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new creatures in lordswm


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Authornew creatures in lordswm
Bowman- Crossbowman - Marksman

Marksman

Shooter , Aimed Shot , Bullseye

Attack 6
Defense 5
Damage 2-10
Hitpoints 13
Speed 4
Initiative 9
Shots 15
Mana -
Morale -
Luck -
Range 6

Bullseye : Hits a certain spot e.g legs or hands . If it hits the legs then it will be slowed down but if it hits its arm then the damage / attack will decrease.
Skeletons -> skeletal bowmen -> skeletal magi

att 2
def 2
dmg 2-2
HP 4
sp 4
ini 10
shots 12
mana -
range 99

abilities: undead. shooter. hexing attack. no ranged penalty.

hexing attack: every time creature attacks enemy (from range or melee) there is chance (65%) that enemy gets negative spell from list: delay (advanced level), curse (advanced level), weakness (basic level), dispersion (basic level, enemy must be under positive spell)
for skeletal magi spell power - spells will work skeletal_magi/40+1 turns
Zombie -> Infected zombies -> Zombie lords

att 3
def 4
dmg 3-4
HP 17
spd 4
ini 9

abilities: Undead. Rage. Infecting strike. plague.

plague: every time zombie lord attacks hi infects enemy, if infected creature stuck dies on battlefield it will rise (about after two turns after death) in form of zombies in amount 40%-60% (random) of dead stuck in beginning of battle (of course under control of zombie lord master), doesn't work on elemental\undead\mechanism

OR

Zombie -> Infected zombies -> Abomination
(abomination zombie-like meat-mount creature created from different body parts of many creatures whit 3-4 arms, also known as meat-golem)

att 2
def 2
dmg 2-4
HP 21
spd 4
ini 8

abilities: Undead. Rage. Infecting strike. Scavenger. Double strike.

Scavenger: can consume (eat) any (enemy and ally) destroyed creature stuck (takes full turn) to restore own HP (30% of consumed stuck, heals and rises abominations, stuck consumed entirely), consumed stuck will be removed from battlefield and can't be risen
Ghosts -> apparitions -> Evil spirits

att 5
def 4
dmg 4-8
HP 19
spd 6
ini 10

abilities: Undead. Flyer. Incorporeal. Drain mana. Shadow walker.

Shadow walker (creature goes to realm of dead, attacks from there enemy and then returns): is almost like griffins Battledive, except that evil spirits target creature (not tile, so never misses) and returns to title from there they attacked (not beside attack spot), can be used only on alive (not elemental\undead\mechanic) creature.
Vampires -> Vampire counts -> Elder vampires

att 12
def 12
dmg 9-10
HP 35
spd 7
ini 11
mana 18

abilities: Undead. No retaliation. Drain life. Teleport. Caster.
can cast: Weakness (advanced level, 5 mana), Confusion (advanced level 9 mana), Puppet Master (basic level, 18 mana), Soul Drain (advanced level,8 mana).

Puppet master - takes control over one enemy unit for one turn
Soul Drain - steals hit points from enemy (from range, damage progression like magi, one steals 20 HP, two - 32 HP, 3 - 42 HP, 4 - 51 HP, 5 - 60 HP and so on)
i hope they dont put this in... It would make the game horable
Swordsmen - Guardian - Defender. = Knights

minotaur - minotaur soldiers - Striker = DE

Ogre - ogre magi - troll = barbarian

Skeleton - skeleton bowmen - unseen = necromancers

Forest keepers - elite forest keepers - Elven lord = Elfs

These are all i can come up with, stats shall made sorry for the wizards which i don't no a good upgraded name :) and demons as well. My stats and abilities will come later.

make your own if you wish
Liches -> Archliches -> Lichequeens

att 23
def 23
dmg 20-25
HP 60
spd 3
ini 10
shots 8
mana 24
range 6

abilities: Undead. Shooter. Large creature. Plague shot. Caster. Pain reflection. plague.

can cast: Poison (expert), Curse (expert), Weakness (expert), Raise dead (basic), Disruption ray (advanced)

Pain reflection: creature gets only 75% normal damage from all physical melee attacks, and rest 25% of damage gets thous who attacks
plague: every time Lichequeens attacks hi infects enemy, if infected creature stuck dies on battlefield it will rise (about two turns after death) in form of zombies in amount 40%-60% (random) of dead stuck in beginning of battle (of course under control of Lichequeens master), doesn't work on elemental\undead\mechanism
Ive made 2nd upgrade for tier 1-4. You should take a look at them. Not to mention most of them are real creatures (instead of evil spirit my tier 3 2nd upgrade for necro is wraith, for example.)

https://www.lordswm.com/forum_messages.php?tid=1877466
https://www.lordswm.com/forum_messages.php?tid=1875280
https://www.lordswm.com/forum_messages.php?tid=1877098
https://www.lordswm.com/forum_messages.php?tid=1875279

Also, here are some new classes I made
https://www.lordswm.com/forum_messages.php?tid=1877808
https://www.lordswm.com/forum_messages.php?tid=1877880
https://www.lordswm.com/forum_messages.php?tid=1875750

Other works (new hunts and spells)
https://www.lordswm.com/forum_messages.php?tid=1878277
https://www.lordswm.com/forum_messages.php?tid=1877475
Not to mention most of them are real creatures (instead of evil spirit my tier 3 2nd upgrade for necro is wraith, for example.)

What this mean? U meet them IRL? (O_o)
Gremlins -> Gremlin engineers -> Gremlin alchemists

att 4
def 2
dmg 1-3
HP 8
spd 5
ini 12
shots 9
mana 4
range 6

abilities: Shooter, Repair, alchemy

alchemy: creature can use 4 different potions (as spells) for 1 mana each:
power brew - rises damage of ally stuck by 1-2
charged potion - thrown at enemy lowers his resistance to air damage (+25% damage from all air-based attacks and spells)
grey powder - thrown at enemy lowers his resistance to fire damage
cold liquid - thrown at enemy lowers his resistance to water damage

all effects will work Gremlin_alchemists/30+1 turns
Gargoyles -> Enchanted gargoyles -> Stone devils

att 3
def 6
dmg 1-3
HP 25
spd 7
ini 11

abilities: Flyer, Elemental, Rage, Immune to lightning, Immune to water, Immune to fire, Bloodlust, Stone form

Stone form: then defends this creature gets magic immunity and his defense dubles (+100%), then comes next creatures turn his HP fully restores (whit out rise)
Golems -> Modern golems -> Crystal golems

att 7
def 7
dmg 7-9
HP 26
spd 4
ini 7

abilities: Mechanical, Unlimited retaliation, Immune to delay, Magic shield 90%, Double strike, Crystalic

Crystalic: mirror-like crystal body of this creature has 50% probability to reflect enemy spell at other creatures on battlefield. mass and area spells can't be reflected.
Magi -> Lorekeepers -> Grand magician

att 10
def 10
dmg 7-7
HP 40
spd 4
ini 10
mana 30

abilities: Shooter, No ranged penalty, Through shot, Caster, Intellectual vigour, No melee penalty, Random defense spell

can cast: Dispersion (advanced), Magic punch, Fireball, Chastise (advanced), chain lightning (16 mana), summon elemental (17 mana), teleport (8 mana)

random defense spell: once, then comes first turn of this creature, hi casts spell on himself (instant, doesn't take turn, doesn't take mana) from list: Summon phantom, Evasion (advanced), Stoneskin(expert)

chain lightning: lighting hits target creature, then jumps to closest to him (even if it ally of spell caster) and so on till hits 4 creatures total, every next creature gets only 50% of previous creature damage.
summon elemental: magicians summons stuck of random elementals, double to number of magicians
teleport: caster teleports any creature (ally or enemy) at any available tile of battlefield
forgot: Grand magician have 5 shoots at 150 range, so would look like this:

att 10
def 10
dmg 7-7
HP 40
spd 4
ini 10
shots 5
mana 30
range 150
-----------------------------------------------------------------

Genies -> Senior genies -> Vizier genies

att 16
def 18
dmg 19-23
HP 50
spd 9
ini 12
mana 3

abilities: Flyer, Large creature, Magic shield 75%, Random caster: Mass Holy & Darkness

Random caster: Mass Holy & Darkness: This creature has an activated ability to cast a random spell on 4x4 tiles, Darkness magic school spell at enemy targets, or a random Holy magic school spell at allied targets. The spells are cast at Advanced magic talent level.
if arcangel it will be imnue to every thing magic cant deal fk att ca attack it is impossble
Info from official site:
http://heroes.ag.ru/heroes5/creatures/haven/

Farmers Altgrade:
Brute
Attack:2
Defense:1
Damage:1-2
Hit Points:6
Speed:4
Initiative:8
___________________
Archers Altgrade:
Crossbowmen
Attack:5
Defense:4
Damage:2-8
Hit Points:10
Speed:4
Initiative:8
Shots:10

So you can see other factions:
http://heroes.ag.ru/heroes5/creatures/academy/ - Wizard
http://heroes.ag.ru/heroes5/creatures/dungeon/ - Dungeon
http://heroes.ag.ru/heroes5/creatures/inferno/ - Demon
http://heroes.ag.ru/heroes5/creatures/necropolis/ - Necromancers
http://heroes.ag.ru/heroes5/creatures/sylvan/ - Elf
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