Dwarven town for expansion

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HealingAura
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Dwarven town for expansion

Unread postby HealingAura » 29 Apr 2006, 21:41

Since we are likely to get new towns in an expansion, which are race based and Dwarves are one of the most popular races so far (see my "Which race deserves its own Heroes V faction" poll), I created a new Dwarven town. This is a snow-mountain town and most of its creatures are slow and tough. Also, as expected from dwarves, they use runes and they all have magic resistance. I appriciate if you tell me what do you think of these creatures and whether it can be a good faction that fit Heroes V.


Dwarf boar rider
Shooter (weapon - crossbow), 10% magic resistance

Dwarf boar raider
Shooter, 10% magic resistance, retreating boar firing (special combat ability: Dwarf boar rider rides away from an adjacent enemy creature and then attacking it on the same move)

Level 1 Upgraded
Attack 2 2
Defense 1 2
Health 6 8
Damage 1-3 2-3
Speed 4 5
Initiative 6 6
Element 1 Air Air
Element 2 None Earth
Shots 8 10
Mana None None
Exp 9 16
Growth 12 12
Cost 35 60
---------------------------------------------------------------


Rune caster
Immunity to cold, 10% magic resistance, Caster (Stone Spikes)

Rune Master
Immunity to cold, 10% magic resistance, Caster (Stone Spikes, Circle of Winter, Earthquake), Energy Channel


Level 2 Upgraded
Attack 2 3
Defense 3 4
Health 14 14
Damage 2-5 3-5
Speed 4 5
Initiative 8 7
Element 1 Water Water
Element 2 None Earth
Shots None None
Mana 15 21
Exp 18 32
Growth 8 8
Cost 75 110
---------------------------------------------------------------


Flame Caster
Shooter, magic attack (fire attack like mage’s attack), 10% magic resistance

Bombardier
Shooter, magic attack, 10% magic resistance, explosive mine (special combat ability: set one explosive mine in a chosen square on the battlefield, similar to the ones from Fire Trap spell)

Level 3 Upgraded
Attack 6 7
Defense 3 5
Health 22 27
Damage 3-6 3-11
Speed 4 4
Initiative 9 12
Element 1 Fire Fire
Element 2 None Earth
Shots 3 4
Mana None None
Exp 23 35
Growth 7 7
Cost 120 170
---------------------------------------------------------------


Aviak guard
Flyer, Aviak’s cunning (Whenever an enemy creature gets to an adjacent square near this creature without attacking it (for example, gated creature or a creature that attacked another friendly creature), this creature attacks that enemy. This ability triggers once between each of this creature’s turns)

Runefeather Aviak
Flyer, Aviak’s cunning, glacier armor (Any enemy creature which engages in melee combat with this creature will receive ice damage)

Level 4 Upgraded
Attack 6 7
Defense 5 12
Health 25 45
Damage 4-8 5-9
Speed 8 7
Initiative 12 10
Element 1 Air Air
Element 2 None Water
Shots None None
Mana None None
Exp 34 52
Growth 6 6
Cost 200 300
---------------------------------------------------------------


Dwarf Fighter
10% magic resistance, enraged, Charging strike (for each battlefield tile covered by this creature during attack, the target's defense is reduced by 1 and this creature’s attack is increased by 1)

Dwarf champion
10% magic resistance, enraged, Charging strike, chilling steel (his weapon is enhanced with cold, dealing additional ice damage. Cold steel, the hero’s ability, increases this ice damage)

Level 5 Upgraded
Attack 10 22
Defense 14 18
Health 42 64
Damage 5-13 8-16
Speed 5 7
Initiative 10 14
Element 1 Water Water
Element 2 None Fire
Shots None None
Mana None None
Exp 50 120
Growth 3 3
Cost 450 1000
---------------------------------------------------------------


Mountain giant
Bash, large creature, impenetrable skin (only 25% damage from ranged attacks)

Frost giant
Bash, large creature, impenetrable skin, (EDIT: additionat skill - Freezing attack (there is a chance for freezing effect on target when Frost Giant is attacking)), kicking impact (special combat ability: Mountain giant kicks an adjacent enemy creature and pushing it one square back. If that enemy creature can’t go back (obstacle, creature or end of battlefield prevents it from going to that square) then it (and in case a creature, friend or foe, was behind it, that creature also) will receive 150% damage from the Mountain giant. The attacked creature will not retaliate against kicking impact)

Level 6 Upgraded
Attack 21 25
Defense 24 24
Health 160 175
Damage 27-34 30-35
Speed 6 6
Initiative 6 6
Element 1 Earth Earth
Element 2 None Air
Shots None None
Mana None None
Exp 128 144
Growth 2 2
Cost 1300 1600
---------------------------------------------------------------


Werewolf
Large creature, dash, armor damaging attacks (each of this creature’s strikes lower the attacked creature defense, similar to the mini artifact effect)

Lycanthrope
Large creature, dash, double attack, immunity to cold, armor damaging attacks.

Level 7 Upgraded
Attack 30 32
Defense 24 26
Health 225 230
Damage 32-42 35-45
Speed 7 8
Initiative 11 11
Element 1 Fire Fire
Element 2 None Air
Shots None None
Mana None None
Exp 196 324
Growth 1 1
Cost 3400+crystal 4100+2crystals
---------------------------------------------------------------
Last edited by HealingAura on 29 Apr 2006, 22:20, edited 1 time in total.
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Unread postby ThunderTitan » 29 Apr 2006, 21:45

The Werewolf doesn't really fit in there, especialy at lvl 7.

And maybe you can put a Gnome Boar Rider at lvl 1, just say they're the Pixies of the Dwarves.
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Unread postby BenchBreaker » 29 Apr 2006, 21:49

werewolves are not powerful enough to be lv 7 i think the last 4 levels needs swapping around:

lv4 dwarf warrior
lv5 werewolf
lv6 aviak
lv7 montain giant

but generally it's alright
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Unread postby ThunderTitan » 29 Apr 2006, 21:53

Also Frost Giant doesn't work as a name if he's not going to have some cold based ability. So maybe Rock Giant would be better. Or the ol' Hill Giant -> Mountain Giant combo. Or just Giant -> Frost Giant, as it would make more sense then Mountain -> Frost, but it could use a cold based ability then.
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Unread postby DaemianLucifer » 29 Apr 2006, 22:09

Nice one.But giant should be top level.And werewolf doesnt fit the dwarven town at all.Some replacment would be nice.Also,the kick should work only on small creatures.

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Unread postby HealingAura » 29 Apr 2006, 22:15

Thanks for your suggestions :)

I think it's time for WereWolves to show you their real power :D

About the Frost Giant.... oops! after all those abilities I forgot to give it a cold based attack :S. I will add him one right away.
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Unread postby BenchBreaker » 29 Apr 2006, 22:21

how many new towns do you think there will be in the expansion? the orcs seems to be a sure bet, anyone think dwarves has much of a chance?

maybe there would be a second expansion (only heroes games dare to have 2 expasions, just shows how dedicated we are :oex: ). what would be really good is if there are 2 expansions adding 2 towns each time
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Unread postby DaemianLucifer » 29 Apr 2006, 22:29

I am among those that think that dwarves will come in one of the expansions.

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Unread postby HealingAura » 29 Apr 2006, 22:42

Why doesn't werewolf fit a dwarven town? It is a snow-mountain town and Lycanthrope have no problem with the cold with all its fur. Also, if you want I can show you where I got the ideas for the creatures, though I think it's pretty easy to guess.

Some notes about this town:
It was hard finding a flyer for this town (since it's hard to fly while snowing) so I added the Runefeather Aviak as the only flyer. Since this town lack in flyers, Rune Master can cast Earthquake to destroy castle walls. Not also that Bombardier is the only spell caster that has no ranged attack (like druid) or melee bonus (like pit lord's) so it can always set mines on the battle field and since you choose where to put the land mine it is especially useful in non-hotseat games.

Also a good combo:
- Frost Giant reaches and attacks an enemy creature
- Bombardier sets a mine one square behind that enemy creature
- Runefeather Aviak goes 1 square behind the mine (doesn't matter why - maybe it attacked another creature there)
- Frost Giant uses kicking impact ability (dealing 100% damage+freezing) -> the mine gets exploded on the enemy -> Runefeather Aviak attacks the enemy (Aviak’s cunning) :D
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Unread postby DaemianLucifer » 29 Apr 2006, 22:50

HealingAura wrote:Why doesn't werewolf fit a dwarven town? It is a snow-mountain town and Lycanthrope have no problem with the cold with all its fur. Also, if you want I can show you where I got the ideas for the creatures, though I think it's pretty easy to guess.
Because werewolves are either evil or neutral,while dwarves are,mostly,considered good.Also,dwarves usually hate magic,and lycantropes are made by powerful magic.A see werewolf more as a neutral sylvan affiliated creature.
HealingAura wrote: Also a good combo:
- Frost Giant reaches and attacks an enemy creature
- Bombardier sets a mine one square behind that enemy creature
- Runefeather Aviak goes 1 square behind the mine (doesn't matter why - maybe it attacked another creature there)
- Frost Giant uses kicking impact ability (dealing 100% damage+freezing) -> the mine gets exploded on the enemy -> Runefeather Aviak attacks the enemy (Aviak’s cunning) :D
Wow!Now that sounds excelent!

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Unread postby HealingAura » 29 Apr 2006, 23:01

DaemianLucifer wrote: Because werewolves are either evil or neutral,while dwarves are,mostly,considered good.Also,dwarves usually hate magic,and lycantropes are made by powerful magic.A see werewolf more as a neutral sylvan affiliated creature.
This town is neutral and I didn't know that dwarves hate magic - I just knew they had a natural gift for magic resistance. Since 1/2 of the dwarves here are magic users these dwarves aren't afraid of it at all. On the contrary, dwarves use magical runes (maybe a good suggestion for racial ability :)).
DaemianLucifer wrote:Wow!Now that sounds excelent!
Also, if the Aviak attacked an enemy when he got behind the mine, then the Rune Master can cast Circle of Winter arround the Aviak to hit both enemies. :D
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Unread postby BenchBreaker » 29 Apr 2006, 23:05

HealingAura wrote:Also a good combo:
- Frost Giant reaches and attacks an enemy creature
- Bombardier sets a mine one square behind that enemy creature
- Runefeather Aviak goes 1 square behind the mine (doesn't matter why - maybe it attacked another creature there)
- Frost Giant uses kicking impact ability (dealing 100% damage+freezing) -> the mine gets exploded on the enemy -> Runefeather Aviak attacks the enemy (Aviak’s cunning) :D
there should be more of these combos, maybe one for each town.

that's a lot more interesting then the current one flyer, one shooter, one spellcaster...
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Unread postby DaemianLucifer » 29 Apr 2006, 23:20

HealingAura wrote: This town is neutral and I didn't know that dwarves hate magic - I just knew they had a natural gift for magic resistance. Since 1/2 of the dwarves here are magic users these dwarves aren't afraid of it at all. On the contrary, dwarves use magical runes (maybe a good suggestion for racial ability :)).
Not hate.But in most RPGs,dwarves dont use arcane magic at all,or just trace amounts of it.They use runes,yes,but those are infused with divine powers.

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Unread postby HealingAura » 29 Apr 2006, 23:36

DaemianLucifer wrote:
HealingAura wrote: This town is neutral and I didn't know that dwarves hate magic - I just knew they had a natural gift for magic resistance. Since 1/2 of the dwarves here are magic users these dwarves aren't afraid of it at all. On the contrary, dwarves use magical runes (maybe a good suggestion for racial ability :)).
Not hate.But in most RPGs,dwarves dont use arcane magic at all,or just trace amounts of it.They use runes,yes,but those are infused with divine powers.
If Nival can decide that dark elves chicks don't need clothes in battlefield they can sure decide that dwarves will be a little bit more magicfriendly. Whether the dwarves spell casting comes from arcane or divine powers - let them to decide (the dwarves, not Nival :D )
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Unread postby HealingAura » 29 Apr 2006, 23:51

BenchBreaker wrote:how many new towns do you think there will be in the expansion? the orcs seems to be a sure bet, anyone think dwarves has much of a chance?

maybe there would be a second expansion (only heroes games dare to have 2 expasions, just shows how dedicated we are :oex: ). what would be really good is if there are 2 expansions adding 2 towns each time
My guess is dwarf town and orc town :beg: but maybe we'll see a lizardmen town. Since Dwarves are common race with a lot of personalities they should fit Heroes 5 pretty easy. :tsup:
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Unread postby dragonn » 30 Apr 2006, 09:01

I don't think it is Heroes-like to make a town so one-race oriented. I don't mind if there will be a couple of dwarves in the expansion, but the characteristic feature of Heroes is that each town has a fistful of diffrent creatures in it, maybe similiar in their dwelling-places. You will tell me what's with Haven then, it is practicly human-oriented. True, but I didn't see many people living close to Behemots or other beasts. It doesn't suit them I think :P. And I think that Nival already made some decisions about the towns in expansions, and probably it will be either similiar to Stronghold or Fortress from H3...

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Unread postby DaemianLucifer » 30 Apr 2006, 10:30

What about sylvan then?Or the dungeon?Theyre pretty one raced.

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Unread postby HealingAura » 30 Apr 2006, 11:23

In Heroes 1 we had only one race based town: Knight. In Heroes 2 we had 2: Knight, Necromancer. In Heroes 3 we had 3: Knight, Necromancer, Demons. In Heroes 4 we had 3: Necromancers and Demons in same town and Knights. In Heroes 5 we have 5 race based towns: Haven got 6 Human units (if you can say that the angel is human of course ), Necropolis got 7 Undead units, Inferno got 7 Demons, Sylvan got 3 (or 4 cause they made sprite similar to elves) elves, Dungeon got 4 Dark Elves.

So how is it not Heroes like?
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Unread postby Orfinn » 30 Apr 2006, 12:32

DaemianLucifer wrote: Because werewolves are either evil or neutral,while dwarves are,mostly,considered good.Also,dwarves usually hate magic,and lycantropes are made by powerful magic.A see werewolf more as a neutral sylvan affiliated creature.
Hmm they may not be made up by powerful magic, well they who change form in full moon maybe, but there may be man (humanoid) shaped wolves who dosent actually are werewolves more like wolf people or that the lycanthrope disease turn you into a werewolf thanks to moon sensitivity some sort of allergic reaction with the venom in your blood veins, which again react with DNA, then with the pigments, hair sacks in your skin when exposed in moonlight.

Ok if werewolves will be included (which I really hope!), I hope they will be a lvl 4 creature to compete against the vampires. They could have the similar skills and abilities except turning into a bat when moving ofcourse :p

Image :o[

Ok but heres a proposal from me which I hope could be competent for our enraged, hairy beasts. ;)
And the lycans and werewolves should be neutral sylvan, dungeon aligned or if possible in a neutral town because of upgrades as shown below.

Vampire

Attack 6
Defence 6
Damage 6-8
Initiative11
Speed 6
Health30
Mana0
Shots0

cost: 240
per week: 5
element: air
exp per killed: 38
power rating: 518

Abilities
Undead, No enemy retaliation, Life Drain

Lycanthrope

Attack8
Defence5
Damage4-10
Initiative13
Speed 7
Health35
Mana0
Shots0

cost: 270
each week: 5
element: earth
exp per killed: 40
power rating: 522

Abilities
No enemy retaliation, bloodlust (for 2-3 turns), enraged

Vampire Lord

Attack 9
Defence 9
Damage 7-11
Initiative11
Speed 7
Health35
Mana0
Shots0

cost: 350
each week: 5
element: air and earth
exp per killed: 60
power rating: 739

Abilities
Undead, No enemy retaliation, Life Drain, flying (turns into a bat and teleports)

Werewolf

Attack 10
Defence 7
Damage 6-12
Initiative13
Speed 8
Health40
Mana0
Shots0

cost: 400
each week: 5
element: earth and fire
exp per killed: 65
power rating: 753

Abilities

No enemy retaliation, bloodlust (for 2-3 turns), enraged, infect (a small chance for turning a small number of creatures from a stack into werewolves)

As a Neutral no-town creature aligned with Dungeon, Sylvan or the new orc based barbarian faction

Werewolf

Attack 11
Defence 7
Damage 6-12
Initiative14
Speed 8
Health45
Mana0
Shots0

cost 435
each week in neutral dwelling: 5
element: earth and fire
exp per killed: 67
power rating: 755

Abilities

No enemy retaliation, bloodlust (for 2-3 turns), enraged, infect (a small chance for turning a small number of creatures from a stack into werewolves)
Last edited by Orfinn on 30 Apr 2006, 12:54, edited 3 times in total.

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Unread postby DaemianLucifer » 30 Apr 2006, 12:41

First of all werewolves and vampires are not natural enemies!I hate the guy that made that up!! :disagree:

Second,why must a werewolf be stronger then the vampire?Just because he looks bulkier?! :| Vampires are magical undead and have all of their stats magically highly improved,including strenght.I hate all those idiotic movies and series where a vampire is as fragile as a ming vase and dies from a single scratch! :disagree:

Other than that,it sounds like a nice proposal.


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