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Heroes Community > Age of Heroes Coliseum > Thread: ICTC3: The Citadel of Night Elves
Thread: ICTC3: The Citadel of Night Elves This thread is 3 pages long: 1 2 3 · NEXT»
radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted February 08, 2008 01:44 PM
Edited by radar at 10:20, 24 Mar 2008.

ICTC3: The Citadel of Night Elves

wip, optimalized for 1024x768, completely based on H5 ToE mechanics and universe


MAIN INFO

The Citadel

Aka: The Night Elves
Associated colors: black, silver, purple
Worship: Asha, the Dragon of Order
Country / kingdom: The Dark Woods
Capital City: Neva-an, the Prime Void
Key Symbols: Mortos Rune, The Full Moon

Side: Evil
Terrain: Grass
Moat effect: Sorrow & Slow on basic mastery and spellpower of 8
Preffered spell schools: Dark / Destructive
Unusual issues:
- shooters on towers and keep have poisonous arrows
- additional dwelling


WARDEN - HERO DEVELOPMENT

Racial ability - the Seal of Darkness mechanics.

The Seal of Darkness skill allows your creatures to additionaly damage enemy creatures affected by Dark Magic spells. Each of hero's creatures can trigger a Destructive Magic spell on previously cursed enemy by melee or ranged attack (with the exception shooters without No Melee Penalty can't in hand-to-hand combat).

The triggered spell is threated as casted by the hero (with the exception it doesn't need to be in hero's spellbook): it drains his mana, uses his Destructive Magic mastery & spellpower to calculate damage, and is affected by all hero's perks and artifacts (such as Master of Fire perk and Phoenix's Feather Cape for triggered Fireball). The same values are considered when battling versus enemy hero, so his units can resist such spell or decrease its damage by magic proof abilities and artifacts.

The table below shows connections between applied Dark Magic curses and following Seal of Darkness effects:



Spells with white border require additional skills to trigger instead of original ones.

Notice triggering chance is calculated for each spell separately.
In example, lets say enemy Footman is cursed with Slow and Blindness. In that case, your Spider has a 5% chance (at Basic Seal of Darkness and without futher improvements) to trigger Eldritich Arrow and 5% chance to trigger Fireball on the Footman when attacking. Double attacks also count as next chance to trigger.

BASIC SEAL OF DARKNESS 15% pop-up chance
Allows Citadel creatures of tier 1, 2 and 3 to trigger Destructive Magic spell on enemy with 5% chance.

ADVANCED SEAL OF DARKNESS
Allows Citadel creatures of tier 1, 2, 3, 4, and 5 to trigger Destructive Magic spell on enemy with 10% chance.

EXPERT SEAL OF DARKNESS
Allows all Citadel creatures to trigger Destructive Magic spell on enemy with 15% chance.

ULTIMATE SEAL OF DARKNESS
Allows all Citadel creatures to trigger Destructive Magic spell on enemy with 20% chance.

Call of the Night
Special combat ability. Makes day turning into night. During the night all Citadel creatures regardless of the owner recieve +1 initiative and defense as well as their chance to trigger Seal of Darkness effect increses by additional 5%. Can be broken by casting high Light Magic spells (up from level 3). (activated ability)
Spellpower determines duration of the effect. Consumes only 50% of ATB value.



Voice of the Night
Warden ignores any natural immunities when casting Dark Magic curses, but when breaking them spells are casted with 25% of effective spellpower.

Breath of the Night
Destructive Magic spells triggered by Seal of Darkness ability will not harm hero's creatures from now on. Additionly mana cost of those spells is decreased by 1.

Absolute Seal (Ultimate)
Requires:
#1 Dark Magic: Moon Power
#2 Destructive Magic: Stunning chain
#3 Sorcery: Erratic Mana

Destructive Magic spells triggered by Seal of Darkness consume only half of requied mana. Moreover, when calculating damage hero's spellpower is considered as higher by 4.


THE SEAL OF DARKNESS EFFECT IN GAME

In the picture below you can see enemy Crystal Dragon, which has been cursed with Confusion and Vulnerability. Elf Marksman is triggering Ice Bolt for Confusion, Lightning Bolt for the second spell did not trigger this time (although it could).
You can see here Call of the Night ability active as well, as the battlefield is in darkness and lightened only by Ice Bolt's explosion and moonlight.





CREATURES

The Citadel creatures are known as easy to kill as they lack in hit points and defense. Thier damage potential is average. Although overall weak stat-wise, they are oriented to use The Seal of Darkness ability, which as the only can do serious damage.
Defense boost from hero is essential to survive, since Night Elves act first very rarely and often suffer first strike in battle. Till you will build up your defense, you must find a decend way to get rid of big casualities in battle.

You may find it helpful to support them with additional units from the Summoning Portal through first weeks (which you can build in your town, see Magic Buildings section), depending on situation.
Familiars will help you regain mana if you are the Seal abuser, Skeleton Archers help as additional shooters, Mummies can hex so more curses on enemy = more damaging spells triggered. I guess mostly they would be just cannon fodder.


+ Tier 1: Spiders



Citadel's tier 1 is easly compareable to Haven's peasant - weak, slow and numerous.
Their only good aspects are quite high initiative which is very rare among Night Elven troops, and above-average hit points of Giant Spiders.

Poison_dmg = number_of_creatures*1

Spider
Living creature. Evil alliance. Poison.

New:
Evil alliance: allows this creature to trigger Seal of Darkness effect on enemy creatures (requires according hero skill). Moreover the creature gets no morale penalty when mixing with Demonic or Undead creatures and is vurnelable to Word of Light spell.

-> Upgrade 1 Spider Queen
Living creature. Evil alliance. Poison. Spider web.

New:
Spider web: Spider Queen has a chance to entagle enemy when attacking so it gets -2 speed and initiative for the next turn. Several effects are not cumulative.
Effect trigger chance is calculated before the Spider Queen attacks.

-> Upgrade 2 Giant Spider
Living creature. Evil alliance. Leap.

x



+ Tier 2: Dark Archers



Being often the only shooters in Citadel's army, Dark Archers must be well prepared for their craft.
Upgrading them is just essential, though their stats slightly increase and all of them lack in hit points and defense. They key here are the abilities.
The Night Elf army is very dependant on The Seal of Darkness ability. If you'll choose Grim Archers, Elven shot will double your chance for triggering the ability, but in the other hand Elf Marksmans can trigger it on units standing afar even if blocked, while their cousins can't and are limited in hand-to-hand combat.

Poison_dmg = number_of_creatures*1.2

Dark Archer
Living creature. Evil alliance. Shooter. Poison.

-> Upgrade 1 Grim Archer
Living creature. Evil alliance. Shooter. Poison. Elven double shot.

-> Upgrade 2 Elf Marksman
Living creature. Evil alliance. Shooter. Poison. Two-line formation. Warding arrows.

New:
Two-line formation: Elves Marksmans can still shot while blocked but inflict only half of normal damage.


+ Tier 3: Rogues



Comparing to the other Citadel's tiers Rogues are very tough due to their hit points value.
Their Assassination ability is useful agains high tiers only, but might work fine with hero specilizing in these creatures. Elf Assassins are useful in siege battle as Citadel has no fliers and Warden's chace to get War Machines is only 2%.
If you don't rally here on might I'd advise using Ambushers - they can help you with budget and Set Traps ability is very useful in early creeping.

Rogue
Living creature. Evil alliance. Assassination.

New:
Assassination: Creature has a chance to kill additionaly one more creature from stack it attacks.
Effect chance is calculated after creature's attack but is capped at 50%.

-> Upgrade 1 Elf Assassin
Living creature. Evil alliance. Assassination. Climbs the walls.

New:
Climbs the walls: Elven Assassins can walk over the town walls or gate in siege.
When doing so moat effect is ignored.

-> Upgrade 2 Ambusher
Living creature. Evil alliance. Set Snares. Spoils of war.

x

New:
Spoils of war: After each victorious battle hero gains some gold.
The amount is the same as number of Ambushers in army after the battle.


+ Tier 4: Werewolves




Werewolves are the only real tanks around here. They are very important in a Wardener's army and shall be hardly skipped.
Child of the Moon ability is very useful here, as Call of the Night ability supports both Werewolf upgrades greatly.
Raging Werewolves may get huge initiative boost from both CotN and Battle Rage ability - +4. This upgrade is for people who like to play more aggresively. They deal one of the highest damage among tier 4 too.

Guardian Werevolves benefit from CotN as well (getting +2 defense), and they are the last to stay on battlefield from Night Elf army. Don't forget Call of the Night increases Seal of Darkness triggering chance too.
Get Preparation and Shadow Strike from Defense and your Guardian Werewolves will fight to their last breath spamming destructive spells all over the place.

Werewolf
Living creature. Large creature. Evil alliance. Child of the Moon. Enraged.

New:
Child of the Moon: Call of the Night's effect is redoubled on the creature (does not accumulate with Moon Howler specialization). Moreover the creature is immune to all Light Magic spells, even beneficial ones.

-> Upgrade 1 Raging Werewolf
Living creature. Large creature. Evil alliance. Child of the Moon. Enraged. Battle rage.

-> Upgrade 2 Guardian Werewolf
Living creature. Large creature. Evil alliance. Child of the Moon. Enraged. Toughness. Unlimited retaliations.

New:
Toughness - Guardian Werewolves get +1.5 additional hit point for every enemy stack preset on the battlefield at the beggining of the combat.


+ Tier 5: Sorceress



The Citadel's casting units have average initiative and rather low speed.
Shadow Priestess, the first upgrade takes the weight from you hero's arms and saves him a turn by casting Call of the Night. Moreover, Energy Channel decreases cost of all spells which can solve one of the major Warden's weaknesses - mana problems due to Seal of Darkness.

The second's upgrade power lies in abilities.
Spider Priestess can cast Vampirism on friendly unit and then ressurect it permanently (due to new gained undead ability) with Raise Dead spell. And all this in one turn.

Sorceress
Living creature. Evil alliance. Caster. Swift casting.


9

New:
Swift casting: Casting spell or using special abilities by this creature consumes no ATB value (unit gains bonus action).


-> Upgrade 1 Shadow Priestess
Living creature. Evil alliance. Caster. Swift casting. Call of the night. Energy channel.

x1
9

New:
Call of the Night: Creature can use Call of the Night ability just like hero does, but only once per battle.



-> Upgrade 2 Spider Priestess
Living creature. Evil alliance. Caster (basic Raise Dead, total mana of 10). Swift casting. Vampiric touch. Spider morph.

x1
10

New:
Vampiric touch: once per combat, using this ability on friendly creature Spider Priestess grants it Vampirism spell applied (activated ability).
The Spell is casted without mastery and spellpower bonus, so 'damage dealt - life drained' ratio is always 2:1. Lasts for 2 turns.

Spider morph: upon death Spider Priestess transforms into group of Spiders Queens in the original value of dead stack. The Spiders last with hero after the battle.
Will not work on stacks created by Phantom Forces.




+ Tier 6: Dark Riders



Dark Riders are the fastest Citadel units and the only here that can cross whole battlefield in one turn. Double attack proves their connection with SoD racial and highly increases damage output.

Dragon Knights are pure anti-tier 7 units with enormous defense.
Citadel lacks in good damage dealers and relies on the Seal, so it may has problems with the highest tier if ran out of mana. If you skip Arachs because you found them useless or you simply can't afford them I'd advise you Dragon Knights to deal with tier 7 units.

Dark Rider
Living creature. Large creature. Evil alliance. Regeneration.

-> Upgrade 1 Dark Lord
Living creature. Large creature. Evil alliance. Regeneration. Double attack.

-> Upgrade 2 Dragon Knight
Living creature. Large creature. Evil alliance. Fire-proof 75%. Anti-giant. Dragonslayer.

New:
Dragonslayer: Output damage dealt by Dragon Knights to tier 7 creatures and Phoenixes is increased by 25%.


+ Tier 7: Arachs



Arachs are second weakest units in the game just after Bone Dragons. You can also find them too expensive as Citadel's Resource Silo doesn't provide Gems required to hire them.
They are next 'buy-them-if-you-play-rich-in-resource-map' creatures.
However, Arach has a horde building to keep things balanced.
Worthy of considering are Blind spell of Arach Magus and Acid Blood which deals 25% of creature damage each time Poison Spinner is attacked.

Poison_dmg = number_of_creatures*6.2

Arach
Living creature. Large creature. Evil alliance. Shooter. Venom.

-> Upgrade 1 Poison Spinner
Living creature. Large creature. Evil alliance. Shooter. No melee penalty. Venom. Acid blood.

-> Upgrade 2 Arach Magus
Living creature. Large creature. Evil alliance. Shooter. Venom. Caster.


14


SKILLS & PERKS

Attack - 4%


+ Archery -> Flamming Arrows
+ Battle Frenzy -> Power of Speed, Nature Wrath
+ Tactics
+ (-> Master of Ice) Cold Steel

Dark Magic - 15%


+ Master of Curses -> Dark Renewal
+ Master of Pain -> Corrupted Soil *or* Absolute Curse
+ Master of Mind  -> (+ -> Call of the Night, + -> Master of Pain) -> Moon Power
+ Weakening Strike

New:
Moon Power - Hero Dark Magic curses are harder to dispel. Opposite spells (like Haste vs. Slow) have 50% chance to fail.

Absoulute Curse - Every time Weakness spell is casted on enemy it grants 100% chance to trigger Seal of Darkness with next attack on that enemy.

Defense - 8%


+ Evasion ->  Last stand
+ Vitality  ->
Stand your Ground *or* Shadow strike *or* (+ -> Tactics) Preparation
+ Protection -> Resistance -> Power of Endurance

New:
Shadow Strike - Seal of Darkness have a chance to trigger on retaliations as well.

Destructive Magic - 12%


+ Master of Fire -> Secrets of Destruction *or* Ignite
+ Master of Ice -> Cold Death -> Freezing Sight
+ Master of Storms -> Sap Magic -> (+ -> Breath of the Night) Stunning chain
+ Furious Mind -> Summon Destruction

New:
Stunning chain - every creature hit by Chain Lightning gets stunning effect (not only target unit)

Furious Mind - Hero's Destructive Magic perks affect spells casted by his troops.

Summon Destruction - hero is granted to get offered Summoning Magic on the next level-up.

Freezing Sight - if Seal of Darkness effect triggers on blinded enemy it won't be weaken up. In that case Deep Freeze triggers instead of Fireball.

Enlightenment - 10%


+ Intelligence -> Graduate *or* Wizard's Reward *or* Dark Renewal
+ Arcane intuition -> Eagle's Eye
+ Scholar -> Arcane Exalation -> Essence of Pain

New:
Eagle's Eye - Seal of Darkness effect has 3% higher chance to trigger.

Essence of Pain - For every 200 damage dealt by Destructive Magic spell hero regains 1 mana point.

Leadership - 2%


+ Diplomacy -> (+ -> Arcane Exalation) Empathy
+ Recruitment -> Aura of Swiftness *or* Asha's Blade
+ Estates -> Mining

New:
Asha's Blade - any evil-alligned troop under hero command can trigger  Seal of Darkness effect.

Mining - every week hero brings his kingdom one gem, crystal, mercury and sulfur unit.

Light Magic - 2%


+ Master of Blessings -> (+ -> Master of Life) -> Refined Mana
+ Master of Abjuration -> X
+ Master of Wrath -> Suppresss Light *or* Unleash Light

New:
Unleash Light - neither your hero's or your troops' Light Magic spells will break Call of the Night effect. Beneficial spells can be casted on Werewolves as well.

Logistics - 8%


+ Navigation -> X
+ Scouting -> Silet Stalker *or* Swift Mind
*or* (+ -> Call of the Night) Shadow Walk
+ Pathfinding -> Warpath *or* Death March *or* Familiar Ground

New:
Shadow Walk: Speed of all Citadel units under hero's command increased by +1 during the night.

Luck - 8%


+ Magic Resistance -> Drain Magic
+ Soldier's Luck -> Warlock's Luck *or* (+ -> Furious Mind) Luck of the Warden
+ Resourcefulness -> Spoils of War -> (+ -> Mining) Researcher
+ Elven Luck

New:
Luck of the Warden - every time luck rolls on attack Seal of Darkness effect will trigger on the enemy if it meets the criteria for being affected by Seal of Darkness (it has been cursed with Dark Magic spell).

Researcher - Any sulfur or mercury unit picked by hero brings double profit.

Drain Magic - hero gains some mana for any spell resisted by his troops. Moreover casting spells by enemy hero reduces his spellpower.
Mana gained is the same as used for casting the spell.
Every time enemy hero casts, his spellpower is reduced by 3 for the next turn.
If enemy hero used Dark Renewal no effect is gained.


Sorcery - 10%


+ Mana Regeneration -> Arcane Brilliance -> (+ -> Voice of the Night) -> Erratic Mana
+ Arcane Training -> Arcane Exellence
+ Magic Insight -> Distract *or* Boneward

Summoning Magic - 4%


+ Master of Life -> Fist of Vengeance -> Haunted Mines
+ Master of Earthblood -> Fog Veil
+ Master of Conjuration -> Night Rain

Night Rain - on the beginning of the battle hero summons some Water Elementals to fight for his cause. The Elementals dissapear after the battle.
Number of Water Elementals is 75% of summoned by Summon Elementals spell.
Casting the spell cancels the effect and new stack is summoned.


Fist of Vengeance - grants Fist of Wrath triggered on Seal of Darkness instead of Eldritich Arrow.

War Machines - 2%


+ Catapult -> Brimstone rain
+ First Aid -> Plague Tent
+ Ballista -> Triple Ballista *or* Enchanted Ballista
+ (-> + Call of the Night) Tremors

New:
Enchanted Ballista - hero's ballista can trigger Seal of Darkness effect from now on.


THE CITADEL HEROES



Warden has following statistics deployment: Knowlege - 45%, Spellpower - 15%, Attack - 10%, Defense 30% and starts with (at first level):

0   1
1   3

Campaign Heroes:





Standard Heroes:

-> 1. Vex
Speciality: Alchemist - poison damage dealt by Citadel units increases drastically as hero gains new levels.
Applies to Poisonous Attack, Venom and Acid Blood abilities.
Each poison damage deals additional damage according to the formula [additional_dmg=(hero_level)*75%].


Vex starts with Basic Seal of Darnkess and advanced Enlightenment.




-> 2. Haggash
Speciality: Spider Mistress - all Spiders, Spider Queens and Giant Spiders gain +1 attack and defense for each two hero levels. Giant Spider's Leap deals more damage.
Leap ability deals additional [(hero_level)%] output damage.

Haggash starts with Basic Seal of Darnkess, basic Defense and Vitality.




-> 3. Gadi
Speciality: Silent Assassin - all Rogues, Elf Assassins and Ambushers gain +1 attack and defense for each two hero levels. Assassination ability have higher chance to trigger. Ambushers bring more gold as well.
Chance cap from Assassination is removed, so it is calculated normally from now on and trigger chance has maximum value of 75%. Ambushers bring twice more gold.

Tethi starts with Basic Seal of Darnkess, basic Luck and Soldier's luck.




-> 4. Lunarion
Speciality: Moon Howler - Call of the Night ability works with redoubled effectiveness.
Grants all Citadel creatures +2 initiative and defense bonus. Trigger chance for Seal of Darkness is increased to 10%. The ability effect can be broken by Light Magic spell from at least level 4 now.
This applies to Shadow Priestess' ability as well.


Lunarion starts with Basic Seal of Darnkess, basic Sorcerery and Call of the Night ability.




-> 5. Grum
Speciality: Grim Smiter - every time hero casts Dark Magic curse upon enemy unit, there is a chance Vulnerability spell will be casted on it as well.
The chance is [20%+hero_level*3]. This applies to Vulnerability itself too, so it can end at casting the spell twice.

Grum starts with Advanced Seal of Darkness and basic Dark Magic.




-> 6. Tethi
Speciality: Overloading - hero's Lightning Bolt and Chain Lightning always kill one more creature. Moreover Chain Lightning's hit can't land on your stacks.

Yammin starts with Basic Seal of Darnkess, basic Destructive Magic and basic Attack.




-> 7. Tzar
Speciality: Astral Vison - hero view range increases as he gains new levels. Every creature in hero's army gains one bonus retaliation.
The view range is higher by 1 for every three hero levels.

Tzar starts with Basic Seal of Darnkess, basic Logistics and basic Leadership.

 


-> 8. Srrathi
Speciality: Twilight - hero's First Aid Tent casts Divine Strentgh on creatures it heals or Weakness on enemies it attacks.
Spells are cast with mastery according to hero's War Machines mastery. Hero's spellpower determines duration of the effect but no mana is drained.

Srrathi starts with Basic Seal of Darnkess, basic War Machines and First Aid.




TOWN BUILDINGS



Buildings (Standard):

Village Hall
The Village Hall allows you to purchase town structures and earns your kingdom 500 gold per day.

Town Hall
An upgrade of the Village Hall.
The Town Hall allows you to purchase town structures and earns your kingdom 1000 gold per day.

Town level 6
Summoning Portal level 1
2000

City Hall
An upgrade of the Town Hall.
The City Hall allows you to purchase town structures and earns your kingdom 2000 gold per day.

Town level 9
Town Hall
5000

Capitol
An upgrade of the City Hall.
The Capitol allows you to purchase town structures and earns your kingdom 4000 gold per day.

Town level 15
City Hall
10000




Fort
The Fort provides your town with defensive walls.

Town level 6
5000   5   5

Citadel
An upgrade of the Fort.
The Citadel increases base creature growth by 50%, adds a keep and moat-like terrain obstacles to a town's defenses.

Town level 9
Fort
5000   5   5

The Citadel's moat curses enemy with Slow and Sorrow both on basic mastery and with spellpower of 8. Shooter on keep has poisonous arrows.

Castle
An upgrade of the Citadel.
The Castle adds two arrow towers, fortifies your town's defenses, and doubles base creature growth.

Town level 15
Citadel
5000   10   10

The Castle's moat curses enemy with Slow and Sorrow both on basic mastery and with spellpower of 8. Shooters on keep and towers have poisonous arrows.




Martketplace
With the Marketplace you can buy and sell resources and artifacts (exchange rates decrease with each Marketplace you own).

500   5

Resource silo
An upgrade of the Marketplace.
The Resource Silo provides you with an additional +1 wood and ore each day.

5000   5




Blacksmith
The Blacksmith provides your armies with First Aid Tent. Other war machines can be bought on triple price.

1000   5

Tavern
The Tavern allows to recruit heroes. Increases morale of troops defending the city by +1.

500   5

Shipyard
The Shipyard allows you to purchase ships.

2000   20


Buildings (Magic):

Summoning Portal level 1
The Summoning Portal allows you to recruit allied creatures in your town.

2000   4   4

The building acts like additional dwelling.
Every week there're 2 types of creatures to hire with double price.
Hiring exact number of creatures of one type decreases number of avaible creatures of the other type by the same value.

Example:
You have avaible 40 Skeleton Archers and 32 Familiars.
You buy all the Familiars. There are 8 Skeletons left (40 - 32 = 8).


In Summoning Portal level 1 are avaible:


Familiars and Skeleton Archers.

Summoning Portal level 2
The upgrade of Summoning Portal level 1.
The Summoning Portal allows you to recruit allied creatures in your town.

Town level 15
Summoning Portal level 1
6000 10   10

The building acts like additional dwelling.
Every week there're two groups of 2 creatures to hire with double price.
Hiring exact number of creatures of one type decreases number of avaible creatures of the other type by the same value.


In Summoning Portal level 2 are avaible:

group 1

Familiars & Skeleton Archers

group 2

Mummies & Pit Lords.


In Summoning Portal level 2 there are two groups of creatures. Hiring creatures in one group cannot affect number of hireable creatures in the other, so if you bought 4 Pit Lords only your Mummy count decreases by 4 (so you can buy 2 now, their full growth with Castle built is 6; 6 - 4 = 2.), but neither Skeleton Archers nor Familiars are affected, and vice versa.




Magic Guild level 1
Allows a visiting hero to learn the spells kept within. Keeps 3 spells of the first circle.

Town level 3
2000   5   5

Magic Guild level 2
An upgrade of the Magic Guild level one.
Allows a visiting hero to learn the spells kept within. Adds 3 spells of the second circle.

Town level 3
Magic Guild level 1
1000   5   5
1   1   1   1  

Magic Guild level 3
An upgrade of the Magic Guild level two.
Allows a visiting hero to learn the spells kept within. Adds 3 spells of the third circle.

Town level 3
Magic Guild level 2
1000   5   5
2   2   2   2

Magic Guild level 4
An upgrade of the Magic Guild level three.
Allows a visiting hero to learn the spells kept within. Adds 2 spells of the fourth circle.

Town level 3
Magic Guild level 3
1000   5   5
3   3   3   3

Magic Guild level 5
An upgrade of the Magic Guild level four.
Allows a visiting hero to learn the spells kept within. Adds 2 spells of the fifth circle.

Town level 3
Magic Guild level 4
1000   5   5
5   5   5   5        




Black Void
Grants any visiting hero one-time +1 level and +2 attack bonus.

Town level 9
4000   10   10  

Chaos Chasm
Doubles any visiting's hero mana once per week. Additionaly grants you permanent, unbreakable night while defending the castle.

Town level 9
2000   9 3

Spawning Pit
Increases Spiders/Queen Spiders/Giant Spiders growth by +6.

Spider's Den
500   1

Spawning Annex
An upgrade of Spawning Pit.
Increases Arach/Arach Magus/Poison Spinners growth by +1.

Spawning Pit
Arach's Lair
3000   9   5

Avatar of Pain
The Avatar of Pain increases weekly creature growth by 50%, provides your empire with additional 5000 gold each day and boosts Spellpower of defending heroes by +8.

Tear of Asha
Free


Buildings (Dwellings):

Spider's Den
The Spider's Den allows you to recruit 18 Spiders per week.

500 5

Spider's Nest
An upgrade of the Spider's Den.
The Spider's Den allows you to recruit 18 Spider Queens or Giant Spiders per week.

Spider's Den
1000

Gallery
The Gallery allows you to recruit 12 Dark Archers per week.

Town level 3
1000 5 5

Shooting Range
An upgrade of the Gallery.
The Shooting Range allows you to recruit 12 Grim Archers or Elf Marksmans per week.

Town level 3
Gallery
3000 5 5 2



ARTIFACT SET

Weapons of Chaos

Set bonuses

    > For 2 items: decreases enemy's magic protection by 15% (this won't remove magic immunity)
    > For 3 items: any damage-dealing spells reflected on your troops by Magic Mirror will be resisted. Hero's spellpower additionally increased by +4

Set bonuses for Warden

    > For 2 items: grants your hero Open the Seals ability (see below)

                             


Open The Seals ability
Hero can sacrafice all curses on one enemy stack in case of triggering all Seal of Darkness effects according to these curses with double damage and no mana drained (activated ability).
Consumes only 50% of the ATB value.

Example:
1. Battle begins. Hero's Mummies curse enemy Archangels with Confusion, Shadow Priestess with Slow and Arach Magus with Blindness.

2. Hero uses Open the Seals on the Archangel's stack:

- previously placed curses are dispelled,
- according to the Seal of Darkness chart, Archanges are attacked with Eldritich Arrow (from Slow), Ice Bolt (from Confusion) and Fireball (from Blindness),
- no mana is drained,
- the spells deal double damage.


DUEL HEROES









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Lord_Evil
Lord_Evil


Famous Hero
Evil lolcat
posted February 08, 2008 02:20 PM

Nice race! the pics are metching. But what about Tier 7?
____________

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted February 08, 2008 02:22 PM

thought the big red label is self-explonatory, there's still a lot to do

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Lord_Evil
Lord_Evil


Famous Hero
Evil lolcat
posted February 08, 2008 02:25 PM
Edited by Lord_Evil at 14:26, 08 Feb 2008.

well you could finish the creature Tiers.
____________

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Wulfstan8182
Wulfstan8182


Famous Hero
, eh?
posted February 09, 2008 02:59 AM

nice radar! see you got to work right away. where did u get the pics? how did u make them?
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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted February 09, 2008 02:45 PM
Edited by radar at 14:46, 09 Feb 2008.

The entry updated with new heroes and level 7 creatures


Quote:
where did u get the pics? how did u make them?


You mean the creature pics? Werewolf is from Diablo 2 (even caught Willy online when taking it), rest is from Warlords Battlecry 3.

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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted February 09, 2008 03:13 PM

Nice, but... I can't shake off the feeling of these guys being another faction of dark elves With a werewolf put in for the heck of it.
The special is fun though.
____________
"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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nickkkk
nickkkk


Known Hero
Necro fan since 1988
posted February 10, 2008 09:46 PM

anyway nice job. You certainly got some good ideas.
____________
Vampire Lord (Dracula)

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Wulfstan8182
Wulfstan8182


Famous Hero
, eh?
posted February 10, 2008 09:56 PM

hmm... theese are pretty similar to dark elves
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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted February 11, 2008 04:50 PM
Edited by radar at 16:53, 11 Feb 2008.

no, they are realy dark elves with orignal conceptions, not with half naked women running over the battlefield

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Drunk_Lord
Drunk_Lord


Known Hero
very happy hero :)
posted February 14, 2008 03:46 PM
Edited by Drunk_Lord at 15:49, 14 Feb 2008.

Great work Radar Although there's still a lot to do I think it fits more in the game thah the dark elves. Actually they're my favorite race, but they still look to too elfish to me. The only creatures in their armies that actually aren't elfish are enslaved and not of dark elven nature. The only thing that I don't like is that the town is still looking peacefully asleep
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 14, 2008 08:09 PM
Edited by Elvin at 20:10, 14 Feb 2008.

Amazing racial and abilities, coherent and imaginative The skill perks makes sense according to the official ones and are also tied to the racial, I could probably not tell if they were from an addon or fan made.
Like the idea of a faction that is fragile but depends on its racial to deal damage and the alternative upgrades provide variety in gameplay. Btw summoning portal reminds me of something Good idea to make it random with extra price to pay, especially since dark units can trigger the racial.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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Orodruin
Orodruin


Adventuring Hero
posted February 14, 2008 09:02 PM

Great idea, really. Just didn't like one thing personally, and i really mean personally, the name night elves,i know that this is a different game form warcraft but it's just that i got a little influenced by the latter, (may i'm addict to it) so when you associate darkness and evil with those beatiful females, it does make sense (night and all that) but it's just that i really loved the descriptions and portrait of the night elves we both know (nature lover's and all that stuff).
And again, i repeat, it's my entirely personal conviction, which is ceratinly influenced by several factors. Anyway, I honorably call you modder (as you say) for pleasing us with such creativity.

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted February 14, 2008 09:09 PM

Best so far!!! Amazing skills and abilities, you've put a lot of work into this!
____________

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted February 15, 2008 12:52 PM

I'm glad you like the way I think, thank you!

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted February 23, 2008 01:41 PM
Edited by radar at 17:33, 18 Mar 2008.

Update 23/02/2008 13:41

- *update* hero entries updated,
- *update* Summoning Portal mechanics updated - works more like H4 style and is more balanced,
- *update* Spider Priestess mana increased from 9 to 10 (yes, it makes sense)
- *update* Shadow Priestess got Slow spell
- *update* Arach Magus: Righteous Might instead of Slow
- *new* added Call of the Night perk icon
- *new* some new perks

Update 23/02/2008 17:27
- *update* Summoning Portal mechanics updated once more to be less complicated and more effective in game.


Update 02/03/2008 13:17
- *new* even more new perks!
- *new* 3 ingame screenshots - 2 spellbook's views and 1 battle screenshot!

> to go:
- history
- creature dwellings

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xerox
xerox


Promising
Undefeatable Hero
posted February 23, 2008 01:51 PM

Cant you rename them Black Elves?
Night Elves are good. And they are copyrighted by Blizzard (yes, i know this isnt a real faction).
Just a wish.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted February 23, 2008 02:07 PM

Copyrighted? Rotfl!

I will rename if you call your faction Sanatorium and make busty nurses as tier 7


.

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xerox
xerox


Promising
Undefeatable Hero
posted February 23, 2008 03:11 PM

They are

Thats not the same thing, Night Elves are already used.
But do what your want, its your faction, it was just a suggesion
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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2ndHero
2ndHero


Famous Hero
Floppy Slayer
posted March 02, 2008 05:34 PM

Nice faction and amazing skills and perks, where do you get the ideas?
____________
Help and suggestions needed here.

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