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Thread: [NHS]:Heroes of the Plague | This thread is pages long: 1 2 · NEXT» |
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LizardWarrior
Honorable
Legendary Hero
the reckoning is at hand
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posted June 25, 2011 09:37 PM |
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[NHS]:Heroes of the Plague
[NHS]=new heroes spinoff
I saw my H7 proposal hadn't to much success so I decided to make a spinoff instead.As anyone know,the plague epidemic from 1348,when Yersinia pestis killed 30-40% from the world population,things changed dramatically.So I decided to make a heroes spinoff where all things are normal,until a strange disease came and make a twist of 180o.
I will also make h3 style creatures for faction,to have an idea how are creatures supposed to look.
The setting is not in Ashan,but you can take it as you want.
Resources
Gold-main resource,used at mostly anything
Wood-common resource,used at buildings
Stone-common resource,used at some buildings
Iron-common resource,used at some buildings and units
Carnelian-rare resources(gem),used at some buildings and powerful units
Gallium-rare resources(metal),used at some buildings and powerful units
Malachite-very rare resource,used for all kind of improvements of map objects
The plague was a strange,lethal,very contagious disease.No one knows from where the plague come from,some says that it was a punish from gods,other says that it was brought by sailors from distant islands,some says that lesser races,such as orcs brought it.One thing is sure,it is lethal,it will kill in great pain in 2-3 days.Humans symptoms were :Chills,high fever,painful lymph gland swelling ,commonly found in the groin, but may occur in the armpits or neck, most often at the site of the initial infection (bite or scratch).50-60% from the human population was killed,elves and orcs had worst fates,the disease seem to be even more powerful on their organism,these two races were extinct,however some says that there were elves which survived the plague,the disease mutated them transforming them in a new race.
ADVENTURE BUILDINGS
Mines
Gold Mine-produces 1000 gold/day
Lumber Camp-produces 2 wood/day
Quarry-produces 2 stone/day
Iron Mine-produces 2 iron/day
Carnelian Pit-produces 1 carnelian/day
Gallium Mine-produces 1 gallium/day
Malachite Cavern-produces 3 malachite/week
Magic System
There are 4 magic classes:
-Conventional Magic:elemental magic,spells such as earthquake,ice bolt,connected with elements
-Outerplane Magic:magic which affects time and space,such as black hole,dimensional gate
-Balancing Magic:blessing and curses
-Arcane Magic:magic connected with arcane sciences,such as Necrologycal Animating
Using Malachite
Malachite is a very rare resource,you can't trade it at markets,but you can find piles and mines on adventure map.It is used to improve map objects(like improving mines production,making map dwellings to generate upgraded creatures etc.).How can you spent malachite:
1.Improving Mines Production
You can use malachite to double amount of resource which mines produce daily for one week.For common resources the cost is of 5 malachite,for gold and rare resources the cost is 6 malachite.
2.Upgrading Map Dwellings
You can use malachite to make a map dwelling to create upgraded creatures instead of normal creatures.Cost for Basic dwellings is 3 malachite,cost for Advance dwellings is 4 malachite,cost for Expert dwellings is 5 malachite.
3.Improving Windmills Production
You can use malachite to double the amount of produced resources at windmills/watermills next week.The cost is 3 malachite.
4.Changing Skills offered at Witch Huts
You can use malachite to change the skill offered at witch hut,if your hero already know the skill you can give 1 malachite to the witch to learn a new skill.Can be used twice at one witch hut.
War Machines
-Siege Ram=attack (only) walls,every hero start with it,lots of hp,don't affected by moats
-Medical Tent=at the end of every turn restore a number of hp of a creature located at the top of a friendly stack
-Ammo Cart=gives friendly shooters unlimited shoots
-Undertaker Cart(only necropolis)=can resurrect undead on the battlefield from the dead stacks,also can damage living enemies with diseases(infected units also lost 2Atk,4Def for 3 turns)
-Trebuchet(only fort)=can attack both units and walls,immobile,lots of hp,high attack,but low defense
Fort
Aka:humans
Situation before plague:very good
Situation after plague:bad
Population before plague:7 millions
Population after plague:2 millions
Humans before plague
The Western Kingdom was a very powerful military and economical state on the Arkum continent.Having a population of 7 millions people and situated on 1,751,500km2,bordered by 2 seas and the Chnion mountains.Ordinary citizens had a quite good life,peasants had two categories,the one of near slaves for the nobles and the other the farmers which owned their own lands.The army of the western kingdom had around 1,200,000 men which contained from armed peasants without any kind of training from knights in expensive steel armors using the finest,but deadliest swords.The political system was a monarchic one,king was the highest man in state,having supreme power over all people of the kingdom.The church was also an important institution and not even the king could had supreme control over it.The church financed hospitals and shelters for the homeless.Medicine was quite primitive,herbal mixtures and bloodletting were the main methods used to cure diseases.
Humans after plague
The situation is worse than ever,50-60% from the human population was killed,western kingdom was decimated,but humans always proved that they are a race that adapt to any environment.Humans now are more careful than ever,the small communities which survived,fortified themselves with wooden walls and try to make minimal the contact with the outsiders and don't go outside only in critical situations.Also a new important category was made: Plague Doctors.These medics wear long waxed coats,large hats and some sort of masks with a beak,named plague masks.They risk their lives making autopsies of infected dead bodies to find a sort of cure for this strange disease.Even if humans survived the plague,do they will survive to the hordes of the undead?
Heroes
Basic:Cavalier
Advance:Knight
Expert:Paladin
RACIAL:Training
Allows transforming other creatures into Fort creatures,additional can increase a stack stats for a cost.
Attack(+1)-750 gold
Defense(+1)-750 gold
Dmg (+1..+2)-1000 gold(only for advance and elite)
Hp(+5)-1000 gold(only for advance and elite)
Speed(+2)-750 gold
Dwellings
Basic
Trainer Kennels-allows recruiting hunting hounds
+Battle Kennels-allows upgrading of hunting hounds and recruiting of battle hounds
Archery Range-allows recruiting of archers
+Archery Guild-allows upgrading of archers and recruiting of crossbowmen
Guard Post-allows recruiting of guardmen
+Barracks-allows upgrading of guardmen and recruiting of infantry
Advance
Military Order-allows recruiting of crusaders
+Holy Order-allows upgrading of crusaders and recruiting of templars
Equitation Fields-allows recruiting of troopers
+Equitation Academy-allows upgrading of troopers and recruiting of knights
Expert
Siege Workshop-allows recruiting of trebuchets
Heavenly Gates-allows recruiting of archangels
Special Buildings
Bastion-add one extra defensive tower with a catapult.
Spies Guild-produces 3 spies/week in town garrison
Farming Fields-produces 250 extra gold/day
Church-produces 3 clerics/week in town garrison
Levy Quarters-boosts growth of guardmen/infantry by 5/week
Stables-boosts growth of troopers/knights by 1/week
BASIC
Hunting Hound->Battle Hound
Stats|Atk 6/8|Def 4/4|Hp 7/8|Dmg 3-5/4-6|Spd 7/8|70/90 gold|
Large(basic&upgrade)=these creatures occupy more than 1 hex
Loyal(basic&upgrade)=they are very devoted to the crown,so they are immune to mind spells
Evasion(basic&upgrade)=when they are attacked from range,they run 2 hexes away and suffer only 35% damage
Guarding(basic&upgrade)=can be set to guard an slower allied unit,they will be always adjacent to that unit and will attack any melee enemy that damage the guarded unit,lasts 2 turns and can be set multiple times
Archer->Crossbowman
Stats|Atk 9/10|Def 5/7|Hp 10/12|Dmg 4-8/4-9|Spd 3/6|120/140 gold|
Ranged(basic&upgrade)=can attack a creature from distance,suffer melee penalty(50%)
Loyal(basic&upgrade)=they are very devoted to the crown,so they are immune to mind spells
Bodkin Arrow(basic&upgrade)=ignore 25% from targets defense
Fast Shoot(upgrade)=shoots two arrows instead of one
Head Shoot(upgrade)=has 15% chances to kill one extra creature when attacks
Guardman->Infantry
Stats|Atk 8/10|Def 10/12|Hp 14/16|Dmg 5-9/6-12|Spd 4/6|140/170 gold|
Loyal(basic&upgrade)=they are very devoted to the crown,so they are immune to mind spells
Long Weapon(basic&upgrade)=can attack enemies from one hex distance without retaliation
Counter Cavalry(basic&upgrade)=mounted jousting bonus is added to this creature retaliation instead of mounted unit bonus
Block Ground(upgrade)=can choose to protect a hex(ex:a hole in your wall) damaging any enemy which move adjacent to it,enemies which move in front of this creature suffer damage from one hex distance,also gain a 25% defense bonus
ADVANCE
Crusader->Templar
Stats|Atk 16/18|Def 16/17|Hp 50/70|Dmg 17-22/17-25|Spd 5/6|720/800 gold|
Loyal(basic&upgrade)=they are very devoted to the crown,so they are immune to mind spells
Armored(basic&upgrade)=immune to all effects/spells that reduce defense,also suffer only 75% damage from physical attacks
Double Strike(basic&upgrade)=deliver one instead of two hits to a enemy stack
Curse Ward(upgrade)=curses lasts half from their normal duration on this unit,also have 20% chance to resist to hostile spells
Holy Damage(upgrade)=deal 150% damage when attacking demons
Trooper->Knight
Stats|Atk 18/22|Def 19/24|Hp 110/120|Dmg 25-30/25-35|Spd 8/9|900/1150 gold|
Large(basic&upgrade)=these creatures occupy more than 1 hex
Loyal(basic&upgrade)=they are very devoted to the crown,so they are immune to mind spells
Mounted(basic&upgrade)=gain 5% damage bonus per hex traveled
Armored(basic&upgrade)=immune to all effects/spells that reduce defense,also suffer only 75% damage from physical attacks
Assault(upgrade)=when this creature attack a small one,the attacked stack is pushed away 2 hexes
EXPERT
Trebuchet
Stats|Atk 38|Def 5|Hp 350|Dmg 30-80|Spd 1|3500 gold and 4 wood|
Large=these creatures occupy more than 1 hex
Ranged=can attack a creature from distance,suffer melee penalty(50%)
Mechanical=this creature is a machine,it is immune to mind spells,poison and always have neutral morale
Fireball Attack=this creature attacks affects 12 hexes
Incendiary Attack=this creature attacks leave a 2 hexes firewall in the attacked area
Siege Engine=can siege walls at expert ballistic level
Archangel
Stats|Atk 30|Def 30|Hp 250|Dmg 45-55|Spd 12|3800 gold and 2 carnelian|
Large=these creatures occupy more than 1 hex
Flyer=ignore obstacles and creature stacks when moves
Loyal=they are very devoted to the crown,so they are immune to mind spells
Spiritual=this creature isn't from this world,so enemy attacks have 20% chance to miss this creature,also it receive only 40% damage from phisical attacks
Holy Damage=deal 150% damage when attacking demons
Heavenly Power=can cast resurrection twice per battle(50hp/archangel)
Incendiary Attack=this creature attacks leave a 2 hexes firewall in the attacked area
SPECIAL
Spy
Stats|Atk 8|Def 5|Hp 10|Dmg 3-5|Spd 7|200 gold|
Loyal=they are very devoted to the crown,so they are immune to mind spells
Fast Strike=no enemy retaliation
Spying=can be send to spy an enemy town,higher the spy stack,higher the success rate,spies infiltrated in an enemy town will tell you all from number of creatures in garrison from which buildings are in town.If in the enemy town are built Fort,Citadel or Castle the chances of successful spying will be reduced.After spying there are chances like not all spies to return.
Scout=when a hero have spies in his/her army,he/she can see how many creatures are in a neutral stack,how much resources in resource piles,neutral creatures' intentions
Cleric
Stats|Atk 12|Def 15|Hp 60|Dmg 9-15|Spd 7|200 gold|
Loyal=they are very devoted to the crown,so they are immune to mind spells
Ranged(basic&upgrade)=can attack a creature from distance,suffer melee penalty(50%)
Caster=can cast at advance mastery:Healing,Divine Force and at basic mastery,Mass Healing.
Holy Damage=deal 150% damage when attacking demons
Necropolis
Aka:undead
Situation before plague:bad
Situation after plague:excellent
Population before plague:little
Population after plague:80-85% from the totally population killed by plague
Undead before plague
Cult of necromancy was considered heresy in many kingdoms,necromancy
was banned and necromancers were banished or executed.Any occasion of destroying a necromancers was taken by soldiers of a lot of kingdoms,duchies,cities,villages etc.Practicing necromancy or even covering a necromancer was considered a criminality and was followed by exiling,imprisoning or executing that person.Necromancers were considered a threat for living beings and any book or parchment which contained a ritual or spell about the living dead was burnt.
Undead after plague
Now the role changes,plague was mana from heaven for necromancers.Millions of people died and because of fear from infecting,no one buried or burnt the corpses,piles of rotten bodies were outside and inside cities,necromancers take the opportunity and started to raise massively undead.Discovering a communal grave,where hundreds of corpses where threw was like finding a treasure for necromancers.Also to escape from an death in agony,a lot of nobles,sorcerers and alchemists choose to be undead.From little groups of necromancers to millions of undead,all of these thanks to the plague.
Heroes
Basic:Occultist
Advance:Necromancer
Expert:Archlich
RACIAL:Necromancy
Resurrects a part from battle casualties as undead in hero army after battle.The percent from the dead casualties resurrected as undead depended on the hero skill mastery.If hero have also black and earth mastery,also receive necromantic spells.
Slow/Though Walkers-deadmen/plague bearers
Fast/Strong with low Hp Walkers-skeleton warriors/veterans
Flyers-ghosts/shades
Shooters-specters
Some Advance units-vampires
Spellcasters-necrolytes/liches
Riders-black/death knights
Dragons/Hydras-horrors
Other expert units-reapers
Dwellings
Basic
Corpse Piles-allows recruiting deadmen
+Communal Graves-allows upgrading of deadmen and recruiting of plague bearers
Derelict Ruins-allows recruiting of ghosts
+Ruined City-allows upgrading of ghosts and recruiting of shades
Cursed Tombs-allows recruiting of bone warriors
+Cursed Crypts-allows upgrading of bone warriors and recruiting of skeleton veterans
Advance
Royal Tomb-allows recruiting of necrolytes
+Mausoleum-allows upgrading of necrolytes and recruiting of liches
Catacombs-allows recruiting of black knights
+Dread Catacombs-allows upgrading of black knights and recruiting of death knights
Expert
Throne of Shadows-allows recruiting of reapers
Death Moors-allows recruiting of horrors
Special Buildings
Pillar of Bones-increase necromancy skill by 10%
Estates-produces 3 vampires/week in town garrison
Shrine of Sorrow-allows transforming of living creatures in undead
Caves of Fear-produces 3 specters/week in town garrison
Bone Statue-boosts growth of bone warriors/skeleton veterans by 5/week
Soul Catcher-bo:Dosts growth of necrolytes/liches by 1/week
BASIC
Deadman->Plague Bearer
Stats|Atk 4/6|Def 4/5|Hp 15/18|Dmg 3-5/4-5|Spd 3/4|65/85 gold|
Undead(basic&upgrade)=this creature is an undead,it is immune to mind spells,poison and have always neutral morale,is affected by undead specific spells(Necrological Raising)
Rotten Flesh(basic&upgrade)=the rotten flesh of this corpse can often block weapons in it,giving to the undead 25% resistance against physical attacks
Plague(upgrade)=have 35% chances to infect enemies with plague,plagued creatures suffer damage every turn in addition their attack and defense lowers by 4,lasts 3 turns
Ghost->Shade
Stats|Atk 8/9|Def 8/10|Hp 12/14|Dmg 5-9/5-11|Spd 7/8|115/140 gold|
Undead(basic&upgrade)=this creature is an undead,it is immune to mind spells,poison and have always neutral morale,is affected by undead specific spells(Necrological Raising)
Ethereal(basic&upgrade)=this creature is both in the material world and the spiritual one,fact that makes it harder to touch by material beings,physical attacks have 35% chances to miss this creature and have 30% resistance against physical attacks,in addition it ignore obstacles(fly)
Haunting(basic&upgrade)=can choose to haunt an enemy for 3 turns,the ghosts will always follow and occupy the same hex with the haunted enemy which will take damage every turn and also suffer a 2 morale penalty
Shadow(upgrade)=when enemies retaliate against shade,25% from their damage will return damage themselves
Skeleton Warrior->Skeleton Veteran
Stats|Atk 11/13|Def 9/12|Hp 9/10|Dmg 8-13/9-14|Spd 4/5|140/185 gold|
Undead(basic&upgrade)=this creature is an undead,it is immune to mind spells,poison and have always neutral morale,is affected by undead specific spells(Necrological Raising)
Skeletal(basic&upgrade)=suffer only 25% damage from ranged attacks
Rust(basic&upgrade)=the old skeletons' weapons are covered with rust,even if they are weaker,these swords can transmit diseases to living enemies,dealing damage every turn for 5 turns
Bone Barrier(upgrade)=can summon from a corpse a bone barrier that has 5hp and 1 def for every skeleton veteran and occupy 1 hex
Servants from graves(upgrade)=can summon once per battle a stack of skeleton warriors
ADVANCE
Necrolyte->Lich
Stats|Atk 17/21|Def 14/15|Hp 50/65|Dmg 18-24/19-27|Spd 5/6|800/950 gold|
Undead(basic&upgrade)=this creature is an undead,it is immune to mind spells,poison and have always neutral morale,is affected by undead specific spells(Necrological Raising)
Ranged(basic&upgrade)=can attack a creature from distance,suffer melee penalty(50%)
Skeletal(basic&upgrade)=suffer only 25% damage from ranged attacks
Soul Drain(basic&upgrade)=necrolytes and liches gain 1 mana for each creature killed to a max of 30 mana
Caster(basic&upgrade)=can cast the following spells: Icebolt[advance],Necrological Raising[basic],Weakness[advance]
Caster(upgrade)=can cast the following spells: Icebolt[advance],Necrological Raising[advance],Weakness[expert],Fireball[basic]
Death Cloud(upgrade)=this creature attack affects also all hexes adjacent to the target
Black Knight->Death Knight
Stats|Atk 23/26|Def 18/24|Hp 140/150|Dmg 28-35/30-42|Spd 8/9|1400/1600 gold and 0/1 iron|
Large(basic&upgrade)=these creatures occupy more than 1 hex
Undead(basic&upgrade)=this creature is an undead,it is immune to mind spells,poison and have always neutral morale,is affected by undead specific spells(Necrological Raising)
Mounted(basic&upgrade)=gain 5% damage bonus per hex traveled
Armored(basic&upgrade)=immune to all effects/spells that reduce defense,also suffer only 75% damage from physical attacks
Cursed Blade(basic&upgrade)=after attack will cast on the attacked enemy one of the following spells at advance mastery:Weakness/Vulnerability/Suffering
Execute(upgrade)=always will kill one extra creature when attacks
Deadly Strike(upgrade)=have 50% chances to do double damage
EXPERT
Reaper
Stats|Atk 32|Def 31|Hp 250|Dmg 45-60|Spd 5|4500 gold and 3 carnelian|
Large=this creature occupy more than 1 hex
Undead=this creature is an undead,it is immune to mind spells,poison and have always neutral morale,is affected by undead specific spells(Necrological Raising)
Death Touch=after attack have 50% to kill 1 extra creature for every 3 reapers in stack
Terrifying Presence=lowers enemy morale by 1
Netherworld's Schyte=after attack will lower one from the following stats of the enemy by 2:Attack/Defense/Min-Max Damage/Speed/Max Hp
Horror
Stats|Atk 34|Def 24|Hp 300|Dmg 40-65|Spd 4|3800 gold and 2 gallium|
Large=this creature occupy more than 1 hex
Undead=this creature is an undead,it is immune to mind spells,poison and have always neutral morale,is affected by undead specific spells(Necrological Raising)
Rotten Flesh=the rotten flesh of this abomination can block weapons in it,giving to the undead 25% resistance against physical attacks
Impale=damage every turn adjacent enemies(15dmg/horror in stack)
Terrifying Presence=lowers enemy morale by 1
Infected Blood=when attacking(normal or impale ability) enemies,there are 30% chances to infect the enemy which will lose 30% from the max hp and lowing attack and defense by 3
SPECIAL
Vampire
Stats|Atk 14|Def 12|Hp 60|Dmg 12-17|Spd 9|
Undead=this creature is an undead,it is immune to mind spells,poison and have always neutral morale,is affected by undead specific spells(Necrological Raising)
Bat Metamorphosing=when moving vampires transform in a bats,gaining "flyer" ability
Fast Strike=no enemy retaliation
Drain Life=50% from the damage dealt by vampire is transformed into hp,healing and even resurrecting vampires from the stack
Light Vulnerability=takes more damage from light based spells(such as solar storm)
Specter
Stats|Atk 18|Def 12|Hp 80|Dmg 17-25|Spd 9|
Undead=this creature is an undead,it is immune to mind spells,poison and have always neutral morale,is affected by undead specific spells(Necrological Raising)
Flyer=ignore obstacles and creature stacks when moves
Ranged=can attack a creature from distance,suffer melee penalty(50%)
Skeletal=suffer only 25% damage from ranged attacks
Bone Ammunition=create shoots from dead stacks,24 shoots from a dead stack
Hideout
Aka:arves,the ivory elves
Situation before plague:none,but there existed wood elves
Situation after plague:bad
Population before plague:none,they resulted from a mutation of infected
Population after plague:50,000
Arves before plague
Arves didn't existed before plague,but there existed wood elves.Elves lived in woods,they collected all of their resources from nature,careless and without entering in contact with other intelligent races.They tamed wild animals such as wolves and gryphons.Their total population was and will remain unknown,because there were elven villages over all continent.Wood elves practiced farming and hunting as their main occupations.
Arves after plague
When the plague came,the situation changed dramatically,wood elves died like flies.The medical herbs of the elves didn't had any effect so they just started to die and finally extinct.But the plague didn't killed all elves,instead to be killed by the disease,some got mutations,their skin transformed in a pale white and their immunity system was weaken.Now the ivory elves,named arves have very small numbers,they continue to tame wild animals as wood elves did.
Dwellings
Basic
Tree Huts-allows recruiting wood goblins
+Morbid Huts-allows upgrading of wood goblins and recruiting of headhunters
Outpost-allows recruiting of rangers
+Sentry Tower-allows upgrading of rangers and recruiting of sharpshooters
Harpies Nest-allows recruiting of harpies
+Harpies Peak-allows upgrading of harpies and recruiting of sky witches
Advance
Howling Glade-allows recruiting of ents
+Ancient Glade-allows upgrading of ents and recruiting of forest elders
Moon Fields-allows recruiting of night riders
+Eclipse Fields-allows upgrading of night riders and recruiting of nightmares
Expert
Beast's Tunnels-allows recruiting of behemoths
Quartz Pond-allows recruiting of quartz guardians
Special Buildings
Totem of Fortune-give +2 luck to defending troops
Moonlight Shrine-produces 3 werewolves/week in town garrison
Wiseman Hut-gives 1 knowledge to every visiting heroes once
Maneater's Lair-produces 3 manticores/week in town garrison
Treetop Huts-boosts growth of wood goblins/headhunters by 7/week
Sacred Spring-boosts growth of ents/forest elders by 1/week
BASIC
Wood Goblin->Headhunter
Stats|Atk 5/8|Def 3/4|Hp 6/7|Dmg 2-4/2-7|Spd 7/8|60/80 gold|
Sylvan(basic&upgrade)=this creature can avoid the arrows by listening the winds,have 20% resistance against ranged attacks
Evasion(II)(basic&upgrade)=when they are attacked from range,they run 2 hexes away and suffer only 55% damage
Group Tactics(basic&upgrade)=receive +1 attack for every 75 goblins in stack
Grim Trophy(upgrade)=can use a corpse to protect itself,giving them +2 defense
Bear-Trap(upgrade)=can set invisible traps for enemy,enemy stacks which walks in them are damaged and stopped in the trap for the rest of the turn
Ranger->Sharpshooter
Stats|Atk 8/12|Def 8/8|Hp 12/14|Dmg 7-9/8-12|Spd 5/6|120/150 gold|
Sylvan(basic&upgrade)=this creature can avoid the arrows by listening the winds,have 20% resistance against ranged attacks
Ranged=can attack a creature from distance,suffer melee penalty(50%)
Shoot Twice(upgrade)=shoots two arrows instead of one at the targeted stack
Long Range(upgrade)=don't suffer range penalty
Forge
Aka: dwarves and their creations
Situation before plague:good
Situation after plague: decent
Population before plague:3 millions
Population after plague:2.5 millions
Dwarves before plague
Dwarves are an humanoid race,smaller than average human.Mostly living on mountains,having as their main occupations,metallurgy and mining.The best weapons,armors and metal tools on the continent are produced by dwarves.Lots of various minerals are also found in the dwarven kingdom.Dwarves also use magic to animate structures made from metals or minerals,which helps them to make their inventions or to protect their territory.
Dwarves after plague
Dwarves known how to protect them against the plague,closing trade routes,exports and borders.In a country which such a cold climate as dwarven kingdom,the plague bacterias couldn't evolve,but however there existed cases of cities destroyed by plague,but not to much cases like these.Dwarves survived the plague and the damage produced by the disese where not as big as in other kingdoms.
Dwellings
Basic
Hall of Shields-allows recruiting defenders
+Hall of Hammers-allows upgrading of defenders and recruiting of smashers
Woodcutters Guild-allows recruiting of axe throwers
+Axes Guild-allows upgrading of axe throwers and recruiting of elite throwers
Golem Smith-allows recruiting of iron golems
+Golem Factory-allows upgrading of iron golems and recruiting of steel golems
Advance
Silver Workshop-allows recruiting of silver bulls
+Gold Workshop-allows upgrading of silver bulls and recruiting of golden bulls
Artillery Factory-allows recruiting of harpoon launchers
+Cannon Factory-allows upgrading of harpoon launchers and recruiting of harpoon cannons
Expert
Tallos Halls-allows recruiting of collosus
Crystal Cavern-allows recruiting of crystal dragons
Special Buildings
Armory-gives 1 defense to visiting heroes once
Stone Tunnels-produces 3 trolls/week in town garrison
Stone Circle-gives 3 spellpower to defending heroes during a siege
Bear Lair-produces 3 cave bears/week in town garrison
Clan Hall-boosts growth of defenders/smasher by 5/week
Engineers Quarters-boosts growth of harpoon launchers/harpoon cannons by 1/week
Keep
Aka: lizardmen
Situation before plague: decent
Situation after plague:good
Population before plague:4 millions
Population after plague:5.5 millions
Lizardmen before plague
Lizardmen are a reptilian race,living in places with warm climate and high humidity,mostly swamps.Their buildings are generally massive,because it requires a large foundation if they want like the buildings to stay on the swampy ground.Forming a mostly military society,lizards are always ready to fight.As part of religion,they practice VooDoo,a strange magic than can curse and raise zombies.
Lizardmen after plague
Like necromancers,plague had positive effects for lizardmen.Because of daily exposure at toxic gases from the swamps,lizardmen developed immunity to most of diseases,inclusively plague.It let lizardmen to develop even faster,annexing abandoned territories and most of enemies were killed by plague.The practicing of VooDoo and raise of dead makes lizardmen potential allies in the eyes of necromancers,so undead don't attack the lizardmen territories.
Dwellings
Basic
Scouting Area-allows recruiting scouts
+Arena-allows upgrading of scouts and recruiting of gladiators
Spider Lair-allows recruiting of toxic spiders
+Fear Lair-allows upgrading of toxic spiders and recruiting of shadow weavers
Hunting Camp-allows recruiting of hunters
+Raiding Camp-allows upgrading of hunters and recruiting of ambushers
Advance
VooDoo Lodge-allows recruiting of VooDoo shamans
+VooDoo Temple-allows upgrading of VooDoo shamans and recruiting of VooDoo priests
Wyvern Nest-allows recruiting of swamp wyverns
+Wyvern Cave-allows upgrading of swamp wyverns and recruiting of deep wyverns
Expert
Acid Swamp-allows recruiting of hydras
VooDoo Altar-allows recruiting of zombie dragons
Special Buildings
Oracle-gives 1 spellpower to visiting heroes once
Obsidian Circle-produces 3 assaulters/week in town garrison
Tomb of Serpents-cast one of the following spells of attackers which siege the castle: Poison/Weakness/Slow
Riding Moors-produces 3 bog raiders/week in town garrison
Extra Tents-boosts growth of hunters/ambushers by 4/week
Meat Piles-boosts growth of swamp wyverns/deep wyverns by 1/week
Inferno
Aka: demons
Situation before plague:unknown
Situation after plague:unknown
Population before plague:unknown
Population after plague:unknown
Demons before plague
Demons are powerful spirits of pure evil materialized in the mortal world.Their cruelty and savagery are legendary in all known kingdoms,all fear demons.Because of these facts a little are known about demons.They dwell dark and hot places,where the smell of sulfur is insupportable.Many people make a connection between the smelly sulfur and the demonic beings.
Demons after plague
Demons are demons.Being spirits the plague don't affect them at all.But their activities on the mortal realm seems to be increased after the plague.Where demons go all transforms into ashes.
Dwellings
Basic
Sulfurous Pools -allows recruiting imps
+Burning Pools-allows upgrading of imps and recruiting of gogs
Cages of Pain-allows recruiting of punishers
+Cages of Torture-allows upgrading of punishers and recruiting of torturers
Torches of Agony-allows recruiting of spirits of despair
+Torches of Hate-allows upgrading of spirits of despair and recruiting of spirits of anger
Advance
Fiery Rocks-allows recruiting of furies
+Cursed Rocks-allows upgrading of furies and recruiting of belials
Garden of Temptations-allows recruiting of demon vipers
+Garden of Sins-allows upgrading of demon vipers and recruiting of hell serpents
Expert
Forsaken Palace-allows recruiting of devils
Unholy Monument-allows recruiting of archdemons
Special Buildings
Sacrificial Altar-allows sacrificing of creatures for unholy points
Pit of Cruelty-produces 3 brutes/week in town garrison
Fire of Gehenna-in a siege the terrain damage enemies every turn,also fire spells are cast at expert level
Gates of Hell-produces 3 cerberus/week in town garrison
Imps Pools-boosts growth of imps/gogs by 6/week
Demonic Arches-boosts growth of furies/belials by 1/week
[UNFINISHED]
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e-lysander
Known Hero
Lysander
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posted June 25, 2011 11:38 PM |
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Very nice. I like it! Some cool, original ideas here.
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vitorsly
Known Hero
Joker!
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posted June 26, 2011 12:42 PM |
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I like how you included a picture for every creature! I shall do that too.
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MattII
Legendary Hero
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posted June 26, 2011 12:46 PM |
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Interesting idea. First time I saw the thread, I though "WTF, National Health System, what's that doing here?"
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted June 26, 2011 02:27 PM |
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heheh, another nice lizzy one
I like the 3-2-2 system + supporters you seem to have!!!
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ICTC announced
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LizardWarrior
Honorable
Legendary Hero
the reckoning is at hand
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posted June 26, 2011 05:56 PM |
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Thanks for positive replies.
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vitorsly
Known Hero
Joker!
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posted June 26, 2011 07:46 PM |
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Goblins and Arves together? I think it can fit mainly because I dont really know what an arve is...
I like the the rest trough. Great job
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted June 26, 2011 08:30 PM |
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Love the Ivory Elves!!!
I'd like to get to know what's it about with the specials...also, will dwarves be in? (I mean, if anyone is great in surviving plagues, aren't it dwarves?)
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ICTC announced
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LizardWarrior
Honorable
Legendary Hero
the reckoning is at hand
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posted June 26, 2011 09:31 PM |
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Well goblins dwell in forests in myths and legends
@Jirik9:Yes there will be dwarves...with golems
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted June 28, 2011 07:33 PM |
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LizardWarrior
Honorable
Legendary Hero
the reckoning is at hand
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posted June 28, 2011 11:16 PM |
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Dwarven troops added.I will post information about them tommorow.
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Avirosb
Promising
Legendary Hero
No longer on vacation
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posted June 29, 2011 09:48 AM |
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Just a heads-up; you've written/C+P 'Population Before Plague' twice.
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LizardWarrior
Honorable
Legendary Hero
the reckoning is at hand
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posted June 29, 2011 09:51 AM |
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Corrected
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted June 29, 2011 04:51 PM |
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Nice! Hands up for the Dwarves! I think I like this dwarven town - and I definitely like the way you alter pics in H3 style! Glorious!!!
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ICTC announced
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LizardWarrior
Honorable
Legendary Hero
the reckoning is at hand
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posted June 29, 2011 08:39 PM |
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Thanks.
Next town will be a lizardmen one or dungeon(without dark elves)
edit:lizards added
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Avirosb
Promising
Legendary Hero
No longer on vacation
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posted June 30, 2011 10:06 AM |
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LizardWarrior
Honorable
Legendary Hero
the reckoning is at hand
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posted June 30, 2011 10:12 AM |
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Thanks.I'm glad you like them.
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vitorsly
Known Hero
Joker!
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posted June 30, 2011 08:45 PM |
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YOU!
NOW THIS IS A GOOD LOOKING LIZARD TOWN. (I should have guessed from your name/Avatar)
I like that there are 3,5 lizardmen (and a basilisk-man!)
Keep up the good work!
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LizardWarrior
Honorable
Legendary Hero
the reckoning is at hand
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posted June 30, 2011 10:01 PM |
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Necropolis have only 1 shooter,should I replace the specter and let the specials to be vampire and skeleton archer?
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted July 01, 2011 01:04 PM |
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How is it with the specials, anyway? What makes them special?
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ICTC announced
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