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Thread: Heroes of Might and Magic VIII by ArdentWyrm | This thread is pages long: 1 2 · NEXT» |
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ArdentWyrm
Famous Hero
King of the Elder Dragons
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posted December 27, 2022 10:38 PM |
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Heroes of Might and Magic VIII by ArdentWyrm
sorry for posting so many HoMM8 blueprints, but I always get better and better ideas.
anyway, on with the show:
Secondary Skills
Attack- increases melee damage of hero's army
• Basic: +5% to unit melee damage.
• Advanced: +10% to unit melee damage.
• Expert: +15% to unit melee damage.
Defense- decreases damage dealt to hero's army
• Basic: -5% damage dealt to units.
• Advanced: -10% damage dealt to units.
• Expert: -15% damage dealt to units.
Leadership- increases morale of hero's army
• Basic: +1 to unit morale.
• Advanced: +2 to unit morale.
• Expert: +3 to unit morale.
Luck- increases luck of hero's army
• Basic: +1 to unit luck.
• Advanced: +2 to unit luck.
• Expert: +3 to unit luck.
Tactics- allows hero to arrange troops in additional rows before combat
• Basic: hero can arrange troops in 1 additional row before combat.
• Advanced: hero can arrange troops in 3 additional rows before combat.
• Expert: hero can arrange troops in 6 additional rows before combat.
Enlightenment- increases XP gained from all sources
• Basic: +10% XP gained.
• Advanced: +20% XP gained.
• Expert: +30% XP gained.
Logistics- increases hero's land movement
• Basic: +10% land to movement.
• Advanced: +20% to land movement.
• Expert: +30% to land movement.
War Machines- increases effectiveness of war machines
• Basic: catapult, ballista, and first aid tent can be manually controlled, ammo cart increases attack of ranged units by 1.
• Advanced: catapult fires two shots per attack, ballista has 25% chance to fire two shots, first aid tent heals 25% more damage per turn, ammo cart increases attack of ranged units by 2.
• Expert: catapult fires three shots per attack, ballista has 50% chance to fire two shots, first aid tent heals 50% more damage per turn, ammo cart increases attack of ranged units by 3.
Sorcery- increases damage of hero's spells
• Basic: +10% to hero spell damage.
• Advanced: +20% to hero spell damage.
• Expert: +30% to hero spell damage.
Wisdom- allows hero to learn spells beyond the 2nd level
• Basic: allows hero to learn 3rd level spells and below.
• Advanced: allows hero to learn 4th level spells and below.
• Expert: allows hero to learn 5th level spells and below.
Light Magic- increases effectiveness of light spells
• Basic: light spells are cast at basic level.
• Advanced: light spells are cast at advanced level.
• Expert: light spells are cast at expert level.
Dark Magic- increases effectiveness of dark spells
• Basic: dark spells are cast at basic level.
• Advanced: dark spells are cast at advanced level.
• Expert: dark spells are cast at expert level.
Elemental Magic- increases effectiveness of elemental spells
• Basic: elemental spells are cast at basic level.
• Advanced: elemental spells are cast at advanced level.
• Expert: elemental spells are cast at expert level.
Summoning Magic- increases effectiveness of summoning spells
• Basic: summoning spells are cast at basic level.
• Advanced: summoning spells are cast at advanced level.
• Expert: summoning spells are cast at expert level.
Enchantment Magic- increases effectiveness of enchantment spells
• Basic: enchantment spells are cast at basic level.
• Advanced: enchantment spells are cast at advanced level.
• Expert: enchantment spells are cast at expert level.
Skill Abilities
Attack Abilities:
Battle Frenzy: increases minumum and maximum damage of hero's army by 1
Archery: increases damage of ranged units by 15%
Spoils of War: hero collects 500-1500 gold, 2-5 wood and ore, and 1-2 rare resource after a victorious battle
Defense Abilities:
Resistance: hero's army has a +20% chance to resist enemy spells
Shield Wall: hero's units take -25% damage from physical attacks when standing adjacent to at least one ally
Evasion: decreases damage dealt by ranged attacks to hero's army by 20%
Constitution: increases health of hero's army by by 10%
Leadership Abilities:
Diplomacy: increases chance of neutral stacks joining hero's army by 50%
Estates: increases hero's income by 500 gold per day
Recruitment: increases weekly growth of town if hero is visiting or garrisoned in it on the first day of the week by +25%
Luck Abilities:
Sorcerous Luck: hero's damage spells have a 15% chance to do double damage
Skillful Luck: special abilities of hero's army trigger 25% more often
Tactics Abilities:
Hidden Positioning: hero's army is invisible to enemies until they are adjacent to an enemy
Incentive for First Strike: hero's army gains +2 initiative
Enlightenment Abilities:
Battle Mastery: hero gains an extra +1 to a random primary skill every 4 levels
Otherwordly Blessing: hero's army is immune to mind magic
Skillful Expertise: hero gains one extra skill slot
Logistics Abilities:
Pathfinding: reduces movement penalty on rough terrain by 50%
Navigation: increases hero's water movement by 30%
Scouting: increases hero's view radius by 3 and allows hero to view exact number of enemy armies and wandering monsters troops
Swiftness: hero's army gets +2 speed
War Machines Abilities:
Artillery: +15% ballista damage, hero can control arrow towers when defending a besieged town
Ballistics: the catapult may now target enemy troops with a two-tile attack
First Aid: the first aid tent may now resurrect living units if enough health is healed
Sorcery Abilities:
Vulnerability: reduces enemy army's magic resistance by 20%
Explosive Spells: hero's spells that would normally affect only one target now affect the target and all adjacent tiles
Wisdom Abilities:
Intelligence: +40% to hero's maximum mana
Mysticism: hero regenerates 4 spell points per day instead of 1
Occultism: hero's spells last 3 rounds longer
Light Magic Abilities:
Master of Blessings: all blessing spells are cast at +20% spellpower
Master of Healing: all healing spells are cast at +20% spellpower
Dark Magic Abilities:
Master of Curses: all curse spells are cast at +20% spellpower
Master of Death: the animate undead spell is cast at +20% spellpower
Elemental Magic Abilities:
Master of Storms: hero's lightning spells are cast at +20% spellpower and gain the chain effect
Master of Blizzards: hero's ice spells are cast at +20% spellpower and gain the freezing effect
Master of Flames: hero's fire spells are cast at +20% spellpower and gain the burning effect
Master of Earthquakes: hero's earth spells are cast at +20% spellpower and give all allies +3 defense for 3 rounds
Summoning Magic Abilities:
Master of Conjuration: hero's conjuration spells are cast at +20% spellpower
Master of Channeling: hero's ice wall, fire wall, and earthquake spells are cast at +20% spellpower
Enchantment Magic Abilities:
Master of Mind: hero's mind spells are cast at +20% spellpower
Master of Charms: hero's non-mind enchantment spells are cast at +20% spellpower
Faction-Specific Skills
Rallying- increases initiative of hero's army
• Basic: +1 to army initiative.
• Advanced: +2 to army initiative.
• Expert: +3 to army initiative.
Haven faction skill
Artificing- allows hero to craft artifacts
• Basic: hero can non-relic craft artifacts for their gold cost and 3 gems.
• Advanced: hero can non-relic craft artifacts for 75% of their gold cost and 2 gems.
• Expert: hero can craft artifacts for 50% of their gold cost and 1 gem.
Academy faction skill
Avenging- allows hero's army to deal more damage to specific enemies
• Basic: hero can pick 1 sworn enemy that his or her troops deal +25% damage to.
• Advanced: hero can pick 2 sworn enemies that his or her troops deal +50% damage to
• Expert: hero can pick 3 sworn enemies that his or her troops deal +100% damage to
Sylvan faction skill
Spellstorm- hero may cast two spells on his or her turn
• Basic: hero can cast two spells on their turn for normal mana cost
• Advanced: hero can cast two spells on their turn for 25% less mana
• Expert: hero can cast two spells on their turn for 50% less mana
Dungeon faction skill
____________
Torment is blinding. It lies. Its pollution steals my sense. It promises: destroy everything and the pain will cease.
- Kralkatorrik
https://dragcave.net/user/ArdentWyrm
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MattII
Legendary Hero
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posted December 28, 2022 10:00 AM |
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Looking good so far. The only thing I might change is for the magic-school skills to allow level 3/4/5 spells in their own schools.
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phe
Famous Hero
Life and Freedom
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posted December 28, 2022 10:11 AM |
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Edited by phe at 12:37, 28 Dec 2022.
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Quote: Shield Wall: hero's units take -25% damage from physical attacks when standing adjacent to at least one ally
it indicates need of possibilty of moving these adjacent units together at the same time...
3rd dimension in battle could be provided like in UFO: Enemy Unknown
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ArdentWyrm
Famous Hero
King of the Elder Dragons
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posted December 28, 2022 07:01 PM |
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MattII said: Looking good so far. The only thing I might change is for the magic-school skills to allow level 3/4/5 spells in their own schools.
Yeah, well I need wisdom because of wisdom-related abilities.
____________
Torment is blinding. It lies. Its pollution steals my sense. It promises: destroy everything and the pain will cease.
- Kralkatorrik
https://dragcave.net/user/ArdentWyrm
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MattII
Legendary Hero
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posted December 28, 2022 08:39 PM |
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ArdentWyrm said:
MattII said: Looking good so far. The only thing I might change is for the magic-school skills to allow level 3/4/5 spells in their own schools.
Yeah, well I need wisdom because of wisdom-related abilities.
Oh I'm not saying to get rid of Wisdom (that would be stupid), but for each magic school skill to allow learning of levels 3/4/5 spells in that school only.
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ArdentWyrm
Famous Hero
King of the Elder Dragons
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posted December 28, 2022 09:45 PM |
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I'll consider it.
____________
Torment is blinding. It lies. Its pollution steals my sense. It promises: destroy everything and the pain will cease.
- Kralkatorrik
https://dragcave.net/user/ArdentWyrm
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ArdentWyrm
Famous Hero
King of the Elder Dragons
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posted December 28, 2022 10:43 PM |
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Heroes of Might and Magic VIII factions:
Haven
Town Theme
Might Hero: Knight
Magic Hero: Chaplain
Lore: the haven faction is based in the human knight kingdom of Griffonar, a place that strives for justice and evil warding, yet has recently lost its reputation due to the over-zealous Inquisition who have attacked anyone not loyal to the kingdom's faith, even their former allies in academy and sylvan, not just evil factions.
Units
Basic (build 1 of 1)
Peasant
these common working fellows don't pose much of a battlefield threat, having the weakest stats in the game, however they do pay 1 gold per day per peasant to your kingdom's treasury.
Upgrades:
Conscript: peasants that are drafted by the military in times of war, conscripts have improves all-around stats and add 2 gold per day per conscript to your treasury.
Sheriff: the toughest street urchins are hired to become law enforcement of their local village, feared by most normal peasants, sheriffs get a higher attack and speed buff, but no other stat buffs, but also have a chance to stun enemies with their attack, but no taxpaying ability.
Core (build 3 of 4)
Recruit
conscripts who have endured the frontlines for at least 6 months are awarded the title recruit and are given slightly better training and no longer pay taxes.
Upgrades:
Squire: recruits who long to one day become knights must pass a test before admitted to the rank of squire and receive training under a knight, they have the ability to polish armor of higher tier troops, giving a +3 defense buff to them that lasts for 3 rounds.
Elite Recruit: recruits specially trained to break enemy vanguards, they have an ability to push something in the way of their attack to an adjacent tile and attack what's behind it instead.
Archer
men armed with bows, archers are used to pummel the enemy ranks with arrows to soften them up, before the melee soldiers finish them off, no explanation needed, archers are shooter units.
Upgrades:
Marksman: the most accurate of archers are awarded the title of marksman, as they literally almost always hit their mark, they ignore long range penalty and also ignore 20% of their enemies defense with their piercing crossbow bolts.
Skirmisher: archers specially trained in melee combat, they get high attack and defense buffs and have no melee penalty.
Pikeman
the backbone of haven's army, these common spear-wielding militia finish off the enemies weakened by the archers, no abilities.
Upgrades:
Legionnaire: only the top 5,000 pikemen every year are admitted into the Legion, Griffonar's elite fighting force, they have the ability to reduce the defense of attacking enemies by 10% for 3 rounds.
Royal Sentinel: these pikemen are hired as the personal bodyguards of nobility and royalty and reduce damage from physical attacks dealt to adjacent allies by 15%.
Wolf
wolves are specially trained by the inquisition to be used for war, and indeed have a powerful, bone-crushing bite attack.
Upgrades:
Dire Wolf: these are a breed of wolves bred from the most vicious wolves for hundreds of generations, dire wolves have improved attack, defense, and health ratings and gain the no enemy retaliation ability.
Northern Wolf: a breed of wolves naturally living in the mountains and snow plains they take 50% less damage from ice spells and have improved defense and speed.
Elite (build 2 of 3)
Griffin
half-lion, half-giant eagle, these ferocious creatures made their home in the cliffs and hills of Griffonar, and have been befriended and used by its military, they have the unlimited retaliation ability and are flyers.
Upgrades:
Royal Griffin: these are griffins housed in the houses of royalty and taught complicated battle tricks and wear expensive armor, they gain the battle dive ability.
Battle Griffin: the fiercest of griffins are bred for decades, then given wicked steel talons and beaks, they have the ability to deal +10% damage with every consistent retaliation, resetting at the start of each round.
Priest
priests are religious servants who have delved into the study of light magic, and can cast the bless and haste spells.
Upgrades:
Inquistitor: inquisitors are the main members of the Inquistition and are great dealers of divine punishment, they can cast the bless, haste and bloodlust and have no penalty for siege walls.
Abbot: abbots are priests that have delved into the subject of healing magic and, as a result have gained higher religious rank, they can cast bless, haste, healing word.
Swordsman
swordsman are heavily armored, strong footsoldiers that use the longsword as their main weapon for combat.
Upgrades:
Paladin: paladin are swordsmen blessed with divine magic and gain the ability to attack twice.
Landsknecht: the Inquisition has specially trained certain swordsmen to master the greatsword and use it to enforce their religion, they gain the ability to attack two tiles adjacent to each other.
Expert (build 2 of 3)
Cavalier
cavaliers are armored warriors on horseback armed with lances that charge the enemy ranks before the rest of the army moves in, they get +5% damage per tile traveled to creature attacked.
Upgrades:
Champion: the most talented jousters are awarded the title of champion, and deal +10% damage per tile traveled to creature attacked.
Crusader: crusaders are cavaliers that are especially trained to trample enemies underfoot with their horses, and gain the ability to push any creature in the way of their attack to a random, unocuppied tile dealing 25% of their normal damage to them.
Justicar
justicars patrol the streets of Griffonar's cities and enforce law righteously.
Upgrades:
Enforcer: enforcers are justicars especially trained by the Inquisition to catch and punish non-believers, they gain the ability to neutralize the attacks of target lower tier evil-aligned creature for 5 rounds.
Guardian: guardians are especially trained to defend cities and gain a +5 attack and defense boost when defending a town.
Lord
some of the nobility prefer fighting in person, and usually have the rank of lord.
Upgrades:
Duke: the most battle-hardened of lords become dukes, and gain the ability to give their allies +1 attack defense and speed for 3 rounds.
Trumpeter: some lords still fight in person, but have decided to encourage their allies with a war trumpet, they gain the ability to give all allies +1 morale for 3 rounds.
Champion (build 1 of 2)
Angel
pure incarnations of divinity, angels are blessed with holy magic and cannot have morale lower than 1 and are flyers.
Upgrades:
Archangel: the most ancient and strong angels are called archangels and can cast expert resurrection on an ally once per combat, they also deal 150% damage to balrogs and and their upgrades.
Vengeful Angel: these angels are especially vengeful and deal 200% damage to balrogs and their upgrades.
Exalted
exalted are dead humans who did great deeds in their life, and so where resurrected as beings of pure light to fight alongside their former kin.
Upgrades:
Deva: devas are dead priests who have committed great deeds and can cast expert prayer and expert mirth.
Exalted Luminate: exalted luminate are the exalted version of nobles and can deal light damage to all enemies once per combat.
Academy
Town Theme
Might Hero: Arcaneblade
Magic Hero: Wizard
Lore: based in the wizard empire of Noxus, the academy faction delves deep into magical study, however, recently their former allies in the human kingdom of Griffonar have attacked them under the influence of the zealous inquisition, forcing them to fortify their borders and sever all ties with Griffonar, resulting in decreased social skills.
Units
Basic (build 1 of 1)
Gremlin
gremlins are small goblinish creatures that have an uncanny sense for machines and so have joined the wizards of Noxus, they are shooters.
Upgrades:
Master Gremlin: master gremlins are those gremlins that have proven their worth in combat, and gain the ability to fire a shot with the precision spell attached every 3 rounds.
Gremlin Saboteur: gremlins have always had a mischievous spirit and the wizards harness this in some gremlins by training them to sabotage enemy machines, gremlin saboteurs are invisible to enemies and may sabotage adjacent enemy war machines or construct units for 3 rounds.
Core (build 3 of 4)
Stone Gargoyle
while stone gargoyles look just like their inanimate cousins when not moving, they are truly animated constructs made by the wizards, they are flyers and constructs.
Upgrades:
Obsidian Gargoyle: obsidian gargoyles are gargoyles crafted from obsidian for the purpose of reflecting spells, they have a 30% chance to redirect any enemy spell targeting them or an ally behind them at a random enemy.
Quartz Gargoyle: certain gargoyles are crafted out of quartz due to its durability, they have improved health and defense and take -25% damage from ranged attacks.
Stone Golem
stone golems are large animated statues infused with arcane magic and are used as standard footsoldiers by Noxus's armies, they are constructs and take 50% less damage from spells.
Upgrades:
Iron Golem: some golems are made of iron to strengthen their armor, they take 75% less damage from spells and have increases attack, health and speed.
Gold Golem: one day a naughty wizard's apprentice stole some gold and made a golem out of it, his angry master punished him for wasting gold, but as he studied it he noticed that it shed gold, gold golems give you an extra +500 gold per day and increase gold mine production by +250/day.
Familiar
familiars are used by wizards as pets in battle and cry molten gold when attacked dealing 10% of their normal damage to the attacker.
Upgrades:
Arcane Familiar: some familiars are infused with spells to enhance their combat abilities, at the beginning of combat the hero chooses a 1-3rd level spell they know to infuse with the familiar, if it is a blessing adjacent allies receive its effect, if it is a curse adjacent enemies receive its effect, if it is a damage spell adjacent enemies receive its effect on each of their turns.
Spiritborn Familiar: some familiars are born with the spirit of another creature, hero chooses wolf spirit (+2 initiative), eagle spirit (+2 scouting radius), lion spirit (+2 attack), or rhinoceros spirit (+2 defense) after recruiting them.
Gnome
gnomes are very mechanical minded and love building things, unlike the more chaotic gremlins.
Upgrades:
Gnome Mechanic: some gnomes are specially trained to repair broken constructs and war machines, gnome mechanics can heal 10 health per mechanic on constructs and can repair war machines.
Gnome Artificer: some gnomes dedicate their entire careers to crafting artifacts and become known as artificers, they reduce artifact purchases by 500 gold and can make a of copy an owned artifact for an amount of gems and crystals equal to its rarity (cannot copy relics).
Elite (build 2 of 3)
Apprentice
apprentices are aspiring wizards who must first serve in the military
for at least 2 years before going off on their own, they are shooters that can cast haste and slow.
Upgrades:
Mage: magi are apprentices that have finished the two-year military term and have continued arcane study in the academies, they have no penalty for shooting through siege wall and can cast slow, haste, fireball, and stoneskin.
Battlemage: battlemages are those apprentices who have stayed in the military, they have no melee penalty and can cast slow, haste, wasp swarm and earthquake.
Djinn
djinns are elemental spirits and attack by channeling pure energy through their fingertips, attack causes a random curse spell to effect the target.
Upgrades:
Djinn Sultan: djinn sultans are rulers among djinns and have improved all-around stats, but an especially high initiative bonus.
Djinn Channeler: djinn channelers are djinns especially adept at channeling magic, they can cast a random beneficial spell on an ally, and have a 25% chance to absorb any incoming enemy spell, restoring their health.
Mayura
the mayura are the mystical cousins of the peacock and have joined the wizards of Noxus due to the abundance of magic, and have a dazzling feather display, any enemy retaliating to a mayura deals 25% less damage, please note that mayuras cannot fly.
Upgrades:
Shining Mayura: shining mayuras have especially bright feathers and take 50% less damage from retaliations and retaliating creatures have a 10% chance to be blinded for 2 rounds.
Mystic Mayura: some mayura are born with the ability to cast spells, mystic mayuras can cast mirth, fortune and circle of winter.
Expert (build 2 of 3)
Sphinx
half-lion, half-man winged creatures, sphinxes have formed an alliance with Noxus due to the fact that they both treasure intellectual knowledge, and are flyers.
Upgrades:
Cryosphinx: cryosphinxes are those sphinxes that have chosen to focus more on martial combat than arcane combat, three times per combat they can make a ferocious battle roar, having a separate 20% chance to stun each enemy for 3 rounds.
Hieracosphinx: hieracosphinxes are those sphinxes that study the arcane arts more deeply than other sphinxes, their attack has a 20% chance to cast ice bolt or vulnerability.
Rakshasa
rakshasas are cat-like humanoids who have mastered wielding two swords in combat, and so as a result cannot be retaliated against.
Upgrades:
Rakshasa Raja: rakshasa rajas are those rakshasas who have risen in power and prestige and have been imbued with primal magic. Thus, they now have four arms and four swords and gain the ability to skip a turn for +3 initiative until end of combat.
Rakshasa Kshatra: rakshasa kshatras are the hunters of rakshasa society and can retaliate to enemy ranged attacks by dashing to the enemy ranged unit and attacking it in melee before retreating back.
Simurgh
simurghs are resemble giant eagles, but however are totally unrelated to them, instead they feed on pure mana, they are flyers that destroy 25% of enemy spellcasters mana when attacking them, and gain +1 morale for 3 rounds after attacking spellcasters.
Upgrades:
Arcane Eagle: some simurghs are born with the ability to channel the mana they eat, arcane eagles give the mana they eat to their hero.
Pomola: pomola are those simurghs who have affiliated themselves with the elements, hero chooses fire, ice, lightning, or earth after recruiting them and they are immune to spells of that school.
Champion (build 1 of 2)
Colossus
colossi are resemble giant stone statues animated by magic, however don't let this fool you as they are constructs and by unknown means they have sentience, the wizards of Noxus didn't even make them, just reprogrammed their construct brains partially.
Upgrades:
Titan: titans are a rare form of colossi that have the ability to hurl thunderbolts, they are shooters with no melee penalty and deal 150% damage to black dragons and their upgrades.
Goliath: the wizards have done experimenting with colossi, goliaths are those colossi that have been modified to destroy other champion units, their attack has a 20% chance to paralyze and they do 120% damage to all other champion units all of this is at the cost of decreased initiative due to the wizards' low skill level.
Giant Moth
moths are attracted by the light of spells and so can often be found wandering the streets of Noxus, some of these moths devour magic and become giant, they are flyers.
Upgrades:
Broodmoth: some giant moths breed, causing more moths to appear, broodmoths have the ability to release moths twice/combat which act on their own turn and can only be damaged by spells or breath attacks.
Dazzlemoth: dazzlemoths have dazzling skin due to the magic they consume, and they cast a random curse or damage spell on all adjacent tiles at the start of their turn.
Sylvan
Town Theme
Might Hero: Ranger
Magic Hero: Woodcaller
Lore: the wood elves are an ancient race, and for a long time they were nomads, however the orcs drove them out and attacked them, unable to defend themselves the wood elves have formed an alliance with other forest creatures, resulting in the forest kingdom of El-Sylandil.
Units
Basic (build 1 of 1)
Pixie
pixies are small, wood spirits that live in tiny villages nested in tree roots, don't underestimate them though, they can easily knock you down and hide themselves, they are flyers.
Upgrades:
Sprite: some pixies live in the upper branches of a tree, infusing with their power, they become known as sprites, they gain the ability to move into an enemy creature's space and push them back 3 tiles, having a 10% chance to stun them.
Fairy: some pixies study the arcane arts, resulting in infusion into fairies, they can cast wasp swarm.
Core (build 3 of 4)
Dryad
dryads are a race of creatures that have infused their soul, body, and mind with a particular "host" tree.
Upgrades:
Archaidryad: the most ancient of dryads are called archaidryads and have an old-growth host tree, they have increased defense and health, and gain the ability to convert 1 wood into an extra shot for ranged units or an extra hero attack, they can convert 3 wood into a +1 luck boost for allies until end of combat, though they can only give the luck boost twice/combat.
Wood Nymph: dryads that share a host tree with other dryads are known as wood nymphs, since they share a very close bond with their partner nymph, they can cast summon lesser fey once per combat.
Hunter
hunters are wood elves armed with bows and daggers that hunt enemies inside El-Sylandil's territory, they are shooters.
Upgrades:
Sharpshooter: those hunters that master the bow to the point of always hitting their mark become known as sharpshooters, they have no ranged penalty for long range or siege walls and can shoot whilst adjacent to an enemy.
Tracker: trackers are hunters that specialize in stalking enemies, they allow you to view exact information in enemy armies and wandering monsters and show you the path enemy heroes took on their last turn.
Satyr
satyrs are woodland mischeivous creatures that play nostalgic tunes on their bagpipes, they can cast mirth twice per combat.
Upgrades:
Satyr Bard: not all satyrs always play beautiful tunes, satyr bards play all kinds of music, including sad tunes, they can cast mirth and sorrow twice each per combat.
Faun: certain satyrs drink lots of booze, these are known as fauns, they are used in battle by El-Sylandil because of their temporary alcoholic madness, they have highly improved attack and initiative and cast bloodlust instead of mirth on themselves only twice per combat.
Blade Dancer
blade dancers are agile elf warriors that practice dancing with swords.
Upgrades:
Blade Master: blade master have mastered the art of bladedancing and so can once every three rounds deal 50% of their normal damage to all adjacent tiles.
Wood Dancer: some blade dancers channel the primeval power of the forest through their blades, wood dancers can cause vines to erupt from their blades pushing all adjacent enemies 2 tile backwards and have a 10% chance to stun them every three rounds.
Elite (build 2 of 3)
Druid
druids use earth magic to aid their allies and harm their enemies, vigilant protectors of the forest they are shooters and can cast shield and stone spikes.
Upgrades:
Archdruid: the most powerful and old of druids are known ad archdruids, they can cast shield, stone spikes, circle of winter, and stoneskin.
High Druid: high druids have focused on non-earth magic types and use them to unleash nature's wrath, they can cast shield, elemental arrow, mirth, and lightning bolt.
Jayraan
these winged deer are fierce protectors of the forest, they are flyers.
Upgrades:
Jayraan Guardian: jayraan guardians are dedicated to protecting old growth trees and have improved defense and health and gain +5 attack
for 3 rounds if an allied treant, dryad, or pixie or their upgrades are attacked.
Peryton: the most vicious of jayraans are known as perytons, they have highly improved attack and cannot be retaliated against and lower-tier enemies adjacent to them are 25% more likely to automatically defend on their turn.
Forest Hag
forest hags are the remnants of violently killed elves and the kingdom of El-Sylandil has kept them around to give them another chance, their attack has a 25% chance to cast sorrow.
Upgrades:
Old-Growth Hag: these hags live in the deep, dark old-growth forests and their attack has a 25% chance to cast sorrow and entanglement.
New-Growth Hag: some hags prefer the lighter parts of the woods and so are more cheerful and close to their former elven selves, their attack still can cast sorrow with a 25% chance, but they give +2 initiative to allied elven units.
Expert (build 2 of 3)
Unicorn
pure incarnations of goodness in the form of a horned horse, unicorns give +1 luck to adjacent allies.
Upgrades:
Silver Unicorn: some unicorns are naturally attuned to the moon's power, they are known as silver unicorns due to the silvery light of the moon, their attack has a 20% chance to cast blind.
Astral Unicorn: some unicorns are naturally born with wings, they are known as astral unicorns, adjacent allies recieve +1 luck and +20% magic resistance, they are flyers.
Treant
treants resemble large, living trees and look indiscernable from their inanimate cousins when sleeping, their attack roots enemies in place until they move or are killed.
Upgrades:
Ent: the most ancient of treants are called ents, their root attack can now reach from up to 3 tiles away and root up to 2 enemies at one time.
Mother Treant: mother treants are the treants that release treant seeds, they gain the ability to release lesser treants which attack whatever the mother treant attacks, but cannot root enemies.
Loxodon
loxodons are elephant-like forest dwellers that have formed an alliance with El-Sylandil.
Upgrades:
Loxodon Restorer: some loxodons focus on healing plants, loxodon restorers can heal 25 health per loxodon restorer from a friendly pixie, dryad, or treant stack on their turn.
Loxodon Soldier: some loxodons take large warhammers and wear armor, they are known simply as "loxodon soldiers", their huge warhammer attack has a 20% chance to stun all adjacent creatures.
Champion (build 1 of 2)
Green Drake
green drakes are large, dragon-resembling forest-dwellers that are actually young green dragons, they have formed an alliance with El-Sylandil, they are flyers.
Upgrades:
Green Dragon: green dragons are fully mature green drakes, they have a two-tile breath attack which lowers the target's defense by 3 for every consistent attack, but the defense lowering only lasts for 3 rounds.
Emerald Drake: emerald drakes are green drakes trapped as young green dragons by emerald cocoons, they are immune to earth magic and their emerald talons inflict blood damage that lasts for 3 rounds.
Archfey
archfey are the strongest fey creatures and are fierce protectors of wilderness, they can cast mirth and fortune.
Upgrades:
Elder Fey: elder fey are even older than archfey, and can cast mirth, fortune and summon elementals for earth elementals.
Faerie Queen: faerie queens are the ruling class of fey and have an uncanny sense of luck, and have higher initiative and attack, they can cast mirth, fortune, and misfortune.
I'll continue this later
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Torment is blinding. It lies. Its pollution steals my sense. It promises: destroy everything and the pain will cease.
- Kralkatorrik
https://dragcave.net/user/ArdentWyrm
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Drakon-Deus
Undefeatable Hero
Qapla'
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posted December 30, 2022 08:36 AM |
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Good work. Keep it up!
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Horses don't die on a dog's wish.
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ArdentWyrm
Famous Hero
King of the Elder Dragons
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posted December 30, 2022 06:42 PM |
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thanks, I will! I'm doing Academy next, then Sylvan and Dungeon, in all I'll be doing around 7-10 factions in multiple posts.
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Torment is blinding. It lies. Its pollution steals my sense. It promises: destroy everything and the pain will cease.
- Kralkatorrik
https://dragcave.net/user/ArdentWyrm
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Alon
Known Hero
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posted January 01, 2023 05:33 PM |
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The giant moth is a really cool idea.
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ArdentWyrm
Famous Hero
King of the Elder Dragons
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posted January 01, 2023 06:37 PM |
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thanks, I was just trying to invent an alternate champion unit for academy when I had the idea of giant moth.
____________
Torment is blinding. It lies. Its pollution steals my sense. It promises: destroy everything and the pain will cease.
- Kralkatorrik
https://dragcave.net/user/ArdentWyrm
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Alon
Known Hero
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posted January 01, 2023 07:26 PM |
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Yeah, but it's also really thematic for what you're doing. You're portraying an academy that's not Good (tm) but is rather pretty neutral, and therefore has a lineup that's both dazzling and a little bit terrifying. You're also portraying an academy that blends inexplicable magic (like the simurgh subsisting on mana) and manufacturing (like the gremlin but also the golem and gargoyle) but tilts more toward magic, and the giant moth is good for that; in my lineup I had a flying machine, tilting more toward manufacturing, but I don't think my combo of elementals and manufacturing works as well and if I redo it I'm going to do something different.
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ArdentWyrm
Famous Hero
King of the Elder Dragons
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posted January 01, 2023 07:31 PM |
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Oh, got it, after I finish sylvan, it's dungeon I'll be doing.
____________
Torment is blinding. It lies. Its pollution steals my sense. It promises: destroy everything and the pain will cease.
- Kralkatorrik
https://dragcave.net/user/ArdentWyrm
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ArdentWyrm
Famous Hero
King of the Elder Dragons
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posted January 01, 2023 08:59 PM |
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Note: my system is five tiers (basic, core, elite, expert, and champion) and for each tier after basic you choose between units, each with their own alternate upgrades.
Here goes the other Heroes of Might and Magic VIII factions:
Dungeon
Town Theme
Might Hero: Dark Lord
Magic Hero: Warlock
Lore: based in the empire of Dakkorus, the dungeon faction's high ranking creatures are constantly competing for power, resulting in more civil wars then invasions of other nations, which is their favorite thing to do: expand the empire.
Units
Basic (build 1 of 1)
Dire Bat
dire bats are used as messengers and cannon fodder by Dakkorus's armies, they are flyers.
Upgrades:
King Bat: king bats rule other dire bats, they have high initiative and attack.
Infected Bat: some bats are infected with diseases that are deadly to most humanoids, but not dangerous at all to them, their attack casts weakness.
Core (build 3 of 4)
Troglodyte
cowardly, underground and blind tunnel-dwellers, troglodytes are used as the frontline footsoldiers and cannon fodder, they are immune to the blind spell.
Upgrades:
Spiky Troglodyte: some troglodytes are born with spikes on their skin, enemies attacking them take 20% of the stack's normal damage, spiky troglodytes have increases attack and defense ratings.
Infernal Troglodyte: these troglodytes are name for the scarlet skin on their spine and hands and feet that seem to radiate heat, infernal troglodytes take 50% less damage from fire spells and have improved initiative and damage.
Will-o'-Wisp
will-o'-wisps are magical creatures of electricity and their attack has a 20% chance to channel electricity into their target reducing their speed and dealing a small amount of damage to them for the next 3 rounds, they are flyers.
Upgrades:
Storm Wisp: some will-o'-wisps' naturally have more electricity in them, known as storm wisps, their attack has a 40% chance to channel electricity, and the effects last for 5 rounds.
Toxic Wisp: while most will-o'-wisps are electric, some, called toxic wisps instead channel poison gas, their attack has a 20% chance to cast weakness on all adjacent tiles.
Gnoll
gnolls resemble humanoid hyenas armed with flails with an alliance treaty with Dakkorus, they have above average damage and defense.
Upgrades:
Gnoll Marauder: gnoll marauders are gnolls that love raiding and pillaging, they have even higher damage and defense and give you gold equal to 20% of the destroyed stack's hit points every time they kill a stack.
Gnoll Fang: fangs are the gnoll version of shamans, gnoll fangs can cast bloodlust and haste.
Cobra
large, venomous snakes, it is no doubt the warlocks would take an interest in cobras, they act as backline poisoners for Dakkorus's armies, their attack has a 20% chance to poison enemies for 3 rounds.
Upgrades:
Soulvenom Cobra: the warlocks have experimented some cobras with soulvenom, a poison made from manticore tails, soulvenom cobra's poison attacks now also lower the target's defense during the poison duration.
Regal Cobra: some cobras have a silver hood signifying their authority, regal cobras have exceptionally high stats compared to normal cobras and their poison now lasts for 5 rounds.
Elite (build 2 of 3)
Minotaur
minotaurs have joined Dakkorus due to the fact that they both like fighting, they are armed with double-sided battleaxes.
Upgrades:
Minotaur Guard: due to their immense strength and capability, some minotaurs are hired as bodyguards, these minotaurs, known as minotaur guards always attack first, even when retaliating and cannot be retaliated against.
Minotaur Warlord: some minotaurs prefer more hand-to-hand combat even more than normal minotaurs, they swap one greataxe for two smaller battleaxes, they attack twice with every attack.
Medusa
half-snake, half-woman, medusas have snakes instead of hair and made an alliance with Dakkorus because they also live underground, they are shooters with no melee penalty that have a 20% chance to petrify enemies for 3 rounds with their melee attack.
Upgrades:
Medusa Queen: the rulers of medusa society, medusa queens have superb fighting skills in comparison with their lesser brethren, they have highly improved stats and their stone gaze now has a 30% chance of working.
Medusa Priestess: some medusas spend years learning the arcane arts under warlocks, they can now cast vulnerability, weakness, and slow at advanced level.
Illithid
illithids are tentacled, alien creatures that prey on intelligence, they can cast forgetfulness and learn spells of spellcasters they attack until end of combat.
Upgrades:
Illithid Puppeteer: some illithids focus on mind control and so can cast hypnotize.
Illithid Flayer: some illthids focus on flaying minds of other creatures, they gain the special abilities of any elite or lower tier creatures they attack until end of combat.
Expert (build 2 of 3)
Beholder
beholders are terrifying eye beasts that fire damaging rays from their eyes, they are shooters with no melee penalty.
Upgrades:
Elder Eye: elder eyes are the most ancient and powerful of beholders, their ranged attack casts a random curse or damage spell, ignoring allies if it's an area of effect spell.
Eye Oracle: some beholder's eyes are so powerful they can see just about anything, eye oracles show you exact army sizes of enemies and wandering monsters, increase your scouting radius by 2, let you see what seer's huts want and what witch huts will teach, and let you see through covers of darkness.
Manticore
manticores are among the weirdest creatures one could imagine: part lion, part bat, and part scorpion, their stingers carry the deadly soulvenom, causing their attack to reduce the target's defense for 5 rounds.
Upgrades:
Scorpicore: scorpicores' soulvenom is so strong that attacked enemies take poison damage at the start of their turn and the attack has a 20% chance to paralyze them for 3 rounds.
Chimera: chimeras have three heads: dragon, lion, and ram while having bat wings, they are a special kind of mutated manticore, they attack three tiles and their dragon head has a 20% chance to use a breath attack.
Serpent Fly
these giant, flying, serpent like creatures have formed an alliance with Dakkorus due to the fact their home is the swamp and underground mud pools serve a similar purpose, their attack dispels all beneficial spells affecting the target, they are flyers.
Upgrades:
Dragon Fly: receiving their name due to the fact of their reddish-brown skin, dragon flies' attack casts weakness.
Gorgon: while losing the ability to fly, gorgons' attack instantly kills 1 creature per 10 gorgons attacking.
Champion (build 1 of 2)
Hydra
hydras are multi-headed lizard-like creatures, they attack all adjacent tiles, cannot be retaliated against and regenerate their hit points at the start of their turn.
Upgrades:
Chaos Hydra: hydras do have a chaotic nature, and the leaders of Dakkorus have learned to harness it to its full potential, chaos hydras can sacrifice half of their defense for +50% damage and initiative for 3 rounds.
Dark Hydra: the warlocks have done experimentation with hydras and dark magic, creatures attacking dark hydras suffer darkness damage as if the fire shield spell now dealt darkness damage.
Black Dragon
the legendary black dragons rule Dakkorus alongside warlocks and dark lords, the most powerful of dragons, black dragons have the highest stats of any non-upgraded creature in the game and their fire breath affects two tiles, they are immune to all magic and do 150% damage to titans, goliaths, and colossi, they are flyers.
Upgrades:
Elder Dragon: elder dragons are the most ancient of black dragons, they have the highest stats in the game and still hate titans, goliaths, and colossi, their breath attack literally melts everything, inflicting high fire damage at the start of each of their target's turns.
Crystal Dragon: crystal dragons are black dragons that have spent centuries sleeping inside caves full of crystals. While not having as high stats as elder dragons, they give you 1 crystal per day per dragon and their crystal hides absorb any incoming spell, increasing their morale.
and there we go dungeon is finally done.
____________
Torment is blinding. It lies. Its pollution steals my sense. It promises: destroy everything and the pain will cease.
- Kralkatorrik
https://dragcave.net/user/ArdentWyrm
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MattII
Legendary Hero
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posted January 02, 2023 10:12 AM |
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Definitely some interesting ideas here. However, the formatting leaves something to be desired. It's difficult f.e. to tell whether the creatures are supposed to have double upgrades or alternate ones. Separating the secondary skills from their corresponding abilities doesn't help either.
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ArdentWyrm
Famous Hero
King of the Elder Dragons
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posted January 02, 2023 07:29 PM |
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how do I make it easier to tell if it's double upgrades or alternate upgrade?, as for the skill and ability separation, it's someone else's borrowed idea
____________
Torment is blinding. It lies. Its pollution steals my sense. It promises: destroy everything and the pain will cease.
- Kralkatorrik
https://dragcave.net/user/ArdentWyrm
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MattII
Legendary Hero
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posted January 03, 2023 02:26 AM |
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ArdentWyrm said: how do I make it easier to tell if it's double upgrades or alternate upgrade?, as for the skill and ability separation, it's someone else's borrowed idea
Upgrade X
or
Upgrade Y
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ArdentWyrm
Famous Hero
King of the Elder Dragons
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posted January 03, 2023 06:29 PM |
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I'll mention my system in my faction post.
____________
Torment is blinding. It lies. Its pollution steals my sense. It promises: destroy everything and the pain will cease.
- Kralkatorrik
https://dragcave.net/user/ArdentWyrm
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MattII
Legendary Hero
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posted January 04, 2023 01:46 AM |
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Edited by MattII at 03:35, 04 Jan 2023.
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Okay, for the factions specifically:
Haven - Human town is human. For a lineup of 13 potential creatures, only 2 are non-humanoid (with 2 others being non-human).
Academy - Some interesting creatures in here to be sure.
Sylvan - More humanoids than I care for, though that's strangely been a thing for Sorceress/Rampart/Sylvan, (except in Heroes 4), despite their living in a forest.
Dungeon - Looks to be a mix of traditional Dungeon and a bit of Heroes 3 Fortress, which isn't a bad thing TBH, a little variety is always refreshing.
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ArdentWyrm
Famous Hero
King of the Elder Dragons
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posted January 04, 2023 07:56 PM |
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Okay, for the factions specifically:
Haven - Human town is human. For a lineup of 13 potential creatures, only 2 are non-humanoid (with 2 others being non-human).
My Response: OK, it is human but it's hard to find un-human units for it.
Academy - Some interesting creatures in here to be sure.
My Response: Yep, academy was one faction it was easier to produce ideas for.
Sylvan - More humanoids than I care for, though that's strangely been a thing for Sorceress/Rampart/Sylvan, (except in Heroes 4), despite their living in a forest.
My Respones: It was hard to get non-humanoids, I do prefer a more wild rampart/sylvan but it was just too hard to produce ideas.
Dungeon - Looks to be a mix of traditional Dungeon and a bit of Heroes 3 Fortress, which isn't a bad thing TBH, a little variety is always refreshing.
My Response: yep, I do like a new type dungeon.
____________
Torment is blinding. It lies. Its pollution steals my sense. It promises: destroy everything and the pain will cease.
- Kralkatorrik
https://dragcave.net/user/ArdentWyrm
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