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   Forums-->Creative works-->

Beastmaster Faction (Fortress of HOMM3)



AuthorBeastmaster Faction (Fortress of HOMM3)
There's barbarians, why no beastmasters?
Lv 1 unit/upgrade:
Gnoll soldier/Gnoll marauder
Atk 2/3
Def 4/5
Spd 5/6
Initiative 8/8
HP 6/7
Damage 2-2/2-3
ability:
(The gnolls use flail to attack and buckler to protect themselves)

Lv 2 unit/upgrade:
Lizard archer/Lizard sharpshooter
Atk 3/3
Def 6/9
Spd 6/6
Shot 6/12
Initiative 7/7
HP 15/15
Damage 3-4/3-5
ability:shooter/shooter, double shoot
(they are basic shooter of this faction)

Lv 3 unit/upgrade:
Serpent Fly/Dragon Fly
Atk 8/8
Def 8/10
Spd 10/10
Initiative 12/12
HP 20/21
Damage 2-9/3-8
ability: flyer, dispel/flyer, weakness
(A swift flyer with dangerous bites)

Lv 4 unit/upgrade:
Swamp Mage/Swamp Wizard
Atk 9/11
Def 11/11
Spd 5/5
Shots 5/5
Mana 15/15
Initiative 10/10
HP 23/23
Damage 7-8/8-9
ability: caster, shooter/caster, shooter
(casts slow, disrupting ray)
(they're gnolls)

Lv 5 unit/upgrade:
Basilisk/Greater Basilisk
Atk 15/17
Def 15/17
Spd 6/6
Initiative 9/9
HP 43/43
Damage 11-13/12-16
ability: stone gaze/stone gaze, no enemy retalitation

Lv 6 unit/upgrade:
Gorgon/Death Gorgon
Atk 16/16
Def 22/25
Spd 6/7
Initiative 7/7
HP 77/83
Damage 18-22/16-26
abilities: rage, large creature/rage, death stare, large creature

Lv 7 unit/upgrade

Wyvern/Acid Wyvern
Atk 23/25
Def 27/29
Spd 9/9
Initiative 10/10
HP 221/229
Damage 45-57/45-63
Abilities: large creature, flyer/large creature, flyer, poison attack
Primary bonus: +1 def
no magic like barbarians, and many gnolls
Pretty nice idea.
i like the idea
too much attack and defend
2 close 2 barbs i think
for 5:

Are they got too much stats? maybe yes at earlier lvl (lvl 3 units), but later they're weaker.

Lv 3 unit/upgrade:
Serpent Fly/Dragon Fly
Atk 6/8
Def 8/10
Spd 10/10
Initiative 12/12
HP 20/21
Damage 2-9/3-8
ability: flyer, dispel/flyer, weakness
(A swift flyer with dangerous bites)

Lv 4 unit/upgrade:
Swamp Mage/Swamp Wizard
Atk 9/10
Def 11/13
Spd 5/5
Shots 5/5
Mana 15/15
Initiative 8/8
HP 23/23
Damage 7-9/8-10
ability: caster, shooter/caster, shooter
(casts slow, disrupting ray)
(they're gnolls)

Lv 5 unit/upgrade:
Basilisk/Greater Basilisk
Atk 14/16
Def 14/17
Spd 5/6
Initiative 7/8
HP 43/43
Damage 11-13/12-16
ability: stone gaze/stone gaze, no enemy retalitation

If you play fortress, they're a bit slow and just with 2 flyers.
I definatly think this and absolutly brilliant idea and if i may say there would be quite low numbers to counter act the high stat level.
at level 4 the factions dont get a new unit, right?
Hero combat lvl 4 no new unit. I mean tier 4 unit... Yeah, Fortress town get pretty low population at HOMM3... No more comments?
good idea but i think death stare have to stay to spectral dragons at homm5
i miss larhe numbers of gnolls
i remember they look like peas to me
nice i would like playing this faction, liked it in HOMM3,
wouldnt it be like super speedlight tanker though?
+defence of knights units
+attack of barbarian units but with magic abilities
+double shot of elves
+super speed and poison weakness units ouch
wouldnt fortress pwn all factions?
need to adapt to the scale of HWM
maybe less speed for some units
what would be the heroes skills?
Well... I not capable of make this faction 100% balanced against other, yeah. The adaptations:

Lv 1 unit/upgrade:
Gnoll soldier/Gnoll marauder
Atk 1/2
Def 4/5
Spd 5/5
Initiative 8/8
HP 6/7
Damage 2-2/2-3
ability:
(The gnolls use flail to attack and buckler to protect themselves)

Lv 2 unit/upgrade:
Lizard archer/Lizard sharpshooter
Atk 2/3
Def 6/9
Spd 6/6
Shot 6/12
Initiative 7/7
HP 15/15
Damage 3-4/3-5
ability:shooter/shooter, double shoot
(A lizard armed with longbow)

Lv 3 unit/upgrade:
Serpent Fly/Dragon Fly
Atk 5/6
Def 8/10
Spd 8/9
Initiative 11/12
HP 20/21
Damage 2-9/3-8
ability: flyer, dispel/flyer, weakness
(A swift dragonfly like creature with dangerous bites)

Lv 4 unit/upgrade:
Gnoll Guardian/Gnoll Protector
Atk 4/4
Def 15/17
Spd 4/4
Initiative 8/8
HP 31/31
Damage 7-10/7-10
Abilities: Large shield, defensive stance(if doesnt move get 10% def bonus)
(I forgot this faction doesnt got any magic, so this unit enchance defensive ability. They're gnolls trained at defense, but their axe could be a decent weapon)

Lv 5 unit/upgrade:
Basilisk/Greater Basilisk
Atk 12/17
Def 14/17
Spd 6/6
Initiative 9/9
HP 43/43
Damage 11-13/12-16
ability: stone gaze/stone gaze, no enemy retalitation


Lv 6 unit/upgrade:
Gorgon/Death Gorgon
Atk 14/14
Def 22/24
Spd 5/6
Initiative 7/7
HP 80/83
Damage 18-20/16-24
abilities: rage, large creature/rage, death stare, large creature

Lv 7 unit/upgrade

Wyvern/Acid Wyvern
Atk 23/26
Def 26/28
Spd 8/8
Initiative 10/10
HP 225/230
Damage 45-47/45-53
Abilities: large creature, flyer/large creature, flyer, poison attack

However, isn't all units is not the best at each tier statistically?

Heroes skills? Talent?

The talent is similar with barbarians.
Hero: +1 Def for starting bonus.

+defence of knights units (thats true)
+attack of barbarian units but with magic abilities (they dont get that high attack, and no more magic)
+double shot of elves (the double shooter has low attack. no problem)
+super speed and poison weakness units ouch (super speed? only 2 quick flyers)
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