier 3 should be manifestation, or something similar. usually a head with two hands, two male (air+fire) two female (earth+water)

continueing with the genie theme for tier 5, the only other option would be the watery marids and the earthy Xao.

tier 7 should be something that represents the power of nature. noticing that you are using a bird theme for most of your teir 7's i say continue to some degree.
____________
Love, Laugh, Learn, Live.

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WarLore
WarLore


Famous Hero
servant of urgash
posted December 09, 2007 06:39 PM
Edited by WarLore at 11:16, 10 Dec 2007.

Rust Dragon
tier 7/8
att:40
def:25
dmg:40-80
hp:500
init:14
speed:10
mana:0
shots:0
cost:15k

abilities:large creature,flyer,elemental,immune to air,
immune to earth,acid wound(same as acid blood but the attacker suffers 50% of dmg to dealt its target)
acidic breath(attack 2 titles,poisons enemy by dmg 40 per rust dragon affects 3 turns)dragon vulnerability(all other dragons deals +25% dmg against rust dragons)
____________
A Nightmare from below.A hero from Within

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roy-algriffin
roy-algriffin


Supreme Hero
Chocolate ice cream zealot
posted December 10, 2007 05:29 AM

20k is too much for the rust dragon. Id say 12K at most even if its that powerful.
____________
"Am i a demon? No im a priest of the light! THE BLOODY RED LIGHT"

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BradRepko
BradRepko


Hired Hero
posted December 10, 2007 01:52 PM

Rust Dragon should be a weakened mechanical dragon. Long ago, one of the species created powerful machine dragons out of magical steal and dragon bones, but the technology was lost. The Dwarves have discovered these ancient relics, but have only been able to fix them up partially, as the magic put into them is over their heads. The rusted steal gives it the ability to penetrate defenses and inflict poison, even in mechanical and construct beasts in the form corrosion. However, they are more fragile than they were in the ancient times, and are not as mobile.
____________

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WarLore
WarLore


Famous Hero
servant of urgash
posted December 10, 2007 02:26 PM
Edited by WarLore at 14:26, 10 Dec 2007.

i "did" it like heroes3 remake there it was living dragon i am not saying that u are wrong,i just remaked it
____________
A Nightmare from below.A hero from Within

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Fofa
Fofa


Famous Hero
Famous? Me?!
posted December 12, 2007 06:19 AM

I have my own list for neutrals, pretty much returns from the previous titles. ^^; Examples are the Roc, Halfling, and Rogues. Of course, now they could be upgraded, with their own alternatives as well, but the upgrading would have to done at a Hill Fort or something. . . .
____________
Creator of the Guild and Prison towns for ICTC.

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kraken
kraken


Famous Hero
I just love being elemental
posted December 15, 2007 03:25 PM
Edited by kraken at 15:26, 15 Dec 2007.

Kraken

Hp: 1 trillion
Def:1 trillion
atk:1 trillion
ini:  1 trillion
spe:1 trillion

abilities:Supreme:This creature is as awsome as anything. It has any abilitie it wants.
____________
Vini Vidi Vici

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