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Heroes Community > Age of Heroes Coliseum > Thread: ICTC 3: Netherworld
Thread: ICTC 3: Netherworld This thread is 2 pages long: 1 2 · NEXT»
Golemcrafter
Golemcrafter


Promising
Famous Hero
Unlimited Fantasy Master
posted March 05, 2008 04:19 PM bonus applied by kookastar on 30 Apr 2008.
Edited by Golemcrafter at 15:46, 24 Mar 2008.

ICTC 3: Netherworld

Netherworld:


The mysterious castle under the grey sky...Bhysthan

„There are worse things like hell. We don’t know the word "mercy"… and we don’t give hope to anyone.”

Aka: The Dark-Souled
Associated Colours: Orange, Deep Purple
Worship: Every type of evilness, yer their leader, Matias
Core Philosophy: „Everyone will feel the pain and we will feed on it.”  
Country/Kingdom: Netherworld
Capital City: Bhysthan
Key Symbols: Blood-red Moon

Flag: Hand of Netherworld



Description:

An unknow country:
Deep in the dark mountains of Ashan, where life is equal to death, where the sun never can reach its shines and to where the entrance for Angels is forbidden, there lies the coursed world...Netherworld. Even the demons from hell avoid to step onto the grounds of this frightful counry. Its rise wraps itself up in secrets, but there are guessings: Some say that it is the ethernal alliance between Netherworld and the necromants from Necropolis, so they have built up this -at that time called- hideout. Others say it has rised from nothing as an embodiment of all evilness. Again other say that the prisons of hell are suddenly opened as a mistake. As a result of that the "citizens" broke free and built up their central capitol to start their own reign, bringing death and suffer to anyone who are in their ways. But thease thesis are just thoughts, no mage, warlock or human knows the real story, but perhaps it is better for them like so.

First attacks:
The first few attacks from the dark-souled against the lands of Ashan were the so called "Battles of Violence". The monsters of Netherworld made a long jurney through Ashan's several kingdoms to obtain secret knowledge, magic words and spells to recover their real power they had lost some time ago. Their capitol was already standing on Ashan's forbidden terrains. Although they were at low number, they burnt down everything the could: small villages, temples, wheat fields, forests and of course the citizens of the villages. They took no slaves. They brought a nearly 10 year long torment to the defenceless villages of the major towns. In history books this time peroid was the "War of the Innocents", which was't even a war just a bloody, one-sided slaughter.

Intrepident defence:
The kingdoms could no longer see their citizens suffer. They started to train the troops harder and longer. Every single kingdoms were in great danger: the elves in the Forest of Peace, the dwarfs in the mountains, the humans and the wizards of the Silver Cities. Only the creatures in the underworld, who lived in the catacombs, were in safety, because the dark-souled showed no need for their territories. As their final despair, the kingdoms of the upworld have joined independent from each other to the "War of the Souls".

A ravaged world:
A war exhausted the heavily built-up lands: deestroyed villages, burning towns and bloody paths showed the way of the dark-souled. The creatures of the underworld have tried several times to open an alliance with the "powers of chaos", but every single time, they tortured the delegates longly before they were hacked to pieces. Thease deeds showed everyone: a new, governing colony has raised its head.

The hope from the Silver Cities:
The people of Ashan thought longly, that they have no other choice but bow befor the rulers. The kingdoms were already about to leave their land and Ashan, too, as a new hope pesuaded them for staying. That hope was coming from the Silver Cities, the city of the mages, from the town Ala Ittud. After long discoveries, succesful spyings and of course lots of lost helpers, one of the mages, Matias, the leader of the Council of the Nine, brought light to the question: how should be perished the creatures of Netherworld. The answer was simple but at the same time, dangerous. It was the Staff of Netherworld. If someone is powerful enough to use this legendary artifacts against the dark-souled, they could be sent back to their main capitol, which will be their prison and their doom forever. Matias accepted the mission to search for a recover the Staff of Netherworld. He started to look for fellows...but there were just a few of them who marched with Matias together.

The Staff of Netherworld and the coming peace:
Thanks to Matias' amazing abilities, he was able to find the Staff of Netherworld in the land of the Undead. Almost alone, he defeated a lot of of zombies, skeleton warriors, liches and bone dragons with lightnings, fire and ice. No enemy course or baleful spell could harm him. Once he returned to Ala Ittud, he started to punish the hordes of the dark-souled. The magic could sound easy, but it is extremely difficult to establish it. Matias had to combine the power of the Stafff of Netherworld and the Silver Cities' most secret magical words. Normally, even a skillful mage would need months to delever such a powerful magic, but Matias only took 3 days. The result meant the end the violent reign of the dark-souled. They have been closed back in their own dark castle Bhysthan. Their "home" become their prison. After thease happenings -as an honour- Matias became Ala Ittud's govenor.

The betrayal:
Thirteen years have gone after the dark-souled have been pushed back to the castle of Bhysthan (that was the name of the main capitol). The kingdoms have left their problems behind. Ashan was in harmony again, the villages have been rebuilt and the earth become productive again. Everyone thought, that such bad cannot be happen again. But they were wrong. In the dome of Ala Ittud, Matias was torched by horrible nightmares about Netherworld, which called him again and again every night. The so called Night Spirits had the ability to manipulate Matias' dreams and thoughts. They forced him to come to Bhysthan... of course with the Staff of Netherworld. So one night, Matias stole the artifact from the magic box and went to Netherworld. There, the closed spirits showed Matias their whole knowledge, they talked about misterious creatures, noone has seen yet. They also mentioned Matias the Gate of Unholy Blood, which allows to its Master to free the mightiest dark creatures ever and rule over the whole world. Next to that huge army of beasts, the Master gets boundless knowledge: how to manipulate minds, how to turn something to gold, but the most powerful one...how to avoid death. So the dark-souled asked Matias if he will be the Master and free them. The answer brought suffer and pain the the kingdoms of Ashan: Matias became the Master.

The evil-became hero:
Matias needed only two thinghs: the knowledge of how to become immortal and the Mysterious Artifact, that help to build up the Gate of Unholy Blood. So Matias' first way leaded to the Silver Cities, to Ala Ittud, which was his former home. He destroyed everything with his dark troops, that were standing in his way. The past has repeated himself. But the mages refused to give away the secrets, so Matias slaughtered everyone of them, although a few of them could escape from the Silver Cities. Matias has done everything to reach his marks. With his betrayal, a new age has started on Ashan: the "Age of Dispair".


-The evil-became hero...Matias with the Staff of Netherworld-
 
Cronological History:

The Old Ages

Around 990 ysd: Evilness has breeded rapidly. It has infected many people and many of them couldn't be cured by the Archangels of Haven. So the demons and the undead become more powerful.

Beginning of the 1000 ysd: The undead have stopped every assault and war. If we could trust to the news, they have find a new and unknow alliance.

Beginning of the 1000 ysd: The cursed souls have broken free from hell's prison because of an unknow mistake.

??? ysd: Netherworld has born.

The Modern Ages

1005 ysd: The dark-souled attack the kingdoms of Ashan. They start the "Battles of Violance".

1005 ysd - 1015 ysd: "War of the Innocents"

1016 ysd: The kingdoms of Ashan take up the fight against the dark-souled. ("War of the Souls")

1020 ysd: The dark-souled win the "War of the Souls"

1022 ysd: Matias, the Mage of Ala Ittud and the leader of "Council of the Nine" organizes an expedition to find the Staff of Netherworld...the only artifact that could defeat the hordes of darkness.

1024 ysd: Matias finds the Staff of Netherworld and closes the dark-souled into their own capitol, Bhysthan. Matias will be the govenor of Ala Ittud.

1037 ysd: Matias betrays the Silver Cities as well as Ashan to gain forrbidden knowledges, including how to become immortal.

1038 ysd: Matias marches with his new army against Ashan. The early years of the "Age of Daspair" begin.

Map:


"-The missed piece from the map of Ashan...the world of horror...Netherworld. Somebody doesn't wanted to be see or know something about its existence...-" (from the book "Ashan's World)
- The Great Entrance between Kuberon and Ilur
- The Crimson Mountains: Lith, Codar and Sepher
- Matias' Observatory on Sepher
- The Mountain Tidah
- The Rocks of Colbah
- The town Bhysthan in the Black Pass  


Soul Magic (spells and skills):

Basic (Allows hero to learn Soul Magic spells of the third circle and makes Soul Magic even more effective.)
Advanced (Allows hero to learn Soul Magic spells of the fourth circle and makes Soul Magic even more effective.)
Expert (Allows hero to learn Soul Magic spells of the fifth circle and makes Soul Magic even more effective.)

Master of Cleansing: Allows the hero by casting "Steal Enchantment" and "Cursed Hand" spells to choose two, instead of one creature.
Master of Wounds: Makes "Spell Shackle" and "Banish of Netherworld" more powerful (effective Spellpower is increased by 4 for casting thoose spells).
Master of Souls: Using the "Entire Rest" spell, the time of blocking will be expanded by 1 turn. Using the "Squeezing Soul" spell, the time of gaining mana will be reduced by 50%.

Level 1:
Cancellation: Cancellation removes all beneficial spells from target. (mana 2)
Last Soul: The enemy stack will be killed immediately if their total Hit Points are under 20%. (mana 3)

Level 2:
Spell Shackle: Causes the enemy spellcasters to take damage for every spell they use in combat. The number of caused damages depends on the heroes level. (20 damage*Spellpower) (mana 4)
Squeezing Soul: After every second turn, a small amount of mana will be gained from a selected enemy unit. This spell is effective as long as the creature is alive. The amount of the mana depends on the hero's level. (Every 5 levels --> +1 mana) (mana 4)

Level 3:
Steal Enchantment: Removes a beneficial spell from an enemy target and places it on a random friendly unit. (mana 5)
Coursed Hand: Removes a bad spell from a friendly unit and places it on a random enemy unit. (mana 6)

Level 4:
Entire Rest: Blocks every spells (creature and hero) that revives dead units or summons new creatures for 3 turns. (This affects every hero even runemages, too.) (mana 8)
Banish of Netherworld: Deals unholy damege to all creatures ont he battlefield including infernal and undead ones. (mana 10)

Level 5:
Hand of Death: Hand of Death rips out the soul and kills a number of opponents based on the level of the hero. (mana 14)
Consciousness of Guilt: Gives the target maximum negative morale. (-5 morale) (mana 15)


Creatures:

Level 1: War Apprentice / Master Apprentice | Acolyte
Dwelling's name: Libary of Great Knowledge / Libary of Forbidden Knowledge
Dwelling's Cost: 350 Gold, 2 Ore, 2 Wood / 1000 Gold, 5 Ore, 1 Crystal  

Attack: 1 / 2 | 2
Defense: 1 / 1 | 2
Damage: 1-2 / 1-3 | 1-2
Initiative: 11 / 12 | 11
Speed: 5 / 6 | 6
HP: 5 / 7 | 8
Mana: 5 / 10 | 15
Shots: 0 / 0 | 0
Abilites: Caster, Spellbook (Cancellation, Eldricht Arrow), Mana Source | Caster, Spellbook (Cancellation, Last Soul), Immune to Mana Drain, Immune to Mind Control

Description: The "weakest" units of Netherworld are beeing led by the soul mages who try to teach them every single magic word and spell, which are necessary for them to be great followers of the former mages. They are trainde very stongly because no mistake is accepted from anyone. Who aren't worthy for taking the place in the group of soul mage apprentices, are simply thrown to the wyrms as bones. By the time the appretices build up a strong magical connection between their teacher and their only leader. This abilitiy allows them to give him extra manas they have inexhaustible of them. They fight till they loose the last drop of blood. Acolites concentrate more on using magic, that fighting. They have more mana and stronger spells. It is impossible to steal their mana or affecting them with mind-based spells. They serve only one master and they would never betray him.


Level 2: Ghool / Soulhunter | Soulbreaker
Dwelling’s name: Hill of Lost Souls / Obelisk of Lost Souls
Dwelling's Cost: 1300 Gold, 5 Wood, 5 Ore / 1600 Gold, 10 Ore, 3 Sulfur, 3 Mercury

Attack: 2 / 3 | 2
Defense: 2 / 2 | 3
Damage: 2-4 / 2-4 | 2-4
Initiative: 10 / 10 | 9
Speed: 7 / 8 | 8
HP: 10 / 13 | 13
Mana: 0 / 0 | 0
Shots: 0 / 0 | 0
Abilities: Enraged, Immune to Frenzy, Soul-Eater | Enraged, Immune to Frenzy, Moral Drain
Decription: Everyone knows in Netherworld that Ghools were once by the side of Necromancers, where they’ve just eaten dead bodies. Here in Netherworld their mind has been cleand and now they forgot how to eat bodies but learned how to eat souls…because the soul gives more power than an „empty” body. They are immune to every type of frenzy, they serve their master…and therefore they claim the reward. The magical symbols on their body are magic words through they can control the soul of the enemy. Some Ghools are real soul eaters, because they can become more powerful. Others torch the soul of the enemy different: they asorb the battle lust, making the opponent completly defenceless.


Level 3: Dark Warrior / Skull Warrior | Skull Guardian
Dwelling's name: Black Barracks / Skull Barracks
Dwelling's Cost: 1700 Gold, 10 Wood, 5 Sulfur / 2500 Gold, 10 Ore, 10 Wood, 5 Gem

Attack: 4 / 4 | 3
Defense: 4 / 5 | 6
Damage: 3-6 / 5-6 | 5-7
Initiative: 9 / 9 | 9
Speed: 6 / 7 | 7
HP: 28 / 30 | 31
Mana: 0 / 0 | 0
Shots: 0 / 0 | 0
Abilities: Armoured, Large Shield, Double Attack, Great Stroke | Armoured, Large Shield, Unlimited Relitation, Aura of Protection  
Description: The Dark Warriors are the only creatures in Netherworld who are similar to standard troopes f.e.: the Squires in Hevan or the Defenders in Fortress. Everyone would think that thease warriors can move slowly because of their huge and heavy armour and shield, but they are high-trained veterans, whose strenghs are rubbing the borders of humam strengh. Their magical shield protects them from enemy spells as well as from any ranged attacks. Skull Warriors use their growing strengh brutally: During combats they always hit the opponent twice, giving them no chance to relitate quickly. When they prepare themselves for a big hit during a small meditation, they can deal huge amounts of damage. Skull Guardians are able to increase friendly units defense, when they are close to them. Standing together is a great weapon. Sometimes more effective, than an attack.  Noone has seen their real face yet. Their armour is their artificer skin.  


Level 4: Blood Golem / Blood Spawn | Venom Spawn
Dwelling's name: Blood Pit / Bloody Lake
Dwelling's Cost: 3000 Gold, 10 Crystal, 10 Ore / 6000 Gold, 5 Crystal, 5 Gem, 2 Sulfur

Attack: 6 / 10 | 11
Defense: 6 / 6 | 7
Damage: 6-11 / 8-13 | 10-13
Initiative: 9 / 11 | 11
Speed: 5 / 5 | 5
HP: 36 / 36 | 45
Mana: 0 / 0 | 0
Shots: 0 / 0 | 0
Abilites: Large Creature, Immune to Slow, Life Drain | Large Creature, Immune to Slow, Concentrated Venom
Description: There is no question, that thease pelted horrors are the most disgusting creatures in Netherworld. Unluckly, this deformed body hides an unknown but dangerous power. Although the Blood Golems are quite slow, nothing can stop them to reach their preys. Their ugly appearance is equalized with a fine sense. The more expanded ones are even more horrible because they are made out pure blood. This body allows them to drain life from the opponent, saving themselves from complete dying. Thoose who haven't born in blood, became Venom Spawns. The vemon, that covers their body is so strong, that no hand can touch them. Some people say, that thease monsters are just legends. But who have actually seen them dead already. Noone can see the masters of blood and venom twice...


Level 5: Black Spirit / Night Spirit | Night Phantom
Dwelling’s name: Tower of  Darkness / Tower of Nightmares
Dwelling's Cost: 3500 Gold, 10 Ore, 5 Gem, 5 Mercury / 6500 Gold, 10 Ore, 10 Gem, 3 Sulfur

Attack: 11 / 14 | 14
Defense: 9 / 12 | 13              
Damage: 10-14 / 10-20 | 12-20
Initiative: 9 / 10 | 10
Speed: 9 / 9 | 9
HP: 52 / 60 | 52
Mana: 15 / 25 | 25
Shots: 4 / 4 | 4
Abilities: Shooter, Teleport, Caster, Spellbook (Steal Enchantment, Cursed Hand), Aura of Fear, Child of Darkness | Shooter, Teleport, Caster, Spellbook (Steal Enchanment, Spell Shackle), Child of Darkness, Phantom Aura, No Enemy Relitation  
Description: After the combats against the mages from the Silver Cities, the soul of the mages was ripped out and taken to Netherworld. There -with the help of the Soulhunters and the  soul mages- the spirits of the mages became a non-incorporeal, human-like evil spirit, which have almost the same abilities like the archmages. At night they gain more power under the red sun of Netherworld and than they are more powerful as in daytime. That's why noone can see any of them when the sun is up, especially not from the Night Spirits. However, the complete darkness gives a home to the Night Phantoms. They can manipulate the enemies by decreasing their morale and luck. Phantom's appearance are so dreadful, that the opponent is afraid to relitate.


Level 6: Beast / Raving Beast | Bloodlusting Beast
Dwelling’s name: Roaring Lair / Raving Lair
Dwelling's Cost: 6000 Gold, 10 Ore, 10 Wood, 5 Crystal, 5 Gem, 5 Sulfur / 9500 Gold, 20 Wood, 10 Crystal

Attack: 20 / 20 | 21
Defense: 18 / 21 | 18
Damage: 19-24 / 23-28 | 21-24
Initiative: 10 / 10 | 10
Speed: 5 / 6 | 6
HP: 100 / 120 | 125
Mana: 0 / 0 | 0
Shots: 5 / 6 | 4
Abilities: Large Creature, Shooter, Ranged Penalty, Magic-Proof 40%, Ranged Relitation, Critical Damage | Large Creature, Shooter, Ranged Penalty, Magic-Proof 40%, Tought Bloodlust, Flush of Battle  
Description: Thease monsters are perfect for attacking behind the major walls during a combat or a siege. It is almost impossible to defeat them, but their only negative that they aren’t a good shooter. However if one of their rocks hit somebody, it will be his last thing what he saw. Mostly they are used to defend gates and search for enemies because their smelling is extremly impressive and fine. Noone knows why but there are spells that can't affect a Beast but this immunity is always random. Raving Beasts have doubled power: they always shoot back and sometimes they can hit the enemy with a huge rock perfectly. In case of that, thease creatures are deadly enemies for magical and non-magical units, too. Bloodlusted Beasts are close to become the most powerful creatures on the world. During battles, they are able to bacome wild and mad, which will increase their bloodlust and they will kill more enemyies. Nothing can take their battle temper.


Level 7: Dreadwyrm / Doomdrake | Deathwyrm
Dwelling’s name: Palace of Terror / Palace of Doom
Dwelling's Cost: 10000 Gold, 20 Ore, 5 Crystal, 5 Mercury, 5 Gem, 5 Sulfur / 12000 Gold, 10 Ore, 15 Crystal, 10 Gem

Attack: 28 / 30 | 31
Defense : 26 / 28 | 27
Damage: 50-60 / 50-70 | 50-60
Initiative: 10 / 10 | 9
Speed: 10 / 10 | 10
HP: 210 / 220 | 230
Mana: 0 / 0 | 0
Shots: 0 / 0 | 0
Abilities: Large Creature, Armoured, Immunity to Mind-Control, Scream | Large Creature, Immunity to Mind Control, Wind of Death
Description: Finally, the cages are open and the soul mages free Netherworld's hidden creatures, the blood-thirsty Dreadwyrms and Doomdrakes. It is impossible to control them, the only person they allow to ride on them, are such skilled evil riders, who grew up next to thease wyrms since they are born. The power of a wyrm and his rider unite in a deadly power which cannot be beaten at all. The heavy armours give them a safe protection, making almost impossible to find their weak and vulnerable point. The well-grown ones are even worse: the Sream ability can affect the morale of the enemy units as well as their initiative. Or the Wind of Death of the Deathwyrms. One breath is enough to revive fallen enmy units and make them fight on our side.  



Abilities (explained):
Mana Souce: This creature will give its heroe 5 mana points after every third spell the hero is casting during a battle. (The given mana won't be reduced from the creatures total mana.)
Immune to Mana Drain: The creature's mana cannot be stolen neither way.  
Soul-Eater: This creature can eat the souls of alive units which increases the attack of the creature. The increase depends on the creatures number.  (30 --> +1 attack; 60 --> +2 attack...)
Moral Drain: Once during a battle, this creaures can drain the whole amount of morale from an enemy unit, which will last till the ned of the combat.
Great Stroke: The creature will leave out one turn. After that it will cause twice more damage from an enemy unit until ONE hit, including a missed one. (The effect is valid, too when the creature has luck or unluck.)
Aura of Protection: The creature will increase the defense of every friendly unit by +2, that are standing near to this creature.
Concentrated Venom: The creature can poison the enemy units, moreover, the venom has 20% chance to kill at least one creature immediately.  
Child of Darkness: This creature will recive an extra point to its initiative and speed if the battle is on dark or underground terrain.
Phantom Aura: This creature reduces the luck and morale of enemy units, that are standing near them by -1.
Critical Damage: When this ability triggers the damage of a successful attack, it is increased by 50%.
Tough Bloodlust: Gives the creature the ability to attack more enemy stacks (including itself) with +30% damage, if they are close to each other.
Flush of Battle: The creature is immune to every spell and skill, that decrease attack.
Scream: When this ability is used, the enemy stacks will loose 40% of their initiative til one turn.
Wind of Death: A powerful ability from Netherworld. Allows the creature to ressurrect the 20% of the ENEMY fallen creatures.

Overview "Creatures":


Buildings:

Standard:

Village Hall
Cost: none
Requirements: none
Effect: Allows you to purchase town buildings. Daily income: 500 Gold

Town Hall
Cost: 2000 Gold
Requirements: Village Hall, Market Place
Effect: An upgrade of Village Hall. Allows you to purchase town buildings. Daily income: 1000 Gold

City Hall
Cost: 5000 Gold
Requirements: Town Hall, Dark Guild Level 1
Effect: An upgrade of Town Hall. Allows you to purchase town buildings. Daily income: 2000 Gold

Capitol
Cost: 10000 Gold
Requirements: City Hall, Fort
Effect: An upgrade of City Hall. Allows you to purchase town buildings. Daily income: 4000 Gold

Fort
Cost: 3000 Gold, 5 Wood, 5 Ore
Requirements: none
Effect: The Fort provides the town with defensive walls.

Citadel
Cost: 5000 Gold, 5 Wood, 5 Ore
Requirements: Fort
Effect: 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.

Castle
Cost: 5000 Gold, 10 Wood, 10 Ore
Requirements: Citadel
Effect: An upgrade of the Citadel. The Castle adds two arrow towers, fortifies your town's defenses, and doubles base creature growth.

Tavern
Cost: 500 Gold, 5 Wood
Requirements: none
Effect: Allows to recurit heroes. Increases maximum mana of the hero defending the city by 20.

Marketplace
Cost: 500 Gold, 5 Ore
Requirements: none
Effect: With the Marketplace you can buy and sell resources (exchange rates decrease with each Marketplace you own).

Blacksmith
Cost: 1000 Gold, 5 Wood
Requirements: none
Effect: The Blacksmith provides your armies with Ballista. Other war machines: First Aid Tent (1000 Gold), Ammo Cart (700 Gold), Battering-ram (2000 Gold; Effect: Destroyes the enemy town's main gates immediately)

Resource Silo
Cost: 5000 Gold, 5 Ore
Requirements: Marketplace
Effect: An upgrade of the Marketplace. The Resource Silo provides you with an additional +1 crystal each day.

Shipyard
Cost: 2000 Gold, 20 Wood
Requirements: Fort, City Hall
Effect: The Shipyard allows you to purchase ships.

Caravan
Cost: 3000 Gold, 10 Ore, 10 Wood
Requirements: Fort
Effect: The caravan is able to transport creatures from occupied dwellings on the map to the town. (Caravan's speed: 30 move / day)

Prison
Cost: none
Requirements: none
Effect: Holds captured enemy heroes. Possible actions with the prisoner:
         1. Demanding Ransom: You can demand a ransom from the captured prisoner's kingdom. The higher is the prisoner's level, the more gold (and resources) you can demand for him. (A decline is always possible.)
         2. Torch: You can torch the prisoner for getting important informations about the enemy kingdom (number of mines, creatures, towns, artifacts, ...). The prisoner will talk immediately after he was torched. The higher is your hero's level, the more informations you will recive at once. After the prisoner was torched, he will appear on a random place on the map, without something.
         3. Oath of Allegiance: The prisoner cold be persuaded by the hero to join the army. The success depends on the strengh of the hero's army. (The more creature is in the army, the better grow the chance of the succes.)
The prisoner could be saved, if an enemy hero defeats the castle, where the prisoner is.

Magic (come soon)

Dark Guild Level 1
Cost: 1000 Gold, 10 Wood, 10 Ore
Requirements: Fort
Effect: Allows a visiting hero to learn the spells kept within. Keeps 4 spells of the first circle.

Dark Guild Level 2
Cost: 1200 Gold, 5 Wood, 5 Ore, 1 Gem, 1 Sulfur, 1 Crystal, 1 Mercury
Requirements: Dark Guild Level 1
Effect: Allows a visiting hero to learn the spells kept within. Keeps 3 spells of the second circle.

Dark Guild Level 3
Cost: 1400 Gold, 5 Wood, 5 Ore, 2 Gem, 2 Sulfur, 2 Crystal, 2 Mercury
Requirements: Dark Guild Level 2
Effect: Allows a visiting hero to learn the spells kept within. Keeps 3 spells of the third circle.

Dark Guild Level 4
Cost: 1600 Gold, 5 Wood, 5 Ore, 3 Gem, 3 Sulfur, 3 Crystal, 3 Mercury
Requirements: Dark Guild Level 3
Effect: Allows a visiting hero to learn the spells kept within. Keeps 2 spells of the fourth circle.

Dark Guild Level 5
Cost: 2000 Gold, 5 Gem, 5 Sulfur, 5 Crystal, 5 Mercury
Requirements: Dark Guild Level 4
Effect: Allows a visiting hero to learn the spells kept within. Keeps 1 spell of the fifth circle.

Ancient Obelisks
Cost: 2000 Gold, 5 Mercury
Requirements: Hill of Lost Souls
Effect: The Ancient Obelisks increase Ghool or Soulhunter growth by +2 per week.

Fog Bastion
Cost: 5000 Gold, 10 Marcury, 10 Gem
Requirements: Tower of Darkness, Dark Guild Level 1
Effect: Reveals 2 extra spell in the fifth circle of Dark Guild and increases Blue Spirit or Night Spirit production by +1 per week.

Mana Chamber
Cost: 2000 Gold, 5 ore, 5 Gem, 5 Crystal
Requirenets: Dark Guild Level 2
Effect: Sacraficing creatures will increase the hero's maximal amount of mana. The increase depends on the number of the sacraficed units. (50 HP --> +1 mana; 100 HP --> +2 mana; 150 HP --> +3 mana;...)

Cave of Screaming Souls
Cost: 3500 Gold, 10 Ore, 5 Mercury, 5 Sulfur
Requirements: Castle
Effect: Increses the "Soul Overflow" skill by 5%.

Gate of Unholy Blood
Cost: none
Requirements: The Grail
Effect: The Gate of Unholy Blood increases weekly creature growth by 50%, provides your empire with an additional 5000 gold each day and boosts Spellpower of defending heroes by +10. The Grail Artifact is required to build this structure.

Skills

This would be one of my other ideas to Heroes of Might and Magic 6 about the heroes' skills. Let's say that the secondary skills from HOMM 5 are here the same. (Each main ability (e.g.: Attack) has three levels (Basic, Advanced, Expert) and also three sub-skills (e.g.: Archery, Battle Frenzy and Tactics)) But there are no other skills as extras e.g.: Cold Steel or Power of Speed. Now you have to COMBINE two from the three sub-skills to get a totally new skill. Overall you would have 3 possible chooses f.e.: combine Archery with Battle Frenzy OR Archery with Tactics OR Battle Frenzy with Tactics. You'll have by every main skills THREE possible sub-skill upgrade. Here is what I am thinking about:

Soul Magic (Basic, Advanced, Expert): Master of Cleansing, Master of Wounds, Master of Souls
Master of Cleansing & Master of Wounds: Failing Strengh
Master of Cleansing & Master of Souls: Deadly Change
Master of Wounds & Master of Souls: Death of Souls

Attack (Basic, Advanced, Expert): Archery, Battle Frenzy, Tactics
Archery & Battle Frenzy: Ranged Frenzy
Archery and Tactics: Clever Aiming
Battle Frenzy & Tactics: The First One in the Row

Dark Magic (Basic, Advanced, Expert): Master of Curses, Master of Mind, Master of Pain
Master of Curses & Master of Mind: Curse of Anger
Master of Curses & Master of Pain: Evil Power
Master of Mind & Master of Pain: Painful Wisdom

Defense (Basic, Advanced, Expert): Evasion, Protection, Vitality
Evasion & Protection: Amazing Reaction
Evasion & Vitality: Unstopable Movement
Protection and Vitality: Weak Spell

Descructive Magic (Bsic, Advanced, Expert): Master of Fire, Master of Ice, Master of Storms
Master of Fire & Master of Ice: Cold Fire
Master of Fire & Master of Storms: Wrath of Gods
Master of Ice & Master of Storms: Icy Storm

Enlightenment (Basic, Advanced, Expert): Arcane Intuition, Intelligence, Scholar
Arcane Intuition & Intelligence: Arcane Intelligence
Arcane Intuition & Scholar: Wise Teacher
Intelligence & Scholar: Trading Mana

Leadership (Basic, Advanced, Expert): Diplomacy, Estates, Recruitment
Diplomacy & Estates: Effective Corruption
Diplomcy & Recruitment: Common Master
Estates & Recruitment: Cheaper Help

Light Magic (Basic, Advanced, Expert): Master of Abjuration, Master of Blessings, Master of Wrath
Master of Abjuration & Master of Blessings: Holy Protection
Master of Abjuration & Master of Wrath: Supernatural Strengh
Master of Blessings & Master of Wrath: Holy Boost

Logistics (Basic, Advanced, Expert): Navigation, Pathfinding, Scouting
Navigation & Pathfinding: Treasures of the See
Navigation & Scouting: Eye of the See
Pathfinding & Scouting: Burning Footprints

Luck (Basic, Advanced, Expert): Magic Resistance, Resourcefulness, Soldier's Luck
Magic Resistance & Resourcefulness: Spell-immune Resources
Magic Resistance & Soldier's Luck: Luck and Resistance
Resourcefulness & Soldier's Luck: Battle Robbery

Sorcery (Basic, Advanced, Expert): Arcane Insight, Magic Insight, Mana Regeneration
Arcane Insight & Magic Insight: Endless Magic
Arcane Insight & Mana Regeneration: The Cost of Spells
Magic Insight & Mana Regeneration: Rising Costs

Summoning Magic (Basic , Advanced, Expert): Master of Conjuration, Master of Earthblood, Master of Life
Master of Conjuration & Master of Earthblood: King of the Phoenixes
Master of Conjuration & Master of Life: The Wish of Earth
Master of Earthblood & Master of Life: Summoned Resurrection

War Machines (Basic, Advanced, Expert): Ballista, Catapult, First Aid
Ballista & Catapult: Dual Destruction
Ballista & First Aid: Poisoned Spears
Catapult & First Aid: Destroying and Healing

Explanation "Skills":

Failing Strengh: After casting "Steal Enchantment" or "Cursed Hand", the enemy stack will always recive a smaller damage.
Deadly Change: There is 40% chance, that after the enemy hero or spellcaster casts a bad spell on a friendly or a good one on an enemy unit, the "Cursed Hand" or the "Steal Enchantment" effect will occur immediately.
Death of Souls: Thoose enemy creatures, who have been killed with "Spell Shackle" or with the "Banish of Netherworld" cannot be resurrected anymore.
Ranged Frenzy: This skill boosts up friendly shooter units. From now on, every frindly shooter unit's maximal and minimal damage increase by +3 by ranged attacks.
Clever Aiming: Shooters under hero's control will now run towards the enemy till they are able to shoot without any ranged penalty and then back to their starting position.  
The First One in the Row: Creatures, who are starting in the first squares on the battlefield before the combat, will be able to attack immediately.
Curse of Anger: There is a chance (30%), that the enemy unit will attack his allies after using Weakness or Suffering spells on them. The costs of Weakness, Suffering, Slow and Confusinon will be reduced by 33%.
Evil Power: After casting Weakness, Suffering, Decay or Vulnerability during the combat (from both sides!), all of the enemy hero's creatures will suffer a smaller amount of damage. The costs of thease spells will be reduced to 33%.
Painful Wisdom: If an enemy spellcaster uses a damaging spell against our troops, it will suffer the half of the total dealt damage. The costs of Slow, Confusion, Decay and Vulnerability will be reduced by 33%.
Amazing Reaction: Troops under hero's control have a chance (40%) to block any descructive spells from the first to the third circle. Decreases damage dealt to the friendly creatures by ranged attack by additional 10%.
Unstopable Movement: This skill increases friendly units' vitality: If a friendly stack has been hit by a ranged attack, the stack's initiative increases by 20%. The increased initiative is active till the stack moves on the battlefield.
Weak Spell: If an enemy damaging spell does not kill a friendly creature insaintly, the creature's health will be restored to its maximum. (Practiculary effective for higher level creatures.)
Cold Fire (additional spell): This ability garantes the hero a new spell, which summons a 1x4 squares long freezed flame with 300 HP. This "wall" blocks the walkthrough on the battle zone. Once the "wall" is destroyed, a huge brust of flame will block the path further till 3 turns. Also every cold- and fire-based spells will be 10% more effective.
Wrath of Gods: Casting a lightning spell on an enemy creature, a 3x3 squares big fire will occur around the creature after the spell was used, causing additional damages. The fire vanishes after 1 turn. Lightning-based spell's cost will increase by 2 mana, but every fire- and lightning-based spell will be 10% more effective.
Icy Storm (additional spell): Causes snowfall on a 5x5 squares big territory, which decreases the enemy creatures' initiative by 10%. Moreover, a random creature will be damaged with an additional lightning. Cold- and lightning-based spell will be 10% more effective.
Arcane Intelligence: Allows the hero to learn every unknow spell used by an enemy hero. The hero mustn't be able to learn the spell with regards to his level in this school of magic. Learned spell in this way wil disappear at the end of the battle.
Wise Teacher: The heroes can trade their spell between each other without a penalty. (2 spells can be teached in this way.)
Trading Mana: Heroes will be able to trade (recive) mana points from each other, as they were trading their creatures.  
Effective Corruption: Increases the chance that hostile creatures will join the army by 25% and decreases the costs by 30%.
Common Master: Increases the chance that hostile creatures from the main friendly town will join the army by 30% but they will never join for free.
Cheaper Help: Decreases the costs of the creatures in the dwellings, that have been occupied on the map, as well as the costs of the creatures up to tier 3 in the friendly towns by 15%.
Holy Protection: Casting Deflect Missle or Endurance spells on a friendly creature, the stack will be immune to every further dark-based spells. The cost of Divine Strengh, Cleansing, Deflect Missle and Endurance will be reduced by 33%.
Holy Boost: Casting Divine Stengh or Cleansing spells on a friendly creature, the stack will recive +30% to their maximum damage. The cost of Righteous Might, Haste, Divine Strengh and Cleansing will be reduced by 33%.
Supernatural Strengh: Casting Righteous Might or Haste spells on a friendly creature, the stack's damage through a realation strike will be increased by +50%. The cost of Righteous Might, Haste, Divine Strengh and Cleansing will be decreased by 33%.  
Treasures of the See: During sailing on the see, a blue "path" will lead the way to artifacts (f.e.: shipwrecked peasant) or to bigger gold -over 1000- resources (treasure chests). Also increases hero's movement when using the path by additional 50%.
Eye of the Sea: The hero will gain information about an enemy hero, who is mounting up in or getting down from a ship. The information includes everything about the hero and about the number of his troops.
Burning Footprints: Beeing so corious about other heroes whereabouts, the hero can curse their and their animals footsteps. At every beginning of a week, the enemy heroes will leave burning trails behind them till 3 days, make others know, where they were and now are.
Spell-immune Resources: Taking sporadic resources the hero can find during marching is now a great benefit. Each collected resource will guarante the friendly creatures magical-immunity. The effect wil take on one combat long. (2% resistance for every spell per collecting a heap of resources.)
Luck and Resistance: Creatures that use their abilities, which won't trigger after every hit (connected to an amount of chance), succesfully, will recive +50% to their magic resistance for one turn. Useful combat abilities will trigger 20% more often.
Battle Robbery: If a friendly creature hits its enemy, there is a chance (30%) for reciveing a random resource, that goes to the collection immediately. The total robbed amount of resources will be listed after the battle is over.
Endless Magic: Allows the hero to use a spell from the third circle absolutely free.
The Cost of Spells: Casting a spell that's cost is over 10 mana, the hero will regain the 33% of the expended mana.
Rising Cost: Every spell of the enemy hero and creatures increases by 2 mana during a battle.
King of the Phoenixes: After using a Conjure Phoenix spell, the summoned creature will recive +50% to its hit points.
Wish of the Earth: Every summoned creature will recive the "Rebirth" ability.
Summoned Resurrection: After using a summoning spell, a small amount of HP will be restored by a random friendly creature. (Creatures can be resurrected as well in this way.)
Dual Destruction: The Ballista will fire as many times as the Catapult attacks the enemy town walls during a siege.
Poisoned Spears: The arrow spikes of the Ballista become poisonous and will infect the enemy stack if the hit is succesful. The damage of the poison depends on the hero's level.
Destroying and Healing: As many damage has the Catapult cause on enemy town walls, the many damage will the First Aid Tent heal from a friendly unit.

NOTE: The hero will have 5 spaces again, where he can collect the skills. Each main space will have 4 additional spaces: one for the main skill and three for the sub-skills.

Racial Skill: Soul Overflow

"According to historians notices, the dark-souled already used souls from dead units, to restore their health. To be succesful, they invented a special magic, that blocks the souls, getting to heaven or to hell. They are forced to share with the dark-souled and so, the lost souls will recive a new life...a new but cursed life in an with evilness infected body. They haven't got any own will, they do everything unvoluntary, no matter if they had a former life as good or as bad. A second death can bring them to ethernal peace. The dark-souled exploit savagely almost every power a soul can ever give..." (Ala Ittud's "Book of Secrets")

Soul Overflow:

Basic: During combat, the creatures can restore a smaller amount of their health. Once an enemy stack is killed to its last creature, the 10% of their total HP will cure the friendly units. The so gained HP will be divided between the friendly creatures, according to how many different units are in the battlefield. (Creatures, that belong to Netherworld only).
Advanced: During combat, the creatures can restore a medium amount of their health. Once an enemy stack is killed to its last creature, the 25% of their total HP will cure the friendly units. The so gained HP will be divided between the friendly creatures, according to how many different units are in the battlefield. (Creatures, that belong to Netherworld only).
Expert: During combat, the creatures can restore a higher amount of their health. Once an enemy stack is killed to its last creature, the 40% of their total HP will cure the friendly units. The so gained HP will be divided between the friendly creatures, according to how many different units are in the battlefield. (Creatures, that belong to Netherworld only).

Example: An enemy stack is killed. The total Hp-amount of the fallen creatures was 5000 HP. We take now the "Expert Soul Overflow" abilitiy. The 40% of 5000 Hp is 2000 Hp. Our army has 7 different creatures from Netherworld, this means +285 Hp to every cretures health. (With resurrection!)

Sub-skills:

Mana of Life: When an enemy spellcaster (or hero) is casting a spell, the cost of the spell will be added to a friendly spellcaster's(!) health. (Cost of the enemy spell*Spellpower)

Possession: Sacraficing 300 Hp from a friendly creature will allow to gain control over an enemy stack till 3 turns. The possessed creature's meele, ranged and spell damage will be the half according to the normal amount. Only one enemy stack can be possessed at the same time.

Mark of Netherworld: The Soul Master recives special combat ability to curse enemy troops. The marked enemy creatures will have 50% light magic resistance and they recive -10% to their attack and initiative.


Ultimate Ability:
The Master's Calling Word: Each time during a battle, the hero can gain control over an enemy stack till one turn. As the turn is over, an other enemy stack will be possessed randomly, while the former creature won't anymore. The duration of the ability is till the end of the combat.
   

Heroes:

Name: Soul Mage
Primary Skill: Spellpower
Secondary Skill: Attack
For each hero: Attack: 2; Defense: 0; Spellpower: 3; Knowledge: 0; Mana: 30

Matias (Camapaign Hero)

Born as a son of a mage and a sorceress, Matias has started to study and learn the powers of magic. His birth place, Ala Ittud was one of the greatest city in the Silver Cities, so he recived a special education both from his teacher and from his father himself. Matias was the one, who could find the Staff of Netherworld after many years and with its help, he could defeat the dark-souled hordes, that were swarming from Bhysthan. But the coming tranquil years became bad again. The megalomania, the obstinacy and the unstopable hunger after knowledge made Matias dark-souled as well and he turned against his own people. Now, Matias, the Soul Master is more powerful as he was before by the side of Netherworld. And his artifact, the Staff of Netherworld will bring death to anyone, who is crossing his path.

Speciality: Netherworld's Govenor (Grants +3 morale to every creature that belongs to Nerherworld, moreover, every Nerherworld creature will recive +1 to their maximum damage for every fifth level of the hero, starting on first level.)
Skills: Basic Soul Overflow, Basic Soul Magic, Master of Souls

Dyraila (Campaign Hero)

It is hard to belive, that a human can survive in Netherworld. Dyraila is now the only one who succeded. Her parents are unknow, the only sure information, that she was thrown into the Bloody Lake when she was a baby. The baby hasn't drown, because the blood creatures -noone knows why- saved and brought up her, after their own method. Today, Dyraila became a  strong soul mage, who has great intrest towards blood and she can never be seen without one or two "blood guardians". Her hands are always with blood covered, which show her rule over the Blood Golems. She is connected to Matias, she is one of his best advisor. Dyraila has never refused any of Matias' orders so far.

Speciality: Taste of Blood (The hero can regenerate himself during battles after every turn. Moreover Blood Golems,  Blood Spawns and Venom Spawns in hero's army gain +1 to their attack and defense for every two levels of the hero, starting on first level.)
Skills: Basic Soul Overflow, Basic Sorcery, Mana Regeneration

Worshek (Campaign Hero)

Worshek is the ultimate king of the Ghools in Netherworld. He has spent his live only for two things: trainig his servants to death and improveing his fighting skills. Ghools under his control are evil slaughtering machines and they show no mercy. Worshek has tried once to be a dream reader, but he couldn't reach the necessary knowledge. Time has show, that battles and killings are his intentions in life. Yet, he thinks, he has found his doom: He must be a great warrior of Netherworld, that wil bring once the total descruction.

Speciality: Ghool King (Specializes in Ghools. Ghools, Soulhunters and Soulbreakers in hero's army gain +1 to their attack and defense for every two levels of the hero and +1 HP for every five levels of the hero, starting on first level.)
Skills: Basic Soul Overflow, Basic Attack, Battle Frenzy


Other Heroes:

Fylis
Fylis is one of the best dark mages in Netherworld. He knows everything about Netherworld's history and age. Learning from many mages -including "real" mages- allowed him to use the most different types of magic, from which the most he uses, is of course the spells of soul magic. Through magic, Fylis can reach many things he want: informations, knowlegge, gold and might. His past is similar to Matias', because he wanted to reach more than a wizard can do, so he turned agains wisdom. He dost not allow to be manipulated and thanks to his abilities, he can sense the weaknesses of any kind of creature. This is morely enough to defeat the enemy.

Speciality: Spellmaster (Every spell, that is in the hero's spellbook are 20% more effective and every spell can be used with +2 spellpower. Soul spells' cost are reduced by 20% and the hero can use them with +4 spellpower.
Skills: Basic Soul Overflow, Basic Sorcery, Arcane Insight

Itorus
His life have passed quickly but the experiences, he has gained during the ages, made him a man who has a strong relation with the creatures of Ashan. Itorus spent many years in other lands where he could defeat huge beasts and dangerous animals just with his mind and appearance. So after that, the creatures don't harm him, moreover, the help and serve him as long they live. Itorus thought, that with such horrible creatures behind him, he couldn't be defeated. But because everyone have refused him and they started to hunt for and kill him, he went to Netherworld. There, he can can order to even more dangerous beasts, so he is now more powerful than before.

Speciality: Aura of Authority (The hero has 30% chance to block enemy small and 40% chance to block enemy large creatures hit. Every Netherworld creature under hero's control will recive +2 to their attack and their defense as after every tenth level of the hero.
Skills: Basic Soul Overflow, Basic Leadership, Recruitment

Belea
Belea was primarily a runner from the Dungeon. That work wouldn't be special but she did it through her deeds. She became shortly the greatest traitor of the age. There wasn't any battles or wars she didn't know the result some weeks earlier. Nobody never could tell anyone, that Belea is the real enemy, because they were murdered before they could tell the truth. The assassin was mostly Belea herself. She saw the dark-souled, when they massacred her people and after that, she had only one dream: to join the dark-souled. Only two things have saved Belea's life from the dark-souled. Firstly, it was her unbelievable determination to become a "member" of Netherworld. Secondly, it was her courage towards the creatures in Netherworld. Her speed gives her good tactics during battles.

Speciality: Never-Resting Vitality (The hero can move on every terrain without any penalty and every creatures' speed under hero's contol will be increased by +1.)
Skills: Basic Soul Overflow, Basic Logistics, Pathfinding

Ribder
The war-machine-master. He has an extremely good sense to war machines, which are death-bringers under his control. No matter, if he has a ballista or just a catapult, no wall can be safe from him. Every war machine is orginally made by Ribder, he builds every single component for reaching the perfection itself. He can also steal ideas from any enemy town, including new types of war machines or siege tactics. There cannot be a battle without any mechanical thing and Ribder is ready to find the weakest point of the opponent.

Speciality: Veteran Mechanical (The hero is able to control enemy war machines. There is 50% chance that the opponent's machines (also Catapult and First Aid Tent) will be in our side for one turn. After success, thease war machines will be twice more effective.
Skills: Basic Soul Overflow, Basic War Machines (Ribder starts with a Ballista)

Zhito
Zhito can change good into bad quickly. She studied longly the secrets of light and dark magic. Many mages said at that time, that it is dangerous to study two different types of magic schools, especially if they are completly the opposite of each other. But Zhito never took the words of the wise mages, so one day, the power of darkness covered her, forcing her to bring suffer even with light spells. Because of her beautiful appearnace, many human cannot see Zhito's real kind, so everyone allows her to help. And this is the greatest mistake. Through resurrection, she kills and through cure, she poisons. She is now a servant of the dark but everyone belive, she is a powerful warm-hearted light mage.

Speciality: Spell Changer (The hero can change the effect of enemy spells during a combat. Every light based spell, that was caused by the enemy hero will have a dark based spell effect. Positive spells will have now the opposite -negative- effect. The chance that a spell would change its effect is 50%. (Example: Light Spell --> Endurance (Increases the selected friendly unit's defense strength.) --> successful change --> Weakness (Decreases the selected friendly unit's defense strength.))
Skills: Basic Soul Overflow, Basic Dark Magic, Master of Curses

Xukur
Xukur lived years as an apprentice teacher. He would never forget the time as he himself was an apprentice and how he turned against his master. That's why he is deadly strickt with his own apprentices. Even if he smells the mildest taste of betray, he take the life of the accused. But thoose who survive Xukur's teachings became strong apprentices. They learn from him how to use the mana and how to affect the souls of the opponent easly. But of coure to avoid any revolution among the apprentices, the teachings include only basics, however, thease are still more, a mage apprentice can learn.

Speciality: Apprentice Teacher (Specializes in Apprentices. War Apprentices, Master Apprentices and Acolytes in hero's army gain +1 to their attack and defense for every two levels of the hero and +1 to their maximum mana for every three levels of the hero, starting on first level.)
Skills: Basic Soul Overflow, Basic Enlightenment, Intelligence

Dorys
"The woman, who loved life too much." - say many people, who knew her. During her life, she did many evil things because she didn't feared death. Murders, stealings, betrays and blackmails were the parts of her life. After she was caught and executed, her soul was blocked to reach hell. Instead, her soul was lead to Netherworld, where she could revive in her old body. Now her task is, to create evil lives, who serve the town of Netherworld. No matter, if she should resurrect dead units or summon elementals, Dorys always preforms a perfect job.

Speciality: Mighty Summoner (Every spells, that summons a creature will be 20% more effective (50% more creatures will be summoned). The HP of the summoned creatures will be increased by 10%.
Skills: Basic Soul Overflow, Basic Summoning Magic, Master of Life

NOTE: Heroes are coming back as a full member of combats! Now they will have two options from them the player can choose: Heroes can be on the battlefield and they can hit enemy creatures, the can bre hit by enemy creatures, they can cast a spell or shoot. The can be affected by positive and negative morale and luck. The other option is that the hero stays on his horse, or on whatever he is riding. There, he can't be hit and he won't be affected with neither positive nor negative morale or luck. Heroes on the battlefield could be killed during the battle. If the enemy team wins, the corpse will be transported to the enemy town, where he'll be resurrected and then he goes to prison. If our army wins without the hero, the creatures will be transported to the neares friendly town, where the fallen hero can be resurrected. (Armies without a hero cannot move on the map!)
Heroes start with 200 HP and for each level-up, they recive +10 HP.


Campaign story is in the second post!!!

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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted March 06, 2008 07:18 PM

Hey, Golemcrafter, nice to see from you again
We should make ICTCs more often, it's like a huge reunion of faction makers

That's a nice faction you've got there. Interesting units, seems fun to play. I especially like dreadwyrms, along with the Warhammer Cold One Knight artwork

But how vile and twisted must something be to be more evil than demons...
____________
"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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GenieLord
GenieLord


Honorable
Legendary Hero
posted March 06, 2008 08:23 PM
Edited by GenieLord at 20:30, 06 Mar 2008.

I'm glad that you entered it to the contest. It's much more suitable to H6 than to H5, where the factions of evil are devided to Demonic creatures, undead, etc... This is less about the race and more about the alignment, and H6 factions might be like that.
It looks like a very enjoyable and colourful faction, indeed. I like the editing you did to it.

Quote:
Spell Connection: When the hero is using a destructive spell, this creature will cast the "Eldricht Arrow" spell against that unit the hero has attacked. The damage of the "Eldricht Arrow" depends on the number of the creature. If the hero uses a mass destructive spell, the "Eldricht Arrow" will hit the strongest creature in the group.
This ability is a bit overpowered, espicailly when it belongs to a 1st level creature, which is supposed to be much more weak.
Quote:
Soul-Eater: This creature can eat the souls of alive units which increases the attack of the creature. The increase depends on the creatures number.  (30 --> +1 attack; 60 --> +2 attack...)
Sounds Excellent!
Quote:
Child of Darkness: This creature will recive an extra point to its initiative and speed if the battle is on dark or underground terrain.
Sounds very nice. What terrains are 'dark'?
Quote:
Critical Damage: The creature has a chance that its ranged attack will deal maximum amount of damage. (30%)
That may happen anyway. What about "When this ability triggers the damage of a successful attack is increased by 50%"? This will make an actually critical hit.

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Golemcrafter
Golemcrafter


Promising
Famous Hero
Unlimited Fantasy Master
posted March 06, 2008 08:38 PM

Thanks guys, nice to see you here, too!

@Baklava: That's my opinion to, It's a pity I hadn't time for former ICTC's! I'm still working on my fraction slowly, every day I ad something. The one thing that is difficult is to wrie a good history and a description. Now I don't even like my own stories. But hopefully I will bring something nice...

@GenieLord: I'll use your advices as an apprentice of you How long I was waiting for suggestions! Thanks a lot!

@ both of you: I thank your praise! I will work hard in the next days!

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted March 08, 2008 03:09 PM

nice one, man.


____________
Love, Laugh, Learn, Live.

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Golemcrafter
Golemcrafter


Promising
Famous Hero
Unlimited Fantasy Master
posted March 08, 2008 07:03 PM
Edited by Golemcrafter at 19:15, 09 Mar 2008.

Thanks bixie!

Creature lineup and history are ready! (I'll do the cronological history tomorrow!) I hope it was good!

EDIT: The history is completly finished!

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pinkspear
pinkspear


Known Hero
Crazy like a fool
posted March 11, 2008 08:04 PM

Moloch... Sounds like Macskafogó 2

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Golemcrafter
Golemcrafter


Promising
Famous Hero
Unlimited Fantasy Master
posted March 12, 2008 04:01 PM

Skill description is almost ready, I just need the Light Mafic and my secret racial skill.

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flackmandan
flackmandan


Known Hero
Veni,Vidi,Vichi
posted March 20, 2008 07:29 PM

ccccccccoooooooooooollllllllll
____________

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Golemcrafter
Golemcrafter


Promising
Famous Hero
Unlimited Fantasy Master
posted March 21, 2008 04:03 PM
Edited by Golemcrafter at 20:28, 21 Mar 2008.

Continuing the first post: part II

Campaign Storyline (The Start):

Mission One: The Traitor


(Late afternoon. The camera is moving slowly and shows a little peaceful village.)

(during the camera move, Matias' monolog starts)

Matias: (dark and dreamy) "Ala Ittud. My former home, where my mother has born me. During my life, I was teached to use the might of magic wise and for good. I did not realized soon enough, that my mage teachers have hidden their greatest knowledge from me. I hoped blindly, that one day, I'll become a mighty mage, who can learn everything. But they told me, that I should kepp myself away from this idea, because it can make me different. (laughs) He-he-he, poor fools! You want to kepp everything for yourseves, right? Mages were always conceited and aspiring. I know, that you will give the knowledge you have by fair means...or foul. The choice is your's! He-he-he-he...!"

(Dyraila and Worshek are coming)

Matias: (furiously) "Why are you two disturbing me?"

Dyraila: (respctfully) "The army you have prepared is ready to attack! We are waiting for your orders!"

Worshek: (madly) "They cannot stand a minute anymore without a drop of blood. And so do I as well! When will we crush them...when...WHEN?!"

Matias: (strickt) "Calm down you lutanic beast! I know what you feel. But I'm afraid you can't come with me for this time. This is my personal affair...which isn't going to be easy to handle."

Worshek: (loud) "But I haven't seen even one drop of blood for two bloody days! So I'll come and I'll slaughter everyone who will cross my path!"

Dyraila: (shocked) "How could you refuse your Master's order you dammned fool...?!"

Matias: (decidely) "Silence! No more words! My final decission is, that I will go alone! Did you understand Worshek? Alone...! Now get back to Bhysthan a prepare yourselves for my return!"

Dyraila: "As you wish, my Master!" (vanishes)

Worshek: (to the Ghools) "Return to Bhysthan! Now!" (vanishes)

Matias: (alone) "My faithful servants! They don't even know the whole story of my life! But now, enough words! Let's finish, what I have started! Forward, creatures of Netherworld! Ha-ha-ha-ha...!"

Mission Objectives: - Find a way to Ala Ittud
                          - Capture the town, Ala Ittud
                          - Matias must survive
Secondary Objective: - Destroy the small villages

End Scene:
Matias: "Now, I have control over Ala Ittud. The knowledge and the souls of the mages are mine...ahh-ha-ha-ha...!"


Mission Two: The Homecoming


Mission Objectives: - Find the way back to Bhysthan
                          - Matias must survive

(Befor the gates of Bhysthan. Matias, Dyraila, Worshek)

Matias: (contentedly) "My efforts were crowned with success, I got every information I wanted to have."

Worshek: (coldly) "You took my possibility to fight together with my Ghools against Ala Ittud! What can be more important than a bloody combat filled with scream and fear?"

Dyraila: "That's not important right now! What informations were you talking about, my Master?"

Matias: (mysteriously) "The Pergamen of Immortality! More than 500 years ago, a dark mage invented a spell that could make anyone undying. But that success was covered with misfortune. Befor he could use the spell, he was attacked by several armies, who killed the mage and cut the pergamen into three pieces."

Dyraila: "Undying! With the Pergamen of Immortality can can be undefeatable! So you know where thease pieces are?"

Matias: "Not exactely! I just know, where the first piece is. It's not far from the Great Entrance. And of course, the proud owner of it is a mage from the Silver Cities."

Worshek: "Are we allowed to go with you, Master? I promise, that I will control myself better this time."

Matias: "This time, my answer is yes. You can kell your wrath and frenzy, because without them you'll be weak. But spare your thanks. We have to find the gate, that teleports us to that mage. In Ala Ittud, noone told me where I can find it, even when I tried to... "persuade" them."

Dyraila: (impatiently) "Then what are we waiting for? Let's go immediately. My hands will lead us!"

Matias: "I understand your impatience! Obtaining such a powerful spell is more than a dream, that come true. You can become a god! But stop dreaming now and let's head first to north. Soon, the Pergamen of Immortality will be all mine!"

Mission Objectives: - Find the gate
                          - Matias must survive
                          - Dyraila must survive
                          - Worshek must survive

(on a path)

Archmage: (loud) "Halt, king of darkness and of all evil! We cannot allow you to find and kill our brother! We know what you are planning to do!"

Matias: (scornfully) "Really? If you know me, you know what consequenses it'll have if you make me...angry."

Battle Mage: "We aren't afraid of you! We will protect our brother till our last breath!"

Matias: "I don't want to kill you..now. Let me pass and I'll spare your lives."

Djinn Vizier: "Never!"

Matias: (calmly) "As you wish. You didn't left me an other chiche. Worshek, you know what to do. Take them as a present from me!"

Worshek: (madly) "You are too kind to me, Master! Prepare to die, you magic scums!"

Secondary Objective: - Kill all creatures on the map, that belong to Academy


NOTE: Thease are the first two missions of Netherworld. There are many questions, I left wilfully: Who obtains the last two pieces? How would Matias get to the pieces? Who are the enemies? Will there be any supporters? Maybe there would be an answer...!



Music: Netherworld Town Theme


Copyright by Golemcrafter

The Town of Netherworld by Golemcrafter is completly done!!! Enjoy reading it and feel free to comment!

(Small editings can still be made till the finish!)

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nickkkk
nickkkk


Known Hero
Necro fan since 1988
posted March 22, 2008 09:21 PM

If I would vote for the ICTC you would surely be the winner in my opinion.
____________
Vampire Lord (Dracula)

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Golemcrafter
Golemcrafter


Promising
Famous Hero
Unlimited Fantasy Master
posted March 24, 2008 03:48 PM

Sorry to everybody, that I edit too much, but that's because I lost almost every single picture, than I had to find them again and pload them to Photobucket. So I apologize!

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GenieLord
GenieLord


Honorable
Legendary Hero
posted March 25, 2008 11:41 AM
Edited by GenieLord at 20:18, 25 Mar 2008.

Imagination/creativity/originality/wow factor: 15 / 15

Back story: 8 / 10

Battle facets: 10 / 10

Discretionary: 5 / 5

Cohesiveness: 7 / 10

Overall Score: 45 / 50

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Momo
Momo


Promising
Famous Hero
posted March 25, 2008 08:16 PM
Edited by Momo at 20:18, 25 Mar 2008.

Cohesiveness 7/10: I think this is the biggest problem with this faction; it's hard to say why these creatures need to stay together rather than each one in the Inferno/Necropolis/Dungeon where it fits better. All in all it gives the feel of the "vague evilish faction" which kinda brings back to memory Heroes 4 Infernopolis (this is not a good thing for most people). So, while these pieces can easily stay together, the result isn't that great.

Imagination 15/15: golemcrafter's creativity is astounding. More importantly, his creativity didn't spread in any particular direction (a good story, for example) but rather in all directions at once, treating creatures' stats, buildings' stats, aesthetic work, storyline with almost maniacal care. It must be recognized that his mind was able to picture every single detail of his faction accurately, something most of us would be unable to do.

Back story 10/10: not the best story ever written, but overall quite a solid background. As its only deficiency, it does not actually allow you to sympathize with this faction much, but it's a matter of taste.

Battle facets 8/10: this is were most works are currently falling short and even this one, despite the wonderful attention to stats which surely required a lot of work and end up granting a good mark overall. While strong and perfectly reflective of their "evil" feel thanks to their attitude to bring vicious side-effects with their attacks, the netherworld units don't impress with a particular, unique playstyle, and look in the end like "just strong" units. "Soul Magic" mildly contributes to make things more interesting, borrowing heavily from Heroes 4 array of spells. All in all, however, the netherworld is unique enough to play because it's effect are so deliberately malicious in both flavor and gameplay (which is appealing to some), but lacks a true strenghts-weaknesses design, which is the mark of a good design.

Discretionary 5/5: I was sorely tempted to give 4/5 to this because of a basic problem: it's terribly reader-unfriendly. It's just too much material sorted together and it's often hard to find what one wants without damaging both eyes permanently. However, this web-readability problem can't overcome the immensity of the work, and neither can the fact that, overall, I don't like the theme that much. Nothing less than the maximum mark is mandatory.

Overall 45/50

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted March 25, 2008 10:16 PM

Cohesiveness - 10/10. Excellent work with this part. Not one unit is too imabalanced, yet it is not perfect. Its the perfect level fun.
Wow Factor - 13/15. Its enjoyable and cool, but not overall astounding. There is still a pinch of blandness in it, so there was room for improvement.
Back Story - 9/10. I think its possible to overdo some things, and your backstory is part of it. Having the intial story was good enough for me, so the timeline was a little over the top.
Battle Facettes - 10/10. The battle with this faction would be intense and extremely confusing: my kind of battle. The racial poses great emphasis on Dark Magic, where no other faction focuses it as much as yours does.
Discretionary - 5/5. Your faction is worth every point. You did an excellent job and great effort into this faction. And the fact that the word Nether is in your faction has nothing to do with my high scoring .

Total Score: 47 Points.

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted March 26, 2008 08:59 AM

Cohesiveness: 9/ 10
Imagination: 14 / 15
Back story: 9/10
Battle facets: 9 / 10
Discretionary: 5 / 5

Overall Score: 46/ 50

One of the more complete entries. There were minor things, but just not anything major.  All in all, an excellent faction.
____________
Message received.

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Sargeras
Sargeras


Known Hero
the Fallen
posted March 26, 2008 09:39 AM

IMO u should win ...great effort & imagination, tier 7 is , racial theme , story is ok (but story isn't important that much for me), cool units + cool racial...
Overall great job
____________
Now they shall be consumed by the very flame they sought to control...

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Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted March 26, 2008 07:08 PM

Cohesiveness: 8/10 (some edges still exist)

Imagination: 13/15 (standard we-are-pure-evil-theme, but good outworking)

Back story: 8/10 (much effort, classical themes of evil and betrayal)

Battle facets: 9/10 (lacks some versatility - no flyer - but seems fun to play and have a great racial)

Discretionary: 2/5 (for the athmosphere)


40/50

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Tobius
Tobius


Adventuring Hero
posted March 30, 2008 03:05 PM

Netherworld

Cohesiveness(3+5)=8 Sadly it's not explained why these creatures should form this faction, but they definitely fit HoMM
Imagination(5+3+4)=12 Very creative approach, but still too much copying from Heroes 5
Back Story(4+3)=7 Not the greatest writing and somehow a little inconclusively, reminds me of Warcraft, but it expands on HoMM universe
Battle Facets(4+3)=7 Soul Magic seems interesting, but is anything else? I have to agree with Momo about this.

Discretionary: +4 for campaign, the heroes, the stats, and the overworked skill system

Total Score=38

How I graded these:
Cohesiveness (Internal Coherence [1-5]+HoMM Compatibility [1-5])
Imagination (Creativity [1-5]+Innovations [1-5]+Originality[1-5])
Back Story (How well it expands on one of the HoMM universes [1-5]+How interesting it was to me [1-5])
Battle Facets (Variety [1-5]+Inventive Aspects [1-5])
Discretionary (Bonus for exceptional efforts[1-5])

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Golemcrafter
Golemcrafter


Promising
Famous Hero
Unlimited Fantasy Master
posted March 30, 2008 08:10 PM

I've noticed, that some of my creatures -especially from tier 1 to tier 4- have too much hit points. If you notice thease mistakes, please don't count that as a negative thing because I can edit that after the contest. And the weekly growth needs attention, too (Sadly, I was too quick during the writing)

Anyway, thanks for your ratings, you made so far. I'd like to see more in the next days!

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