All to easy: Unicorn Lifemare. Happy now?DaemianLucifer wrote:Can we come back to topic please?Its about HVI.So propose some idiotic names for the not yet planed sequel.Try to top frightful nightmare if you can
Heroes VI creatures proposal
- Gaidal Cain
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- BenchBreaker
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ok, adding to my h4 style lineup:DaemianLucifer wrote:Can we come back to topic please?...
sylvan
dryad: spellcaster, magic immunity
necropolis
alabaster(EDIT: alastor): flying, insustancial, executioner
banshee: undead, floating, posses
executioner: like the genie ability in h1&2 - chance to half stack
Last edited by BenchBreaker on 25 Apr 2006, 20:56, edited 1 time in total.
- Gaidal Cain
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You want a mineral as a unit? Why?BenchBreaker wrote: alabaster: flying, insustancial, executioner
You don't want to make enemies in Nuclear Engineering. -- T. Pratchett
- ThunderTitan
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Hell Charger.DaemianLucifer wrote:Try to top frightful nightmare if you can
![devil :devil:](/forums/images/smilies/devil.gif)
Let me guess, a strong wind will blow her away.Banshee: undead, floating, posses
![devious :devious:](/forums/images/smilies/devious.gif)
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- BenchBreaker
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- BenchBreaker
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- ThunderTitan
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Huh?! And that's supposed to do what?!BenchBreaker wrote:
actually it's just limited flight
Also Dryad is just a different name for a Pixie/Sprite.
Disclaimer: May contain sarcasm!
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I have never faked a sarcasm in my entire life. - ???
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- BenchBreaker
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bad memories, it was AlastorGaidal Cain wrote:You want a mineral as a unit? Why?BenchBreaker wrote: alabaster: flying, insustancial, executioner
- BenchBreaker
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ignore some obstacles like quicksand and land mines but can't fly over walls?ThunderTitan wrote:Huh?! And that's supposed to do what?!BenchBreaker wrote:
actually it's just limited flight
actually dryad is not just another name for pixie, like many mytical creatures they have many definitionsAlso Dryad is just a different name for a Pixie/Sprite.
- DaemianLucifer
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Here's an idea for a new town.
Golgotha – Places that have experienced great suffering have attracted malevolent and sadistic creatures from the darkest regions of the world and now they wish to spread pain and misery across the land.
Hero: Defiler
Primary stats: attack and spell power.
Racial skill – Malice, the stats of creatures under the hero’s control increase as they do more damage and as the battle drags on.
Racial abilities:
Strip mine – The Defiler gain the option to garrison within a mine for up to a week, increasing its production based on the size of the Defiler’s army as well as the Defiler’s level. After the hero leaves, the mine’s production drops to 1/7th for a number of weeks equal to the number of days the hero garrisoned in the mine.
Enslave – When neutral creatures attempt to flee from the Defiler, a percentage of them are converted into slaves or serfs.
Motivate – The Defiler attacks a stack under his control to “encourage” the rest of his army to fight harder, increasing their initiative and attack.
War of attrition – The Defiler gains some experience for losing creatures in battle.
Tyranny – Ultimate ability. The Defiler learns to dominate the will of his army and exercise complete control over creatures under his command. Each stack under the Defiler’s control can resist a number of debuffs, slow, curse, entangle, banshee howl, etc., based on the Defiler’s level.
Creatures:
Golgotha creatures are not very powerful but they possess many special abilities which can prolong the battle.
1. Slave -> Serf – When slaves are garrisoned within a town, they decrease the amount of gold it costs to build structures. When serfs are garrisoned within a mine, they increase its production.
2. Giant Maggots -> Giant Mosquito – Giant Maggots have the ability to devour corpses to restore their numbers. Giant Mosquitoes can suck blood from their victims to restore their numbers. They also have a chance of inflicting bleeding wounds on their targets, causing additional damage every turn.
3. Saboteur -> Darkhand –Saboteurs have the ability to disable machines and reprogram them to go berserk. They can also lower the initiative of enemy war machines and archer towers. Darkhands sacrifices all of the Saboteur’s mechanical abilities in favor of mystical ones. Darkhands possesses a few low level disabling spells. They have a chance to disrupt the mystical energies of magically animate creatures such as elementals and undead, stunning them temporarily. They also have a chance of causing its target to temporarily lose some of their special abilities.
4. Leucrotta -> Crocotta –Leucrottas possesses the ability to emit a continuous sound similar to speech which has a chance of temporarily lowering the defense of living creature they attack. Crocottas also has a chance of confusing their target, making them unable to retaliate and lose some initiative until their next move. Both Leucrottas and Crocottas are extremely swift and can attack a target twice in one move.
5. Crone -> Hag – Crones and hags can cast a wide array of cursing spells. Crones and hags also possess a special hexing attack that can hit any creature on the battlefield with no penalty and inflict a random negative effect. Crones cast a cursing spell against melee attackers before they can hit but Crones cannot retaliate. Hags gain the ability to cast a cursing spell against range attackers and the ability to retaliate against both melee and ranged attackers.
6. Winged Horror -> Sky Knight –Winged Horrors can spit acidic mucus at their target, slowing them down and lowering their defense in addition to damaging them and they suffer no melee penalty. In melee combat Winged Horrors also have a chance to lower the morale of creatures it attacks and because they feed on fear, they do more damage to creatures with lower morale but they do less damage against creatures with high morale and creatures with no morale like the undead. Sky Knights no longer suffer damage penalties against creatures with high or no morale. Once per turn Sky Knights are also able to attack any adjacent creature that attempts to move away from it but they do only half damage.
7. Fell Beast -> Abomination – Fell Beasts and Abominations are manifestations of pain and suffering. Their morale, luck, attack and initiative increase as more creatures fall in battle. Abominations have the ability to channel its energies into generating an aura of hopelessness. In order to manifest the aura, the Abomination must spend one turn and its attack, defense, damage, hit points, speed, and initiative are severely reduced while the aura is active. The Abomination gains the no retaliation ability when the aura is active and all living creatures within the aura have their morale, luck, attack, defense, and initiative reduced depending on the size of their numbers vs. the number of Abominations with the aura active.
Golgotha – Places that have experienced great suffering have attracted malevolent and sadistic creatures from the darkest regions of the world and now they wish to spread pain and misery across the land.
Hero: Defiler
Primary stats: attack and spell power.
Racial skill – Malice, the stats of creatures under the hero’s control increase as they do more damage and as the battle drags on.
Racial abilities:
Strip mine – The Defiler gain the option to garrison within a mine for up to a week, increasing its production based on the size of the Defiler’s army as well as the Defiler’s level. After the hero leaves, the mine’s production drops to 1/7th for a number of weeks equal to the number of days the hero garrisoned in the mine.
Enslave – When neutral creatures attempt to flee from the Defiler, a percentage of them are converted into slaves or serfs.
Motivate – The Defiler attacks a stack under his control to “encourage” the rest of his army to fight harder, increasing their initiative and attack.
War of attrition – The Defiler gains some experience for losing creatures in battle.
Tyranny – Ultimate ability. The Defiler learns to dominate the will of his army and exercise complete control over creatures under his command. Each stack under the Defiler’s control can resist a number of debuffs, slow, curse, entangle, banshee howl, etc., based on the Defiler’s level.
Creatures:
Golgotha creatures are not very powerful but they possess many special abilities which can prolong the battle.
1. Slave -> Serf – When slaves are garrisoned within a town, they decrease the amount of gold it costs to build structures. When serfs are garrisoned within a mine, they increase its production.
2. Giant Maggots -> Giant Mosquito – Giant Maggots have the ability to devour corpses to restore their numbers. Giant Mosquitoes can suck blood from their victims to restore their numbers. They also have a chance of inflicting bleeding wounds on their targets, causing additional damage every turn.
3. Saboteur -> Darkhand –Saboteurs have the ability to disable machines and reprogram them to go berserk. They can also lower the initiative of enemy war machines and archer towers. Darkhands sacrifices all of the Saboteur’s mechanical abilities in favor of mystical ones. Darkhands possesses a few low level disabling spells. They have a chance to disrupt the mystical energies of magically animate creatures such as elementals and undead, stunning them temporarily. They also have a chance of causing its target to temporarily lose some of their special abilities.
4. Leucrotta -> Crocotta –Leucrottas possesses the ability to emit a continuous sound similar to speech which has a chance of temporarily lowering the defense of living creature they attack. Crocottas also has a chance of confusing their target, making them unable to retaliate and lose some initiative until their next move. Both Leucrottas and Crocottas are extremely swift and can attack a target twice in one move.
5. Crone -> Hag – Crones and hags can cast a wide array of cursing spells. Crones and hags also possess a special hexing attack that can hit any creature on the battlefield with no penalty and inflict a random negative effect. Crones cast a cursing spell against melee attackers before they can hit but Crones cannot retaliate. Hags gain the ability to cast a cursing spell against range attackers and the ability to retaliate against both melee and ranged attackers.
6. Winged Horror -> Sky Knight –Winged Horrors can spit acidic mucus at their target, slowing them down and lowering their defense in addition to damaging them and they suffer no melee penalty. In melee combat Winged Horrors also have a chance to lower the morale of creatures it attacks and because they feed on fear, they do more damage to creatures with lower morale but they do less damage against creatures with high morale and creatures with no morale like the undead. Sky Knights no longer suffer damage penalties against creatures with high or no morale. Once per turn Sky Knights are also able to attack any adjacent creature that attempts to move away from it but they do only half damage.
7. Fell Beast -> Abomination – Fell Beasts and Abominations are manifestations of pain and suffering. Their morale, luck, attack and initiative increase as more creatures fall in battle. Abominations have the ability to channel its energies into generating an aura of hopelessness. In order to manifest the aura, the Abomination must spend one turn and its attack, defense, damage, hit points, speed, and initiative are severely reduced while the aura is active. The Abomination gains the no retaliation ability when the aura is active and all living creatures within the aura have their morale, luck, attack, defense, and initiative reduced depending on the size of their numbers vs. the number of Abominations with the aura active.
- DaemianLucifer
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Crematorium – The crematorium is a special Necropolis structure used to incinerate unused corpses after sieges. The crematorium is imbued with necromantic energy, trapping the spirits of the dead within the furnace. The intense mystical fire fuses the spirits to the charred remains, alchemically altering them to absorb the power of the flames and eventually rise again as Infernal Revenants. There is also the option to sacrificing creatures in order to sustain the fires of the crematorium. The crematorium produces a set number of Infernal Revenants per week for purchase just like regular dwellings, but it produces nothing when there are no corpses to fuel it. The number of weeks the crematorium generates Infernal Revenants depends on the number of creatures used to fuel it.
Infernal Revenants – Infernal Revenants are charred skeletons constantly surrounded by flames and burning ashes of their own remains. They have the ability to cast fire based spells. They may spend a turn manipulating the flames that surrounds them to engulf an adjacent enemy stack, inflicting continuous damage and lowering its initiative, but the Infernal Revenants’ own defense and attack skills are severely diminished and it must remain immobile until it can call back the flames. Infernal Revenants are not only immune to fire but they also become energized when hit by fire attacks and releases that energy in their next attack.
Infernal Revenants – Infernal Revenants are charred skeletons constantly surrounded by flames and burning ashes of their own remains. They have the ability to cast fire based spells. They may spend a turn manipulating the flames that surrounds them to engulf an adjacent enemy stack, inflicting continuous damage and lowering its initiative, but the Infernal Revenants’ own defense and attack skills are severely diminished and it must remain immobile until it can call back the flames. Infernal Revenants are not only immune to fire but they also become energized when hit by fire attacks and releases that energy in their next attack.
- DaemianLucifer
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- BenchBreaker
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back to the topic, i missed an obvious creature for the dwarf town, the mountain giant, although personally i think it's boring and can't think of any good abilities except stun and possiblity a new ability throw, but that's probably too much, imagine one MG throwing 100 behemoths ![dontknow ;|](/forums/images/smilies/dontknow.gif)
but anyway
mountain - dwarves
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mountain giant - res cold - stun - throw
![dontknow ;|](/forums/images/smilies/dontknow.gif)
but anyway
mountain - dwarves
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mountain giant - res cold - stun - throw
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