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Heroes Community > Heroes 8+ Altar of Wishes > Thread: My H6 faction suggestion
Thread: My H6 faction suggestion This thread is 9 pages long: 1 2 3 4 5 6 7 8 9 · «PREV / NEXT»
Carcity
Carcity


Supreme Hero
Blind Sage
posted January 06, 2008 11:02 PM

like your dungeon suggestions. but i would like to add something to the blind eyes. since they are blind could they like have an attack that hits more than one tile. the ability could be called blindness. and they attack the tile you point att and plus one tile for every three tile the attack passes on the way to its target. it could also have a cursing attack like the ones in h4.

for the medusas i would like to have that the uppgrades (one of them have two heads. when you use range one head is used. when you use melee both heads are used and when they cast a spell the second head is used. its spells are weakness, sorrow and vulnerability
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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted January 07, 2008 02:05 AM

I am perfectly happy to let the Necropolis be overpowered, compared to previous Necropoli. This is a just an idea and it has good points and constructs. But, dark energy and body count may conflict with each other if not properly tweaked.
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Steel Yourself for War

Next Set: Mirrodin
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Seraphim
Seraphim


Supreme Hero
Knowledge Reaper
posted January 07, 2008 02:11 AM
Edited by Seraphim at 02:12, 07 Jan 2008.

Possible to raise 1000 of dragons and some creepy units.Necropolis Should be creepy and with horror.

1 zombie
2 skeleton
3 ghost
4 wight although storngest of its level.
5 vampire
6 lich
7 Mighty and 'Strong'bone and shadow dragons.

maybe some death knight would also be cool with deadly strike of Homm3

btw can someone animate so the deadly strike of HommV gets a great effect.
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"Science is not fun without cyanide"

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thehiddeneye
thehiddeneye


Adventuring Hero
posted January 07, 2008 06:37 PM

Upcoming

Hello again.

Loved to see your responses...

Later on I'll post two towns, very different in spirit and playstyle: the burning Inferno (controlled by the Demon Lord and Heretic) and the muddy Fortress (led by the Beastmaster and
Witch Doctor)!
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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted January 07, 2008 10:29 PM

Hoorah! More Infernal Creations. Bring it on!

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thehiddeneye
thehiddeneye


Adventuring Hero
posted January 08, 2008 02:58 AM

The Fortress

Alignment: Neutrality
Deity: Shalassa, Dragon of Water and the Council of Loa

How it looks:

The Fortress appears like a ruined, half-sunken South American city
(Inca or Maya style architecture) on a wide river's coast, long ago taken by the rainforest and mists. A rickety shanty-town of crude huts, cages and rope bridges lies amongst the ruins, where the Fortress' current denizens live. The sky is hidden by a thick green canopy, although sometimes a faint sunray escapes through. Muddy roads stretch between the temples, adorned with intruders' heads on sticks and illuminated only by witch lights and fire-eyed tiki masks. The rainfall is near-constant, and sometimes the occasional rainbow can be seen.  
 
Hero Types:

Beastmaster: Raised by the vicious creatures of the swamp, Beastmasters are as savage as the things they raise and command. It is said few in Ashan can match the sheer toughness of Beastmasters, and determination to defend their jungle homes. Most Beastmasters are humans with a few Lizardmen.

Special Skill: Beast Mastery: Works similarly to H4 nobility, increasing creature growth in a single town. Abilities increase the max HP of Fortress creatures, give poisoned attacks to your units, allow you to set ambushes (by splitting creatures from your hero into an invisible, hero-less controllable stack) and the ability to summon creatures directly from the soil of the swamp itself.  

Witch Doctor: Witch Doctors are the tiki-masked priests of Shalassa, the Water Dragon. Much like water flows, they walk a fine line between good and evil in the defense of the swamp, and know many eldritch secrets taught to them by the Naga- the immortal firstborn daughters of the Dragon of Water. Most Witch Doctors are Lizardmen, being the rumored children of the Naga, while a few are humans.

Special Skill: Hoodoo: Places a Mark of Hoodoo on a single enemy unit who previously attacked or used a spell against one of your unit. It now takes increased damage from Fortress creature attacks, and may be targeted by further afflictions. Abilities allow the Witch Doctor to brew potions, reduce luck or outright kill (an Eye for an Eye- works like H5 Divine Vengeance) Marked enenmy stacks and regenerate SP while resting on swamp terrain.

Playstyle, Strengths and Weaknesses:

Fortress buildings are quite cheap, but require tons of wood and mediocre amounts of mercury and sulfur. The armies of the swamp have tons of HP, great defense and average morale, but are mediocre to weak in all other aspects. They also lack powerful ranged attackers or direct damage spells, most creatures lack magic resistance and their Mage Guild is limited to Level 3.
During combats, Fortress armies use sheer numbers and resilience to simply wear down and outlast their enemies, with Beastmaster abilities supporting the army and Witch Doctor abilities weakening their enemies. They also gain significant bonuses on a swamp terrain, and are one of the more difficult towns to siege. Fortress units are cheap and have huge growth rates, further supplemented by the Breeding Cages structure and the Beastmaster's special skill.  

Common Buildings:

Village Hall- Town Hall- City Hall- Capitol
Fort- Citadel- Castle
Tavern
Blacksmith
Marketplace
Resource Silo: Wood and Ore
Mage Guild Level 3
Shipyard

Special Buildings:

Tar Moat: Widens the Fortress' moat and gives it an Initiative-reducing effect.

Swamp Gates: During sieges, places 3 invisible trapdoors on the battlefield, which give your units quickened access in and out of the castle without having to use the main gate.

Obelisk of Defiance: Increases hero's Defense during siege by +2.

House of the Loa: Empowers Hoodoo ability by 5% and allows Witch Doctors to brew Potions for precious resources and movement points.

Breeding Cages: Increases town's creature growth by 50%.

Grail: Carnivorous Plant: + 5000 Gold, increases town's creature growth by 50%, +33% creature growth for all other Fortress towns you owe and increases Hoodoo by 10%.  

Creatures:

1st level:

Pirate- Bone Dancer OR Buccaneer
Wisp- Witch Light OR Will O' Wisp

2nd level:

Shambling Mound- Devourer OR Toxic Mound
Lizardman- Lizard Warrior OR Lizard Poacher

3rd level:

Basilisk- Greater Basilisk OR Rockscale Basilisk
Dragonfly Rider- Firefly Rider or Bloodsucker Rider

4th level:

Manticore- Scorpicore OR Spiked Manitcore
Troll- Wild Troll OR War Troll

5th level:

Naga- Naga Queen- Naga Empress
Voice of the Swamp- Spirit of the Swamp- Loa

So, how is my Fortress?

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted January 08, 2008 04:38 AM

These ideas are simply genius. You have very good concepts and even better structures. Beautiful design, and a good locale for a Fortress of creatures. Nice creature names, except for Bloodsucker Rider. Love Rockscale Basilisk. As always, keep those ideas flowing thehiddeneye.
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Next Set: Mirrodin
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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted January 08, 2008 10:58 AM

*nodnods*

Again, we share the same ideas for strengths, I like to think of the fortress lizardmen town as one that focusses a LOT on Armor and primairily HP, and a racial skill that boosts HP of three chosen creatures according to hero level.

Can't wait to see the rest of your work!

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thehiddeneye
thehiddeneye


Adventuring Hero
posted January 09, 2008 12:11 AM
Edited by thehiddeneye at 00:13, 09 Jan 2008.

The Inferno

The Inferno

Alignment: Evil
Deity: Urgash- many-faced Dragon of Chaos and his annoited one-
the Dark Messiah  

How it looks:

The Inferno appears like several massive chunks of volcanic rock, floating in a void of fire and smoke and somehow held together by chains. Several pits, ruined and charred obelisks and ziggurats (built in Babylonian/Sumerian style) dot the rocks, adorned with cruel spikes impaling writhing, burning bodies. A forest of crucifixes and other torture devices lies between the larger structures and even float in mid-air, bound by the chains. Images of crying faces are carved into the walls, and the sound of weeping and screaming is constant. A river of magma makes its way in waterfalls from rock to rock across the elder city and into the void, and high in the sky the fire and smoke form an impressive crimson vortex.  
 
Hero Types:

Demon Lord: The immortal spawn of Urgash, Demon Lords seek to burn Ashan to cinders and make it into their private Hell of chaos and brutality. Most Demon Lords are naturally Demons, with a few Ifrit and Fallen Angels.  

Special Skill: Gating: Like Heroes 5. Abilities improve Gating in various ways, sacrifice units for movement points and allow Demon units to spend Gating attempts to Possess enemy units, controlling them at the cost of their own turns.  

Heretic: Tempted by the poisoned gifts of Chaos, Heretics have pledged their souls to Urgash or one of the more powerful Demon Lords to wield Demonic power. Strangely many Heretics are fallen
Clerics of Elrath, and most are the leaders of secretive Demon cults across the Unicorn Empire. Most Heretics are humans, with a Fallen Angel minority.  

Special Skill: Hellfire: Demon units deal bonus fire damage for as long as the Heretic keeps spending mana. Abilities allow the Heretic to deal prolonged fire damage, ritually sacrifice friendly units to regain spell points and breach fire resistance.  

Playstyle, Strengths and Weaknesses:

Demon buildings are quite expensive, and require lots of Mercury and some Ore and Sulfur.
The Inferno are perhaps the most purely offensive faction in my version of H6, built for lightning-quick raids and rushing the enemy early on. Demon units have extremely high attack and damage and great speed and initiative, but little HP and defense- they simply aren't built for long combats, and must end combat in a quick and descisive way.
They also lack shooters (have only 1), and their sole reliance on fire damage can be easily countered. However, Demons have Gating and many flying or Teleporting units, the Hellfire ability and mastery of the Lore of Fiery Chaos to help them quickly win battles, as well as many Logistics-related abilities on the adventure map. Inferno units have average cost and growth rates.

Common Buildings:

Village Hall- Town Hall- City Hall- Capitol
Fort- Citadel- Castle
Tavern
Blacksmith
Marketplace
Resource Silo: Mercury
Mage Guild Level 5
Shipyard

Special Buildings:

Infernal Loom: Increases Gating by 5% and reduces enemy luck during a siege.

Hellgate: Allows instant passage between two Inferno towns at the cost of creatures. Passing through a Hellgate also gives movement points (up to two uses stack).

Brimstone Stormclouds: Provides +1 Spellpower to a visitng hero and empowers Hellfire by 5%.

Shrine or Urgash: Sacrifice creatures for XP.

Maggot Hole: 1st level Horde building.

Burning Tower: 3rd level Horde building.

Grail: Sovereign's Throne: + 5000 Gold, increases town's creature growth by 50% and increases Gating and Hellfire by 10%. In addition, allows Hellgates to be used as one-way portals to external Inferno dwellings across the map.  

Creatures:

1st level:

Imp- Humunculus OR Familiar
Cultist- Fanatic OR Possessed

2nd level:

Hell Hound- Cerberus OR Barghest
Horned Demon- Horned Master OR Horned Slayer

3rd level:

Succubus- Mistress OR Incubus
Ifrit- Ifrit Emir or Ifrit Sheikh

4th level:

Pit Fiend- Pit Lord OR Pit Beast
Hell Steed- Nightmare OR Hell Mare

5th level:

Devil- Archdevil- Spawn of Urgash
Fallen Angel- Angel of Chaos- Angel of the Pit

So, how is my Inferno?

Next- the enlightened Tower (ruled by the Alchemist and Wizard) and the elusive Coven (ruled by the Blackguard and Witch).  
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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted January 09, 2008 12:45 AM

Need I state my opinion again? This faction is incredible, but could be further improved, if only by a little. Love the creature names, but I must say the Angels are rather uninventive. Kind of the same with the devil, but not so much uninventive as it is unattractive. Spawn seems to imply its just a pawn, a small being that faithfully folloes any command. Devils in the 5th Level should express might and the flow of Urgash straight through their infernal blood. Good job overall and most the concepts are quite well designed. The tower and coven next? Oh, good.
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Steel Yourself for War

Next Set: Mirrodin
Beseiged

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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted January 09, 2008 05:34 PM

The fallen angel is a dangerous concept I feel. Black winged corrupted angels are awesome but hard to implement in any faction, they sooner seem loners to me.

Red Dragons in Inferno? Well the colour matches, but that is about all that matches Unfortunately agreed, the red > Black dragon upgrade seems a bit poor now.

Inferno lineup seems pretty valid other than that. Focus on fire magic is good.

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Seraphim
Seraphim


Supreme Hero
Knowledge Reaper
posted January 09, 2008 07:51 PM

I would not agree on fallen angel instead create a dragon like a avatar or sentinel of urgash.

NO purple FLAMES.And hit and run is dungeon tactic.It is not right for me to see demons getting to use hit and run.
Inferno should be brutal and more mighty in combat and not use hit and run really but fire magic and chaos magic.

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thehiddeneye
thehiddeneye


Adventuring Hero
posted January 09, 2008 09:15 PM
Edited by thehiddeneye at 02:24, 02 Mar 2008.

The renamed Inferno roster

Here's the renamed and revised Inferno roster:

1st Level:

Imp- Humunculus OR Familiar
Cultist- Fanatic OR Possessed

2nd level:

Legion- Gog OR Magog (CHANGED)
Hell Hound- Cerberus OR Barghest

3rd level:

Succubus- Lamia OR Incubus
Ifrit- Ifrit Emir OR Ifrit Sheikh

4th level:

Pit Fiend- Pit Lord OR Tormentor(CHANGED)
Hell Steed- Cauchemar OR Nightmare (CHANGED)

5th level:

Devil- Archdevil- Urgash Hellspawn (CHANGED)
Fallen Angel- Angel of Chaos- Angel of the Pit

What you say now?
BTW- I dislike the idea of a Demonic Dragon. They already worship one, the multi-headed Urgash, and most towns have at least a single Dragon or dragonlike 5th level unit.
Also, Kelpies are part of the Coven and Gargoyles are Tower units.

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted January 09, 2008 10:08 PM

i feel that it is a nice re-working of the heroes 4 system of creatures. i like the concepts and the execution, well done.

however, i'm not to keen on the naga's as part of the swamp town. personally, i think naga's should desevre their own town (somewhere nice an tropical, with a eastern twist to the culture, basically think of feudal japan and china, picked up and moved to the carribean) replacing them, you could have as an alternative, i don't know... amphisbaenas, two headed serpents, (usually at the opposite ends) or Coautl, which would fit with the mayan theme quite well.  
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Love, Laugh, Learn, Live.

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted January 10, 2008 05:02 AM

It kinda looks like the Magma Dragon with wings.

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted January 10, 2008 12:22 PM

Ohh.. Nice artwork on that Magma Dragon. Looks mighty
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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted January 10, 2008 12:55 PM

Depending on artwork anything is valid, really. You could of course have a wicked storyline where demons tried to curse and mutate certain dragons with demonic dragons, or other perverted twisted means in order to create a supercreature as means of an experiment: Devildragons or Doomdragons.

But I don't feel Heroes of might and magic is suitable for such experimental storylines.

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thehiddeneye
thehiddeneye


Adventuring Hero
posted January 10, 2008 03:02 PM
Edited by thehiddeneye at 15:22, 10 Jan 2008.

The Tower

The Tower

Alignment: Good
Deity: The Wizards of the Silver League are split into two main religious sect. An "oldschool" minority still worship Asha, the Dragon of Order in her original uncorrupted aspect, while most Wizards seek the means to archieve godhood through enlightenment.  

How it looks:

The Tower is an isolated desert valley, lying at the feet of
a skyscrapping snow-capped mountain. Between the weathered cliffs, jutting from the starlit dunes, lie several tall towers linked by bridges and twisting catwalks, built in a mixture of Middle Eastern and Indian style and adorned with bejeweled gold carvings and gargoyle statues to ward off evil.
The occasional pool or garden can be seen amongst the study towers, stargazers and laboratories, but the valley is most prominently
a place of learning. The starry nightsky is occasionaly lit by radiant, distant galaxies and comets, and the towers themselves are lit by a network of open drains filled with Alchemists' fire.
A river floats from the roots of the mountain and makes the valley an oasis and the entire place occasionaly seems to twist as if floating in a light breeze.  

Hero Types:

Alchemist: Following the esoteric teachings of the ancients, Alchemists seek to master Matter and become as Gods. They use a combination of magic and technology in their quest to archieve wealth and immortality. Most Alchemists are humans, with a few Catfolk and Djinn.

Special Skill: Artifice: Like Heroes 5. Abilities allow Alchemists to heal and resurrect Constructs, curse Artifacts, wield Alchemists Fire and create a Philosopher's Stone.  

Wizard: After graduating from the Silver League's academies, Wizards set out to the wide world and follow their part of the Prophecy. Probably the greatest scholars of Ashan, their access to old secrets and mastery of the Lore of Cloud Philosophers makes them feared spellcasters. Most Wizards belong to the elder races of Catfolk and Djinn, while a minority are humans.

Special Skill: Spellshaping: Increases Wizard SP. In addition, abilities allow Wizards to alter their spells in different and strange ways.

Playstyle, Strengths and Weaknesses:

Tower buildings are extremely expensive and require lots of Ore, Mercury, Crystal and especially Gems.
The Tower are the most range-oriented faction in the game, possessing no less than 3 shooters and 3 spellcasting units!  
However their starting units are generally weak (although their end-game units are amongst the strongest in the game), they lack HP, speed and initiative and have only one efficient tank. Their associated Lore of Cloud Philosopher also lacks direct damage spells.
To make up for these weaknesses, they can empower their units through mini-Artifacts, use war machines and manipulate creature mobility, time and the battlefield with Cloud Philosopher spells and the Spellshaping ability, which greatly augument their multiple shooters and casters. Their melee capabilities are pathetic compared to most factions, but just reaching them can be a true pain. Tower Heroes are very likely to get the Enlightenment skill and have unique abilities associated with it, and so generally possess a few levels above their peers. Tower units have high cost and low growth rates.

Common Buildings:

Village Hall- Town Hall- City Hall- Capitol
Fort- Citadel- Castle
Tavern
Blacksmith
Marketplace
Resource Silo: Gems
Mage Guild Level 5
Shipyard

Special Buildings:

Library: Adds one extra spell per Mage Guild level.

Arabesque Wall: Gives +1 Knowledge to a visting hero and regenerates SP of a defending hero during a siege.

Ancients Vault: Artifacts Merchant, allows the removal of Cursed Artifacts for a price.

Alchemists Shop: Enables the creation of mini-Artifacts. Multiple shops reduce the universal cost of mini-Artifacts.

Stargazer: Allows a visiting Wizard to predict the next week or month, and even change it for a hefty cost. Increases Spellshaping by 5%.

Tower of Wings: 2nd level Horde building.

Grail: Grand Library: + 5000 Gold, increases town's creature growth by 50%, gives all spells to your Mage Guild and increases the Knowledge of a defending hero by +8.

Creatures:

1st level:

Gremlin- Gremlin Tinkerer OR Gremlin Saboteur
Feathered Serpent- Coutal OR Jewel Serpent

2nd level:

Catfolk- Catfolk Wanderer OR Catfolk Seer
Gargoyle- Marble Gargoyle OR Obsidian Gargoyle

3rd level:

Mage- Archmage OR Battle Mage
Brass Golem- Iron Golem OR Mercury Golem

4th level:

Hollow Knight- Ether Knight OR Void Lord
???- ??? OR ???

5th level:

Storm Giant- Titan- Colossus
Djinn- Djinn Vizier- Djinn Sultan

So, how is my Tower?

Next- the Coven, Castle and Stronghold.
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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted January 10, 2008 03:26 PM

If that hollow knight is like a stone or iron constructed golem it would be quite simular to the desperate idea I have for tier 6 academy. Overall, it looks nice, but I'm not sure if Golem and Mage work on the same tier if you need to choose.

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted January 10, 2008 10:15 PM

For fourth level how about some kind of jackal-human hybrid? Don't like that? How about Sand Beasts (like an elemental of sorts? Don't like that either? Tell me.
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Next Set: Mirrodin
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